Homebrew Vulcan Species Details
Vulcans, also known as vulcanians, are a humanoid race from the planet Vulcan that strive to live by logic and reason without interference from emotion.
Logical and Stoical
Logic is the only path to objectivity and, therefore, to the truth—and uncovering or discerning the truth is the most meaningful endeavor for thinking beings. This is the vulcan credo.
Vulcans do have feelings, but they conceal them and pride themselves on being unfettered by emotions. For vulcans, revealing or succumbing to emotion is a humiliation and disgrace.
Vulcans are highly sedentary and so disinclined to physical activity that they rarely pursue leisure, preferring instead to spend their time at home or in a library, studying. Occasionally, they will play games requiring intellectual effort, such as puzzles or dragonchess, which they consider a form of exercise. Vulcans frown on games of chance. Only rarely do they explore or adventure. When they do so, it will typically be for the purpose of field research.
Pacifist Vegans
Vulcans are loath to resort to violence except in self-defense or in the call of duty. They seek to do no or minimal harm to sentient beings.
They refrain from eating meat or other animal products, or from using animal products in any other way, unless they absolutely must in order to survive.
Arrogant and Condescending
Vulcans do not suffer fools. Despite their characteristically low Charisma, they can deliver clever insults with sharp, biting wit.
Life forms should be respected and studied from an anthropological, zoological, or botanical perspective. However, too much social interaction with other supposedly "intelligent" races tends to annoy vulcans.
They view dwarves and humans as emotional, illogical barbarians who are rarely cultivated enough for friendship. By contrast, they consider most elves and, to a lesser extent, gnomes to be kindred spirits. Vulcans are indifferent or averse to most other races.
Otherworldly and Alien
Vulcans originate from the planet Vulcan. They have sharp, angled eyebrows, pointed ears, pale-green skin, and green blood. Their hearts are where other humanoids’ livers should be. Vulcans closely resemble and might be mistaken for their distant cousins the imperial romulans.
When vulcans meet, they greet each other with a characteristic salute: They raise their right palms close to their right shoulders and spread their index and middle fingers away from their ring fingers and pinkies, creating a “V” shape. Vulcans kiss by touching their index and middle fingers together.
Vulcan betrothals are arranged in early childhood; thereafter, the betrothed remain united by a psychic bond. In their mid-twenties, and every seven years thereafter, they undergo pon farr—an all-consuming compulsion to mate. Within 2d4 days of entering pon farr, they succumb to plak tow—a violent, maniacal blood fever that causes death within 2d4 additional days if they do not commence koon-ut-kal-if-fee (“marriage or challenge”); alternatively, if they’ve been married already, they can exit plak tow and pon farr by meeting and mating with their spouse. If, at the koon-ut-kal-if-fee ritual, the marriage is challenged by a competing male or female, then the only remaining option is kal-if-fee: a fight to the death between the challenged and the challenger. If kal-if-fee is initiated, the class of the combatants becomes barbarian for the duration; they lose all the features and abilities of their normal class, although they retain their levels. The survivor of kal-if-fee marries and mates, thereby ending plak tow and pon farr until the beginning of the next cycle. Vulcans are also able to have sexual relations outside of pon farr, including for non-mating purposes—and even with non-vulcans. However, during pon farr, they have no choice.
Vulcan Traits
Your vulcan character has a variety of natural abilities, the result of thousands of years of vulcan refinement.Ability Score Increases
Your Strength and Constitution scores each increase by 1.
Your Intelligence score increases by 3 and must be at least 14. You are capable of achieving 22 Intelligence.
Your Charisma may not exceed 8. You're just plain dull.
Age
Although vulcans reach physical maturity at about the same age as humans, vulcans can live up to 250 years.
Alignment
Vulcans tend toward the lawful and the good, although neutral is also possible. Evil vulcans are almost unheard of, with none mentioned in the historical record for more than a thousand years. Chaos is anathema to the vulcan mind and considered by vulcans to be a sign of mental illness.
Size
Vulcans range from 6 to 7 feet tall and have slender builds, despite their strength. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Mental Resilience
You have resistance to psychic damage and advantage against enchantment and illusion spells and effects. Magic cannot put you to sleep.
Incisive Mind
You have expertise in the Investigation skill and one other Intelligence-based skill of your choice.
You cannot be proficient in a skill that is not based on Strength or Intelligence, regardless of the options that your class, background, or a feat or feature may permit.
Fit Body
You have advantage on Strength (Athletics) checks.
Nerve Pinch
Vulcans are trained from an early age in a technique known as the Vulcan Nerve Pinch. Also known simply as the nerve pinch, it targets a location on the neck between the head and the shoulder. No other creature can learn this technique.
A nerve pinch takes an action and can be performed only once after each initiative roll. No attack roll is required. The target must succeed on a Dexterity saving throw against your spell save DC or fall unconscious for 1 minute. The saving throw is made at disadvantage if the target is surprised or flanked. A tiny, huge, or gargantuan creature or a creature without a discernible neck is not affected.
At the end of each of its turns, and each time it takes damage, the target can make a Charisma saving throw against your spell save DC. The target has advantage on the saving throw if it is triggered by damage. On a success, the condition ends.
Mind Meld
Vulcans are trained upon reaching adolescence in a technique known as the Vulcan Mind Meld, or simply the mind meld, which allows you to cast Detect Thoughts without material components.
If you are touching the creature's head, or the part of a headless creature's body closest to its brain, the target does not get to make a saving throw. However, in this case, you cannot shift your attention to another creature or the spell ends.
Once you have performed a mind meld, you cannot perform another mind meld until you have taken a long rest.
Katra transfer:
* At 10th level, as an action, you can mind meld to transfer your katra (soul) into a willing creature or simulacrum. While your katra is in the recipient (host), your body remains in suspended animation, although it continues to age, and is unconscious. You share the host's senses. If a creature, you can request telepathically that it communicate or perform another activity on your behalf; however, you cannot compel it to do so unwillingly. If a simulacrum, you can control it. The katra retains the katra transfer ability within the host. In all other respects, the host retains its autonomy.
* At 20th level, as a bonus action, if you fall to 0 or fewer hit points, you can use a mind meld to transfer your katra in the same way before falling unconscious or dying.
Intelligence is your spellcasting modifier when you use this feature.
Musical Ear
You are proficient in the vulcan harp, also known as the vulcan lute, a twelve-stringed musical instrument tuned on a diatonic scale and renowned for its soothing sound. When playing the vulcan harp, you have advantage on Charisma (Performance) checks.
Trance
Vulcans don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, 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 and Vulcan.
Previous Versions
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