Tremorian (5e Race)
From D&D Wiki
After centuries of living in the deep underground reaches they have lost all color in their skin making them white as ghosts and having long blonde & white hair to match. They make up for this by generally being covered in dirt allowing their skin to usually having the illusion of pigmentation. They have also lost their eyesight or at least the majority of it but make up for it with their other senses. They are generally grotesque to smell and worse to the touch and finding a Tremorian that is clean is nearly impossible. They have long dead string like hair and long nails which they don’t wish to cut. They get no taller than 5 feet are usually quite well built from constant working on their tunnel system homes. Usually weighing no more than 150 pounds at the heaviest, Tremorians only get to around 120 pounds.
It is estimated that they have been around before gnomes and dwarves alike. The Tremorians avoid most contact with the outside world using their underground mazes to confuse intruders and usually let them die without being able to find their way out in the miles and miles of tunnels. They live far away from civilization in secluded areas such as mountains or forests. Occasionally there are a select few that search out beyond the walls of their dirt home and search the world with a wanderlust that could never be fulfilled.
They are very family oriented and live their lives to support one another. Every Tremorian is almost immediately given a job at birth and encouraged to work out that job for the entirety of their lives. This race of underground dwellers have existed primarily because their tunnel system is supported by a long network of twisting turns and chasms that they can travel purely from memory alone.
Male: Kef, Mrel, Liduin, Konaq, Felsrig, Buip
Female: Luno, Merhai, Cree, Honse, Beetro
Grotesque tunnel dwellers.
Ability Score Increase. Constitution +2
Age. Tremorians mature about 18 and live to about 400 years of age.
Alignment. They lean towards no particular alignment other than lawful.
Size. Your size is medium.
Speed. Your base walking speed is 30 feet.
Tunnel vision. You can see in dim light within 120 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. However in bright sunlight, you can only see for 50 feet.
Tremor sense. They have become sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground and within 15ft (+5ft at levels 4, 8, 12, 16, and 20). If no straight path exists through the ground from the creature to those that it’s sensing, then the range defines the maximum distance of the shortest indirect path. The creature itself must be in contact with the ground, and the creatures must be moving. As long as the other creatures are taking physical actions, including casting spells, they’re considered moving; they don’t have to move from place to place to be detected. This ability penetrates walls and floors/ground.
Recalling path. The Tremorians have an uncanny way of remembering every path they have walked.
Languages. Common, and Terran
Subrace. There are two different sub-races, Underdark Tremorians and Curious Tremorians. Choose one of these.
Ability Score Increase. Strength +1 and Constitution +1
Underground maneuver. You gain a burrowing speed of 25 feet and when you attack an enemy from underground, you attack with advantage.
Random Height and Weight
|Base Height||Height Modifier||Base Weight||Weight Modifier|
When creating a Tremorian character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.
|1||Helpful. You try your best to help everyone you meet (+5 to checks made to help others)|
|2||Controlling. You have a burning desire for power over anyone and everyone (+2 to hit & +1 damage)|
|3||Slippery. With quick hands things tend to slip through (+5 to sleight of hand)|
|4||Fluffy. You love creatures and have a tendency to find yourself around them (+5 to animal handling)|
|5||Mini people. Children are the next generation and you enjoy teaching them, which has led to learning many stories (+5 to history)|
|6||Hoodlum. You were always sneaking around and hiding from others (+5 to stealth)|
|1||Protector. You desire to protect those you are around, no matter the cost.|
|2||Fierce. You have no problem piercing your blade into someone's face to get what you want.|
|3||Territorial. If someone comes to close to you or someone you care about you'd do anything to stop them.|
|4||Confused. You have reached the conclusion that no matter the person their mind can be changed.|
|5||Ignorant. Your lack of human interaction has made you ignorant to many things but, ignorance can be bliss.|
|6||Team player. Working in the tunnels has changed your way of thinking, working with others on everything is your favorite way to do things.|
|1||Bright light. Sensitive to sunlight because you are so adjusted to the dark (-5 to perception checks made in sunlight)|
|2||Distrustful. You are cautious around others, because you grew up around your family (-2 to charisma checks made on new people)|
|3||Claustrophobic. After spending years in tunnels (-10 movement speed when in a small space)|
|4||Slower reflexes. Since you don't move quickly they never developed (disadvantage on dexterity saving throws)|
|5||Uncultured. You're strange tastes stand out from everyone else (advantage on perception checks made to find items worth less than 5gp)|
|6||Blind. Years underground have rendered you blind (see player's handbook)|