Variant-human A Huamn Race Guide for D&D 5e

By Natalie | Last Updated: October 1, 2021

Hello readers, in this post we are going to discuss abut the Variant-Human. This post we have cover their names and age, ability score and learn making spell. So let’s start the post.

Variant-Human

Variant-human is also part of the human race. It’s powerful spell. They provide the different type of roll attack and age and alignment.

The human race as it is presented in the syetem reference document is often considered underpowered, while the variant human presented in the player’s manual is considered too strong, as feat seem to be intended to be used from 4th level onwards, and making a feat available at 1st level makes that human variant too powerful at lower level.

This is an attempt to bring the hauman race to a power level comparable to other first-party races, without making them too weak (like the standarad human) or too strong (like the variant in the player’s manual).

It’s hard to make generalization about human, but your haman character has traits.

Ability Score Increase. Two different ability score of your choice each increase by 1.

Age. Humans reach adulthood in their late teens and live less than a century.

Alignment. Humans tend toward no particular alignment. The best and the worst are found among them.

Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is medium.

Speed. Your base walking speed is 30 feet.

Miscellaneous Experience. You gain two skill proficiency of your choice and one tool proficiency of your choice.

Prodigious Talent. Choose one skill in which you have proficiency.

You gain expertise with that skills, which means your proficiency bonus is doubled for any ability check you make with it.

The skill you choose can’t benifit from anothor feature, such as Expertise, that doubles your proficiency bonus.

Language. You can speak, read, and write Common and two other languages of your choice.

Variety in All Things:

Variant Humans are the most adaptable and ambitious people among the common races.

They have widly varying testes, moral, and customs in the many different lands where they have settled.

When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries.

An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins for beyond the reach of any single human’s memory.

They live fully in the present-making them well suited to the adventuring life-but also plan for the future, striving to leave a lasting legacy.

Individually and as a group, humans are adaptable opportunities, and they stay alert to changing political and social dynamics.

Variant Human: Mark of Making

Source: Eberron – Rising from the Last War

If your Variant Human has the Mark of Making, replace all Racial Traits found in the Player’s Handbook with these, except for Age, Alignment, Size, and Speed.

Ability Score Increase. Your Intelligence score increase by 2, and one other Ability Score of your choice increase by 1.

Artisan’s Intuition. Whenever you make an Intelligence (Arcana) or an Ability Check involving Artisan’s Tools, you can roll a d4 and add the number rolled to the total ability check.

Artisan’s Gift. You gain proficiency in one type of Artisan’s Tools of your choice.

The Manding Cantrip. You can also casts the magic weapon spell with this trait.

When you do so, the spell lasts for 1 hour and doesn’t requries concentration once you cast this spell with this trait, you can’t that spell again until you finish a Long Rest.

Intelligence is your Spellcastinhmg Ability for these spells.

Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Making Spells table are added to the spell list of your Spellcasting class.

Mark of Making Spell

Spell LevelsSpells
1stIdentify, Tensers Floating Disk
2ndContinual Flame, Magic Weapon
3rdConjure Barrage, Elemental Weapon
4thFabricate, Stone Shape
5thCreation

Variant Human: Mark of Handling

Source: Eberron – Rising from the Last War

If your Variant Human has the Mark of Handling, replace all Racial Traits found in the Player’s Handbook with these, except for Age, Alignment, Size, and Speed.

Ability Score Increase. Your Wisdom score increase by 2, and one other Ability Score of your choice increases by 1.

Wild Intuition. Whenever you make a Wisdom (Animal Handling) or a Intelligence (Nature) check, you can roll a d4 and add the number rolled to the total ability check.

Primal Connection. You can cast the Animal Friendship spell and the Speak With Animals with this trait, requiring no material components.

Once you cast either spell with this traits, you can’t cast the spell again until you finish a Long Rest.

Wisdom is your Spellcasting Ability for these spells.

The Bigger They Are. Starting at 3rd level, you can target at Beast or a Monstrosity when you cast Animal Friendship or Speak With Animals, provided that the creature’s intelligence is 3 or lower.

Spells of the Mark. If you have the Spellcasting or Pact Magic Class feature, the spells on the Mark of Handling Spell table are added to the spell list of your Spellcasting class

Mark of Handling Spells

Spell LevelSpell
1stAnimal Friendship, Speak With Animal
2ndBest Sense, Clam Emotion
3rdBeacon of Hope, Conjure Animals
4thAura of Life, Dominate Beast
5thAwaken

Variant Human: Mak of Passage

Source: Eberron – Rising from the Last War

If your Variant Human has the Mark of Passage, replace all Racial Traits found in the Player’s Handbook with these, except for Age, Alignment, and Size.

Ability Score Increase. Your Dexterity score increase by 2, and one other Ability Score of your choice increase by 1

Courier’s Speed. You gain a base walking speed of 35ft.

Intuitive Motion. Whenever you make an Dexterity (Acrobatics) or an Ability Check involving operating or maintaining a Land Vehicle, you can roll a d4 and add the number rolled to the total ability check.

Magical Passage. You can cast the Misty Stepspell with this traits.

Once you cast this spell with this trait, you can’t cast the spell again until you finish a Long Rest.

Dexterity is your Spellcasting Ability for these spells.

Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Passage Spells table are added to the spell list of your Spellcasting class.

Mark of Passage Spells

Spell LevelSpell
1stExpeditious Retreat, Jump
2ndMisty Step, Pass Without Trace
3rdBlink, Phantom Steed
4thDimension Door, Freedom of Movement
5thTeleportation Circle

So, in this post we have covered the Dragons & Dungeons Variant Human. I hope you have liked this post. Thanks for visiting.