Homebrew Foreclaimer Species Details

"The endless pursuit of knowledge and efficiency was the principle underlying Foreclaimer society. They were ruthlessly curious about the world, gathering knowledge about all of its aspects and researching how to improve upon them. The concept of efficiency was an obsession to them, and this ideal guided them in every task they undertook."

A Superior Body

Foreclaimers are distantly related to elves, specifically Drow, and share similar features such as pointed ears, slender physiques, and long lifespans. However, they were taller than their ancestors and typically stood at six to seven feet tall. Their skin was light gray, and their hair colors were varied pastel hues such as earthy greens, soft blues, and muted reds. Where they diverged significantly from elves was in their use of technology. Foreclaimers advanced well beyond their natural abilities through extensive technological modification called “augmentation.” Some researchers have recently attributed the Forelaimers’ acceptance of radical physiological changes to meddling by the Seraphim Stella, but the exact truth is lost to the ages.

 

Ruthless Researchers

Foreclaimers reached adulthood at the early age of 20, and while an unaugmented Foreclaimer could live to around 700 years old, an augmented Foreclaimer could live up to 1,400 years. With such an unnaturally long lifespan, they saw events in the world differently and were able to accumulate huge amounts of knowledge and wisdom. Events like global catastrophes didn’t trouble them but were instead seen as important research opportunities. Foreclaimers would stop
at nothing to further the goal of their society: the efficient pursuit of becoming the ultimate, perfect form of life. This endless pursuit of knowledge and efficiency was the principle underlying Foreclaimer society. They were ruthlessly curious about the world, gathering knowledge about all of
its aspects and researching how to improve upon them. The concept of efficiency was an obsession
to them, and this ideal guided them in every task they undertook. People who encountered Foreclaimers would’ve done well to flee, lest they be captured and taken for further study or killed
if seen as a threat. There was a key distinction that set Foreclaimers apart from other races in the world: they did not possess empathy, lacking the ability to understand or connect with the emotions of another being. In fact, they saw the concept of empathy as a flaw, an undesirable defect that stifled growth. It is unclear how the otherwise brilliant Foreclaimers began to see empathy as a flaw. Still, the consequences of this thinking was clear in how they behaved. Foreclaimers acted without mercy, as they did not value lives in the same way as other races. This led Foreclaimers to dull their own ability to feel emotions further as part of their self-experimentation, making them exceptionally brutal and remorseless in their interactions with others as well as with their own kind.

 

Conquerors of the Jungle

Even at the height of its power, Foreclaimer society remained mostly contained to a single megacity, which spanned the entirety of the world during its estimated 3,000 year reign. Their advanced weapons and technology established them as the apex predators of this jungle region and scared
off even the most imposing opponents. They did not trade with other nations nor use their own
currency. Resources were distributed as needed among the Foreclaimer citizens. Foreclaimers
provided superb care for their citizens, so long as it did not cause a strain on resources. Outliers,
inefficient individuals, and those incapable of contributing were exiled and left to die in the harsh jungle on the outskirts of the Megacity. Foreclaimer society adhered to a strict collective approach, using what they considered a simple hierarchy. For the sake of efficiency, they had an Emperor, although the position was based on intelligence and expertise rather than a bloodline. Once a Foreclaimer reached adulthood, they had a profession assigned to them based on their interests and aptitudes. They worked within that profession for their entire lives, barring unexpected obsolescence. During the twilight years of their life, elder Foreclaimers assisted in educating the next generation. Most Foreclaimers chose to receive an augmentation associated with their profession in addition to their power crystal, which allowed them to contribute to their society
at peak efficiency.

Powerful Augmentations

Power crystals, which store sunlight as magical energy, were a vital element of Foreclaimer society. For centuries the crystals powered early Foreclaimer machines. After considerable research and experimentation, Foreclaimers determined that the crystals could also power their bodies. In order to avoid adverse effects, it was determined that augmentation would only occur once an individual reached adulthood. At that time, a socket for power crystals was surgically inserted into a Foreclaimer’s stomach, completely replacing their natural metabolism. The use of power crystals eliminated the Foreclaimer’s need to sleep, eat, or drink and dramatically slowed the aging process. This new metabolic process also maintained the body’s fat and muscle masses at optimal levels for daily tasks, which could be adjusted as needed. A single power crystal could power a Foreclaimer for up to 50 years, at which point it would need to be replaced. The crystals could be removed with relative ease, which could unfortunately be abused by enemies. Once augmented with power crystals, a Foreclaimer relied on them for the rest of their life. During the first hour without a crystal, a Foreclaimer suffered terrible fatigue and stomach pains. If unpowered for more than a day, a Foreclaimer would lose all benefits the power crystal granted them: they would once again need to sleep and consume food and would experience an accelerated aging process. To avoid such
repercussions, Foreclaimers replaced their crystals as quickly as possible. The longer a Foreclaimer relied on power crystals, the worse the effects of going without one became. If a Foreclaimer who had been augmented with a power crystal for more than 500 years became unpowered for more than a year, their bodies declined rapidly, significantly weakening them. In addition, their remaining
lifespan would be reduced to a mere 100 years, at most, whether they were re-powered or not. Foreclaimers considered these potential downsides an acceptable trade-off, as their power crystal
supplies were abundant. During the power crystal augmentation process, Foreclaimers could also choose to have their bodies modified in one additional way. These additional modifications normally had to do with their assigned specializations, such as extra strength for miners or greater speed for
scouts. Despite the remarkable changes their bodies underwent, Foreclaimers were unable to
sustain more than one additional augmentation in addition to their original power crystal receptacle.

