Tervis
D&D Tervis Race
A People of the Earth
Where other birdfolk, such as the Aarakocra, build their nests high in the skies, the Tervis prefer to keep both feet firmly on the ground. They live in close-knit, small-scale villages, often at the edge of forests or near farmland. Of all avian races, the Tervis are the most intertwined with the daily lives of the humble Clipper islanders.
They have a deep love for nature, and their gardens are considered sacred. Their care for flora is renowned across the island; no birdfolk possess greener talons than the Tervis. But what truly defines them is their deep-rooted connection to one another. Community is their highest value.
They are polite, honest, and warmhearted, but anyone who lies or acts crudely will quickly discover that a Tervis’s smile can vanish in an instant.
Feathers in Every Color
The Tervis are as diverse as the island of Clipper itself. Some resemble pheasants, others chickens, partridges, or even turkeys. Their feathers come in every imaginable color and pattern. Even within a single family, great variety can be found.
Though they take pride in their appearance, they are not vain. A well-kept crest or polished plumage is seen as a sign of respect for oneself and one’s community, just as a sharp blade shows respect for the craft.
Open Arms and Open Homes
Though most birdfolk on Clipper are tolerant, the Tervis are exceptionally hospitable. Among them, it is tradition to offer your seat to a guest, even if it means standing yourself. A beloved children’s tale tells of a Tervis feast that grew cold because no one dared to sit, as each time a newcomer arrived, someone else stood up.
This openness extends to adoption: when tragedy leaves a child orphaned, Tervis families will readily ensure the child finds a new home. Every nest, they say, is a nest for many.
Simplicity and Honor
Though some of the more flighty birdfolk look down on the Tervis’s earthbound lifestyle, the Tervis excel in social intuition and practical wisdom. They are not easy prey for manipulation, as they can often sense lies with uncanny precision.
Their work is simple yet honorable: farming, smithing, and crafts that strengthen community life. What a Tervis owns, they will share without hesitation in times of need.
Stats
- Ability Score Increase: Your Wisdom score increases by 2.
- Age: While ages fluctuate, Tervis reach maturity around 18 and can live anywhere between 70 and 100 years.
- Alignment: Most Tervis are lawful good. They are a salt-ofthe-earth sort of folk who believe in justice, the value of hard work, and the importance of respecting others
- Size: Tervis are the most varied of the birdfolk races, ranging from just under 4 feet to just over 5 feet tall, and showing many unique builds. The variety of shapes and sizes means they also encompass a variety of weights, but most average around 90 pounds. Your size is Medium.
- Speed: Your base walking speed is 30 feet.
- Glide: Using your feathered arms, you can slow your fall, and glide short distances. When falling you can use your reaction to spread your arms, stiffen your wing feathers, and slow your descent. While doing so, you continue to fall gently at a speed of 60 feet per round, taking no fall damage when you land. If you would fall at least 10 feet in this way, you may fly up to your movement speed in one direction you choose, although you cannot choose to move upwards, landing in the space you finish your movement. You cannot glide while carrying heavy weapons or wielding a shield (though you may drop any held items as part of your reaction to spread your arms). You cannot glide while wearing heavy armor, or if you are encumbered.
- Wing Flap: As a bonus action, you can use your powerful feathered arms to propel yourself upward a distance equal to half your movement speed. You can use it in conjunction with a regular jump, but not while gliding.
- Communal: Whenever you make an Intelligence (History) check related to the history of your race, culture, or community, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
- Militia Training: You have proficiency in simple weapons.
- Of the People: You gain proficiency with the artisan tools of your choice: brewer’s supplies, carpenter’s tools, or smith’s tools.
- Languages: Your character can speak, read, and write. Common, bird and one other language that you want.
- Subrace: There are two main subraces of Tervis: bright and huden. Choose one of these subraces.
- Bright Tervis: As a bright Tervis, you are a natural leader. Growing up in your close-knit community has taught you how to inspire others and rally folks to a common cause. This air of command follows you wherever you roam.
- Ability Score Increase: Your Charisma score increases by 1.
- Inspiring:By spending an action and giving words of advice or encouragement, you can inspire an ally who is able to see and hear you. The ally can roll a d4 and add the number rolled to their next ability check, attack roll, or saving throw.
- Understanding: You have proficiency in the Insight skill.
- Huden Tervis: As a huden Tervis, you are of the land. Like the Amaranthine Hanera, you have a unique connection to the Great Rhythm of nature, and in return the Rhythm grants you many gifts. This innate bond with nature may alienate you from city life, but you will always have a home within the more remote parts of the Wood.
- Ability Score Increase: Your Dexterity score increases by 1.
- One With the Wood: You have proficiency in the Nature skill.
- Seedspeech: Your connection to the Great Rhythm is such that you can speak with the greenery of the forest itself. Through speech and touch you can communicate simple ideas to living plants. You are able to interpret their responses in simple language. Plants in the Wood do not experience the world in terms of sight, but most can feel differences in temperature, describe things that have touched them, as well as hear vibrations that happened around them (including