Vortian (5e Race)
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The Vortians are a highly intelligent race of scientists, engineers and soldiers who inhabit the planet of Vort.
Vortians have digitigrade legs with elongated tarsals. As a result, Vortians walk on their "toes" as opposed to their entire feet. However, their feet lack toes and seem to be pointed at the end. They have "horns", which are likely more like shelled tentacles as they are mildly ambulatory as opposed to stiff. They have tiny eyes of a single color, and their heads are large. Vortian teeth are also sharp and jagged. Vortian skin can come in small variety of colours, but these appear to be mostly greys, pinks and muted blues. Vortians resemble goats in some ways, though it seems unlikely that Vortians have any particular mannerisms reflecting that of goats.
Vortians are very industrious creatures, with a rich past with the very first Vortian evolving just under 10 teraseconds ago. Due to their extended life span (around 500 years) much if not all of the ruins of old have been torn down to make way for the newer generations as such they have not warred within themselves for 3 teraseconds, instead turning to the skies looking for habitable planets to support their growing population. During this time, they worked to create high tech military gear (specializing in plasma based weaponry) and, space faring craft.Though the Vortians are peaceful by nature within themselves they do not shy away from war with an indigenous species if need be. Due to the fact that their planet is so heavily populated, the Vortian are a planet colonizing race. When they first set to space they were met with aggression when their first colony was attacked. This is what lead to the Vortian Caste System.
The Vortian Caste System was a system used to rank Vortians in society. Castes were divided into several rates based on skill and profession; Theoreticals, Engineers, Warriors, Lifeworkers, and Upbringers. Each of these had its own complex inner workings and were separated into sub tiers. Each of the five Castes elected an official from within its own ranks to represent it in the Council of Five. The Council of Five being the highest rank on the planet.
Engineers: Though all of the Vortians are extremely smart, thanks to the wonderful education system, the Engineers are easily the smartest. Tasked with all of the scientific research the Engineers are responsible for creating anything that the planet may need. Being chosen for the Engineers means one is smart, ingenuitive and level headed.
Warriors: The Warriors are easily the proudest of all the Castes. The warriors train all day and most of the night honing themselves into the ultimate weapon. Due to their small size, Vortians rely more on their keen thinking, speed and advanced tech to more than compensate for their size. Being chosen for the Warriors means one is brave, fierce and devilish cunning.
Upbringers: Vortians are only raised by their life givers until the age of 5 at which time they are given to the Upbringers who; raise, care for and teach them until they reach the age of 20 at which time they are chosen for their Caste. Being chosen for life as an Upbringer means one has an affinity for caregiving and thus a patient and gentle soul.
Lifeworkers: The Lifeworkers specialized in biology and medicine, especially with the experimentation of various forms of life. It was not uncommon for Lifeworkers to receive their own planets for experimentation when one was found that did not meet the Vortians high level of expectations. Being chosen for the Lifeworks means one is creative, perspicacious and meticulous.
Theoreticals: As the species grew bigger and the span of their reach grew larger there arose a need for historians, those who could chronicle the past, of not only the Vortians but also of the races that they come across. If there was a lowest of all of the Castes, this would be it. Being chosen for Theoreticals means one truly fits in none of these other Castes, many Theoreticals are loners due to this fact and often never take mates.
Thanks to their incredible intelligence all of these tiers lived in the same level of high comfort due to the fact that all of the labor tasks were automated and handled by robots. With a planet covered almost entirely cover by cities most domiciles looked fairly similar, tending to be dark gray and red, with yellow lights. While the Vortian are a planet colonizing race, they are not a planet conquering race. Never colonizing a planet with intelligent life As they are a peaceful race and tend to shy away from war when possible. When they have spotted a planet that may be capable of supporting life, they send a scouting party. A typical Vortian scouting party tends to include, 3-4 Warriors, 1-2 Engineers, 1-2 Lifeworkers, and a single Theoretical. If the planet is found to have intelligent life, they simply move on never interfering with the species. If it does not have intelligent life, however is not up to Vortian standards it is given to the Lifeworkers.
As Vortians are raised by the Upbringers, they have no surnames nor do their names reflect the rate that they. Vortian names are hardly ever more than 6 letters long often only 3-4 letters long. Gender have no effect on the naming process, as the female gender has only slightly softer features. Sample names; Lard, Tulp, Vol, Farp, Zox, Gaz, Xydn, Lind, Jaken, Qorik, Zenith
Vortian are from a very distant galaxy, and highly advanced civilization.
Ability Score Increase. Your Intelligence increases by 2 and your Dexterity increases by 2. While due to your small stature your Strength decreases by 1.
Age. The Vortian reach maturity at the age of 20 but spend 5 years subsequent training and gaining the particular knowledge from their chosen rate. Due to their advanced knowledge of medicine, most Vortians live to be near 500 years old, unless killed by an outside force.
Alignment. Though the planets they visit may have a differing opinion. All are mostly good-hearted and have no tolerance for oppression. Most Vortian tend to be Lawful good or Lawful Neutral, in their younger years one might lean more to chaotic due to the mischievous nature of youth. With an Evil alignment rare, but not impossible.
Size. Vortian are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.
Speed. Surprisingly you are quite quick for a creature of your size, your base walking speed is 35 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.
Vortian Nimbleness. You can move through the space of any creature that is larger than your, without provoking an attack of opportunity.
Languages. You can speak, read, and write Common and Vortian.
Subrace. Engineer or Warrior
Techno-Tinkerer. You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny high-tech device (AC 5, 1 hp). Construction also includes electrical or photonic components you are assumed to carry on your person. The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices at a time.
Helper. When you create a device, choose one of the following options: Drone. As an action, you can remotely move this device which has a fly speed of 10 feet (hover). You can only control it if it is within 30 feet of you. If it moves outside this range, it falls softly to the ground. It has a tiny grabber with which it can pick up and drop items weighing less than 5 lb. Noisemaker. When placed on the ground, this device waits for 1 minute and then makes loud beeping and clicking sounds that can be heard up to 90 feet away. Universal Translator. When the first piece is placed on the throat of any willing creature it can translate and projects what the creature is saying into a language that is specified when it is created. The second piece is placed in the ear, it will translate the specified language into the creatures native tongue. Because this tech is not from this world, these devices would be unrecognizable to all but a few.
Plasma Weapon Training. You gain proficiency with plasma pistols and rifles. Which you are carrying 2 plasma pistols and 1 plasma rifle. The Plasma pistol fires 2 shots of plasma at the target. You must make a ranged weapon attack once. The second plasma pistol can be fired as a bonus action at a double disadvantage.
Plasma Pistol. Properties; Light, Range, One handed. Range; 100/350. Weight; 2. Damage Type; Fire AND Force. Item Type; Ranged Weapon. Damage 2d4 + your proficiency bonus. At higher levels (Increase 1d4 for every 3 levels).
Plasma Rifle. Properties; Heavy, Range, Two-Handed. Range; 200/700. Weight; 6. Damage Type; Fire AND Force. Item Type; Ranged Weapon. Damage 2d8 + your proficiency bonus. At higher levels (Increase 1d8 for every 3 levels).
Random Height and Weight
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*Height = base height + height modifier