Eliksni (5e Race)

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5 edition rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This race was created to mimic the race from the Destiny franchise. Care has been taken to add trade-offs for the benefits of the race, but its use may still have unexpected affects on many scenarios.


Eliksni[edit]

You call us Fallen. What an unflattering name.
—Eliksni captain

Physical Description[edit]

The Hierarchy

Eliksni have a growth cycle that continues after reaching maturity, but it relies on ether. The more ether eliksni receive, the bigger and stronger it is possible for them to become. The stages are, from lowest to highest, dreg, vandal, captain, archon, and kell.

Dregs have their lower arms capped, and are usually small and frail. They require the least ether to survive, but are the weakest form a mature eliksni can assume as a result. Should the distinguish themselves from the crowd, now that eliksni are so threadbare, this is when they receive a name and regain the use of all four arms, as a vandal. Those even further distinguished may become captains, with better armor and a commanding position. Greatly distinguished captains may become advisers to their kell, and are given the title of baron. At the top are two large and powerful leaders, an archon and kell. An archon sits below a kell, and is the intermediary between the rest of a house and its kell. Rarely do simple complaints make it beyond the archon, and it is also the archon's duty to ration ether among the house after the kell is sated. Should a kell fall, it is usually the archon of the house that assumes the position.

Ether

Ether is essential to the survival of an eliksni, and in large enough quantities it is also what triggers their growth. As a race that worships machines, the eliksni have a wide arsenal of them at their disposal. Simple floating drones, such as "shanks" are nothing more than guns with a camera and artificial intelligence to aid in combat. However, there are greater machines employed by eliksni called "servitors." Servitors and prime servitors are the source of the eliksni's ether, as it is they who process metal into ether in the first place. Specifically, the prime servitor of a house is almost like a demi-god to the race, and receives the majority of scrap metal the house gathers. The archon and prime servitor together ration ether using a cipher, and the act is often ritualized and religious, leading archons to also be referred to as priests. Lesser servitors are capable of storing ether from the prime for longer periods, as well as making ether themselves when in the field to support squads that remain away from home for longer periods.

History[edit]

Captain.png
Eliksni Captain
Source

The eliksni, or "Fallen" as the common people know them by, are a nearly extinct four-armed, bipedal humanoid race. They are a space-faring race that worship great machines and the ether that powers them. During "the Whirlwind," an event that also occurred on Earth later which was called "the Collapse," their great machines were destroyed and their life-giving ether was all but lost. Now they hide in ruins, scrounging for scrap metal and converting it into ether to survive.

Society[edit]

Fierce and Fanatical

Eliksni organize themselves into houses led by the ruthless Kells. House unity is fickle as the eliksni will only follow power. If a Kell exhibits weakness, their followers will abandon them. As fickle as house unity is, house alliances are more so. To eliksni, an alliance is a unity of two houses and two Kells cannot rule together.

A Lost Society

Eliksni were not always brutal. Their homeland was destroyed in what they call the Whirlwind. What was once a prosperous society fell into disarray. Houses were exterminated, Kells fell into combat, and the houses that did escape were reduced to scavenging for survival. Since the "Great Machine," which humans call "The Traveler" abandoned them, their people they are rarely seen and have become distant myths. The remaining houses dwell deep in forgotten ruins or on the rickety ships they flew in on.

Houses and Kells

Houses are organized into a strict hierarchy with the Kells at the top. The Kell determines the actions of a house and what their ideals are. The house works to please the Kell, as it is the duty of the house to operate as the Kell sees fit. Kells become Kells by performing heroic acts. It is possible for a Captain to rise to Kellhood and challenge the existing Kell for the right to lead. The challenge ends when one Kell lies dead. Of the remaining houses, House Winter, House Devils, and House of Wolves are the largest. They reside very far from one another, as the Kells do not trust each other. The ruins they reside in are full of old machines they can siphon for ether.

Eliksni Names[edit]

Eliksni name themselves after they reach the rank of vandal. In eliksni culture, having a name is great honor. It is a sign that you are no longer at the bottom of the chain of command as a dreg. Eliksni sounds harsh and contains many consonants and growling noises. Eliksni lack lips and have two rows of sharp teeth, leading them to have difficulty with specific sounds in other languages because of their differing anatomy. One particular feature of the language that can make it almost impossible for other races to speak is the inclusion of guttural clicking noises, which may still be heard when eliksni speak other languages.

Eliksni also has its own script, which consists of an alphabet and letters that can be fused in pairs, such as when two of the same consonant would be written side by side. Letters are mostly simple, perhaps only containing a single stroke with a curve or a straight line and circle.

