Humans

Humans are Spread across Nerakov and the Far Realms so there is many variations

Wildlands:

 *  Hunter's Intuition:  Whenever you make a Wisdom (Perception) or a Wisdom (Survival) check, you can roll a d4 and add the number rolled to the total ability check.
 *  Pronyma's Grace:  Moving through difficult terrain created by nonmagical plants costs you no extra movement. Additionally, you can move through nonmagical plants without taking damage from thorns, spines, and similar hazards.
 *  Divine Resilience:  You have advantage on saving throws against effects that deal radiant or necrotic damage.

 Deadlands: 


 *  Inoculation:  a part of your body is replaced with Aetherium (ie:Eyes 60 darkvision/ and twice a day True Sight) | Parts|
 *  Whispering Sands:  Proficiency and Advantage on wisdom saving throws due to living in the desolate lands of the crystal forests shards that cause illusions and Mirages
 *  Martial Training:  You have proficiency in light armor and expertise in two weapons of your choice.

 Nomdracieous: 


 *  Altitude Acclimation:  Climbing does not cost you additional movement. Additionally, you have advantage on saving throws to resist the effects of high altitudes
 * . Crafters Paradise:  You are proficient in two tools of your choice
 *  Tough:  Your hit point maximum increases by 1 every level but every even number levels it increases by 2

Deep Core:

 *  Darkvision:  You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.


 *  Sunlight Sensitivity:  You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlightfrom being enslaved underground for so long
 *  Slavery Shadows:  You have proficiency in the Perception and Stealth skills.
 *  Street Magic:  You have learned one cantrip from the Conjuration or Illusion school of magic.

 Primordial Blessed Lands: 


 *  Cold Acclimation:  You have advantage on saving throws against effects that deal cold damage, as well as to resist the effects of extreme cold.
 *  Winter Step:  Your base walking speed is increased to 35 feet. When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
 *  Vyara's Bane:  You gain expertise in 2 bladed weapons of your choice

 Scorched Barrens: 


 * Heat Acclimation: You have advantage on saving throws against effects that deal fire damage, as well as to resist the effects of extreme heat.
 * Desert Nomad: You have proficiency in either the Nature or Survival skill (your choice).
 *  Vonalene's Determination:  When you score a critical hit with an attack, the extra damage is Force and you can roll one of the damage dice one additional time and add it to the extra force damage of the critical hit.

 Argus Isles: 


 *  Seafarer's Weapon Training:  you make your living off the sea, whether by fishing, sailing, or buccaneering. Growing up on the open ocean has given you specialized experience with seafaring weapons. You have proficiency with longsword (cutlasses), rapier, trident, and net.
 *  Natural Heart:  You are proficient in the Animal Handling skill and may double your proficiency bonus when making Animal Handling skill checks when dealing with your favored animal
 *  Favored Animal:  Choose a animal to be your Companion they will level and grow with you

 Metallargeous Ice Fields: 


 *  Draconic Resistance:  You have resistance to Radiant Damage due to "Bahamuts" Blessing
 *  Crystal Blood . You learn a single cantrip from the School of Conjuration . At 3rd level, you learn a 1st or 2nd level spell from the same school of magic and may cast it once per day as though using a 2nd level spell slot. Your spellcasting ability for these spells is Charisma.
 *  Curses' Endurance:  When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

 Tri Crag Caribbean: 


 *  Seafarer's Weapon Training:  you make your living off the sea, whether by fishing, sailing, or buccaneering. Growing up on the open ocean has given you specialized experience with seafaring weapons. You have proficiency with longsword (cutlasses), rapier, trident, and net.
 *  Ocean Magic:  being born in the isles of this Caribbean you learned the magics that are imbued there by the phantasmal forces that reside there you may learn the cantrip Shape Water or Guidance, at 3rd level you may learn create or Destroy water, or Crushing Wave, or Water Blast, and at 5th level you may learn Water Cannon, or Flash Freeze
 *  Strong Mind:  because of this Phantasmal Force here you have resistance to psychic damage.

Scalect Dominion:

 *  Studies : You are proficient in the Arcana and History skills, and you can read, write, and speak and extra language of your choice.
 *  Yuan-ti Influence:  You are immune to poison damage. and have advantage against saving throws that mean to poison you or give you a disease
 *  Fearless:  You have advantage on saving throws against being frightened.
 *  Yrians Bane:  [Redacted]