Terrarian (5e Race)

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<Terrarian>[edit]

Physical Description[edit]

Terrarians are a hardy and versatile humanoid race with a physique that reflects their adventures across diverse landscapes. Standing at a height ranging from 5 to 6 feet, they have well-defined, athletic builds. Their skin tones vary widely, often influenced by the environments they have traversed. Terrarians' eyes are bright and alert, showing signs of keen observation and adaptability.

Their hair, like their skin, can be of any color, and it's common for Terrarians to have hairstyles that are both practical and stylish. Many sport practical haircuts that keep their vision unobstructed during intense battles or explorations.

History[edit]

In the beginning, the Gods established a balance to guarantee fairness for all living creatures. This balance was to be of paramount importance, with no cost too great in seeking its fulfillment. Eons have passed since the Gods first began testing the complexities of life in their fairness experiment. In this process, countless living worlds were created and now exist within the Terraria universe. Each world of Terraria is a sentient being that knows all that goes on and can feel the thoughts of all living creatures: with their sole purpose being to ensure that the desired balance is maintained – often violently so. The worlds utilize many defense mechanisms to ensure the balance is upheld at all costs – some of them are known as the Hallow, Corruption, and Crimson.

The Crimson[edit]

The Crimson is a single emergent living being connected directly to each world, sharing a hive mind, and solely focused on restoring balance at all costs. Thousands of worlds before the one on which you stand now have been absorbed by this being. Many misguided people have made the horrific mistake of raising the Crimson to the level of a deity – conducting human sacrifices to it to placate the monstrosity or seek its favor. The Crimson gladly consumes these bodies, becoming one with them and producing terrifying beings, who lose the ability to feel and blindly follow the hive mind.

The Corruption[edit]

The Corruption is a cancer caused by the sins of those living in the worlds of Terraria. The vile actions and thoughts present in all beings feed the growth of the Corruption as it spreads relentlessly across each world. The Corruption knows nothing else but to consume everything it touches, leaving behind terrible creatures of hate that exist for the sole reason to cause pain in punishment for the unearned pleasure experienced by living things. After the Corruption restores balance to life, it destroys it with the goal of turning the world into a desolate abyss void of life.

The Hallow[edit]

The Hallow, on the other hand, is of an entirely different nature. Within each world is a Guardian who serves as the world’s master and core. Once this creature is destroyed the world will release the Ancient Spirits of Light and Dark to expedite the process of finding a new Guardian. It is here when the Hallow is created and functions as an overcompensation of purity, taken to the absolute extreme. The Hallow cures threats that would attempt to violate the critical balance of life, killing anything in its path as though it were treating an infection – whether friend, foe, or neutral party. Ultimately, the Hallow serves to push back against the never-ceasing encroachment of control.

The World[edit]

It is against the backdrop of this precious balance of life, desolation and pain that the great battles of legend and the adventures of our time take place. In the blind spot of the universe, there exists a planet of unprecedented potential: The world!

The story begins with Cthulhu – a creature of immeasurable power and unknown origin – who arrived long ago with its seemingly sole purpose being to rain destruction on and to have dominion over all the sentient life that flourishes in the world.

None could stand against the advances of Cthulhu. The very fabric of Terraria itself seemed on the precipice of doom. At last, when all hope seemed lost, the ancient race of Dryads arose to wage battle against Cthulhu. The Dryads, with their unparalleled connection to the planet, were Terraria's truly last hope as they joined together to save all life from annihilation.

The Dryads were alas unable to kill Cthulhu. However, with the Dryad's combined power they were able to cripple Cthulhu's ability to wreak further damage on Terraria by ripping out Cthulhu's eyes, part of its skeleton, and chunks of its brain. Ultimately this substantial damage forced Cthulhu to retreat to the dark side of the moon, where it dwells to this day, gathering strength for another attempt at total conquest. As for the Dryads, sadly, all but a single member perished... and the sole survivor has not been seen for many, many years.

Lunatic Cult[edit]

Much time has passed since the Great War of Cthulhu. However, rumors tell of a Lunatic Cult led by a fanatical zealot that is methodically seeking to revive Cthulhu to its former power and bring about the end of the world. As a part of these efforts, a renowned genius – known simply as the Mechanic – has been kidnapped and forced to rebuild the parts needed to make Cthulhu whole once again. Hushed whispers tell of the results of these experiments: horrible mechanical simulacrums of Cthulhu's organs. The Mechanic has nearly completed her work, only needing to finish the Mechanical brain to restore Cthulhu to its full destructive power.

Passing travelers hear construction and screams emanating from the Dungeon – an evil, demonic fortress of the dead in which the Mechanic is supposedly held prisoner as she conducts her work.

