Terrone (5e Class)

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Terrone[edit]

The 'Terroni' are gifted ancestral beings. Their mastery in peeling bananas is above that of any other bugbear. Almost all Earthlings are human, variant humans or bugbears. Generally, Terroni live in jungle or beach environments.

Terroni[edit]

Generally speaking, Terronians fall into different categories, between MEGABLASFEMI ("blasphemous dudes") and thieves. All Terronis comes from Terronia.

Creating a Terrone[edit]

The Terroni are well endowed (with skills), and so despite the lack of intelligence of many members, they see far ahead. Anything that can be insulted, peeled, stolen, harassed, burnt, destroyed, or discussed, is theirs for the taking. And so being a Terrone is good.

Quick Build

You can make a Terrone quickly by following these suggestions. First, Constitution and Dexterity should be your highest ability score, followed by Strength. Second, choose the farmer background.

Class Features

As a Terrone you gain the following class features.

Hit Points

Hit Dice: 1d12 per Terrone level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Terrone level after 1st

Proficiencies

Armor: any armor
Weapons: simple weapons and firearms
Tools: Cook's Utensils
Saving Throws: Constitution, Strength
Skills: Choose two from Acrobatics, Athletics, Deception, Intimidation, Perception, Sleight of Hand, Survival or only Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Terrone

Level Proficiency
Bonus
Features
1st +2 Thermodynamics
2nd +2 <!-Class Feature2->
3rd +2 <!-Class Feature3->
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

Thermodynamics[edit]

Your heavy clothes or hair, with the fact that you have always been used to living in conditions of total heat or frost, allow you to receive a resistance of your choice between fire damage or cold damage.

<!-Subclass Feature->[edit]

<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

<!-Class Feature->[edit]

<!-Class feature game rule information->


<!-Class Option 1->[edit]

<!-For subclasses introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Option 2->[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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