Homebrew Foreclaimer Species Details

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.

In extremely rare cases, a Foreclaimer can develop a sense of empathy and belonging, usually when isolated, and exposed to members of other races, such as in an adventuring party. These Foreclaimers, while rare, are shunned from their society, but not killed, as killing a rogue Foreclaimer will only take time and resources better spent elsewhere. These rogue Foreclaimers may develop a caring, compassionate personality if inducted into an adventuring party where they can get attention and friendship. However, some Foreclaimers may start to feel hate and anger, possibly from being shunned by their own people. These Foreclaimers may even start experimenting with themselves, trying to create more powerful augmentations to destroy something they feel hatred towards.

Foreclaimer Traits

Your Forclaimer is descended from elves but have taken science too far.

Ability Score Increase

Your Wisdom score increases by 2.

Age

Foreclaimers reach adulthood at 110 years and can live up to 900 years old when powered.

Alignment

Foreclaimers do not possess empathy and tend towards neutral, however, they possess a strong lawful bias.

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.

Observant

You have proficiency in either Perception or investigation.

Powered

A Foreclaimer's power crystal can be removed at will and when it is removed from its socket, they lose all racial bonuses as well as any innate ability to cast spells. After a day, The lines on their bodies will disappear. They will slowly begin to degrade over 100 years, eventually reducing their lifespan by half.

Solar powered

When powered, you do not need to sleep nor can you be put to sleep from magical effects.

Languages

You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

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