Homebrew Architect Species Details

The Architects, more commonly known as the Lords of Morningstar, are an enigmatic race of ancient beings who seem to defy the very fabric of time and reality. Hailing from a forgotten realm far beyond the reaches of even the Outer Planes, their existence is cloaked in the legends of countless worlds. Their true origins are unknown, but what is clear is that they possess an innate and extraordinary power over the flow of time and life itself, a mastery so profound it appears as a form of magic unmatched by even the most revered wizards.

Rejuvenation

To those who encounter them, Architects appear as human—remarkably so—yet there is always something subtly unsettling about their presence, an impression that seems to linger just beyond comprehension. They walk among mortals and gods alike, shifting between lives and faces across millennia. Unlike other races, they do not have a singular form; instead, they are ever-changing, moving through multiple lifetimes, each marked by a transformative event they call Rejuvenation.

Rejuvenation is a profound renewal, a moment when an Architect reshapes their essence, emerging as a new version of themselves with altered features, memories, and perhaps even a new sense of purpose. This process, which can only occur a limited number of times, is a powerful force that echoes through their long lives. It is both a gift and a burden, for while it offers them a chance to grow and adapt, it also brings a chance of losing parts of their old selves—past knowledge, ideals, or even their moral compass may change. To witness a Rejuvenation is to see a being born anew, unpredictable and unknown.

Culture and Physiology

The Architects' physiology is as peculiar as their nature. They possess two hearts and a unique internal energy that grants them resilience against forces that would lay low even the mightiest of beings. With an uncanny resistance to radiant and necrotic damage—and later, psychic damage—they are exceptionally difficult to kill, seeming to slip through the grasp of death itself. This energy also allows them to perform miraculous feats—healing wounds, regrowing limbs, or even unleashing destructive forces of unimaginable power. It is said that when an Architect releases their energy, the very air around them bends and crackles with a light that rivals the dawn.

Due to their vast experience and eternal connection to the flow of time, Architects are often drawn to the study of history, arcane knowledge, and the mysteries of the universe. They carry with them ancient senses, honed through eons of exploration across planes and worlds, allowing them to unravel secrets that baffle even the gods.

Though they may seem detached, there is a depth to their understanding of time and existence. Their laws and customs are their own, guided by principles and ethics forged over countless lives. Yet, their long-term perspective often clashes with the fleeting nature of mortal ambitions. Some see them as wise guardians or scholars; others, as manipulative entities who meddle in affairs they do not fully understand or respect.

Regardless of how one views them, the Architects are undeniably beings of great consequence. They walk through the ages like shadowed titans, leaving ripples that shape the fate of worlds.

To meet an Architect is to encounter a mystery of the multiverse—an ancient, ever-shifting being whose story is far from over and whose presence hints at deeper truths hidden beyond the stars.

Architect Names

The true name of an Architect is a deeply guarded secret, known only to themselves and perhaps a select few. This name, tied to their very essence, is never revealed to outsiders. Instead, Architects adopt a Title Name, which serves as both a chosen identity and a "promise" to the world. These titles often reflect their purpose, ambitions, or philosophies in their current lifetime, such as "Doctor," "Corsar," or "Master." Each title is more than a mere name; it is a vow, a guiding principle by which they live.

Architects often change their Title Names after each Rejuvenation, using them to signify a new chapter in their existence. The title carries weight, not only as a self-imposed destiny but as a signal to others about what to expect from this particular incarnation. Some titles may be inspired by the celestial or temporal nature of their kind, while others may be more abstract, drawing from ancient myths or the roles they choose to embody.

Title Names (Promises): The Corsar, The Seeker, The Wanderer, The Keeper, The Judge, The Scholar, The Sentinel, The Weaver, The Architect, The Emissary, The Pilgrim, The Oracle, The Luminary, The Catalyst, The Sage, The Nomad, The Captain

Architects do not typically use familial or clan names, as they see themselves as singular entities within the fabric of time and space. However, some might adopt Epithets that further elaborate on their current title or reflect their unique journey, such as "Eternal Wanderer," "Void Seer," or "Dawnbringer."

This approach to names makes every Architect an enigma, known by the promise they make to themselves and the multiverse around them.