 

 

Foreclaimer Traits

Foreclaimers have a plethora of abilities some of which evolved over many years, while
others are artificial augmentations they add to their bodies.

Ability Score Increase. Your Dexterity, Intelligence, and Wisdom scores each increase by 1.

Age. You reach adulthood at the age of 20 and can live up to 1,400 years if augmented and powered by power crystals. Unaugmented Foreclaimers have a lifespan of around 700 years.

Alignment. Foreclaimers typically do not possess empathy and, as such, tend toward neutral
and evil alignments.

Size. Foreclaimers are taller than their elven ancestors, standing between 6 and 7 feet tall with a near-perfect physique. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Lack of Empathy. You have disadvantage on all Deception, Insight and Persuasion checks. (Unless your Foreclaimer has empathy which is pretty rare)

Observant. You gain proficiency in the Investigation and Perception skills.

Efficient Metabolism. You are sustained by your power crystal and do not require food or drink. You are also unable to sleep, do not require it to rest, and cannot be put to sleep by magic. To benefit from a long rest, you must spend at least four hours not moving and doing only light activities. You remain conscious and aware of your surroundings during this time. You can also benefit from a short rest in half the time typically required.

Stella’s Blessing. You can cast light at will, using Intelligence as your spellcasting ability. Once you cast the spell, you can’t cast it again via this trait until you finish a short or long rest.

Solar Power. Your augmentations and racial benefits only work while powered by a power crystal. If the crystal is removed for longer than 1 day, you lose your Augmentation benefits,
Stella’s Blessing, Efficient Metabolism, and any racial ability score increases. In addition, your
remaining lifespan is reduced to a maximum of 500 years. One hour after your crystal is
removed, you suffer one level of exhaustion. Your unpowered body also rapidly degrades over a period of 30 years, deteriorating your physique and appearance. If you have been continuously powered for at least 500 years and your crystal is removed for longer than 1 year, your remaining lifespan is permanently reduced to a maximum of 100 years, regardless of whether you gain a new power crystal.

Languages. You can speak, read, and write Common and Stelkin. Stelkin was the ancient
language of Foreclaimers, derived long ago from Elvish. It was a language of harsh precision, with sharp tones and faster pacing. Outsiders who wished to master it needed to learn an entirely new breathing technique, as Foreclaimers avoided taking any unnecessary breaths while speaking.

Augmentation. Adult Foreclaimers may choose to take a single augmentation to assist them in completing their projects more efficiently.

 

 

Augmentation List

 

Aggressive Reflexes    You add your Proficiency Bonus to your Initiative rolls.


Agility Boost                 Your base walking speed increases by 5 feet and you ignore difficult terrain                                              movement penalties.


Cat’s Eyes                      You gain darkvision out to a range of 60 feet.


Climbing Claws            You gain a climbing speed of 20 feet.


Gills                                You can breathe air and water.


Muscle Fiber Enhancement             Your Strength score increases by 1 up to a maximum of 20.


Nerve Deadening         You are able to ignore the sensation of pain and your sense of touch is                                                      numbed. You gain a +1 bonus to your Armor Class.


Sixth Sense                   You gain proficiency in Dexterity saving throws and are not easily surprised in                                          combat.

 

Tempered Skin              You gain resistance to fire damage.

 

Toxic Blood                    You become immune to diseases and the poisoned condition. Your blood is                                             toxic,and any creature who consumes it must succeed on a Constitution                                                   saving throw or become poisoned for 1 hour. (The DC for this saving throw                                               equals 8 + your Constitution modifier + your proficiency bonus.)

Foreclaimer Traits

The ancient Foreclaimer race, highly boosted due to advanced and magical technology.

Alignment

Foreclaimers typically do not possess empathy and, as such, tend toward neutral and evil alignments.

Lack of Empathy

You have disadvantage on all Deception, Insight and Persuasion checks.

Observant

You gain proficiency in the Investigation and Perception skills.

Efficient Metabolism

You are sustained by your power crystal and do not require food or drink. You are also unable to sleep, do not require it to rest, and cannot be put to sleep by magic. To benefit from a long rest, you must spend at least four hours not moving and doing only light activities. You remain conscious and aware of your surroundings during this time. You can also benefit from a short rest in half the time typically required.

Stella's Blessing

You can cast light at will, using Intelligence as your spellcasting ability. Once you cast the spell, you can’t cast it again via this trait until you finish a short or long rest.

Solar Power

Your augmentations and racial benefits only work while powered by a power crystal. If the crystal is removed for longer than 1 day, you lose your Augmentation benefits, Stella’s Blessing, Efficient Metabolism, and any racial ability score increases. In addition, your remaining lifespan is reduced to a maximum of 500 years. One hour after your crystal is removed, you suffer one level of exhaustion. Your unpowered body also rapidly degrades over a period of 30 years, deteriorating your physique and appearance. If you have been continuously powered for at least 500 years and your crystal is removed for longer than 1 year, your remaining lifespan is permanently reduced to a maximum of 100 years, regardless of whether you gain a new power crystal.

Augmentation

Adult Foreclaimers may choose to take a single augmentation to assist them in completing their projects more efficiently.

Ability Score Increase

Your Dexterity, Intelligence, and Wisdom scores each increase by 1.

Age

You reach adulthood at the age of 20 and can live up to 1,400 years if augmented and powered by power crystals. Unaugmented Foreclaimers have a lifespan of around 700 years.

Size

Foreclaimers are taller than their elven ancestors, standing between 6 and 7 feet tall with a near-perfect physique. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Languages

You can speak, read, and write Common and Stelkin. Stelkin was the ancient language of Foreclaimers, derived long ago from Elvish. It was a language of harsh precision, with sharp tones and faster pacing.

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