Homebrew Duxariss Species Details

When it comes to the Duxariss, they are a race that has fallen into obscurity over the time since the Night Of Three Tears, ravaged by their political and scientific nature, that prized the individuals own triumphs and tribulations over the democracy of Duxariss society itself. It was a mindscape, torn with a race of intellectuals trying to bring change to the world in their own individual way, by bringing peace to nations, discussing market shares and bringing a vast amount of wealth to share, or perhaps invent something to bring about a new era of innovation. The Duxariss were known barely to stop working, stop moving or stop doing in the slightest. However, since their fall at the hands of their own arrogance , they have been reduced to travelling nomads, or paupers trying to use their individual skills to make their lives once again worth something. Over the years, their numbers have dwindled down to barely thousands left alive across Aburia. Still being prosecuted as a threat amongst the Stanchion due to their inhumane potential, and severe threat with their genetic intelligence. Finding a pure Duxariss is even rarer, mostly leading back to the fall of the Duxariss’ own power, and perhaps even back to the High Conclave itself. If you find one such of Duxariss blood, they are close to being the last one you’d ever see with your own eyes. Stained with the failures of their ancestors and the spilled blood of their mothers. They wander the realm, trying to continue their prowess as an individual, in the face of the continents fear of them.

 

Duxariss Traits

Masters of Psychic, Psionics and Divination Energies. They thrive on the independent of their own mind, but also live by its extinctive principles.

Shade Sight

At 1st Level, A Duxariss can peer beyond the bounds of mortal comprehension, splitting the curtain apart to see reality on a fundamental level. As an Action, you can see the spirits of living sentient creatures up to 90ft infront of you, being identified by their purple static hue. You are able to do this 3 times per short rest. When you do so, the environment blurs out into basic geometry, giving you Blindsight. Enabling you to only see details of people or the environment up to 10ft infront of you. Using an Action cancels the ability. 

Mental Fortitude

A Duxariss can increase their Intelligence Score by 2, and one ability score by 1 of their choice

The Meld

Being so interconnected with the state of their own mind and thoughts makes them psychic terrors to those who impose a intellectual challenge to them, Duxariss are resistant to Psychic and Force Damage. However, at the same time, are more vulnerable to Radiant Damage. 

Webbed Discourse

As a Duxariss, you gain access to Telepathic Speech at 2nd Level.

You can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Intelligence modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.

The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.

Retrocognition

The character gains access to the Retrocognition feature of the Duxariss race at 6th level

With enough connection to their former presence to divination restored, they can commune with the mental projections and mindscapes of willing (and limited unwilling) subjects to traverse their memories and consciousnesses on a personal level. Once every long rest, a Duxariss may connect with living, sentient creatures Shade to enter their mind and influence their mental state. Or simply observe their subjects connected mindscape depending on the choice of the individual. In this time, the body of the Duxariss is completely unguarded and unaware of their surroundings, unable to leave the state unless at least 12 seconds (2 rounds) is used to safely leave the meditative position, if this is rushed or interrupted. The player must take 1d20 - INT modifier's worth of damage, dazing them in the process. Making them open to being attacked.

While inside the mindscape, the character is vulnerable to the whim's of the subject, being exposed to potentially both harmful and happy memories or experiences of the subjects past. If any damage is taken inside of the mindscape, psychic resistances are ignored and all damage taken no matter what type it is presented as, is psychic. 

The player can also commune with objects or memorabilia that has high amounts of psychic energy attached to it. Such as a murder weapon, or childhood toy. Something the DM proposes as important to the character it was associated with, if this feature is used to commune with one of these objects. One sensory or emotional memory can be given to the player related to the memory that the object was related to; for example, a childhood toy that was connected to an abusive instance, would make the Duxariss feel fear, or have the faint whisper of an abusive parent shouting. (NOTE: This can be at the discretion of the DM in what information is given when doing this.) Using this feature on an object of interest, allows it to be recovered on a short rest, rather than a long rest.

at 8th Level, the Duxariss can potentially take limited, unwilling information from a target that is within 30ft of them. Rolling an opposed INT check, success against the targets roll allows one fact from the desired information to be confirmed when peering in their mind for a short time. Failing this roll means that they are dissuaded off from gaining any information from the attempt. In both outcomes, the target knows that they have been invaded and the feature cannot be used again until a following long rest. 

Previous Versions

Name Date Modified Views Adds Version Actions
8/2/2022 1:09:21 AM
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5E
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