Vulkri (5e Race)
Vulkri[edit]
“ | Hello. My name is Anastasia, newest head scientist of the Odic project, and I am a Vulkri or Precursor. As a Vulkri, scientists have changed my anatomy and infused nanites into my blood stream to elongate my lifespan when I was born. For fey or at least descendants of fey, we’re pretty uncharismatic due to our lack of emotion. | ” |
—Entry #01, Anastasia’s Diary |
Physical Description[edit]
By Axel Pötzsch |
Vulkri were humanoids that originated from the Feywild. It is believed they may have once been elves. However, as a means of augmentation, their bodies have become infused with cyber technology, making them cyborgs. They have a variety of cybernetic enhancements that make their bodies all different. These specializations sometimes appear as circuitry across their skin, or visible machinery that folds and retracts from their limbs.
History[edit]
Vulkri are an ancient race which disappeared over 2,500 years ago. They were solely focused on the advancement of their technology and physiology. Most of their science is based on these esoteric nanites called "odic" that augment their bodies and elongate their lifespans. It is unknown how they acquired such advanced technology, or how these odics work, or why they went extinct. Vulkri 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.
Society[edit]
Vulkri are extremely efficient and focused on their work. Their goal is advancing their civilization by advancing technology and biology, using energy harvested from souls. Distractions or interruptions are not tolerated and removed quickly. Vulkri do not possess the concept of empathy, or artistic creativity. To them, these are inefficient social constructs that do not belong in their society. If a member of society is crippled, disabled, or injured beyond simple care, they are left to die and disposed of unceremoniously. They don't grieve losses and don't hold funerals, as those emotions are merely a distraction from their important work. When a vulkri is born their physique is augmented and infused with odic nanites. Vulkri tend to themselves and do not get along with any other races, reinforced by the fact that they lack the concept of empathy. They may establish a relationship with members of another race if it furthers their goals, but more likely they will simply destroy them through highly efficient warfare instead. Vulkri establish huge cities where the lands support their goals through either resources or tactical location. Most of their society is located in a single city in the jungle, as that's most efficient, with only a few outposts for exploration. Vulkri do not believe in deities, nor follow any established religions. They only care about their work and facts.
Vulkri Traits[edit]
Vulkri are an ancient ancestral race of fey that used odic nanites to augment their bodies and lifespans.
Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity increases by 1.
Age. Vulkri mature at the same rate as humans and can live up to 900 years old when powered.
Alignment. Vulkri do not possess empathy and are therefore neutral.
Size. Vulkri are typically between 6' 2" to 6' 8". Your size is Medium.
Speed. Your base walking speed is 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.
Arcane Legacy. You know the prestidigitation cantrip. When you reach 3rd level, you can cast the detect magic spell once and need to finish a long rest before you can cast it again. Intelligence is your spellcasting ability for these spells.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Ancient Bloodline. Your creature type is humanoid and fey
Specialization. Your body has been altered with various technologies. You roll a D10 or pick for one cyber specialization now and roll a D4 or pick for another one at 5th level.
Languages. You can speak, read, and write Common, Runic and one other language of your choice. Runic is the tongue of old and the precursors of most arcane words used in spells.
Specializations[edit]
d10 | Specialization |
---|---|
1 | Celerity. While unarmored, your Armor Class is equal to 12 + your Dexterity modifier. You can use a shield and still gain this benefit. |
2 | Optic Camo. You can cast the invisibility spell once with this trait, without material components at its lowest level, using Intelligence as your spellcasting ability for them. Once you cast this spell, you can't cast it again with this trait until you finish a long rest. When you use this version of invisibility, the duration is shortened to 1 minute. |
3 | Muscle Enhancement. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. |
4 | Amphibian Config. You can breathe both air and water. |
5 | Flameproof Coat. You are resistant to fire damage. |
6 | Electrostatic Pads. You have 25 feet of climbing speed. |
7 | Retractable Claws. You have claws that are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. |
8 | Reactive Dermis. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest. |
9 | Observance. You are proficient in the Perception skill. |
10 | Emergency Reboot. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. |
d10 | Specialization |
---|---|
1 | Asepsis. You are immune to diseases, being poisoned, and poison damage. |
2 | Auspex. You have advantage on Dexterity saving throws against spells and other magical effects. |
3 | Sensor. You cannot be surprised while you are conscious. |
4 | Lightweight Implement. You take no damage from falling. |
Random Height and Weight[edit]
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
---|---|---|---|
6′ 4'' | +1d4 | 160 lb. | × (1d12) lb. |
*Height = base height + height modifier |
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