Homebrew Dentrassi Species Details
When it comes to life, everything is simpler in unity. Perfect cohesion and unicellular harmony creates the blissful harmony of Odargi-Phoebus. We could tell you, or we could show you - open your mind!
The Dentrassi are a hive-minded psionic race, based in the Odargi-Phoebus star cluster. A peaceful and neutral colony within the Eastern Spiral Arm of the Galaxy, they live in total harmony with one-another and their neighbouring star systems. In Anarchera34, UFTP made contact, signing a intergalactic trade deal, bringing UFTP and galactic sources in exchange for mining permits.
Despite being a totally peaceful race, the Dentrassi do harness the same terrifying ability that many other galactic hive-minds do, to psychically destroy the personality of a organic life-form, making them the perfect target for assimilation. When interstellar contact was made with the settlements on the Odargi-Phoebus system, the Dentrassi stated that they never really felt like 'domination by assimilation' was a particularly pleasant thing to do, and the whole process made them feel rather queasy.
Dentrassi connect to the wants and needs of people around them, sensing motivations and influencing their decisions without the other party realising. This makes the Dentrassi master negotiators and highly regarded as espionage specialists - though it can be very difficult to coax them off the safety and security of their home system.
Dentrassi Traits
Your Dentrassi character has the following traits.Motive Sense
Spend an action to read the motive of any individual that you can see - conveyed to you as a series of images and an emotion. You also gain advantage on all Wisdom (Insight) checks involving the motives, wants and needs of an individual.
Ability Score Increase
Your Wisdom score increases by 2, and your Charisma score increases by 1.
Age
Dentrassi mature and age at the same rate as humans.
Alignment
The Dentrassi psychically influence each other to harmonious and good behaviour. THose who have been psychically disconnected from the hive often end up at the extremes of moral behaviour, as they overcorrect with their new-found freedom.
Size
Your size is Medium. To set your height and weight randomly, start with rolling a size modifier:
Size modifier = 2d6
Height = 5 feet + 4 inches + your size modifier in inches
Weight in pounds = 110 + (1d6 × your size modifier)
Speed
Your base walking speed is 30 feet.
Psionic Stability
You have advantage on all Wisdom saving throws.
Mental Discipline
You have resistance to psychic damage.
Mind Link
You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
When you’re using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait’s range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.
Languages
You can speak, read, and write English, Dentrassi, and one other language of your choice.
Mental Destruction
Once per day, as an action, you can attempt to take attack the mind of any creature with an Intelligence score of 2 or higher that you can see. The creature must succeed on an Intelligence saving throw to deflect this attempt. The DC for this Wisdom saving throw depends on the physical distance of your character to your hive-mind home world.
- Less than 1 light-year: the creature automatically fails the Wisdom saving throw.
- 1 - 10 light-years: the Wisdom saving throw has a DC of 30
- 10 - 100 light-years: the Wisdom saving throw has a DC of 25
- 100 - 500 light-years: the Wisdom saving throw has a DC of 13
- 500 - 1000 light-years: the Wisdom saving throw has a DC of 10
- > 1000 light-years: the Wisdom saving throw has a DC of 7
On a failure, the creature's takes 12d6 psychic damage. If this reduces the creature's hit-points to 0, the creature's mind dies, and though their physical body continues to function at minimum capacity, their consciousness cannot be restored or resurrected by any means. On a failure, you also gain the opportunity to 'download' the target's memories. The level of detail and success of this will be determined by a d100 roll, to the discretion of your Dungeon Master.
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