Homebrew Calrinian Species Details

An advanced race of humans with the ability to influence the minds around them and interact with advanced technology. This race is very intelligent and has a higher bone density than the average human giving them the ability to withstand more. The Calrinians have red eyes thanks to a replicative artificial virus designed by the Calrinian empire to strengthen humans and eliminate the other races so they could be the sole inheritors to the earth. The Nano-Virus means they heal significantly faster, see decently in the dark and acts as a focus for this race's psychic abilities. Due to the late empire's attempt to unify the world, other races, including most humans, look heavily down upon and are suspicious of this race. Most of this race are hired as mercenaries or they join the Calrinian Zealot Initiative (CZI). A few of this race attempt to hide their blood or attempt to integrate in more tolerant areas but their ambition never left them which some entities see as a danger.

Calrinian Traits

This race has psychic abilities passed down by a engineered Nano-Virus made to strengthen them.

Nano-Repair

The user may heal 2d6 health or end one status condition (except if charmed)

Ability Score Increase

Your Intelligence score increases by 1, and your Constitution score increases by 2.

Age

Calrinians mature at the same rate as humans but live exponentially longer.

Darkvision

Thanks to the Nano-Virus , you have superior vision in dark and dim conditions. 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.

Languages

You can speak, read, and write Common and Calrinian. Calrinian is similar to elvish but with many more complex sounds and requires a basic psychic aspect.

Art of the Empath

The user is capable of manipulating the emotions of those around them and can use the spell Calm Emotions as a cantrip.

Mind Control

One creature you can see within range makes a Wisdom saving throw plus its armor class. It does so with Advantage if you or your allies are fighting it. On a failed save, the target is under the total control of the user, the user knows the stats of the creature and takes the actions of the creature in its respective initiative. The duration of the Mind Control is decided by rolling a d6 and adding the users wisdom modifier (up to dm's discretion).   

Full Attunement

The user gains the ability to use the spell Power Word Kill OR Power Word Heal once per long rest as a result of becoming fully attuned to their psionic abilities.

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