Homebrew Eliotrope (ZJ) Species Details

The Eliotrope are an extremely rare race on the material plane. Even with their extremely long lifespans, they seldom bump into one another. There are even some theories that they aren't native to the material plane at all, but instead migrated there from somewhere beyond the stars, potentially all the way in the celestial plane. Regardless of their origin, Eliotrope are brimming with life energy, so much so that they are able to use it to cast forms of magic unique to them. The most well-known form of this, and one that seems to be the most natural to them, is using life energy to create portals for themselves and others to travel to. This isn't its only application, however, as wiser and more experienced Eliotrope are able to do things such as chain many teleports at once to move at the speed of lightning, or even fire lasers from their portals.

One other notable feature of the Eliotrope is they all seem to wear an odd-looking hat or hood, with pointed "ears" as their prominent features. This can often get them mistaken for a separate race when in a crowd. No one has seen an Eliotrope with their hat taken off, and when asked they will refuse. What they're hiding under their hats, which are antler or wing-like structures made of pure, flowing life energy, seems to have a great cultural significance to them, and forcibly trying to take it off could be seen as a breach of personal privacy.


Eliotrope Traits

Creature Type: Humanoid
Size: Small (about 3-4 feet tall) or Medium (about 5–6 feet tall)
Speed: 30 feet

Eliotrope (ZJ) Traits

As an Eliotrope, you gain these special traits.

Age

Little is known of the origin of the Eliotrope, but what is known is that their creation involved an ancient draconic deity, and thus they not only share the blood of dragons but also share their lifespans.

Eliotrope age at the same rate as humans but, but after reaching the age of 12, take much longer to physically mature. They usually live for at least 200 years before showing any signs of age beyond 25, and can live for up to thousands of years, potentially upwards of a million.

Portal Creation

Using your ability to bend and manipulate the life energy within yourself and around you, you can create portals. As a Bonus Action, you can choose two points within a 60-foot sphere of yourself that you can see. You create a portal on each point that can fit creatures or objects of Medium size or smaller. You can also choose the orientation of the portals and can orient them in any direction. Anything that's on the same space as one of the portals and is facing the correct direction will be instantly transported to the other portal without any extra cost of movement but can still incur Attacks of Opportunity. This includes allies, enemies, and objects. Any creature being transported 30 feet or more must succeed on a Constitution Saving Throw (DC 12+1 for every 10 feet moved). On a failure, they can only move and/or use an Action or Bonus Action on their next turn. Eliotrope and those who frequently teleport or get teleported are immune to this effect. You can choose to concentrate on the portals as if maintaining Concentration on a spell to make them last longer. Otherwise, they disappear at the end of your turn. You must use your Action on each of your turns to maintain Concentration on a portal. You can only Concentrate on one pair of portals at a time, and if you try to make a new pair, the old one automatically disappears.

The range at which you can make your portals extends to a 120-foot sphere at level 5. Additionally, at level 10 you can create portals big enough for Large creatures or objects to fit through, however you must use your action to make them.

Energy Vision

As an Action, you can activate a special type of vision you have that allows you to see the life energy of all living things. You can see anything that is considered "alive" within a 30-foot radius of yourself, and unless they're able to hide their life energy or don't have any to speak of, you'll be able to see them no matter what. This feature normally lasts for 6 seconds, however you can concentrate on it as if you were maintaining Concentration on a spell to make it last up to one hour or until you lose Concentration.

After using this feature or losing Concentration, you can't do so again for the next minute.

Portal Dash

When using your Bonus Action to create portals, you can forgo placing portals and instead use the Dash action simultaneously to chain a bunch of short-range teleports, allowing you to go extremely fast. When doing this, your dash effectively gives you a 120-foot flying speed for the turn, flavored as mentioned previously. If you stop at any point during this boost, you lose the rest of the movement speed you had gained from the dash.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Portal Laser

When you reach character level 5, when taking the Attack action on your turn, you can use your Bonus Action to replace one of those attacks with the creation of two portals in the same space within your Portal Creation range which, when oriented to your liking, will fire off a giant laser made of pure life energy. The laser itself is a 30-foot line that is 5 feet wide. Anyone caught in the laser must make a Dexterity Saving Throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, the creature takes 1d12 radiant damage. On a success, it takes half as much damage. This damage increases by 1d12 when you reach character levels 11 (2d12) and 17 (3d12).

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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