Male: Draksis, Greyor, Kaliks, Saviks, Skoriks, Aksor

Female: Beltrik, Drevis, Peekis, Pirsis

Eliksni Traits[edit]

"Come, come... I must have your scent..."
Ability Score Increase. Your Dexterity score increases by 2 and another ability score is increased by 1 based on your subrace.
Age. Eliksni reach adulthood at age 15, or when they receive their first ether supplement. They have a life expectancy close to a humans.
Alignment. Eliksni believe order above all else. They follow lawful alignments.
Size. A majority of the eliksni are firmly above the height of most humans, if not by too much, however some higher classes can become even larger. Your size is Medium.
Speed. Your base walking speed is 30 feet and you have a climbing speed of 30 feet.
Darkvision. 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.
Extra Arms. You have two extra smallers arms. Due to their placement, they cannot be used to wield weapons or shields.
Ether Reliance. In addition to food and water, you require an equal amount of Ether to survive. Ether is drawn from metals, destroying said metals in the process. It takes the equivalent of 1 silver piece worth of pure metal per Ether ration (iron, copper, gold, silver, mithral, tungsten Ect.). Ether may be stored in canisters' or tanks, however it takes 2 gold pieces worth of supplies to produce a canister of Ether over a short, and 5 gold pieces worth to produce a tank over a long rest. Each canister holds one day's Ration of Ether for you, and each tank holds 4 day's Ration's of Ether. You can go a number of days without Ether equal to your Constitution modifier, after which, each day you go without consuming Ether, you gain 1 level of exhaustion that does not decrease from long rest until you resume your daily Ether diet in addition to your normal food and water requirements. Once you empty a canister or tank, it is destroyed, you having drawn the Ether from it as well, it crumbling to dust.
Volatile Ether. The ether that courses through your body is volatile, and a great conductor for electricity. You are vulnerable to lightning damage.
Eliksni Weapon Training. You have proficiency with martial weapons and light crossbows.
Languages. You can read, write, and speak Common as well as Eliksni. Eliksni is a flowing but guttural sounding language that's written using long curving letters that often connect to one another, even between words. Higher ranking Eliksni often use their arms to contextualize or emphasize words and meanings, often excluding dregs from the conversation entirely with it.
Subrace. Houses can aid you in abilities and skills. Choose a subrace option from from either the Fallen Houses. If it is a Futuristic campaign or your DM allows you, you may instead choose a subrace option from the Risen Codes.

Fallen Houses[edit]

Shattered by the "Whirlwind," and flung into the stars, these remaining houses hearken back to ancient roots of nobility. A Kell as the leader, an Archon to commune with a machine god, "barons" who are distinguished Captains, and so on down the lines. These "Fallen" cling to their pride, and a hope that they will one day reclaim the glory and power that was once theirs. Due to this legacy, your alignment tends toward Lawful Evil.

House of Devils[edit]

With crimson cloaks and aggression, House of Devils claws at the walls of human civilization without rest.

Ability Score Increase. Your Charisma increases by 1.
Displays of Power. You are proficient in the Intimidation skill.

House of S.I.V.A.[edit]

With black night cloaks and blood crimson accents, House of S.I.V.A. Tests, bends and breaks the rules of reality and the meaning of flesh for power.

Ability Score Increase. Your Intelligence increases by 2.
Intensive testing. You gain proficiency in the arcana, investigation and tinker's tools
Rapid replication. You gain access to the mending cantrip and presdigitation

House of Kings[edit]

Yellow banners mark the territory of the House of Kings, who often attempt to pit their enemies against one another.

Ability Score Increase. Your Charisma increases by 1.
Deft Manipulation. You are proficient in the Deception skill.

House of Winter[edit]

Pale blue is the color chosen by the House of Winter, whose members seek knowledge and technology fervently.

Ability Score Increase. Your Intelligence increases by 1.
Attention to Detail. You are proficient in the Investigation skill.
Educated. You are fluent in one additional language of your choice.

House of Wolves[edit]

Wolf banners are dark blue, and their house has long been entrenched in power struggles, vying for supremacy.

Ability Score Increase. Your Strength increases by 1.
Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

House of Judgment[edit]

Dark green cloaks and tatters tell the story of the mysterious House of Judgment, keepers of peace and secrets, hiding within other houses.

Ability Score Increase. Your Wisdom increases by 1.
Survivor's Willpower. When you would be reduced to 0 hit points, you may choose to be reduced to 1 hit point instead. You must complete a long rest before you can do so again.

