Ternothirl (5e Race)
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Ternothirli resemble reptilian humanoids. The average ternothirl has a slender build and has human-esque height and weight. They have skin covered in scales, the hues of which differ based on subrace. They have distinctive markings on their arms and legs, eyes ranging from green to yellow, and slim, reptilian facial features. They prefer wearing simple clothing that covers most of the body, and they are most comfortable in temperate climates, especially in coastal regions. Eadar ternothirli have deep green scales covering their soft, sandy brown body, meant to blend with the earth and greenery. Ikxan ternothirli have bright red scales covering their skin, which is either a darker shade of red or black. Thra ternorthirl have partially transparent, colourless scales, revealing the pale skin underneath. Xarith ternothirli have light blue scales masking their grey skin, and are cold to the touch.
The ternothirli are an odd race, claiming to be descended from others like them in a temperate climate, like lizardfolk. According to them, their forefathers had sailed north across a sea of stars onto this world and landed in the coastal islands off the mainland from the Feywilds. They were first encountered on the east coast of Eskain several centuries ago, where they hunted in the temperate jungles. Their population is found to extend to steamier parts of the archipelago surrounding Eskain, and they were known to be able to swim alone to a nearby island, as well as use canoes to cross. They made trade with exploring settlers and expanded their reach along the eastern coast, building cities of their own where other races came. After many developments and years of prosperity, they were pretty much barons of a wealthy little port area, where they largely remain to this day.
Ternothirli are able swimmers and navigators of water. The archipelago they inhabit off the east coast is filled with jungles where they build their village offsets, away from their bustling cities of the trade ports in Eskain. They have a fairly loose system of governance, with a gerontocracy, where an elder usually is leader and oversees the running of affairs. There is a council which checks the leaders power, and the members are elected by the citizens, though this pseudo-democracy was developed mainly for urban settings. Their villages mainly simply follow a leader, having much less of a population to deal with. These are very closed societies, unlike the cityscape, where they move freely, often seeking more mysteries of the world beyond their own.
The ternothirli are fairly inclusive and their cities have a lot of other races mixing in, as it is a port city. Ternothirli there tend towards mercenary work, arts, and sorcery, though some do collaborate in dirty dealings with the crime syndicates running business. There exist war clans which are considered archaic in ternothirli cities and villages, which train the young to fight. However, they are less popular nowadays due to the establishment of guilds, which offer more versatility and attract younger folk.
Ternothirli believe in peace and harmony, preferring to avoid conflict if possible. This mindset became more popular as they observed the progression of war magics by other countries used to commit atrocities. They believe in an honest living, not harming another. Despite this seemingly simple and pure desire, ternothirli hide a pessimistic outlook on life that is the general default for their race. Many believe and support aggressive and expansionist political agendas, wanting to take more territory. Others are polemic, despite some diversity in their port cities, having grown up with a closed community within their village.
Many ternothirli worship an ancestral god by the name Bauhhmer, who is the judge of all that is good and evil in the world. In their beliefs, it does not matter how you act in life as long as your good deeds, called "wito" or aura, outweigh the bad, called "vecan" or power. So long as this is upkept, one can progress to advance in the next life. Their main philosophy in life is to always go for just above passing, as "51% wito will always beat 49% vecan." This, however, makes it very hard for them to make moral decisions on a small scale, which is why petty theft and lesser crimes are rampant in their society. Reforms seem to fall on deaf ears, perhaps because the ternothirli like the freedom this allows.
Ternorhirli have harsh, often guttural or sibilant names. In Sylvan, c represents the "tʃ" sound, ea represents the "e" sound, q represents the "kw" sound, x represents the "ʃ" sound, and zh represents the "ʒ" sound.
Male: Bavl, Bocar, Desifras, Jakhrin, Kalumir, Kilzirei, Qelbarek, Racek, Senfras, Soforn, Stagrax, Svezhavur, Tazhin, Vrakdorslek, Wornek, Wovokul, Yartozar, Yorvor, Zorko
Female: Bozis, Dramirira, Drarika, Druudelka, Iriyela, Izhita, Jokorda, Nadarka, Neslandia, Neswofuul, Qilthika, Radmikarain, Tihaimma, Tharuuna, Urhosira, Urgiann, Welsiha, Zyelbra
Surname: Benexyalo, Bukosuurst, Dantsamtel, Darenthral, Dirdrtros, Dolsmarxall, Dramorurnis, Fexncur, Gradenbonv, Khraicenthk, Mithalvonika, Snaigturklomf, Wivltroth, Zhusemcath
A slender reptilian race which claims otherworldly origins
Ability Score Increase. Your Dexterity and Constitution score each increases by 1.
Age. Young ternothirli grow slowly for reptiles but quickly for humanoids. They walk about a year after hatching, attain the size and development of a 10-year-old human child by the age of 5, and reach adulthood by 15. They live to be around 90 or 100.
Alignment. Due to their religious beliefs, the majority of ternothirli live their lives chaotically, only caring to err on the side of good if they fear death is nigh.
Size. Ternothirli are of average height and weight, reaching no higher than 6'6" and being no heavier than 200 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
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.
Extraplanar. The ternothirl's home is the Feywild. However, they have a 10% chance of ending up on the Primal Plane instead if they are banished.
Nautical Descendants. You derive your blood from those who sailed great crafts. You are proficient in aquatic vehicles, and you have advantage in Wisdom (Survival) checks to determine directions.
Languages. You can speak, read and write in Common, Sylvan, and Draconic.
Subrace. Choose one from the eadar, ikxan, thra, and xarith subraces.
Eadar ternothirli naturally attune with nature and love the feel of the soil beneath their claws.
Ability Score Increase. Your Wisdom score increases by 1.
Nature Prone. You took or are taking time to identify the working parts of Mother Nature. You are proficient in the Nature skill.
Geokinesis. You are highly in tune with the earth. You know the mold earth cantrip, and can cast it at will. At 3rd level, you can cast the earthbind spell once, without material components. You regain use of this spell via this trait when you finish a long rest.
Ikxan ternothirli love the heat, and some of them even go nude in public during the hot parts of the summer.
Ability Score Increase. Your Charisma score increases by 1.
Heatproof. You are used to, in fact, you love the heat. You have advantage on saving throws against the effects of Extreme Heat, as written in Chapter 5 of the DMG.
Pyrokinesis. You can cast the flaming sphere spell at its lowest level, without material components, once. You must finish a long rest before using this trait again. Charisma is your spellcasting modifier for this spell.
Thra ternothirli have always watched the skies, learning from them over time. They are known to manipulate air.
Ability Score Increase. Your Wisdom score increases by 1.
Aerokinesis. You know the gust cantrip and can cast it at will.
Silent Stride. Like air, you move without detection. You are proficient in the Stealth skill.
Thraun Aura. You can hold your breath for up to half an hour at a time.
Xarith ternothirli, unlike their brethren, prefer to stay as cool as possible. They enjoy the water a lot and are the best at swimming without use of a vehicle.
Ability Score Increase. Your Intelligence score increases by 1.
Swimmer. An ideal way to stay cool is to stay in the water. You have a swimming speed of 25 feet.
Cryokinesis. You have ties with winter and the sea. You know and can cast the frostbite cantrip at will. At 3rd level, you can cast the ice knife spell once, without material components. You regain use of this spell via this trait by finishing a long rest. Intelligence is your spellcasting modifier for these spells.
Random Height and Weight
|4′ 10″||+4d8||100 lb.||× (1d6) lb.|
*Height = base height + height modifier