Homebrew Eleitrope Species Details

Eliatrope Race (Final Revision)

"Before the realms were divided, before the barriers were drawn, there was only Eliatrope—the Primordial God of Portals and Boundaries. In his loneliness, he split himself into six, and from those six, a race was born. We are their children. We are the echoes of a god who chose to become many."
— Ancient Eliatrope proverb


Origins: The Lonely God

In the time before time, when the realms of existence were not yet separated, there was a single being of infinite power and infinite solitude: Eliatrope, the Primordial God of Portals, Boundaries, and the Spaces Between.

Eliatrope was the architect of reality itself. He built the barriers that separate the mortal realm from the divine, the living from the dead, the material from the ethereal. He drew the lines between what is and what is not. He was the first guardian of existence.

But the god was alone.

In his loneliness, Eliatrope made a choice that would echo through eternity. He split himself into six fragments, each a unique reflection of his divine nature. These six became the First Eliatropes, and to each, he gifted a Dragon twin—companions born from the same divine spark, bound eternally to their Eliatrope counterpart.

These six and their twins became the progenitors of the Eliatrope race. Every Eliatrope born since carries a spark of that original god, but only the First Six carry his divine soul. The rest of the race possesses normal souls, mortal and singular, living one life and then passing on.


The First Six and Their Dragon Twins

 
Eliatrope Dragon Twin Role Legend
Yugo Adamaï The Protector, Last King The youngest of the six, Yugo became the last king of the Eliatropes. His mastery of portals surpassed all others, and he defended his people against annihilation. His story is one of sacrifice, hope, and the unbreakable bond between Eliatrope and Dragon.
Qilby Shinonomé The Explorer, Historian Qilby was the keeper of memories. Unlike other Eliatropes, he retained the knowledge of all his past lives, making him both invaluable and tormented. His actions sparked the devastating war against the Mechasms, a tragedy that still haunts the race.
Chibi Grougaloragran The Scientist, Former King Chibi was a builder and scholar, leading the early Eliatrope civilization to greatness. He cared for Yugo during his infancy and shaped much of what the race knows today. His twin, Grougaloragran, was one of the most powerful dragons to ever live.
Glip Baltazar The Educator, Guide Glip dedicated their existence to teaching and guiding the young Eliatropes, preserving the wisdom of the First Six for generations. Baltazar, their twin, was a dragon of great patience and insight.
Mina Phaeris Wisdom, Peace Mina served as the voice of wisdom on the Eliatrope council, always advocating for peace and understanding. Phaeris was her calm counterpart, a dragon whose presence soothed even the most heated of conflicts.
Nora Efrim Innocence, Devotion The youngest and most innocent of the six, Nora served closely with the Voice of the Goddess. She represented purity of heart and unwavering faith. Efrim was her gentle twin, a dragon of light and hope.

The Cycle of Rebirth: A Curse of the First Six

Because the First Six are fragments of a god, they alone are bound to the cycle of reincarnation. When one of the First Six dies, their divine soul does not journey to the afterlife. Instead, it is reborn into a new body, carrying the same divine spark but lacking the memories of their previous lives.

Only Qilby, the Explorer, retained his memories across reincarnations—a blessing and a curse that ultimately led to madness and tragedy.

Each rebirth, however, is not a complete reset. The soul carries the essence of who they were, and they inevitably gravitate toward the same role and personality they held in their first life. A protector will always seek to protect. A scholar will always seek to learn. A peacemaker will always seek harmony.

The other Eliatropes—the vast majority of the race—possess normal, mortal souls. They live one life, form one identity, and when they die, their souls pass on to whatever afterlife awaits them. They are not bound to the cycle. They are free.

This is why the First Six are so revered. They are not just ancestors—they are eternal, living legends who walk the world again and again, their divine purpose drawing them together across the ages.


Eliatrope Traits

  • Ability Score Increase. Your Dexterity, Constitution, and Wisdom each increase by +1.

