Ternothirl (5e Race)

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Ternothirl[edit]

A reptilian race made for the Lospiri Campaign Setting, specifically the realm called Bhodomhan. It can translate with some work into most settings.

Physical Description[edit]

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.

An Ikxan Ternothirl Ranger.

Eadar Ternothirli have deep green scales covering your soft brown body.

Ikxan Ternothirli have bright red scales covering your skin, which is either a darker shade of red or black.

Thra Ternorthirl have partially transparent, colourless scales that let the pale white pigment of your skin to be clearly visible.

Xarith Ternothirli have light blue scales masking your grey skin, and you are cold to the touch.

History[edit]

The Ternothirli are an odd race, claiming to be descended from others like them in a temperate climate. They appeared on the East Coast of Eskain several centuries ago. The earliest settlers were dazed but quickly set up camps for their kin and were strong and warlike. As time went on though, the Eastern sea trade grew exponentially, and these warrior tribes integrated with other races to form cities. Instead of spending their time on combat, many Ternothirli turned instead to the arts, crime-work, and sorcery.

Society[edit]

A large minority of Ternothirli still participate in mercenary work, but few have organized war clans like the times of old. They are peaceful and many have honest livings, yet they have a generally pessimistic outlook on life and tend to support aggressive or expansionist political agendas.

Ternothirl Names[edit]

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

Ternothirl Traits[edit]

A slender reptilian race who originally hailed from the Feywild.
Ability Score Increase. Your Dexterity, Wisdom, and Charisma scores all increase 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 o f 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. 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 works, Wito (aura), outweighs your bad works, or Vecan (power). Due to this dualistic set of values, 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 altitude than 6'6" and being no heavier than 200 pounds.
Speed. Your base walking speed is 30 feet.
Extraplanar. The Ternothirli's home is the Feywild. However, they have a 10% chance of ending up on the Primal Plane instead if they are banished.
Languages. In the Lospiri setting, you can speak, read, and write Terxonal and Sylvan. In other campaign settings, you may want to consult your GM on languages, as Common, Draconic, and Sylvan are vanilla languages, while Terxonal is not.
Subrace. Choose from one of the four subraces of Ternothirli.

Eadar Ternorthirl[edit]

Eadar Ternothirli naturally attune with nature and love the feel of the soil beneath their claws.

Gemuth Aura. You use your action to summon the powers of nature in a 5 foot radius sphere around you, which manifest in various ways depending upon your surroundings. You and all allies within the radius regain 1d8 + your Wisdom modifier number of hit points every turn you are in the radius. The aura lasts a number of rounds equal to 1 + your Wisdom modifier. This ability can be used once between long rests and shares the cooldown with Weyog Aura.
Geokinesis. You can cast the Mold Earth cantrip. Your spellcasting modifier for this spell is Wisdom.
Weyog Aura. You use your action to turn the nurturing nature of the air around you into a noxious fog. Any creature within 5 feet of you must succeed on a Constitution saving throw or else be poisoned and take 1d4 poison damage. The save DC is 8 + your proficiency modifier. Upon a successful save, the creature takes half damage and is not poisoned. Every round the creature is in the aura and the aura is active, they take this damage. If they succeeded on the initial save, they take half damage while in the aura. If they failed on the initial save, they make it every consecutive turn afterward that they are in the aura and keep the successful roll if they achieve it. If they failed the initial roll, the poisoned condition is not removed upon a success. The aura lasts for a number of turns equal to 1 + your Constitution modifier. This ability can be used once between long rests and shares the cooldown of Gemuth Aura. The damage for this ability increase to 2d4 at 8th level and 3d4 at 16th level.
Yetov di Tresk Zarlathil. You took or are taking time to identify the working parts of Mother Nature. You have advantage when using the Nature skill to forage.

Ikxan Ternorthirl[edit]

Ikxan Ternothirli love the heat, and some of them even go nude in public during the hot parts of the summer.

