Tresscia (5e Race)
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Tresscia[edit]
The Tresscia species represents a compelling evolutionary branch that has emerged from the Tressym. A mythical entity celebrated for its unique combination of feline grace and avian characteristics. Renowned for their remarkable intelligence.
In the early stages of their evolutionary development, the Tresscia exhibited a controversial behavior that has sparked ethical debates among scholars and observers alike. This behavior involved the abduction of younger members of different societies. While ethically questionable, this strategy underscores the lengths to which the Tresscia were willing to go to ensure the continuation and improvement of their lineage.
The evolutionary trajectory of the Tresscia serves as a profound illustration of the complex interplay between genetics, environmental factors, and cultural influences. It emphasizes the adaptive nature of species in a world characterized by incessant change and uncertainty. This narrative not only highlights the resilience of the Tresscia in the face of adversity but also prompts reflection on the broader implications of survival strategies across species.
History[edit]
Once Tresscia commenced its evolutionary journey. It embarked on the establishment of settlements that would lay the foundation for its society. However, this development did not go unnoticed. Various smaller races perceived the burgeoning presence of Tresscia as a potential threat. Prompting coordinated attacks that resulted in substantial casualties among the Tenrecian populace. In light of this escalating hostility, the Tresscians devised a strategic response aimed at safeguarding their communities.
To protect their settlements, the Tresscians adopted a practice of concealing their villages from potential aggressors. Additionally, they implemented a controversial tactic of abducting young members from rival races. Specifically targeting those who exhibited superior physical attributes such as strength, speed, and size. The rationale behind this approach was not merely one of retaliation, but rather a calculated effort to integrate these individuals into Tresscian society. Thereby nurturing their abilities through selective breeding. This initiative was intended to enhance the overall capabilities of the Tresscian population, ensuring their survival in a hostile environment.
As the Tresscia expanded across varied environments. Their isolation and selective breeding practices catalyzed divergence into five distinct subraces: Desert, Plains, High Mountain, Forest, and Underdark. Each of these subraces adapted uniquely to their respective habitats. Leading to the development of intricate societies that reflect the environmental influences they encountered. Over time, each subrace cultivated unique cultural practices and established complex interactions with other species. Resulting in a rich tapestry of traditions and knowledge.
Societies[edit]
Desert Tresscia Their culture is characterized by a strong emphasis on survival techniques and resourcefulness. Enabling them to thrive in challenging and often harsh environments. This belief system holds that the weak will inevitably perish. Fostering a mindset among their members that encourages resilience and strength. As a result, individuals are motivated to develop their capabilities and adapt to their surroundings. Ensuring not only personal growth but also the sustainability of the community as a whole.
Plains Tresscia Their nomadic lifestyle, characterized by their movement following the migratory patterns of herds. This adaptability is reflected not only in their mobility but also in their social structures. These are organized around principles of communal living. Their way of life exemplifies a profound understanding of their environment. Allowing them to thrive in diverse landscapes while fostering strong communal bonds.
High Mountain Tresscia These tresscia are characterized by a robust sense of community. Often form tightly-knit clans that place a high premium on tradition and resilience. These groups foster strong social bonds. Enabling them to navigate the challenges of their environment while preserving their cultural heritage. Their commitment to communal values and shared practices underscores the importance of solidarity and cooperation in their daily lives.
Forest Tresscia They exhibit a remarkable proficiency in foraging and have cultivated a symbiotic relationship with the flora of their environment. Frequently employing methods that foster ecological balance. Their demeanor is generally reserved, and they communicate primarily when necessary. Preferring solitude or collaboration within small groups. They thrive in environments that allow for focused and independent work.
Underground Tresscia The subterranean culture is characterized by a profound richness in arts and trade. Thriving in the depths beneath the surface. Despite the absence of natural light. This underground community possesses a vibrant linguistic heritage. Drawing from the diverse languages and narratives of the world above. Their artistic expressions often reflect the unique interplay between shadow and light. Crafting a distinctive identity that resonates with the echoes of the surface.
Physical Description[edit]
Tresscia Names[edit]
Male:
Female:
Childhood:
Family:
Tresscia Traits[edit]
Ability Score Increase. This is different for each subrace. You can’t increase your scores above 20.
Age. Tresscians reach adulthood at 18 and live to be 75 years old. Some live to be 90 years old.
Alignment. Tresscians tend towards no particular alignment. Some imprinting off their favorite person. Some just follow their own paths.
Size. Tresscians vary widely in height and build. They can be Small or Medium.
Speed. Your base 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 discern colors in that darkness only as shades of gray.
Flight. Thanks to your wings, you have a flying speed equal to your speed. You can't use this flying speed if you're wearing medium or heavy armor.
Perceptive. You have gain proficiency in Perception.
Claws. You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Poison Fiend. As your people change with the generations, your ability to find poison hasn’t changed. You can taste, touch, or smell poisons without suffering any ill effects from every kind of poison.
Languages. You can speak, read, and write Common and two other languages of your choice.
Subrace. Choose one from desert, plains, high mountain, forest, or underground.
Desert[edit]
Ability Score Increase. +2 Constitution +1 Strength
Too Spicy. Due to you living in the desert, you have gained fire resistance.
Natural Armor. Your body has grown skin under your fur, giving you protection. Your AC 11+Dexterity as long as you are not wearing armor.
Plains[edit]
Ability Score Increase. +2 Dexterity +1 Strength
Feline Pace. Your legs give you the ability to catch up to your prey. This doubles your movement speed at will until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
Alert. Living in the open lands, you grew to be alert, gaining you the alert feat
- You can't be surprised while you are conscious.
- You gain a +5 bonus to initiative.
- Other creatures don't gain an advantage on attack rolls against you as a result of being unseen by you.
High Mountain[edit]
Ability Score Increase. +2 Strength +1 Constitution
Cold Hearts. Due to you living in the mountains, you have gained cold resistance.
Scout's Eyes. You have an advantage in Investigation.
Forest[edit]
Ability Score Increase. +2 Dexterity +1 Wisdom
Naturally Stealthy. You have gain proficiency in Stealth.
Predator Speed. Your legs give you the ability to catch up to your prey. This doubles your movement speed at will until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
Underground[edit]
Ability Score Increase. +2 Intelligence +1 Dexterity
Flight. Because you lived in the caves, your flight is 10 feet.
Tunnel. You have hardened your claws to the strong tools. You can dig into the ground and move 20 feet in sand and dirt. Also, 10 feet in rock. When an enemy is in that range, you can do a surprise attack as you launch yourself out of the ground. You will do a melee claws attack plus a 1d6 sneak attack.
Wall Climb. Use your hardened claws to claw up a wall and cells
Improved eyes. You can see up to 90 feet in the dim light as if it were bright light, and in darkness as if it were dim light only in shades of gray.
Improved eyes. You can see up to 90 feet in the dim light as if it were bright light, and in darkness as if it were dim light only in shades of gray.
Small Height and Weight[edit]
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
---|---|---|---|
2′ 7'' | +2d4 | 25-40 lb. | × (x1) lb. |
*Height = base height + height modifier |
Medium Height and Weight[edit]
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
---|---|---|---|
4′ 8'' | +2d10 | 75 lb. | × (1d6) lb. |
*Height = base height + height modifier |