Homebrew Foreclaimers Species Details
Physical Description
When powered: Foreclaimers were originally elves that have enhanced and augmented themselves using their sun-based technology. They are on average 6'6" tall with a muscular, yet slim physique. Their skin is mostly grey, with golden glowing lines throughout 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 golden 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 Their lines also 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 begin to gain negative effects such as memory loss, developing strange obsessions or habits, and at worst growing feeble.
History
Foreclaimers are an ancient race of elves which disappeared over 2,500 years ago. They were solely focused on the advancement of their technology and physiology. Most of their science is based on the power harvested from the sun, which they use to power machines and enhance their own bodies. The energy they harvested from the sun was stored in large power crystals, basically batteries, which were then used as parts of machines. It is unknown how they acquired such advanced technology, or how the crystals were used to enhance their lifespans, or why they went extinct. Foreclaimers could not perceive the concept of empathy or many emotions in general. However, contrary to their lack of empathy, they were a society without currency or trade. Each member had assigned duties from their current elected leader, more often than not the head scientist, which contributed to the progression of their society.
Society
Foreclaimers are extremely efficient and focused on their work. Their goal is advancing their civilization by advancing technology and biology, using energy harvested from the sun and even souls. Distractions or interruptions are not tolerated and removed quickly. Foreclaimers do not possess the concept of empathy, or artistic creativity. To them, these are inefficient social constructs that do not belong in their society. If a member of society is crippled, disabled, or injured beyond simple care, they are 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. 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 any other races, reinforced by the fact that they lack the concept of empathy. They may establish a relationship with members of another race if it furthers their goals, but more likely they will simply destroy them through highly efficient warfare instead. Foreclaimers establish huge cities where the lands support their goals through either resources or tactical location. Most of their society is located in a single city in the jungle, as that's most efficient, with only a few outposts for exploration. Foreclaimers do not believe in deities, nor follow any established religions. They only care about their work and facts.
Foreclaimer Traits
Foreclaimers are an ancient ancestor to modern elves with no concept of empathy. These elves use sun-charged crystals for power themselves. Any racial bonus, excluding the decrease in charisma, are lost when not powered.
Ability Score Increase. Your Intelligence score increases by 2, and your choice of Strength or Constitution increases by 1. Your scores may not exceed 20 or go below 4.
Age. Foreclaimers reach adulthood at 110 years and can be up to 900 years old when powered.
Alignment. Foreclaimers do not possess empathy and are therefore neutral.
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. If powered, you do not need to sleep nor can you be put to sleep from magical effects or otherwise.
Observant. You are proficient in the Perception and Investigation skills.
Unpowered. A Foreclaimer's power crystal can be removed at will and When it is removed from its socket, they lose all racial bonuses to skills and ability scores (not including penalties), as well as their ability to cast spells. Their glowing lines also disappear and If left unpowered for more than a year, 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. Adult Foreclaimers may choose to accept a type of body augmentation and subsequently be classified as a subrace.
Adulthood.
When a Foreclaimer reaches adulthood, they may choose to augment their body to better help them with their chosen project.
Augments:
Lung Respiration unit. You gain the ability to breath underwater. You may not use this ability if unpowered.
Night vision adapted Eyes. Gain darkvision to a range of 60 feet. You may not use this ability if unpowered.
Sticky Palm Glands. You gain a Climbing speed of 25 feet.
Muscle Enhancement. You gain a +1 to your Strength. You may not use this ability if unpowered.
Metallic Skin. Your Armor Class permanently increases by 1.
Tempered Skin. You gain resistance to Fire damage
Agility Enhancement. Your base walking speed is increased by 10 feet. You may not use this ability if unpowered.
Optic Camouflage. Once per day, you can use invisibility. on self for 1 minute. The spell recharges after a long rest. You may not use this ability if unpowered.
Sixth Sense. you gain proficiency in Dexterity saving throws. You may not use this ability if unpowered.
Toxic Blood. You are immune to disease and poison.
Mythril Bones. When falling you can roll 1d8 + 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 out of your eyes in a straight line for up to 15 feet that does 3d4 fire damage. The enemy must make a Dexterity save (dc=10 + Intelligence modifier) or take half damage. You may use this ability a number of times equal to your Intelligence modifier. You regain all expended uses after a long rest. You may not use this ability if unpowered.
Foreclaimers Traits
Foreclaimer TraitsUnpowered
Unpowered. A Foreclaimer's power crystal can be removed at will and When it is removed from its socket, they lose all racial bonuses to skills and ability scores (not including penalties), as well as their ability to cast spells. Their glowing lines also disappear and If left unpowered for more than a year, they will slowly begin to degrade over 100 years, eventually reducing their lifespan by half.
Powered Traits
Ability Score Improvement. Your intelligence score increases by 2, and your choice of Strength or Constitution increases by 1.
Solar powered
If powered, you do not need to sleep nor can you be put to sleep from magical effects or otherwise.
Observant
You are proficient in the Perception and Investigation skills.
Comments
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Posted Jan 27, 2021I would like to play as this race if it is possible
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Posted Oct 12, 2021I want to use this race for an upcoming one shot but none of the powered options or the augments are working. The ability scores also do not work and it gives me disadvantage on every skill check