Thersians

In the early ages of the Mundane World, when the ancient Dragons ruled supreme, the mortal races lived a short, fearful life, either constantly o n the run or hidden in places the Dragons did not know of. Some settled on the Yiffian Jungles, a dangerous island of untamed wild, filled with exotic beasts and strange creatures. 
In these jungles, the mortal races found a home protected from the Dragons, though it was too tumultuous to create a proper, civilized settlement. They then began to use the minute magic they had to mimic the local wildlife’s movements and abilities, a desperate attempt to adapt and survive. Acteon, God of the Hunt, was both amused and inspired at this, and so, in His benevolence, helped them further evolve.
Thersians come in all shapes and sizes, resembling an animal with a humanoid shape, and mainly worship Acteon, God of the Hunt, living in disperse tribal societies.
=== Racial Traits ===
Ability Score Increase
Thersians gain +2 Wisdom or +2 Constitution, and +1 to any Ability Score.
==== Appearance ====
Anthropomorphic animals, varying with each sub-race.
==== Age ====
Thersians live for an average of 80 years, thought it varies wildly with each sub-race.
==== Size ====
Thersians come in sizes great and small. You can choose to be Large, Medium, Small or Tiny.
==== Names ====
Thersians are usually named in Beastspeach, causing their names to be rough, guttural and sharp. They are granted their names from special events, from their ancestors or from natural landmarks. Examples include:
* Male Names:	Fiah, Keb, Rhaak,	Kaev, Zhuz, Vriotix, Kyfcoh, Raimbun, Vohit, Qalwaux 
* Female Names: Glecu,	Ghamae, Texia, Reove, Vihea, Zioplari, Pesimia, Fibtexy, Ghezxikia,	Knahwisa 
==== Languages ====
You known how to speak, read and write Common and speak Beastspeach. Beastspeach is a harsh and cutting language that can only be learned by Thersians and, when speaking it, they can communicate with animals as if under the effect of the spell, speak with animals. There is no written form of Beastspeach.
==== Clad ====
Although the Thersians vary wildly in their appearance, traits and abilities, its possible to group certain Therisans into groups with common traits, or Clads. You must select your Clad when making your character, receiving features that better represent your general morphology, as detailed in the list below:
* Thertomen:		Here are included all thersians with the appearance of	anthropomorphic mammals, such as the jaguarmen or the foxfolk. The	thertomen are one of the most diverse Clads,	with members present in all sorts of environments. You gain the	following racial ability:
** All creatures under		the moon.		You gain advantage in Perception checks that require hearing or		smell and 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 grey.
* Thersaura:	Here	are included all thersians with the appearance of anthropomorphic	lizards, snakes, dinosaurs and crocodiles. They usually inhabit the	inner jungles and rivers of the Yiffian Jungles, especially those of	dinosaur descent, but many can be found all over the continent. You	gain the following racial ability:
** Apex.		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, as well as trough		objects. Your vision is blocked by sheets of dirt, wood and stone		with a thickness of at least 2ft. You discern colours		representative of the temperature of objects and creatures within		the range of this sense, with higher temperatures appearing as warm		colours and lower temperatures appearing as cold colours.		Additionally, you have a Natural Armor of 11 + your Dexterity		modifier.
* Therlata:	Here	are included all thersians with the appearance of anthropomorphic	birds, from the coastal seagullmen to the parrotmen of the	mountainous inner jungles, or the ostrichmen of the southern	steppes. The therlata are easily found throughout the entire	continent, but are almost non-existent within aquatic environments.	You gain the following racial ability:
** Riders of the Wind.		You gain +10ft to your base movement speed and proficiency with the		Acrobatics skill. If you’re already proficient in Acrobatics, you		gain expertise instead.
* Therthapoda:	Here	are included all thersians with the appearance of anthropomorphic	insects, spiders, shrimps and other arthropods. This Clad is	omnipresent within the Yiffian Jungles, with members throughout all	types of environments. You gain the following racial ability:
** Hunter’s Plating.		You		may apply your Constitution modifier instead of your Dexterity		modifier when calculating your AC, or instead of your Strength		modifier when determining the height and length of jumps, as well		as the weight you can carry. Additionally, the amount of weight you		can carry is tripled.
* Therphsaria: Here	are included all thersians with the appearance of anthropomorphic	fishes, molluscs and sharks. They usually inhabit coastal waters as	well as river and lake beds, but are fully capable of surviving on	land. You gain the following racial ability:
** Aquatic.		You get a swimming speed equal to your movement speed and can		breath underwater as well as in air.		Additionally,		you always known which way is north, as well as the location of		bloodied creatures within 100ft of you.