  • Age. It is unknown how old Eliatropes can truly get due to their mysterious nature. They appear to age at the same rate as Humans, but in reality, they can live as long as dragons—potentially thousands of years. They reach adulthood around 50 and can live to be 1,000 years or more.

    However, only the First Six are bound to the cycle of rebirth. All other Eliatropes possess mortal souls and pass on normally upon death.

  • Alignment. Most Eliatropes tend toward Good alignments, valuing life, creation, and peace. However, those who fall to Evil—like Qilby in his madness—become forces of terrifying destruction, twisting their divine gifts for conquest and chaos.

  • Size. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Languages. You can speak, read, and write Common and Draconic.

  • Wakfu Vitality. Your body is suffused with the energy of life itself. When you spend Hit Dice to regain hit points during a short rest, you regain double the normal amount.

  • Arcane Ingenuity. You possess the ancient Eliatrope gift for crafting magical artifacts. However, this power comes at a cost—you must pour your own life force into the creation. See the Artifact Crafting section below.


Egg-Birth: The Sacred Choice

Eliatrope females possess a unique and sacred ability: during pregnancy, they may choose whether to give birth to their child normally or to encase the child in a Wakfu Egg.

This choice is deeply personal and is often made based on the circumstances of the mother and the needs of the child.

If born normally, the child is delivered as any humanoid child would be. They age and grow as normal.

If born as an egg, the child is encased in a glowing, translucent shell of pure Wakfu energy. While inside the egg:

  • The child does not age.

  • The child does not deteriorate or require sustenance.

  • The child is protected from all external harm.

  • The child remains in a state of suspended animation until the egg is hatched.

An Eliatrope egg can remain dormant for centuries, waiting for the right moment or the right person to hatch it. The egg can only be hatched by someone who shares a deep bond with the child—typically a parent, a sibling, or a destined companion. The hatching process is simple: the chosen individual must hold the egg and channel their love, their Wakfu, or simply their presence into it. The egg will then crack open, and the child will emerge, healthy and full of life.

The Dragon Twin's Birth: When an Eliatrope is born as an egg, there is a slim chance that the egg will contain not one, but two souls—an Eliatrope child and a dragon twin. This is a rare and legendary occurrence, a echo of the original bond between the First Six and their dragon companions. If a dragon twin is born, they emerge from the egg alongside their Eliatrope sibling, bound together for life.

To determine if a dragon twin is born, roll a d100 when an Eliatrope child is born from an egg. On a result of 100, a dragon twin is born alongside the Eliatrope child. Work with your DM to determine the nature of this bond.


Lore Sidebar: The Voice of the Goddess

Eliatrope legend speaks of a Voice of the Goddess—a divine messenger who communicates the will of a higher power to the Eliatropes. Nora and Efrim served closest to this Voice, acting as intermediaries between the mortal Eliatropes and the divine.

Some say the Voice was actually a fragment of Eliatrope's original consciousness, a guide left behind to watch over his children. Others believe it was a separate deity entirely—perhaps a goddess who took pity on the lonely god and his fragmented offspring.

Whatever the truth, the Voice has been silent for centuries. Many Eliatropes believe it will speak again when the race needs it most.


Lore Sidebar: The Mechasm War

The greatest tragedy in Eliatrope history was the war against the Mechasms—a race of mechanical beings from another realm. The war was triggered by Qilby, whose thirst for knowledge and exploration led him to commit acts that provoked the Mechasms into retaliation.

The war decimated the Eliatrope population, scattering them across the planes and shattering their civilization. Many of the First Six died in the conflict, and their rebirths have been scattered across time and space.

Yugo, the last king, sacrificed everything to protect the survivors. His final act was to open a portal that scattered the Eliatropes across the universe, ensuring their survival but separating them from one another.

This is why Eliatropes are so rare in the world—they are the descendants of a scattered, broken people, still searching for their lost kin and their lost home.

