Homebrew Eoan Species Details

Upon the downfall of humanity at the hands of the Harbingers of Choice’s HAMARTIA and the establishment of the Post-THeN, a small colony of humans, not more than 7,200 people across 100 ships, made the decision to choose survival over preservation of nature. They were not pursued by the Post-THeN, and were not inhibited by it. The Post-THeN treated them as a new civilisation with which to trade, meaning that any assistance from the Post-THeN came at a cost. Eoans live in colonies across the various forest-moons of the Toln system, with the central city being on Dumeb’s solitary moon, Eo. Most Eoans are cybernetic as a result of the limited genetic diversity amongst the population that made mutation a prevalent issue, in addition to the effects of some mutant infections of HAMARTIA. Where the Post-THeN values preservation and reparation through advanced research, Eoans value simple efficiency. They are a stalwart society focused on survival, trusting the medical practitioners of their society first, and in some cases, solely. Eoans believe that moments spent singularly thinking and doing nothing else are moments wasted.


Art reference: AbiSV on twitter.com

Eoan Traits

Eoans are barely recogniseable as the descendants of Dumbeian humans, having changed in their capabilities enirely, even if they look similar.

Ability Score Increase

The cancerous marring of billions of years of limited genetic variation have granted Eoans with a unique hardiness - their bodies are a miasma of barely balanced cancers, and each and every one fights against disruption.

Marred Skin and Scars

The cybernetic enhancements which most Eoans possess offer an additional layer of defence against normal ailments on top of the carefully balanced nature of their bodies.

Languages

Eoans have developed a unique language derived from the diverse cultural backgrounds of the first 72,000 colonists. They have also learnt the language of the Miens, who are among the most hospitable and friendly of the sentient species that have propped up on Dumeb.

Shared Malediction

You can impart the cancerous nature of your various mutations on others. As a bonus action, you make a melee attack against a creature within 5ft of you, which deals 2d6 poison damage. This damage increases to 3d6 at 5th level, 4d6 at 11th level, and to 6d6 at 17th level. You can do this a number of times equal to your proficiency bonus, and regain any expended uses upon finishing a long rest.

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