 

 

Architect Traits

Destructive or Rejuvenating Internal Energy, Resistance against positive and negative energy, Brilliant Mind

Duo Cardiology

You have two hearts beating in your chest. Them and your internal physiology,

give you advantage on death saving throws and resistance against radiant and necrotic damage. At 5 level you gain resistance to psychic damage as well.  

Internal Energy

Internal Energy. As an Action you cause the following effects using charges of your energy:

Sharing Energy (0.5 charge) Give another creature a minor part of your internal rejuvenation energy to cast the “revivify” spell, ignoring all spell components and restoring half of their hit points (rounded up).

Healing Rejuvenation (1 charge) You share your internal energy with another creature or cycle it through yourself to heal. The target gains benefits of the spell “greater restoration,” but you apply all the benefits listed in it and restore 1d4 + your constitution modifier to the target. If the target were yourself, you can regrow organs, tissue structures, and extremities.

Energy Burst (1 charge) As an action you can emit an extremely bright light which causes the effects of the “divine word” spell.

Minor Rejuvenation (1.5 charges) As an action you can use your energy to cause a minor rejuvenation, as if the “regenerate” spell is cast on you.

Destructive Energy (2 charges) As an action your energy ravages around you causing the effects of the “destructive wave spell” dealing 15d6 radiant damage, instead of thunder or necrotic damage, to any creature in a 60 ft. radius around you. Everyone rolls their saving throw for this effect with disadvantage.

Pique Physique (2 charges) As an action you use your energy to bolter your physique and gain the benefits of the “invulnerability” spell cast on you, for 1 minute, you don’t have to maintain concentration to gain the benefits of the invulnerability.

Final Rejuvenation (4.5 charges) As reaction you can overcome instant death, when you drop to 0 hitpoints and the remaining damage is equal or higher to your maximum hitpoints. You can cause the effects of two of the Internal Energy options instead of one, when you rejuvenate through this option.  

 

You can choose to trigger any of these effects without expending charges, when you use your rejuvenation trait.

None of these effects count as magical or psionic.

effects

Ability Score Increase

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. You can't raise any of your scores above 20.

Size

Architects are similar in size to humans, standing between 5 and 6 feet tall. Your size is Medium.

Languages

You can speak, read, and write Common, one language of your choice and one exotic language of your choice.

Appearance

Architects look like humans, at least from the perspective of the most races in the multiverse.

Age

Architects reach maturity around 100 years old and can live for millennia, going through a limited number of rejuvenations over their lifespan.

Alignment

Architects tend to be lawful due to their long-term perspective and respect for the flow of time. However, their experiences over eons can lead to a wide range of alignments.

Archon Charges

Even Architects have limited power. You have 5 archon charges per adventure (your DM may grant you more at the start of the adventure), which are used up in racial features that use up internal energy. 

Rejuvenation

When you are reduced to 0 hit points but not killed outright, you can choose to rejuvenate instead of falling unconscious. Rejuvenation is a powerful, life-altering event, and using it comes with both benefits and consequences as one rejuvenation uses up two charges:

Hit Point Restoration: You regain hit points equal to your maximum hit points and gain temporary hit points equal to your maximum until your next long rest.

Ability Score Reconfiguration: You can redistribute up to 3 points between your ability scores. No score can exceed 20 as a result of this redistribution.

Personality Shift: Your personality changes slightly, and you may adopt new quirks or traits, lose some or experience a change of intensity in some.

Cosmetic Changes: Your appearance alters significantly (e.g., hair color, eye color, facial features and gender. But you always stay an Architect.).

Rejuvenation Limitation: You can only rejuvenate a limited number of times—typically 10 times over your lifespan. Each rejuvenation is a monumental event, marking a new chapter in your life. Even your morals and values could change because of it.

New Profession: Although you retain your vast memory it may even be that you lose some knowledge (DM’s discretion). This leads to a 50% possibility of a class change, as you adopt new or forgotten skills. The class and subclass you adopt is chosen by the DM. On DM’s discretion the probability of changing your class can be altered.

Ancient Sense

You have proficiency in History, Arcana or Investigation skills. Choose two of them. Additionally, you can add double your proficiency bonus in one of these skills. Choose one of these when you create your character. You can change your proficiencies and the trait benefit on rejuvenation.

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