Foreclaimer Hybrid (5e Race)
From D&D Wiki
This page needs an image. If you are an artist, or know of any image that would fit this page, please upload a picture and add it. |
Foreclaimer Hybrid[edit]
Physical Description[edit]
From birth and throughout adolescence, Foreclaimer Hybrids look similar to their untainted counterparts. Their bodies have an unnatural symmetry and grace, exuding an air of almost mechanical beauty. On average, they stand rather tall in comparison to their elven brethren, ranging from a little under 7 feet to just over 9 feet. They are also rather slender yet toned, cleverly hiding their 200 lb weight. Their skin is a stone-like grey, covered in iridescent glowing lines running across their skin, reminiscent of circuitry. Their large, curious eyes can be any color, and quite a few of them have black, gold, or purple sclera. Their hair comes in a variety of dark colors and styles, though it is most common to see short black hair. They have little to no body hair and tend to walk on their toes.
When they reach puberty, however, they begin to undergo a drastic transformation. They begin to draw on power from The Void, forming crystals of void energy within themselves. Outwardly, their glowing lines will begin to pulse black, and their veins will become visible with black blood. The process is overall benign, except for the sudden voracious appetite. When they finally reach adulthood, their Void Crystal will suddenly protrude from their navel, marking the start of their true transformations as they hybridize with another race. Ones who understand what's happening can control what they become, but cannot halt the transformation. Ones with no prior knowledge of what's happening to them will transform into whatever race has made the greatest impression on them, or whatever race is in the closest proximity to them when they transform. They will then have an amalgamated form, a cross between their prior form and the race they've mixed with.
History[edit]
The original Foreclaimers were ancestors of high elves that had enhanced and augmented themselves using sun-based technology. They were solely focused on the advancement of their technology and physiology. The energy they harvested from the sun was stored in large power crystals, much like batteries, which were then used as parts of their machines. It is unknown how they acquired such advanced technology, or how the crystals were used to enhance their lifespans. Foreclaimers could not perceive the concept of empathy or many emotions in general. However, contrary to their lack of empathy, they were a society without currency or trade. Each member had assigned duties from their current elected leader, more often than not the head scientist, which contributed to the progression of their society.
The first Foreclaimer Hybrid was a Foreclaimer scientist who would eventually come to be known by his people as Ea the Mad. After being left for dead when his lab was destroyed in an earthquake, he relentlessly searched for a permanent, more powerful energy source outside of what his people traditionally used or traditional magic. His isolated research led him to discover a place called "The Void", and an impossibly ancient entity known as Kurma the World-Bearer. With the help of this entity, he was able to channel the raw power of The Void through his Power Crystal, which had the side effect of Hybridizing his form with that of a Tortle, as that was the form Kurma took when communing with Ea. When he finally escaped and shared this advancement with his people, they called him mad for changing the physical form of the Foreclaimer so greatly, shunning him from their society. It wouldn't be until centuries after he disappeared, close to the Tragedy, that his methods and research would be rediscovered and accepted by a few Foreclaimers who called themselves The Cult of Ea. This cult would carry on his experiments, eventually leading them to finding a way to make their Void Crystals a permanent part of their biology. They also discovered a way into The Void, leading to their mass exodus into the dark plane.
Society[edit]
Traditional Foreclaimers were extremely efficient and focused on their work, solely focused on advancing their civilization through technology and biology with energy harvested from the sun and even souls. Distractions or interruptions would not be tolerated and were removed quickly. They did not possess the concept of empathy or artistic creativity, as those were seen as inefficient social constructs that did not belong in their society. If a member of society was crippled, disabled, or injured beyond simple care, they are left to die or disposed of unceremoniously. They did not grieve losses and did not hold funerals, as those were mere distractions from their important work. When a Foreclaimer reached adulthood, they were put through a medical procedure where the socket for the power crystal is surgically inserted, followed by the crystal itself. Foreclaimers tended to themselves and did not get along with any other races. They may have established a relationship with other races if it furthered their goals, but more likely they would simply destroy them through highly efficient warfare instead. Foreclaimers established huge cities where the lands supported their goals through either resources or tactical location. Most of their society was located in a single city in the jungle, with only a few outposts for exploration. Foreclaimers did not believe in deities, nor follow any established religions. They only cared about their work and the facts.
In extremely rare cases, when isolated and exposed to members of other races, a Foreclaimer could develop a sense of empathy and belonging, like by being in an adventuring party. These Foreclaimers, while rare, were shunned from their society and exiled. These rogue Foreclaimers could develop a caring, compassionate personality if inducted into an adventuring party where they can get attention and friendship. However, some of them would start to feel hate and anger, possibly from being shunned by their own people. They even experimented on themselves, trying to create more powerful augmentations to destroy the thing or people they feel hatred towards.
