Homebrew Vulcan Species Details

Logic clearly dictates that the needs of the many outweigh the needs of the few."
                                                                                                                                       - Spock

Vulcans, named for the desert from which they hail, are a race dedicated entirely to logic and wisdom. Coming from a history of violence and barbarism, Vulcans have purged themselves of emotion and sentiment, and are dedicated to stoicism and logic. Vulcans are not weak physically, but are dedicated to strength of the mind rather than the body. 

Green-blooded, cold-blooded

Vulcans stand similar to a human or half-elf, with pointed ears and slanted eyebrows, but carry themselves with such poise they could never be mistaken for either. Calm, collected, and stoic, Vulcans are universally unflappable and impersonal. Being friends with a Vulcan is more an intentional decision than a true bond, and it is a decision the Vulcan will never instigate. 

Vulcans’ coloration encompasses the normal human range and also includes skin in shades of copper or jaundiced. Vulcans have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry.

Tamed Desert

The desert of Vulcan is a mountainous area with occasional oasai. Vulcans are vegetarians, and grow much of their own food. They have civil relations with most other races, trading and exchanging goods when necessary and studying other races, though their quiet superiority cannot be ignored. 

Vulcans encountered outside their own lands are commonly traveling scientists and skilled laborers.

Exploration and Adventure

It is rare for Vulcans to become adventurers. There is little logic in living on the road, seeking thrills and excitement. Vulcans find themselves adventuring out of necessity.

Vulcan Names

 

Male Adult Names: Taibak, Talok, Taurik, Tebok, Thalen, Thei, Thelev, Tieran, Janel, Norvo, Timicin, Skon, Solkar, Tavek, Mestral, Pola, Koss, Soval, Tuvok, Spock, Serrick

Female Adult Names: Taleen, Taris, Yanas, Kestra, Asil, T'Para, Sakonna, Senva, T'Lara, Tallera, T'Pol, T'Les, T'Meni, T'Lar, T'Mir, T'Pring, T'Penna

Vulcan Traits

Your Vulcan character has a variety of natural abilities, the result of thousands of years of Vulcan refinement.

Ability Score Increase

Your Wisdom and Intelligence score increase by 2, but your Charisma decreases by 2. 

Age

Vulcans reach physical maturity at about the same age as a human, but can live to be 250 years old.

Alignment

Vulcans' dedication to logic and the greater good demands both Lawful and Good characteristics. There are almost no exceptions, although some Vulcans may be Neutral or Evil without sacrificing their dedication to logic. A Chaotic Vulcan would be ostracized, and hardly considered to be a Vulcan at all. 

Size

Vulcans range from 5 to over 6 feet tall and have slender builds. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Mind Meld

Vulcans have mild psychic abilities, granting advantage on wisdom saving throws.

Once a day, Vulcans can undergo a mind meld with another creature. This is instigated like a ritual spell with a casting time of 1 minute, and may be maintained for a number of minutes equal to your Wisdom Modifier. A mind meld can be initiated on any creature with an intelligence of at least 3. To initiate a Mind Meld with a hostile creature, they must be in a state where they cannot physically resist you (bound, incapacitated, or grappled by a creature other than you), and the saving throw to resist is 8 + your Wisdom modifier + your proficiency. While melded, neither you nor the creature can communicate with anyone other than with each other telepathically, you cannot lie to each other, all questions must be answered directly, and you learn each others alignment, flaws, bonds, and motivations. If the connection is severed early by outside forces, both creatures take 4d6 psychic damage that cannot be healed except by at least 4 hours of meditation.

Sound Logic

Your logic is always sound, even if others don't like it. Unless the creature is frustrated or hostile toward you, you may make an Intelligence (Persuasion) instead of a Charisma (Persuasion) check.

Stoicism

You have advantage on saving throws against being charmed or frightened. Additionally, twice a day, you may roll a d6 and subtract it from the DC against charms and fright. 

Tireless

Vulcans need very little sleep. You can go for a number of days equal to your constitution modifier with no sleep, after which you need only sleep for 8 hours. You may gain the benefits of a long rest after 4 hours of meditation.

Languages

You can speak, read, and write Common, Vulcan, and two languages you choose. 

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