Heat Vision. You can use a bonus action to blink your eyes and trigger your alternate senses. Objects within 60 feet of you that you can see and that have a temperature above 32 degrees Fahrenheit are outlined in a dull red glow. Everything else appears as varying colors of blue and yellow.
Ivarxan Aura. You use your action to open your soul and release a sphere of flame engulfing the area 5 feet around you. Wooden weapons and projectiles that enter your aura are instantly burnt to a crisp. When a hostile creature enters the aura, they must make a Constitution saving throw or take 1d4 fire damage. The save DC is 8 + your proficiency modifier. Upon a successful save, the creature takes half damage. Every round the creature is in the aura and the aura is active, they take this damage. If they succeeded on the initial save, they take half damage while in the aura. If they failed on the initial save, they make it every consecutive turn afterward that they are in the aura and keep the successful roll if they achieve it. The aura lasts for a number of turns equal to 1 + your Constitution modifier. This ability can be used once between long rests. The damage for this ability increase to 2d4 at 8th level and 3d4 at 16th level.
Pyrokinesis. You channel your inner self and conjure fire to use at your disposal. At 1st level, you can cast the Firebolt cantrip. At 3rd level, you can cast the Burning Hands 1st level spell. At 5th level, you can cast the Pyrotechnics 2nd level spell. You may cast these spells without any materials, and your spellcasting modifiers for these spells is Charisma.

Thra Ternorthirl[edit]

Thra Ternothirli have always watched the skies, learning from them over time.

Aerokinesis. You can cast the Gust cantrip. Your spellcasting modifier for this spell is Wisdom.
Silent Stride. You are considered to have proficiency when attempting to move silently. If you are already proficient in Stealth, you are considered to have expertise when attempting to move silently instead. If you have expertise in Stealth, then there is no effect.
Thraun Aura. You use your action to create a sphere of air extending in a 5 foot radius around you. The aura glows white and have tiny swirling clouds inside it. Whenever a hostile creature attempts to enter the aura, fierce winds begin to blow, and they must make an Athletics check. The check's DC is equal to 8 + your proficiency modifier. On a successful check, the creature may enter the sphere. On a failure, the creature may not enter the sphere but may continue with its turn if it has the capability to do so. This aura lasts for a number of turns equal to 1 + your Constitution modifier. This ability can be used once between long rests and shares the cooldown with Xokhros Aura.
Xokhros. You use your action to create a dark sphere of clouds extending in a 5 foot radius around you. These clouds do not obstruct view of you nor your view to the outside world. When a hostile creature enters the aura, they must make a Constitution saving throw or take 1d6 + your Constitution modifier lightning damage. The save DC is 8 + your proficiency modifier. Upon a successful save, the creature takes half damage. Every round the creature is in the aura and the aura is active, they take this damage. If they succeeded on the initial save, they take half damage while in the aura. If they failed on the initial save, they make it every consecutive turn afterward that they are in the aura and keep the successful roll if they achieve it. The aura lasts for a number of turns equal to 1 + your Constitution modifier. This ability can be used once between long rests and shares the cooldown with Thraun Aura. The damage of this ability increases to 2d6 + Con at 8th level and 3d6 + Con at 16th level.

Xarith Ternorthirl[edit]

Xarith Ternothirli unlike their brethren stay as cool as possible.

Cryokinesis. You have ties with winter and the sea. At 1st level, you can cast the Frostbite cantrip. At 3rd level, you can cast the Ice Ward 1st level spell once a day. You may cast these spells without any materials, and your spellcasting modifiers for these spells is Wisdom.
Guul Aura. You use your action to conjure a frosty mist around you, adding a cold bite to the air. You and up a number equal to your proficiency modifier of allied creatures that step into the aura have resistance to cold damage. Alternatively, you can use this power to make yourself resistant to cold damage while making a number equal to your proficiency modifier of hostile creatures within your aura vulnerable to cold damage. This aura lasts for a number of turns equal to 1 + your Wisdom modifier. This ability can be used once between long rests and shares the cooldown with Viziqath Aura.
Viziqath Aura. You use your action to conjure freezing waters that surround you in a sphere with a 5 foot radius. Any creatures in this radius must make a Dexterity saving throw or else be frozen in place for a number of turns equal to 1 + your Wisdom modifier. The save DC is 8 + your proficiency modifier + your Wisdom modifier. Upon a successful save, the creature is not frozen and moves outside the aura. Upon a failure, the creature is frozen in a layer of ice that prevents them from taking any actions. However, physical damage equal to 5 * your proficiency modifier can break the ice prematurely. Any damage over the needed amount carries over to the now freed creature. Fire damage dealt to the ice instead requires only 2.5 * your proficiency modifier to melt the ice away. Round down when calculating for half points of damage.. This ability can be used once between long rests and shares the cooldown with Guul Aura.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
4′ 10″ +4d8 100 lb. × (5d20) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)


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