Homebrew Foreclaimer Species Details

Foreclaimers are an ancient ancestor to modern elves with no concept of empathy. These elves use sun-charged crystals to power themselves. Any racial traits are lost when unpowered.
Ability Score Increase. Your Wisdom score increases by 2.
Age. Foreclaimers reach adulthood at 110 years and can live up to 900 years old when powered.
Alignment. Foreclaimers do not possess empathy and tend towards neutral, however, they possess a strong lawful bias.
Size. Foreclaimers are typically between 6'2" to 6'8" tall with a muscular, but slim physique. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Solar Powered. While your gem is in your body, you are considered powered. While powered, you do not need to sleep nor can you be put to sleep from magical effects.
Observant. You are proficient in either Perception or Investigation.
Powered. The gem that powers your body can be removed with an item interaction. When removed, you are unpowered and you lose all racial bonuses, augmentations, and any innate ability to cast spells. After a day of being unpowered, the lines on their bodies will disappear. They will slowly begin to degrade over 100 years, eventually reducing their lifespan by half.
Languages. You can speak, read, and write Common and Elvish.
Subrace. Instead of a typical subrace, foreclaimers may choose to accept a type of body augmentation. These augmentations manifest in new crystals, which are created on the foreclaimer's bodies. When you start at 1st level, you gain one augmentation of your choice from the list below. Above 1st level, you may have to find or create new power crystals to insert into your body. The insertion of a new crystal takes a toll on the foreclaimer's body, and a newly inserted crystal's effects do not take place until the end of the foreclaimer's next long rest.

Augments

Gills. You gain the ability to breathe underwater.
Cat Eyes. You gain 60 feet of darkvision.
Stick Palm Glands. You gain a climbing speed of 20 feet.
Muscle Enhancement. You gain a +1 to your Strength while Powered.
Metallic Skin. You gain a +1 to your Constitution while Powered.
Tempered Skin. You gain resistance to fire damage while powered.
Agility Enhancement. Your base movement speed is increased by 10 feet.
Optic Camouflage. You can cast invisibility at its lowest level, once, without using a spell slot or material components, on yourself. You regain use of this spell after you finish a long rest. You may not use this ability if unpowered.
Sixth Sense. You gain proficiency in Dexterity saving throws.
Toxic Blood. You gain resistance to poison damage.
Mythril Bones. When falling you can roll 1d4 + your level to reduce the amount of fall damage you take. Additionally, if you are running the Improved criticals module you can not have your bones broken by the major injury chart.
Focused Solar Lenses. While in direct sunlight, you can fire a focused beam of energy from your eyes in a direction of your choice. All creatures in a 15-foot line in that direction must make a Dexterity saving throws (dc= 8 + your Intelligence + your proficiency bonus). On a failed save, creatures take fire damage equal to 1d6 + your character level. They take half as much damage on a successful save. You may use this ability a number of times equal to your proficiency bonus. You regain all expended uses after finishing a long rest.

Foreclaimer Traits

They are on average 6'8" tall with a quite slim body. When Powered. Their skin is mostly Grey, with glowing lines across their skin reminiscent of circuitry. A 3" long power crystal of various colors sits above where their navel would be. These crystals are the source of their enhanced power and glowing lines. It can be freely removed from its socket. Unpowered. When a Foreclaimer's power crystal is removed from its socket, they begin to grow weak and the glowing lines disappear. If left unpowered for more than a year, they will slowly begin to degrade over the course of 100 years, eventually reducing their lifespan by half. A Foreclaimer who has been unpowered for more than a year can also begin to gain negative effects such as memory loss, developing strange obsessions or habits, and at worst growing feeble.

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