Homebrew Foreclaimer (Alecion) Species Details
Note: this adaptation of the 3.5e race was created by Felix Irnich on D&D Wiki. It was modified here to fit the setting of Alecion.
Physical Description
Foreclaimers are, on average, 6'8" in height with a slim body.
When Powered. Their skin is mostly grey, with glowing golden lines across their skin reminiscent of circuitry or Lichtenberg figures. A 3" long, multicolored crystal with fractures and bits of metal within it 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, though this has negative effects on the Foreclaimer.
Unpowered. When a Foreclaimer's power crystal is removed from its socket, the Foreclaimer is no longer empowered and loses their ability score increases and augmentations. Additionally, they have disadvantage on spell attack rolls and saving throws. After a day of being unpowered, the lines on their body start to fade along with their capacity to feel emotions and empathy. Unless the gem is replaced, they will fade after 10d10 years and they will die.
History
Foreclaimers are the more direct descendants of a race of ancient, emotionless, and non-empathetic fey from which high elves also evolved. While high elves naturally evolved empathy and feelings over time, Foreclaimers instead gave themeselves emotions and passion using containing impure, sun-powered "solarite" crystals, or “power crystals” mined from Mount Nicothon. The Foreclaimers refined these crystals , finding that stable but metal-rich crystals were the most powerful, and inserted them into their bodies upon reaching adulthood. The crystals granted them energy and power, and over a lifetime also granted them more and more emotion and empathy. They also caused glowing gold lines to grow across the Foreclaimer’s skin as they aged. The eldest of the Foreclaimers are covered in these marks and capable of great wisdom and compassion that the younger ones cannot not comprehend. They are also capable of stronger negative emotions, however.
Society
Foreclaimers are almost exclusively native to Imai, where solarite grows in Mount Nicothon. While other races have settled in on Imai as well, Foreclaimers make up the majority of their population. They are extremely efficient and focused on their work. Their goal is to advance their civilization by advancing magic, technology, and biology, using energy harvested from the sun and solarite. Distractions or interruptions are looked down upon and removed. Young Foreclaimers possess empathy, emotion, or creativity. To them, these are inefficient social constructs that do not belong in their society. Within parts of the society led by younger Foreclaimers, any person who is crippled, disabled, or injured beyond simple care is left to die and disposed of unceremoniously. They don't grieve losses and don't hold funerals, as those emotions are merely a distraction from their important work. To avoid this cruelty, the older, empathetic Foreclaimers have actively worked to control the society as the younger ones grow into their empathy.
When a Foreclaimer reaches adulthood, they are put through a medical procedure where the socket for the power crystal is surgically inserted, and then powered up. Foreclaimers tend to themselves and do not get along with the people outside of Imai. They may establish relationships with members of other races who are also Imaii, but only do so because it does not interfere with their beliefs or goals. Most of the leaders in Imai are Foreclaimers, and they have shielded the island's culture and teachings of "heretical" magic by using illusory and enchantment wards that prevent Imai from being found. The Foreclaimers typically do hold religious beliefs, but they often follow the learning and knowledge-based philosophies of the Wraith.
Foreclaimer (Alecion) Traits
Your foreclaimer character has the following racial traits.Ability Score Increase
When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Age
Foreclaimers reach adulthood at 110 years and can live up to 900 years when powered.
Alignment
Young foreclaimers do not possess empathy and thus tend towards neutral alignments, and most are highly lawful. Older foreclaimers can feel empathy, but also intense emotions like anger and hatred, and thus tend towards the extremes of good and evil, with varied tendencies for law or chaos.
Size
Foreclaimers are typically between 6’2” and 6’8” with muscular but slim physiques. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Darkvision
The power of the sun is within the crystal inside of you, even when the light of the sun itself does not reach you. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Solar Powered
When your gem is in your body, you are considered empowered. While empowered, you do not need to sleep, nor can you be put to sleep by magical means.
Keen Senses
You have proficiency in the Perception and Investigation skills.
Empowerment
The gem that powers your body can be willingly removed with an item interaction. When removed, you are no longer empowered and you lose your ability score increases and your augmentations. Additionally, you have disadvantage on spell attack rolls and saving throws. After a day of being unpowered, the lines on your body start to fade along with your capacity to feel emotions and empathy. Unless the gem is replaced, they will fade after 10d10 years and you will die.
Languages
You can speak, read, and write Common, Imaii, and either Sylvan, Celestial, or Primordial.
Augmentations
If a Foreclaimer acquires solarite crystals beyond the large one they use as their power crystal, they can consume them or insert them into their body to gain an augmentation. Starting at 1st level, you gain two augmentations of your choice, and additional augmentations can be acquired with new solarite crystals, which can be consumed or inserted and will apply the augmentation after your next long rest.
Gills. You adapt to the coastal environment of Imai and gain the ability to breathe underwater.
Stick Palm Glands.. You gain a climbing speed equal to your walking speed.
Muscular Enhancement. You increase your Strength score by +1
Fiery Fortitude. You increase your Constitution score by +1.
Tempered Skin. You gain resistance to fire and radiant damage.
Sunlit Agility. Your movement speed is increased by 10.
Optical Warping. Once you reach 3rd level, you can cast the invisibility spell at 2nd level once with this trait and regain the ability to do so when you finish a long rest. The casting of the spell requires no components.
Sixth Sense. You cannot be surprised, and you gain proficiency in Dexterity saving throws
Burning Blood. Your blood burns with the cleansing light of the sun. You have advantage on saving throws against being poisoned or diseased, and you have resistance to poison damage.
Burning Radiance. Once per long rest when you are in direct sunlight, you can use an action to pull on the sunlight around you and focus it on strengthening your attacks. For 1 minute or until you end it as a bonus action or leave the direct sunlight, you shed bright light in a 10-foot radius and dim light for an additional 10 feet. Once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or spell. The extra radiant damage equals your level.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
12/19/2023 5:44:38 PM
|
5
|
0
|
--
|
Coming Soon
|
Comments