Foreclaimers Revised

by Assasinine

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The Foreclaimers

Physical Discription

When Powered, their skin is mostly Grey, with glowing lines across their skin reminiscent of circuitry. A 3 inch 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.

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.

History

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.

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 follow any established religions. They care only 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.

Ability Score Increase. Your Intelligence score increases by 2 and one other ability score of your choice increases by 1.

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.

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.

It can be removed or inserted forcefully as an action by a DC 20 strength check. Depending on the circumstances, your DM may have you make a Dexterity saving throw to avoid this.

Energized. When powered, you do not need to sleep nor can you be put to sleep from magical effects.

Augmented. When a Foreclaimer reaches adulthood, they may choose two augmentations to their body to better help them with their chosen career. There are two types of augmentations; Ones that require being powered to take effect and ones that don't. Pick one of each from the list below.

Languages. You can speak, read, and write Common and Elvish.

Random Hight and Weight
Sex Base Hight Base Weight Hight Modifier Weight Modifier
Male 6' 8" 240 lb. +1d4" x (1d12) lb.
Female 6' 5" 230 lb. +1d4" x (1d12) lb.

Stagnant Augmentations

These augmentations do not require a power crystal to take effect.

Gills. You gain the ability to breathe underwater.

Cat Eyes. You have darkvision to a range of 60 feet.

Stick Palm Glands. You gain a Climbing speed of 20 feet.

Tempered Skin. You gain resistance to Fire damage.

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.

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 as an Action. The enemy must make a Dexterity save. The DC for this saving throw equals 8 + your Intelligence modifier + your Proficiency Bonus. A creature

takes 2d4 fire damage on a failed save, and half as much damage on a successful one. The damage increases to 3d4 at 6th level, 4d4 at 11th level, and 5d4 at 16th level.

After you use this ability, you can’t use it again until you complete a short or Long Rest.

Powered Augmentations

These augmentations require a power crystal to take effect.

Muscle Enhancement. You have advantage on Strength saving throws.

Sixth Sense. You have advantage on Dexterity saving throws.

Optic Camouflage. You can cast invisibility as a second level spell with this trait once per long rest.

Increased Movement. Your base walking speed increases by 10 feet.

Homebrew 5e race
Adapted by u/DicidueyeAssassin, from the 3.5e and 5e versions found on D&Dwiki
This is a revised edition of a race from the Fool's Gold Campaign, as told by DingoDoodles, and created by Felix Irnich.
Art by DingoDoodles.
 

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