Though Ea acted like a traditional Foreclaimer, his associated cult and their descendants do not. Though they are still extremely efficient and focused, they also possess what some would call a "mad ambition". They still feel no empathy, but their artistic creativity flourishes. They care for the crippled, disabled, and injured out of a sense of duty, and they "make time" for extravagant funeral displays for the same reason. They get along alright with other races, but can still be ruthless and highly efficient when warfare is necessary. Being who and what they are, they could not simply show their faces in Foreclaimer society, but they would still choose hidden tactical locations to live within established Foreclaimer cities and outposts. Everything they did was either to follow "Ea's Example" of constant, radical change or to "impress Kurma". When they made their exodus into The Void, their mad scientist-type personalities only flourished. Vestiges, angels, wraiths, alternate worlds; it's a playground of infinite possibility.
Optional Rule: Powered by The Void[edit]
Hyrbrid Traits[edit]
Foreclaimer Hyrbids are a mix between Foreclaimers and another race. They use special crystals charged with energy from The Void to power themselves. All racial traits are lost when said Void Crystal is removed.
Ability Score Increase. Due to your hybridized form, your Wisdom score increases by 1, and one score of your choice from your base race increases by 1.
Age. Foreclaimers reach adulthood at 20 years and can live up to 1400 years old when powered. Foreclaimer Hybrids add half their chosen race's lifespan onto this.
Alignment. Foreclaimer Hybrids typically do not possess empathy and, as such, tend toward neutral and evil alignments.
Size. Unless your chosen race is of a different size category, your size is Medium. If they are, then you may choose that size category instead.
Speed. Your base walking speed is half the walking speed of the other chosen race[1] plus 15, and other speeds are simply added.
Lacking Empathy. You have disadvantage on all Deception and Persuasion checks.
Heightened Mind. You are proficient in two Intelligence or Wisdom skills of your choice.
Power of Void. You are sustained by your void crystal and do not require food or drink. You are also unable to sleep, do not require it to rest, and cannot be put to sleep by magic. To benefit from a long rest, you must spend at least four hours not moving and doing only light activities. You remain conscious and aware of your surroundings during this time.
You can also benefit from a short rest in half the time typically required.
Internalized Power. Your Void Crystal is the source of your power. If it is somehow broken or removed, you lose access to all of your racial traits. If it is broken, it can be repaired with the mending spell or it will heal after 1d4 + 2 days. If it is removed, it can later be placed back in or a new one will grow in 1d4 + 1 weeks.
Hybridized. You can choose two of your chosen race's base traits and one trait from one of the race's subraces. If that race has no subraces, you may choose two additional base traits. You also gain any resistances associated with your chosen race. If your chosen race can transform, you gain all of the benefits and drawbacks of the transformation.
Languages. You can speak, read, and write Common, Elvish, Primordial, and one other language spoken by your chosen race.
Optional Rule: Crystal Dependency[edit]
Racial Feat: Natural Augmentations[edit]
Prerequisite: foreclaimer hybrid, Wisdom and Intelligence scores of 13 or higher
Particularly intelligent and acute Foreclaimer Hybrids possess the ability to augment their bodies as they grow in power, granting them unique powers and traits. You may choose one augmentation now, and one at 5th level, though you only take this feat once.
Level | Trait |
---|---|
1st | Martial Prowess. You can add your Intelligence modifier to your AC. This trait only remains effective when you are unarmored or when you are proficient with the armor you're wearing. You can still use a shield and gain this benefit. |
1st | Cerebral Casting. You can add your Intelligence modifier when calculating your Spell Save DC. You cannot take this trait if you already add your Intelligence modifier to your Spell Save DC. |
1st | Theoretical Dexterity. You can add your Intelligence modifier to your Dexterity saving throws. |
1st | Defensive Musculature. You can add your Strength modifier when calculating your hit points (minimum of 1) |
1st | Cold Stare. You can add double your proficiency bonus to your Charisma (Intimidation) checks when you look into another creature's eyes. You cannot take this trait if you already have a proficiency in Charisma (Intimidation). This trait does not work if the creature cannot see your eyes, such as in darkness or in a heavily obscured area. |
5th | Alea Iacta Est. You may either take 2 additional traits from your base race or 2 additional 1st-level augmentations. |
5th | Cedere Nescio. You have access to the cantrip Wary Sphere. Intelligence is your spellcasting ability for this spell. |
5th | Memento Mori. You have access to the cantrip Death Finger. Intelligence is your spellcasting ability for this spell. |
5th | Dulce Periculum. As an action, you can launch yourself up to 15 feet into the air. If you cannot fly, then you will descend to the ground on your next turn. Until the start of your next turn, all attacks against you roll with disadvantage. You cannot use this trait if you are prone. Whilst in combat, you can't use this trait again until you move 0 feet on one of your turns. You can use this ability a number of times equal to your Dexterity modifier. You regain all expended uses after a long rest. |
5th | Tenebrae Vincunt. You have access to the spell Azrael's vicious flock. Intelligence is your spellcasting ability for this spell. You can use this ability a number of times equal to your Wisdom modifier. You regain all expended uses after a long rest. |
Back to Main Page → 5e Homebrew → Races
- ↑ This is rounded up to the nearest multiple of 5, when necessary.