Foreclaimers (5e Race)
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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 glowing 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 to advance 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.
Foreclaimers are an ancient ancestor to modern elves with no concept of empathy. These elves use sun-charged crystals to 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. While your gem is in your body, you are considered powered. While powered, you do not need to sleep nor can you be put to sleep from magical effects.
Observant. You are proficient in either Perception or Investigation.
Powered. The gem that powers your body can be removed with an item interaction. When removed, you are unpowered and you lose all racial bonuses, augmentations, and any innate ability to cast spells. After a day of being unpowered, 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. Instead of a typical subrace, foreclaimers may choose to accept a type of body augmentation. These augmentations manifest in new crystals, which are created on the foreclaimer's bodies. When you start at 1st level, you gain one augmentation of your choice from the list below. Above 1st level, you may have to find or create new power crystals to insert into your body. The insertion of a new crystal takes a toll on the foreclaimer's body, and a newly inserted crystal's effects do not take place until the end of the foreclaimer's next long rest.
Gills. You gain the ability to breathe underwater.
Cat Eyes. You gain 60 feet of darkvision.
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. You can cast invisibility at its lowest level, once, without using a spell slot or material components, on yourself. You regain use of this spell after you finish 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 poison damage.
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 from your eyes in a direction of your choice. All creatures in a 15-foot line in that direction must make a Dexterity saving throw (dc= 8 + your Intelligence + your proficiency bonus). On a failed save, creatures take fire damage equal to 1d6 + your character level. They take half as much damage on a successful save. You may use this ability a number of times equal to your proficiency bonus. You regain all expended uses after finishing a long rest.
|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.|