Foreclaimers (5e Race)

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Design Note: This is the official 5e adaptation of the Foreclaimers for 3.5e found HERE.

A Foreclaimer's biology. -Art by Dingo Doodles

Physical Description

They are on average 6'8" tall with a quite slim body. When Powered. Their skin is mostly Grey, with glowing lines across their skin reminiscent of circuitry. A 3" long power crystal of various colors sits above where their navel would be. These crystals are the source of their enhanced power and glowing lines. It can be freely removed from its socket.

Unpowered. When a Foreclaimer's power crystal is removed from its socket, they begin to grow weak and the purple lines disappear. If left unpowered for more than a year, they will slowly begin to degrade over the course of 100 years, eventually reducing their lifespan by half. A Foreclaimer who has been unpowered for more than a year can also begin to gain negative effects such as memory loss, developing strange obsessions or habits, and at worst growing feeble.


Foreclaimers were originally ancestors of high elves that have enhanced and augmented themselves using sun-based technology over 2,500 years ago. They were solely focused on the advancement of their technology and physiology. Most of their science is based on the power harvested from the sun, which they use to power machines and enhance their own bodies. The energy they harvested from the sun was stored in large power crystals, basically batteries, which were then used as parts of 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.


Foreclaimers are extremely efficient and focused on their work. Their goal is advancing their civilization by advancing technology and biology, using energy harvested from the sun and even souls. Distractions or interruptions are not tolerated and removed quickly. Foreclaimers 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 Foreclaimer reaches adulthood, they are put through a medical procedure where the socket for the power crystal is surgically inserted, and then powered up. Foreclaimers 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. Foreclaimers 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. Foreclaimers do not believe in deities, nor follow any established religions. They only care about their work and facts.

In extremely rare cases, a Foreclaimer can develop a sense of empathy and belonging, usually when isolated, and exposed to members of other races, such as in an adventuring party. These Foreclaimers, while rare, are shunned from their society, but not killed, as killing a rogue Foreclaimer will only take time and resources better spent elsewhere. These rogue Foreclaimers may develop a caring, compassionate personality if inducted into an adventuring party where they can get attention and friendship. However, some Foreclaimers may start to feel hate and anger, possibly from being shunned by their own people. These Foreclaimers may even start experimenting with themselves, trying to create more powerful augmentations to destroy something they feel hatred towards.

Foreclaimer Traits

Foreclaimers are an ancient ancestor to modern elves with no concept of empathy. These elves use sun-charged crystals for power themselves. Any racial traits are lost when unpowered.
Ability Score Increase. Your Wisdom score increases by 2.
Age. Foreclaimers reach adulthood at 110 years and can live up to 900 years old when powered.
Alignment. Foreclaimers do not possess empathy and tend towards neutral, however, they possess a strong lawful bias.
Size. Foreclaimers are typically between 6'2" to 6'8" tall with a muscular but slim physique. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Solar powered. When powered, you do not need to sleep nor can you be put to sleep from magical effects.
Observant. You are proficient in your choice of Perception or Investigation.
Powered. A Foreclaimer's power crystal can be removed at will and when it is removed from its socket, they lose all racial bonuses as well as any innate ability to cast spells. After a day, The lines on their bodies will disappear. They will slowly begin to degrade over 100 years, eventually reducing their lifespan by half.
Languages. You can speak, read, and write Common and Elvish.
Subrace. Adult Foreclaimers may choose to accept a type of body augmentation and subsequently be classified as a subrace. Choosing a body augmentation requires creating a new power crystal, which allows for only one augmentation at a time. The removal and insertion of a new crystal takes a toll on the Foreclaimer's body, and requires a long rest for the effects of the new crystal to take place.


When a Foreclaimer reaches adulthood, they may choose one augment to their body to better help them with their chosen project.


Gills. You gain the ability to breathe underwater.
Cat Eyes. Gain darkvision to a range of 60 feet.
Stick Palm Glands. You gain a Climbing speed of 20 feet.
Muscle Enhancement. You gain a +1 to your Strength while Powered.
Metallic Skin. You gain a +1 to your Constitution while Powered.
Tempered Skin. You gain resistance to Fire damage while powered.
Agility Enhancement. Your base movement speed is increased by 10 feet.
Optic Camouflage. Once per day, you can use invisibility on self for 2 rounds. The spell recharges after a long rest. You may not use this ability if unpowered.
Sixth Sense. you gain proficiency in Dexterity saving throws.
Toxic Blood. You gain resistance to disease and poison.
Mythril Bones. When falling you can roll 1d4 + your level to reduce the amount of fall damage you take, additionally, if you are running the Improved criticals module you can not have your bones broken by the major injury chart.
Focused Solar Lenses. While in direct sunlight, you can fire a focused beam of energy out of your eyes in a straight line for up to 15 feet that does 1d6+ your level fire damage. The enemy must make a Dexterity save (dc=10 + Intelligence modifier), on a successful save they take half damage. You may use this ability a number of times equal to your Intelligence modifier. You regain all expended uses after a long rest.

Table: Foreclaimer Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 6' 8" +1d4" 240 lb. × (+1d12) lb.
Female 6' 5" +1d4" 230 lb. × (+1d12) lb.
(19 votes)

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