Homebrew Eleckti Species Details

A Fallen City

When engineers and alchemists of the modern city Agemini tried to perfect the art of electricity for the masses to use, their attempts failed, encasing the city in a giant orb of static electricity. This electricity consumed the citizens, tearing their bodies apart, crumbling homes, and shattering the ground. With one last attempt to save the population of Agemini, the Grand Cleric reached out to the heavens and brought down holy light to banish the destructive energy. But alas, it was too late, as the electricity consumed the Cleric himself. The spell was not useless, as it had saved the citizens' souls, but not their bodies. The souls attached themselves to the electricity, gathering it and shaping it into a roughly human form. Now, these beings wander the lands, in search of a purpose.

Electrifying Personas

These souls have no retained memories and have only gained the memories of their new lives. They have deformed legs, and a normal upper body, all crackling with yellow energy. They have bright white indentures where there would be eyes. They are often found near machines and are scared easily. When fighting, they will send streaks of energy towards their opponents and can summon lightning from the clouds. They will fight more aggressively when alone. They are fearsome but can be befriended. Eleckti have lower than average walking speeds but are extremely fast while swimming. They speak and understand common, and can communicate with one another, close and far, with ranged telepathy. As beings of electricity, Eleckti do not need food, water, or air to survive. Additionally, Eleckti show attraction toward metal rods made of copper, iron, gold, and silver, attempting to get as close as possible. 

Eleckti Appearance

Most Eleckti stand between 5 and 6 feet tall, with a slender build and disproportionately long legs. The electricity that makes up their body is usually a white, yellow, or blueish hue. Most Eleckti appear to have 1-2 small indentures on their heads that represent eyes, but they are not needed for sight. Some Eleckti do not have these indentures at all. The air around the Eleckti is always highly excited with static electricity and emits a small shock of static electricity to the exposed skin of those who step within 6 feet of one. Depending on the energy that was absorbed by the Eleckti during the Agemini incident (Directly contributes to the Eleckti's power, and Eleckti can absorb more energy over time), the air around an Eleckti might even have a glow.

Eleckti Names

Eleckti have no memory of their former lives and usually mistake their names as the first word they hear. Because of this, Eleckti have names ranging from 'Ae' to 'Zyrgon'.  

 

Eleckti Traits

As an Eleckti, you receive the following racial traits.

Ability Score Increase

Your Dexterity increases by 2 and your Wisdom increases by 1.

Age

Eleckti are at least 84 years old, considering that they were created during the Agemini incident. However, they do not seem to have a limit to how long they can live, as they do not seem to be affected by aging.

Alignment

Eleckti have a very neutral alignment, tending to follow what others do.

Size

Your size is medium. Most Eleckti stand between 5 and 6 feet tall, and typical Eleckti weigh 80 pounds. 

Speed

Your base walking speed is 20 feet, and your base flying speed is 50 feet. 

Language

Eleckti can speak and understand common and can communicate with other Eleckti using telepathy. 

Conduction

When an Eleckti begins its turn in a body of water, all other non-Eleckti creatures in the water must make a Constitution saving throw with a DC equal to the Eleckti's Dexterity score. On a failure, the creature takes 1d6 lightning damage, taking half as much on a success. When an Eleckti ends its turn in a body of water, if it has not used all its swimming movement, it uses all remaining movement to move towards the nearest creature in the water.

Elemental Advantages

As you are made of electricity, you have the following benefits -

  • You have advantage on saving throws against being poisoned, and you have immunity to poison damage.
  • You have resistance against lightning damage.
  • You are immune to disease.
  • You don’t need to eat, drink, or breathe. 

Lightning Control

As a being made up of electricity, you have some control over the element. You can do one of the following once per a long rest:

  • Deflect electricity: You focus, and ward off an attack of electricity. Prevent up to X lightning damage from being dealt to a target within 15 feet of you, where X is your Wisdom score.
  • Redirect electricity: You focus, and reflect some electricity that was sent at you to another target. Instead of taking the full amount of lightning damage dealt to you, you take half, rounded up, and direct the other half, also rounded up, at another creature. They must make a Dexterity save with a DC equal to the attack roll of the original attack.
  • Manifest electricity: You focus, and generate a bolt of electricity that is produced from your life force to send at a target. You launch a bolt of lightning at a target that is no more than X multiplied by 10 feet away from you, where X is the number of hit die you currently have. The target must make a Dexterity save with a DC equal to your Wisdom score. You lose X amount of health, up to half of your current hitpoints (temporary hitpoints do not count to this total). If the target failed the save, they take X damage. They take half as much, rounded down, on a success.

Magnetism

As a being of electricity, an Eleckti's movement can be controlled by a magnet. When a magnet is within the space of the Eleckti, the Eleckti must make a Dexterity saving throw with a DC equal to the opponent's strength score. On a success, the Eleckti takes 1d10 force damage and is pushed back 30 feet. On a failure, the Eleckti becomes incapacitated and takes 1d10 force damage for each turn that the magnet stays within the space of the Eleckti.

Previous Versions

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