Eleitrope Traits

the species of portal creation

Ability Score Increase.

Your Dexterity, Constitution, and Wisdom each increase by +1.

Age.

It is unknown how old Eliatropes can truly get due to their mysterious nature. They appear to age at the same rate as Humans, but in reality, they can live as long as dragons—potentially thousands of years. They reach adulthood around 50 and can live to be 1,000 years or more.

However, only the First Six are bound to the cycle of rebirth. All other Eliatropes possess mortal souls and pass on normally upon death.

Alignment.

  •  Most Eliatropes tend toward Good alignments, valuing life, creation, and peace. However, those who fall to Evil—like Qilby in his madness—become forces of terrifying destruction, twisting their divine gifts for conquest and chaos.

Size

your size is small or medium

Speed.

Your base walking speed is 30 feet.

Languages

You can speak, read, and write Common and Draconic.

Wakfu Vitality

Your body is suffused with the energy of life itself. When you spend Hit Dice to regain hit points during a short rest, you regain double the normal amount.

Arcane Ingenuity.

Arcane Ingenuity: Artifact Crafting

You can craft magical artifacts by permanently sacrificing a portion of your maximum hit points. The process takes 8 hours of focused work, during which you channel your Wakfu into the item. The maximum HP cost is permanent and cannot be restored by any means short of a wish spell or divine intervention.

You can craft a number of artifacts equal to your proficiency bonus. If you craft more, the oldest artifact loses its magic and becomes a mundane item.

Artifact Rarity

Max HP Cost

Minimum Level

Example Items

Common

5 HP

1st

Gobbal Portal, Wakfu Pebble, Minor Focus

Uncommon

10 HP

3rd

Portal Anchor, Wakfu Blade, Healing Pendant

Rare

20 HP

7th

Eliatrope Warp Gauntlet, Wakfu Armor, Portal Scroll

Very Rare

40 HP

12th

Dimensional Key, Wakfu Crown, Portal Cannon

Legendary

80 HP

17th

Eliatrope Heart, Dragon's Portal, Wakfu Nexus

Example Artifacts

Common Artifacts (5 HP)

Gobbal Portal
Wondrous item, common
A small, handheld portal frame that fits in your palm. As a bonus action, you can toss it up to 30 feet. It creates a 1-foot diameter portal that lasts for 1 minute. You can see and hear through it, and you can cast spells with a range of touch through it. Once used, it must be retrieved and recharged during a short rest.

Wakfu Pebble
Wondrous item, common
A smooth stone pulsing with faint blue energy. When you hold it, you always know which direction is north, and you have advantage on Wisdom (Survival) checks to navigate. Additionally, you can crush it as an action to cast guidance on yourself.

Minor Focus
Wondrous item, common (requires attunement)
A small crystal or gem that serves as a spellcasting focus. While holding it, you can cast Wakfu Portal once per long rest without expending a spell slot.

Uncommon Artifacts (10 HP)

Portal Anchor
Wondrous item, uncommon
A small metallic disc etched with Eliatrope runes. As an action, you can place it on a surface. It becomes a fixed anchor point. As a bonus action, you can teleport to the anchor's location as long as you are on the same plane of existence. You can only have one anchor active at a time.

Wakfu Blade
Weapon (any sword), uncommon (requires attunement)
This weapon is forged from solidified Wakfu energy. It deals an additional 1d4 force damage on a hit. Once per short rest, when you hit a creature, you can teleport it up to 10 feet in any direction.

Healing Pendant
Wondrous item, uncommon (requires attunement)
A pendant shaped like intertwined wings. While wearing it, you regain an additional 1d4 hit points whenever you regain hit points from a spell or potion. Once per long rest, you can use an action to touch a creature and restore 2d8 hit points to it.

