Homebrew Forerunner Species Details

The Forerunners are all that remains of the race from which both humans and elves are descended. During their age they were masters of technology and psychic energy and controlled an empire that spanned the multiverse. Now they live in the remains of their cities, deep below the earth, locked in an eternal war with their age old enemies, the illithids. 

A Blend of Steel of Sinew

Forerunners have enhanced their bodies with their advanced technology to the point that they no longer seem to be living. Their lithe, elegant forms are made from reinforced crystal and steel. Their muscles are made from banded steel cords attached to an adamantine skeleton and lubricated with the Forerunner's own blood. Their remaining organs are perfectly preserved in crystal inside their bodies

Forerunner Personality

All Forerunners believe that they are more advanced than the younger races. This can manifest in an eagerness to teach others about the Forerunner empire and way of life or in a supreme arrogance.

 

 

Forerunner Names.

Forerunner names place their house name first, followed by a chosen name and a title bestowed upon them, either in recognition of their deeds or their role in Forerunner society.

 All Forerunner names are gender neutral.

 

Forerunner Traits

Your Forerunner character has the following traits.

Darkvision

Darkvision 30ft

Master of the Mind

Resistance to psychic damage.

Allows the casting of Mage Hand at lv1, Detect Thoughts at lv3, and Levitate at lv 5

Ability Score Increase

Your Wisdom score increases by 2.

Age

Due to their biomechanical nature, Forerunners do not age. They also cannot reproduce, so each Forerunner is millenia old.

Alignment

Like their younger descendants, Forerunners can be any alignment, but tend towards more lawful ones.

Size

Your size is Medium. Most warforged stand between 6 and 7 1/2 feet tall.

Speed

Your base walking speed is 30 feet.

Sinews of Steel

You were created to have resist the weakness of flesh, represented by the following benefits.

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You are immune to disease.
  • You don’t need to eat, drink, or breathe.
  • You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep.

Resting Trance

When you take a long rest, you must spend at least four hours in a meditative, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Steel Skin

Your skin is made of alchemically reinforced steel and crystal, increasing your armour class by +2

Languages

You can speak, read, and write Common, Forerunner and Sylvan.