Homebrew Foreclaimer Species Details

Note: This Race was originally created by Felix Irnich (who can be found on Twitter under the same name). I have just adapted it from the DnD Foreclaimer Wiki for everyone to be use on here. This is also a tad different from the originals since I mixed a bit of the 3.5e into 5e. Hope you enjoy!

Physical Description

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 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 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.

Religion 

Foreclaimers do not believe in deities, nor follow any established religions. They tend to 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. 

Favored Class: Wizard, Fighter.
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.
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.

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.

Powered/Unpowered Traits

While powered your Intelligence score increases by 2, and your choice of Strength or Constitution increases by 1. While unpowered your Intelligence score decreases by 2, and your choice of Strength or Constitution decreases 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.

Augment

Adult Forclaimers choose a body augmentation that enhances their abilities to better do their jobs.

Spell-Like Ability

Once per day—Light, Dancing Lights. Caster level is equal to class level.

Previous Versions

Name Date Modified Views Adds Version Actions
8/19/2019 6:31:00 PM
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Coming Soon

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