Many across Terraria have fallen under the possession of the cult, including the benevolent Old Man who oversees the Dungeon, a once thriving city full of life until a curse forced all its inhabitants to go mad – living beyond the point where their bodies rotted away and they became mindless undead servants of evil. Without some intervention, some force to stem this tide, some hero to save the day, Terraria's doom is nigh at hand!

This brings us to our adventure. It begins with you – in humble beginnings and shown your path by the faithful and mysterious Guide. As this world's champion, you will experience communications from the world to help protect your mission. The world has brought you to this specific location at this specific time – will you stand up and fight for Terraria against the growing shadows of impending doom?

Society[edit]

The society of the Terrarian race is a vibrant and dynamic tapestry woven from the diverse threads of individuals drawn from across the land. Shaped by the challenges and wonders of Terraria, their civilization reflects the resilience, adaptability, and adventurous spirit inherent in each Terrarian.

Terrarian Names[edit]

Terrarians often choose their own names, picking names that show true adventure and courage.

Male: Andrew, Ted, Houston, Yorai, Charles.

Female: Whitney, Amanda. Olivia, Crystal.

Terrarian Traits[edit]

A resilient and adaptable humanoid race drawn from diverse realms to the pixelated landscapes of Terraria
Ability Score Increase. Your Constitution score increases by 2
Age. Terrarians live slightly longer than humans, reaching maturity in their late teens and living to around 130 years.
Alignment. Terrarians are often kind in nature and will try to help whenever they are able. Your alignment is neutral good.
Size. Terrarians are rather average in height and build, from 5 and a half feet to well over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Natural Explorer. You are proficient in the Survival skill, reflecting your ability to navigate and survive in different environments.
Versatile Tools. You gain proficiency with one tool of your choice, reflecting your ability to craft and utilize a variety of tools.
Combat Training. You are proficient with one weapon of your choice, reflecting your combat prowess in ferocious battles.
Languages. You can speak, read, and write Common and one other language of your choice. Terrarians often encounter diverse creatures and civilizations in their adventures.

Melee Build Subrace[edit]

Ability Score Increase. Your Strength score increases by 1
Armor Proficiency. You are proficient in light armor and medium armor.
Battle-Hardened. You have advantage on saving throws against being frightened, reflecting your experience facing formidable foes in close-quarters combat.
Martial Training. You gain proficiency in one of the following skills: Athletics, Acrobatics, or Intimidation, emphasizing your physical prowess and combat skills.

Ranged Build Subrace[edit]

Ability Score Increase. Your Dexterity score increases by 1
Firearm Proficiency. You are proficient in firearms.
Rapid Reload. You can reload a ranged weapon as a bonus action, allowing for quick and efficient use of ammunition in the heat of battle.
Eagle Eye. You have advantage on Wisdom (Perception) checks related to sight, reflecting your keen awareness and sharp vision.

Mage Build Subrace[edit]

Ability Score Increase. Your Intelligence score increases by 1
Mana Meter. You have a pool of mana that can be used to cast spells, this pool equals your proficiency bonus + your intelligence modifier. A spells mana cost depends on the level of the spell. 1st level = 2 mana, 2nd level = 3 mana, and a 3rd level = 5 mana. You regain all expended mana when you finish a long rest.
Magic Spells. At 1st level, you can choose one cantrip from the wizard spell list. At 3rd level, you can choose a 1st level spell from the wizard spell list. At 5th level, you can choose one 2nd level spell from the wizard spell list. You can cast the leveled spells once and regain the use of the spells after you finish a long rest. Intelligence is the spellcasting ability for these spells.
Arcane Affinity. You gain proficiency in the Arcana skill, reflecting your mastery of magical knowledge and lore.

Summoner Build Subrace[edit]

Ability Score Increase. Your Wisdom score increases by 1
Summoner's Bond. During a long rest, you can summon a CR 1 creature to aid you in battle. The creature must be a beast or monstrosity, but the creature type is considered construct for determining what creature type it is. The creature takes its turn after you and you must use your bonus action to tell it what to do. If you tell it to do something, it will do it until given the action to stop. (i.e. telling it to attack a creature, it will attack that creature on each of its turns until told to stop.) The creature gains a bonus to AC, attack modifier, and HP equal to your wisdom modifier. Once the creature reaches 0 HP, it dies and you must wait until a long rest to summon it again.
Summoner's Insight. You have advantage on Wisdom (Insight) checks when interacting with magical entities or creatures summoned through spells.
Summoning Proficiency. You gain proficiency in the Animal Handling skill, reflecting your ability to communicate and form bonds with summoned creatures.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 4'' +2D4 160 lb. × (2D4) lb.

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

5.00
(one vote)

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