Homebrew Eletriee Species Details

Eletriee are hidden people of technological advancement, living in a magical world but not fully taking part of it. They live in places of bizarre beauty, in the midst of ancient ruins or deep spires onyx towers softly vibrating with lost power, where soft mechanical humming drifts through the air energizing the body with each breeze. 

Living Technology

The Eletriee are born with a small integrated tech plate at the base of their skull and tailbone that allows instant connection to technology. This also allows them to hack terminals, form disguises and even create wearable suits for protection. The tech plates can be upgraded, removed, completely ignored even tampered with by outside forces. The most tech savvy Eletriee can come up with the most interesting programs to use from their tech plates from mind control, translating different languages and so much more. This play with programing can cause irreversible errors and problems if done incorrectly though.

 

One Mind can Download Many

In their home world it is common practice to download newly found knowledge into a type of hive-mind hub where everyone can have access to it. Those of higher rank can chose whether they wish to upload it to the common hub or create their own private server for their own use. They have the freedom to be part of the hive-mind or not but those with more means tend to have an easier time making/protecting their own servers. 

Powerful Hide Weak Inside

The strongest ability the Electriee have is to form powerful mechsuits to fight in and sometimes just to function in. These suits contain some components that make up warforged such as a magical core, integrated protection and some constructed resilience making them great sentries and tanks. Continuous use of their suits can cause adverse effects to the body and the mind such as weakened muscles, mind split, and possible nano corruption. In extreme cases of over dependence they are forced to use their suits as a life support system.  

 

 

Subrace

Choosing to be more magically bound then just technologically, the Mektrial are tied to a magical crystal of their choice that will give them power and the ability to partner with astral beings. These beings are then bound to the Mektrial after a trial to test their compatibility. Once bound together they can fuse and form a spirit form made out of pure magical energy, this replaces the Eletriee's mechsuit. 

Eletriee Traits

Your Eletriee character has a variety of pre-integrated and downloadable abilities, the result of thousands of years of strategic research.

Mech Form

AC +2

Melee attack +2

Ranged attack +1

Con +2

Resist poison & sleep through magical means

Only 1 mechsuit form can be used at a time and you must learn the components and build them in order use them It takes 1 full action to activate the basic form. (Ex: For gunner you start out with a basic revolver and rifle so if you want to use other types of guns you have to buy them then integrate them into your suit.)

Possible form for mechsuit: 

  • Basic Form - Attack +2 size can change to large to huge (Dm's choice) harder to stun 
  • Speedster - speed increase 30ft.  Gains dodge as a reaction once per long rest 
  • Brawler - Melee damage has the chance to stun on a crit. Can go berserk if takes too many hard hits (roll wis save (13) to end this or wait) after this you go into cooldown for 2 turns
  • Guardian - Can't be grappled or knocked prone. Can be use for half cover. Speed decrease 15ft. AC +4
  • Gunner - Stationary but has a long firing range of 350ft depending on ammo used. Cannon - can push back enemy 10ft blunt damage. Ray Gun - half charge deals weak thunder (1d6) damage 100ft range Full charge - takes 2 turns to complete (roll concentration if attacked while charging) deals thunder damage (2d12) will go into cooldown for 1 turn after use (will hit anything in a straight line in front of it) 200ft range. Gatling Gun -  80ft  range piercing damage (6d4) (possibility of jamming or misfire at crit fail) may cause overheating then cooldown if over used. Sniping rifle - 350ft range piercing (1d12) 
  • Saber - speed increase 20ft. Gains parry as a reaction if attacked at close range (can deflect on a crit acrobatics roll or half damage)  Claymore - slow attacks but powerful when charged, can attack in an arc (2d8) slashing damage uncharged Charged (2d12)
  • Sky Bound - Gain fly movement 35ft
  • Grounder - Gain dig movement 35ft 
  • Aquapor - Gain swim movement 35ft don't need to come up for air for 30 mins

Ability Score Increase

Your Dexterity score increases by 2.

Age

Although eletriees reach physical maturity at about the same age as humans,it tends to be hard to tell just how old they actually are. Some have reported to be around 1000 years old but don't look older than 45.

Alignment

Eletriees love freedom, variety, and self-expression, so they lean toward the fun aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often neutral than not. Though sometimes their curiosity can make them seem rather chaotic.

Size

Eletriees range from under 4 to over 6 feet tall and have slender builds. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Darkvision

Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Natural Awareness

You have proficiency in the Perception skill.

Stand By Mode

Eletriee don’t need to sleep very often. Instead, they can go into stand by mode to rest, remaining semiconscious, for 4 hours a day.  While in stand by, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Languages

You can speak, read, and write Common, Undercommon and one more of your choosing. 

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