Terren

Terren’s are broken down into Subraces by Environment and political factions.

Choose a planet environment

Arctic: +1 Strength, +2 Constitution, +1 Wisdom; Advantage on saves against cold as well as environmental effects involving cold, ice, snow, hail, etc; proficiency in either Athletics or Survival

Desert: +2 Constitution, +1 Intelligence, +1 Wisdom; Advantage on saves against fire as well as environmental effects of heat; proficiency in either Nature or Survival

Coastal: +1 Constitution, +2 Dexterity, +1 Wisdom; proficiency with spears, tridents, nets, vehicles (water), and two tools from the following list: carpenter, cartographer, navigator, weaver, woodcutter. Proficiency in either Acrobatics or Athletics

Forest: +1 Constitution, +2 Dexterity, +1 Wisdom; moving through nonmagical difficult terrain costs you no extra movement and you may move through nonmagical plants without being slowed by them and without taking damage from thorns, spines, or similar hazards. At 6th level, this ability grants Advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell. Proficiency in either Athletics or Survival

Grassland: +1 Constitution, +2 Dexterity, +1 Wisdom; move 35, Advantage on Constitution saves involving forced marches; proficiency either Nature or Stealth

Jungle: +2 Strength, +1 Dexterity, +1 Wisdom; Advantage on saves against disease; proficiency with either herbalism or poisoner kits, and either Nature or Survival

Mountain: +2 Strength, +1 Constitution, +1 Wisdom; climbing costs you no extra movement, Advantage on saves against environmental effects involving altitude (low pressure, decreased oxygen, altitude sickness); proficiency in either Athletics or Survival

Swamp: +1 Strength, +2 Constitution, +1 Wisdom; Advantage on saves against poison and disease; proficiency in Nature or Survival

Space: +1 Intelligence, +2 Wisdom, +1 Charisma; Darkvision 60 feet; proficiency in both Perception and Stealth

Choose Government

Mercenaries: +1 Dexterity, +1 Intelligence, +2 Charisma; +5 bonus to passive Insight and passive Investigation scores; proficiency in both Insight and Persuasion

Terren citizens: +2 Wisdom, +1 Intelligence, +1 Charisma; Advantage on saving throws against either Lightning or Acid damage and effects; proficiency in either Persuasion or Religion

OutLaw: +2 Strength, +1 Constitution, +1 Intelligence; proficiency in any two weapons, any one tool kit, light armor or shields, and either either Athletics or History

Terren

SC2 Oblivion Vic321