* Theramphi:	Here	are included all thersians with the appearance of anthropomorphic	frogs or	other amphibians.	The Theramphi are almost exclusive to the rivers and swamps of the	Yiffian Jungles, were their impressive mobility allowed them to	carve out a haven among its myriad of dangers. You gain the	following racial ability:
** Mountainleapers.		As long as the use of your tongue is not inhibited, your unarmed		strikes are considered to have the Reach property. You can make		minor interactions with your tongue, such as activating buttons,		casting spells with a range of Touch or retrieving small items,		from a distance of up to 10 feet. Additionally, you are always		considered to have a running start when jumping and add 20ft to the		distance you can jump with long jumps and 10ft to the heights you		can reach with your high jumps.
==== Racial Abilities ====
Due to the enormous diversity within the Thersian race, you have one racial ability inherit to your Clad and two others that vary from tribe to tribe. You may select any two options from the list below as your racial abilities.
* Adept Climber.	Gain proficiency in your choice of Athletics or Acrobatics. You have	a climb speed equivalent to your walking speed.
* Beast of Burden.	You are considered one size larger than you are for the purposes of	determining carrying capacity and the amount you can push, drag, or	lift.
* Big Boy.	You	treat the Two	Handed	propriety as if it were the Versatile	propriety, where the one-handed version deals a downgraded damage	die (a d12 becomes a d10, a d10 a d8 and so on). 
* Burrowing.	While you have two free hands you have a burrowing speed of 25 feet.
* Darkvision. Accustomed	to life underground or the night sky, you have superior vision in	dark and dim conditions. 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 grey.
* Deep Instincts. You	may use your Perception skill in Reactions and Dexterity Saves	instead of their normal bonuses. 
* Echolocation.	As a bonus action on your turn you can emit a shriek inaudible to	creatures without this trait. Until the end of your next turn you	have blindsight up to 30 feet away while you are not deafened.
* Fire Starter.	You can cast the produce	flame cantrip	without requiring somatic or material components. Your spellcasting	ability for this feature is Constitution.
* Fury of the Small.	When you damage a creature with an attack or a spell and the	creature's size is larger than yours, you can cause the attack or	spell to deal extra damage to the creature. The extra damage equals	your level. Once you use this trait, you can't use it again until	you finish a short or long rest.
* High Flyer. You	have a fly speed equivalent to your base walking speed. You cannot	fly while you are carrying more than half of your maximum carrying	capacity. While flying you make attack rolls and ability checks at	disadvantage, cannot maintain concentration on spells, and cannot	cast spells.
* Hold Breath.	You can last 15 minutes without breathing before suffocating.
* Jumper.	Gain proficiency in your choice of Athletics or Acrobatics. Your	jump distance is doubled.
* Keen Senses.	Gain proficiency in the Perception skill and choose one sense. You	gain advantage on Perception rolls that utilize that sense.
* Kin to Beasts. Gain	proficiency in Animal Handling. Your proficiency bonus is doubled	when you make Animal Handling checks.
* Lesser Regeneration.	You recover	half of your proficiency bonus, rounded down, in hit points at the	beginning of every turn, so long as you are above 0hp. You may also	reattach lost limbs or regrow them, though the later process may	take weeks, or months. Taking Acid, Fire or Necrotic damage will	interrupt these effects for a number of turns equal to the number of	damage die rolled. This effect is based on the most recent source of	damage. 
* Longstrider. Your	base walking speed increases to 35 feet.
* Natural Armor.	When you aren’t wearing armor, your AC equals 10 + your	Constitution and Dexterity modifier.
* Natural Talent.	Beasts of the earth, sky, and sea have talents as varied as their	shapes. You gain proficiency in a skill of your choice.
* Natural Weapon.	You have a natural weapon that you are proficient in. This could be	a bite, claw, quill, club tail, or other bestial feature. You can	choose to add your Strength or Dexterity modifier to the attack roll	and deal 1d4 + Strength or Dexterity modifier damage. The damage	type should be selected when you take this trait; bludgeoning,	piercing, poison, or slashing damage.
* Pack Tactics.	You have advantage on opportunity attacks against a creature that	has at least one of your allies within 5 feet it and that ally is	not incapacitated.
* Pheromones. You	can release pheromones into the air to manipulate the emotions of	other humanoids. You can use an action to impose a Charisma saving	throw against creatures within 10 feet of you, the DC of which being	equal to 8 + your Charisma modifier + your proficiency bonus. If a	creature is immune to being charmed, it automatically succeeds. On a	failed save, the targets are charmed by you and have disadvantage on	any charisma roll against you for the next hour, at the end of which	they know that they were charmed, but not the culprit behind it. You	can use this feature a number of times per long rest equal to your	Constitution modifier.
* Scalekin. You	have a swim speed equivalent to your walking speed and can breathe	in air and water.
Category:Playable Race