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Human

Short-lived and plain, humans concentrate wherever the weather is mild and food is abundant.

Ancestral Traits

Age

Most humans reach adulthood in their late teens and live less than 70 years. The oldest humans live just over a century.

Speed

Walk 30 ft.

Size

Medium.
Random Height and Weight

You may roll for your character's height and weight on the Random Height and Weight table. The roll in the Height Modifier column adds a number (in inches) to the character's base height. To get a weight, multiply the number you rolled for height by the roll in the Weight Modifier column and add the result (in pounds) to the base weight.

Base Height Base Weight Height Modifier Weight Modifier

4' 9"

115 lb.

+ 2d10

× 2d4 lb.

Hard to Kill

When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't use it again until you roll initiative at the start of combat or until you finish a short or long rest.

Additionally, if you have failed two death saving throws, you have advantage on Death saving throws.

Reckless Instinct

You know how to seize an opportunity, even if it means putting yourself in harm's way.

While in combat, you can roll an additional d20 on a single attack roll, ability check, or saving throw. You can choose to use this ability after you roll the first die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

After using this ability, your next attack roll, ability check, or saving throw is made at disadvantage.

Manifest Destiny

You are more attached to mundane, inanimate objects than those of other ancestries. Through sheer force of will, you can imbue a single mundane object with magical properties.

Weapon. You can cast the magic weapon spell with this trait. When you do so, the spell lasts for 1 hour and doesn't require concentration. The weapon is only magic while you wield it. If you use this ability on the same weapon every day for a year, the item becomes a +1 weapon, usable by anyone. Once you cast the spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for this spell.

Armor or Shield. You can cast the shield of faith spell on yourself with this trait. When you do so, the spell lasts for 10 minutes and doesn't require concentration. The armor or shield is only magic while you wear or wield it. If you use this ability on the same armor or shield every day for a year, the item becomes +1 armor, usable by anyone. Once you cast the spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for this spell.

Trinket. You can cast the guidance spell on yourself with this trait. When you do so, the spell lasts for 1 minute and doesn't require concentration. The trinket is only magic while you hold it. If you use this ability on the same trinket every day for a year, the item becomes a wondrous item, usable by anyone. Once you cast the spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for this spell.