Vulkri (5e Race)

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Scales.png This page is of questionable balance. Reason: The Disciplines tip the race over the edge in terms of comparative balance. Suggestion: Tone them down and put them in a rollable table instead of the subrace template. Ideally, these benefits should be interesting and not just statistical benefits or things class feautres do. Please read the 5e Race Design Guide.

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"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]

Vulkri were originally elves that have enhanced and augmented themselves using technology. They are on average 6'6" tall with a muscular, yet slim physique. Their skin is mostly grey, with golden glowing lines throughout reminiscent of circuitry. They have horns that tend to be black, blue or purple hue. They reach mental maturity of 10 and due to their fey blood, are considered attractive and good-looking.


Vulkri are an ancient race of elves 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.


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 horned elves that had no concept of empathy. These elves used odic nanites to augment their bodies and lifespans.
Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity increases by 1. Your Charisma decreases by 2.
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.
Observant. You are proficient in the Investigation and Perception skills.
Ancient Bloodline. Your creature type is Humanoid and Fey
Discipline. At 3rd level, choose 1 discipline from the discipline table.
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.


When Vulkri become fourteen years old (or 3rd level), they gain one supernatural ability called a "discipline" from their odic-infused blood.

Celerity. Your base walking speed becomes 45 and +2 to AC. At 9th level it becomes 50 feet. At 11th level it becomes 55 feet. At 20th level it becomes 60 feet.
Asepsis. You gain immunity to disease and poison
Auspex. You gain advantage on Dexterity saving throws. You cannot be surprised while conscious.
Optical Camouflage. Once per day, you can use Invisibility on self for 1 minute. The spell recharges after a long rest.
Muscle Enhancement. You gain a +1 to Strength.
Amphibian Effect. You gain the ability to breath underwater.
Pyrokinetic Resilience. You gain resistance to fire damage.
Electrostatic Cling. You gain a climbing speed of 25 feet.
Dermal Armor. Your AC is 10 + your dexterity modifier + your constitution modifier.
Retractable Claws. You gain proficiency in unarmed attacks, which deal 1d4 slashing damage when hit.
Regenerative Healing Factor. When you reach 0 hitpoints, you can choose to regain 1d8 + 2 hit points. You cannot use this abilility again until you take a long rest
Mithril Bones. When falling you can roll 1d8 + 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.
Photon Eye-Beams. 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 3d4 fire damage. The enemy must make a Dexterity save (dc=10 + Intelligence modifier) or take half damage. You may use this ability a twice and can regain all expended uses after a long rest.
Self Sustenance. You do not need to eat or sleep. Instead you meditate deeply, remaining semi-conscious, for 4 hours a day. While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.

Random Height and Weight[edit]

6′ 4″ +1d4 160 lb. × (1d12) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

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