Christineupfold
Villager
Cool idea for a Homebrew Human Subrace
Intelligent Human Racial Traits
• +2 Int, +2 Wis, +2 Cha
• Age: Intelligent Humans reach adulthood in their late teens and live less than a century.
• Medium: As Medium creatures, Intelligent humans have no special bonuses or penalties due to their size.
• Speed: Human base land speed is 30 feet.
• Skillful: 4 extra ability points at 1st level and 1 extra ability point at each additional level.
• Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
• Gifted. Any Intelligent human has their own background and abilities often intertwined with the story. You can get any two Feats.
• Studied: Choose one skill from either Int, Wis, or Cha to be proficient in.
• Combat Analysis: You may use Intelligence instead of Dexterity for initiative rolls. (Optional)
• Bonus Bonus Action: Starting at 5th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 11th level, you can use it twice before a rest, but only once on the same turn.
Intelligent Human Racial Traits
• +2 Int, +2 Wis, +2 Cha
• Age: Intelligent Humans reach adulthood in their late teens and live less than a century.
• Medium: As Medium creatures, Intelligent humans have no special bonuses or penalties due to their size.
• Speed: Human base land speed is 30 feet.
• Skillful: 4 extra ability points at 1st level and 1 extra ability point at each additional level.
• Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
• Gifted. Any Intelligent human has their own background and abilities often intertwined with the story. You can get any two Feats.
• Studied: Choose one skill from either Int, Wis, or Cha to be proficient in.
• Combat Analysis: You may use Intelligence instead of Dexterity for initiative rolls. (Optional)
• Bonus Bonus Action: Starting at 5th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 11th level, you can use it twice before a rest, but only once on the same turn.