House of Dusk[edit]

Relatively new, House of Dusk has assumed purple as their color, and call others to their number in an effort for unity.

Ability Score Increase. Your Charisma increases by 1.
Natural Leadership. You are proficient in the Persuasion skill.
City's Protector. You gain the tough feat

House of Exile[edit]

Sickly green banners are befitting of a House of Exile, on its last legs and living in fear of ether starvation.

Ability Score Increase. Your Constitution increases by 1.
Light Frame. You require ether once every week to stay healthy rather than everyday.
Survivor. You have advantage on your first death saving throw when reduced to 0 hit points and not killed outright. Can be used once per long rest.
Polearm preference. You gain the polearm master feat.

Risen Codes[edit]

In their bid to reclaim the "Great Machine" that humanity named the "Traveler," some eliksni have come to realize that pride could never bring them success. In turning away from their old ways - the infighting and treachery of their race's history - some are recognized by this "Great Machine" and given a second chance, just like humans. Those under these codes once died in an attempt to do what is right, thus creating a tendency toward Lawful Good. As an artifact of this resurrection and renewal of purpose, you have a "Ghost," which is a very tiny construct that is intangible to all but you. Its shape is reminiscent of a mechanical eye in many ways.

House of Light - Titan Code[edit]

Sleek, swept back helmets with four glowing eyes, strength in body and resolve, you cement yourself as a wall against which the enemy breaks.

Ability Score Increase. Your Constitution and Strength scores increase by 1.
Strong Arms. Your armored fists and toned physique grant unarmed attacks greater damage. Your unarmed attacks instead deal 1d4 + your Strength modifier bludgeoning damage.
Ghost. You no longer require ether, as your "Ghost" is able to refine it from the surrounding environment.

House of Light - Hunter Code[edit]

Cloak and dagger, cloth and metal, you are a pathfinder who first puts eyes on the threat ahead.

Ability Score Increase. Your Constitution and Dexterity scores increase by 1.
Sniper's Eye. You gain proficiency in Perception.
Ghost. You no longer require ether, as your "Ghost" is able to refine it from the surrounding environment.

House of Light - Warlock Code[edit]

Sensitive gloves and an open mind, it is you who unravels secrets and makes new discoveries.

Ability Score Increase. Your Intelligence and Dexterity scores increase by 1.
Seeing Death. When you would be reduced to 0 hit points, you may choose to be reduced to 1 hit point instead. You must complete a long rest before you can do so again.
Ghost. You no longer require ether, as your "Ghost" is able to refine it from the surrounding environment.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
6′ 1'' +2d8 200 lb. × (2) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Racial Feats[edit]

For context and clarification spells casts from these feats are more akin to technology so advanced that it would count as magic so it can work in future settings with no magic and settings with magic, counterspell, antimagic and dispel magic does not affect eliksni magic

Kell Of Kells[edit]

Prerequisites: Level 14, 16 Strength

  • Your size increases to Huge.
  • You can now wield weapons with your extra arms.
  • Your vulnerability to lightning damage is replaced with resistance.
  • Risen code subraces cannot take this feat
  • You require 4 times the normal ether sup amount

Splicer Initiate[edit]

Prerequisites: Level 4, 16 Intelligence

  • Gain +1 to Intelligence or Wisdom
  • Gain the mending and mind sliver cantrip
  • You can as part of an action cast mending on constructs within a 30ft range

Splicer Adept[edit]

Prerequisites: Level 8, Splicer Initiate

  • You gain +1 to Intelligence or Wisdom
  • Choose 3 1st level spells you can cast them at-will
  • Gain the sending spell

House Splicer[edit]

Prerequisites: Level 10, Splicer Adept

  • You choose 3 2nd and 3 3rd level spells you can cast them at will
  • Other spells you gain access to or know are now at-will

Mithrix's Gift[edit]

Prerequisites: Level 18, House Splicer

  • Gain +1 to Intelligence or Wisdom
  • You can cast gate at-will
  • You know Dimension Door

Two Eyed Shot[edit]

Prerequisites: Level 12, 16 Dexterity

  • Gain +4 to attack rolls with eliksni weapons
  • Gain +1 to Dexterity

Skolas's Curse[edit]

Prerequisites: Level 8, 16 Strength

  • Gain +1 to Strength
  • Your Elikcni weapons deal 2 additional damage dice

Fikrul's Scorn[edit]

Prerequisites: Level 12, 16 Intelligence or Wisdom

  • Gain +1 to Intelligence or Wisdom
  • You can cast revivify, heal, and raise dead, at-will



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