Tenarimar (5e Race)

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Tenarimar[edit]

You bear upon you the precarious natures of the Upper and Lower Planes... That comes at a great price.

Physical Description[edit]

Tenarimar are the offspring of aasimar and tieflings. They have the hues of skin normal to tieflings, but a shade lighter to give it a more human hue. The infernal ancestry has been tamped down so their horns are small and their teeth are normal. Their hair takes angelic pastel shades in addition to the usual darker colors common in tieflings. Many have golden eyes, as well as rosey pinks, silvers, some even having sclera or a pupil. They have lost the tails some tieflings have, and have very human physiques, albeit often being taller and unnaturally beautiful. Depending sometimes on the angelic guide of the aasimar parent, the tenarimar born has special properties from birth, like glowing eyes or sacred markings on the body.

History[edit]

It is generally impossible for a demon or fiend to ever conceive with a celestial due to their natures being polar opposites. However, tieflings and aasimar are not so stringent in alignments as their celestial and infernal ancestors. They therefore have been known to conceive children together, though this remains very rare. Tenarimar are the result of this union half the time, with the half of offspring being usually a human. They share a lot of properties with their parents more than their human siblings. Their birth is sometimes seen as a mixed omen, though most see them as bringers of ill tidings. Tenarimar often experience similar discrimination and mistrustful gazes as tieflings, and are often misunderstood as threats to both Upper and Lower Planes.

Society[edit]

Tenarimar are few and far between due to the uncommon union of their parents. They do not compose their own societies, lands, nor kingdoms. Like tieflings, they can form niche minorities within human civilizations, though their groups are even smaller. Most join guilds that take on a variety of work to try and fit in, others eking lives as thieves in the underworld. Humans do not see them as much different than a fiendish tiefling. Angelic creatures like planetars do not acknowledge their existence, and fiends see them as targets.

Personality[edit]

Tenarimar are prone to mood swings due to the two clashing natures embodied in their lineage. Sometimes they are chaotic and vile, while other times they are helpful and understanding. To concentrate for long periods is a herculean task for many of them who grow up without much guidance from either parent on how to control their fits. Many tenarimar long for a place or group in which they belong, which is why many adventure and seek allies along the way. Others have grown bitter about the world and its rejections. But they are highly receptive to kindness and those whom they pledge their loyalty to can be sure they have found a steadfast ally willing to die for them.

In some rare circumstances, the angelic guide from their aasimar parent can be inherited onto them, acting as an influence on their choices via dreams. These tenarimar are better off but most do not have the luxury.

Tenarimar Names[edit]

Tenarimar names are mixes of Infernal and Celestial in the case both parents reared it. This is rare since they tend to be abandoned to one parent at birth.

Male: Akmovir, Zilamos, Bargrain, Hulrai

Female: Weanta, Anaklo, Ildaia, Evam

Tenarimar Traits[edit]

Offspring of tieflings and aasimar
Ability Score Increase. Your Charisma score increases by 2 and your Constitution score increases by 1.
Age. Thanks to their bloodline, they live lives a bit longer than humans usually despite maturing at about the same rate.
Alignment. They are chaotic and have the power to sometimes change between good and evil.
Size. Tenarimar have stature similar to humans, though taller heights. Your size is Medium.
Speed. Your base walking 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 can't discern color in darkness, only shades of gray.
Blood Resistance. Having a mind and body like yours, your mixed lineage provides protection for you from forces that wish to harm you. You have resistance against one of the following damage types: radiant, necrotic, fire, or psychic.
Mixed Magic. You know the thaumaturgy and light cantrips. When you reach 3rd level, you can cast the blindness/deafness as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the hold person spell once with this trait and regain the ability to do so when you finish a long rest. When you cast these spells via this trait, you do not need material components. Charisma is your spellcasting ability for these spells.
Inhuman Property. Determining whether you may be closer to your fiendish or angelic heritage, you gain one of the following traits:
Your heritage from creatures like baatezu heighten your bestial senses. You have advantage on Wisdom (Perception) checks using your sense of smell.
The angelic half of your blood makes you seem more trustworthy to some people. You have advantage on Wisdom (Insight) checks against humanoids.
Languages. You can speak, read, and write Common and either Celestial or Infernal.

Guide's Interference Player Variant[edit]

Design Note: This is a tenarimar race variant that has inherited the angelic guide from the aasimar parent. The tenarimar as a result have properties about them that hint at a celestial power in them, depending on the guide type and their interference. Roll for the angelic guide of the tenarimar from the table below. The corresponding trait replaces the Blood Resistance trait.

1d6 Guide Type Interference
1 Lecturing The guide manifests a sacred symbol on your forehead. You are proficient in one Intelligence or Wisdom skill of your choice. Additionally, you have advantage in saving throws against being charmed.
2 Compassionate Your hands glow and you can heal others with a touch. You know and can cast the cure wounds spell once, without material components. You must finish a long rest to use this trait again.
3 Practical Your eyes glimmer to see the world better than others as it is. You are proficient in the Insight skill and you have {advantage in ability checks to see through illusions.
4 Vengeful Your hands glow with burnished anger. You know and can cast the burning hands spell once, without material components. You must finish a long rest to use this trait again.
5 Judgmental The guide's mark on you leaves a sacred symbol on your throat. As an action, you can issue a scathing curse onto a creature within 30 feet of you, causing a string of words written in light to fly from your mouth and stricken their movements. The target must succeed a Constitution saving throw (DC = 8 + your Charisma modifier + your proficiency bonus or become stunned until the end of their next turn. You must finish a long rest to use this trait again.
6 Parental A mark appears on the palm of your hands which glows and fills those you touch with invigoration. As a bonus action, you can touch a creature and grant them advantage on their next attack roll, saving throw or ability check. You must finish a short or long rest before you use this trait again.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 0'' +2d12 160 lb. × (1d6) lb.

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

Suggested Characteristics[edit]

When creating a tenarimar 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.

d8 Personality Trait
1 I have a tendency to talk to myself to make choices.
2 I gravitate away from conversations and crowds.
3 I make loud first impressions.
4 I'll bust into anywhere. Privacy means nothing.
5 My clothes speak for who I am.
6 Words are possible lies. Actions reveal the truth.
7 People look at me with mistrust and I return the favor.
8 Cries for help don't really get a rise out of me.
d6 Ideal
1 I just want to see this hateful world burn. (Evil)
2 I'm going to be the last one standing among these haters. (Neutral)
3 People all have someone who loved them, and I want to find mine. (Neutral)
4 I want to help people to try and get them to understand me. (Good)
5 They don't care about me or what I do, so I'll just do as I please. (Chaotic)
6 There is no end or meaning to it all, so it's best to do nothing. (Neutral)
d6 Bond
1 I will die for anyone who would do the same for me.
2 Since I've been abused all my life, I can't see myself being happy with others.
3 People are hindrances to me.
4 I am jealous looking at other happy lives.
5 I never knew what real family was until I found my adventuring group.
6 The guild is what raised me to be who I am.
d6 Flaw
1 I hate to listen to any advice, period.
2 No matter how good someone means to be, I am suspicious.
3 Even words beget violence from me.
4 I cannot control my temper tantrums when I have a fitful swing.
5 There is very little in this world I feel emotion for.
6 Cries for help deserve attention only if they pay.
0.00
(0 votes)

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