Rare Artifacts (20 HP)

Eliatrope Warp Gauntlet
Wondrous item, rare (requires attunement)
A sleek gauntlet that hums with portal energy. While wearing it:

  • Your Portal Step range increases by 15 feet.
  • Once per short rest, you can use your reaction to redirect a ranged attack that would hit you back at the attacker. The attacker must make a Dexterity saving throw against your spell save DC or take the damage instead.

Wakfu Armor
Armor (light or medium), rare (requires attunement)
This armor is woven with threads of pure Wakfu. While wearing it, you gain a +1 bonus to AC and resistance to force damage. Additionally, when you take damage, you can use your reaction to teleport up to 15 feet to an unoccupied space you can see.

Portal Scroll
Scroll, rare
A scroll containing a powerful portal spell. When you read it, you can cast dimension door without expending a spell slot. Once used, the scroll crumbles to dust.

Very Rare Artifacts (40 HP)

Dimensional Key
Wondrous item, very rare (requires attunement)
A key made of ever-shifting energy. As an action, you can insert it into any door and open it to a location you have previously visited. This functions as the teleportation circle spell, but you can use it once per long rest. The key cannot be used again until the next dawn.

Wakfu Crown
Wondrous item, very rare (requires attunement)
A circlet of glowing blue energy. While wearing it:

  • You have advantage on concentration saving throws.
  • You can cast Wakfu Portal at 3rd level without expending a spell slot once per short rest.
  • Your Portal Rush deals an additional 1d8 force damage.

Portal Cannon
Wondrous item, very rare (requires attunement)
A gauntlet or bracer that fires concentrated Wakfu blasts. As an action, you can fire a beam of energy in a 60-foot line. Each creature in the line must make a Dexterity saving throw against your spell save DC, taking 4d10 force damage on a failure, or half as much on a success. Once used, you must finish a short or long rest before using it again.

Legendary Artifacts (80 HP)

Eliatrope Heart
Wondrous item, legendary (requires attunement)
A crystalline heart that pulses with the rhythm of your own life force. While attuned to it:

  • Your maximum hit points increase by 20 (this does not stack with the HP cost).
  • You regain 10 hit points at the start of each of your turns if you have at least 1 hit point.
  • Once per long rest, you can cast gate without expending a spell slot.
  • When you would be reduced to 0 hit points, you can instead drop to 1 hit point and teleport up to 60 feet to an unoccupied space you can see. This ability recharges after a long rest.

Dragon's Portal
Wondrous item, legendary (requires attunement)
A large, ornate portal frame that can be shrunk to the size of a coin. As an action, you can throw it to the ground, where it expands into a 10-foot diameter portal. The portal leads to a pocket dimension—a safe haven 30 feet in diameter. You can enter and exit freely, and you can pull the frame up from inside to close the portal. The pocket dimension has breathable air, comfortable temperature, and fresh water. You can use it once per long rest.

Wakfu Nexus
Wondrous item, legendary (requires attunement)
A floating orb of pure Wakfu energy that orbits your head. While attuned to it:

  • You can cast Wakfu Portal at will without expending a spell slot or concentration.
  • Your Portal Rush can be used as a bonus action instead of an action.
  • Your Wakfu Armory weapon lasts for 1 minute and deals an additional 2d6 force damage.
  • You can cast plane shift once per long rest without expending a spell slot.



Egg-Birth: The Sacred Choice

Eliatrope females possess a unique and sacred ability: during pregnancy, they may choose whether to give birth to their child normally or to encase the child in a Wakfu Egg.

This choice is deeply personal and is often made based on the circumstances of the mother and the needs of the child.

If born normally, the child is delivered as any humanoid child would be. They age and grow as normal.

If born as an egg, the child is encased in a glowing, translucent shell of pure Wakfu energy. While inside the egg:

  • The child does not age.

  • The child does not deteriorate or require sustenance.

  • The child is protected from all external harm.

  • The child remains in a state of suspended animation until the egg is hatched.

An Eliatrope egg can remain dormant for centuries, waiting for the right moment or the right person to hatch it. The egg can only be hatched by someone who shares a deep bond with the child—typically a parent, a sibling, or a destined companion. The hatching process is simple: the chosen individual must hold the egg and channel their love, their Wakfu, or simply their presence into it. The egg will then crack open, and the child will emerge, healthy and full of life.

The Dragon Twin's Birth: When an Eliatrope is born as an egg, there is a slim chance that the egg will contain not one, but two souls—an Eliatrope child and a dragon twin. This is a rare and legendary occurrence, a echo of the original bond between the First Six and their dragon companions. If a dragon twin is born, they emerge from the egg alongside their Eliatrope sibling, bound together for life.

To determine if a dragon twin is born, roll a d100 when an Eliatrope child is born from an egg. On a result of 100, a dragon twin is born alongside the Eliatrope child. Work with your DM to determine the nature of this bond.

 

Wakfu Earwings

Eliatropes do not have traditional ears. Instead, they possess a pair of small, dragon-like wings made of pure Wakfu energy that sit on the sides of their head, where a human's ears would be. These Wakfu Earwings are a defining feature of the race—expressive, beautiful, and functional.

  • Appearance: Wakfu Earwings are typically 6 to 8 inches long and resemble the wings of a dragon or a butterfly, glowing faintly with blue or golden energy. They flutter and twitch involuntarily in response to the Eliatrope's emotions—drooping when sad, perking up when excited, and flaring when angry.

  • Function: While they cannot grant true flight, Wakfu Earwings can slow an Eliatrope's descent. When you fall and are not incapacitated, you can use your reaction to slow your fall. You descend at a rate of 60 feet per round and take no damage from falling if you land at the end of the fall. If you are still in the air at the end of your next turn, you continue to descend at the same rate until you land.

  • Lift: As a bonus action, you can flap your Wakfu Earwings to lift yourself up to 5 feet vertically. This does not provoke opportunity attacks. You can use this ability a number of times equal to your proficiency bonus per long rest.

  • Concealment: Wakfu Earwings can be hidden beneath a hat, hood, or coiffe. While concealed, they cannot be used for the lift ability, but they can still slow a fall.

The Eliatrope Hat: A Tradition of Love

When an Eliatrope becomes pregnant, or when they feel the call to become a parent—whether through adoption, mentorship, or the discovery of an unhatched egg—they are overcome with an intense, instinctual need to craft a Eliatrope Hat.

This hat is not merely a garment. It is a declaration of love, a promise of protection, and a bond between parent and child.

  • The Crafting: The hat can take many forms—a hood, a coiffe, a cap, a headband, or any other head covering. It is traditionally made from soft, durable materials and is often decorated with symbols meaningful to the parent or the family. The crafting process takes weeks or even months, and many parents pour their Wakfu into every stitch, creating a hat that is warm, comfortable, and faintly magical.

  • The First Month: If the child is born normally, they will wear the Eliatrope Hat for their first month of life, day and night. The hat becomes a source of comfort and security, and the child will often refuse to sleep without it. After the first month, the hat becomes a permanent part of their daily attire—worn during waking hours and often kept close during sleep.

  • The Egg's Absorption: If the child is born as an egg, the egg absorbs the Eliatrope Hat. The hat becomes one with the egg's shell, its colors and patterns swirling across the surface. When the child hatches, the hat is reborn with them—often slightly altered, as if the egg has added its own touch to the design. The hat will fit the child perfectly, and it will grow with them as they age.

  • Lifelong Bond: For most Eliatropes, their Eliatrope Hat is their most treasured possession. It is a physical reminder of their parent's love, and many Eliatropes will wear their hat for their entire lives, repairing it when damaged and refusing to replace it. Some Eliatropes believe that their hat carries a piece of their parent's soul, and that wearing it keeps them connected even across vast distances or even death.

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