Inhabiting the dark recesses and dread ruins of Kyme, the eldritch people exist as an alien reminder of the horrors that exist in realms beyond and their power to reach into the world. Eldritch are maddeningly varied in their aberrant forms and often persist in Kyme's warped landscapes. Awakening from their madness some eldritch populaces that once served only the malevolent will of the Elder Ones have slowly begun to interact with the other peoples of Kyme. Though the profound mistrust of the eldritch dominates most every interaction. The eldritch hold no seat on the Council of Arkyme.
Eldritch names are derived from Deep Speech, the language of aberrant beings from beyond reality. Such names are believed to be best left unspoken, lest some fell entity be awakened. Following the linguistics abnormalities of Deep Speech, eldritch have "minded names" or as most eldritch describe them "what we are called by they that call." These names often reflect the nature of the eldritch, honor that which spawned them, or carry on the name of the ruins from whence they came.
For eldritch a name might be a novel or transient concept and claim names for themselves to reflect their newfound state of individuality. As for so many awakened eldritch they had only ever known the presence of the hive mind or instinctual subservience. The claiming of a name can mean liberation for an eldritch's mind, like a mantra to aid them when they feel a loss of self. Such names might be chosen from anything an eldritch focuses upon and change unceasingly.
Eldritch Minded Names: Ahldksyurr, Arzek-thalpa, Chymon, Druusthtk, Htuldoth, Ikhaz'kre, Khodhre, Kla'rotah, Luhgribossk, Myor-telos, Nal'rakath, Ngaathlox, Ny'dalaph, Oyrhugg, Quroarl, Rylehthe, Sarddsultd, The'losl, Tlthul-kald, Uvrrendu, Vhi'theshi, Yivraigoeth, Zchkull
Eldritch Claimed Names: Anguish, Cult-of-One, Eminence, Eyes-of-Moons, Followed-forth, Hinder, Known-by-Two, Lone, Messengers, Serenity, They-of-their-Own, Traveler, Undone, Vessel, Vigil
Ability Score Increase - Intelligence is increased by 2 and Dexterity is increased by 1.
Age - To the eldritch, age is a nebulous notion. They are bound only by their aberrant nature: they might live with virtual immortality needing only to slumber for a hundred years for each decade of waking life. Or they might live only a handful of years before they shed their skin to expose eggs for spawning, ending their life cycle. None have been able to fully understand how long eldritch might live.
Alignment - Holding no particular alignment now that their minds are severed from the enthralling Elder Ones, they do however have a chaotic bent as madness marks them.
Death - The eldritch fear death much as any people, yet it is unknown where their souls pass unto. Perhaps a place beyond reality or surrendered to the void. The return of an eldritch soul is an uncertain prospect at best.
Size - Eldritch range from just under 4 feet up to nearly 8 feet in height. Your size is Small or Medium based on height and weight you choose.
Speed - Your base walking speed is 30 feet.
Darkvision - Having emerged from the deep places in the world you can see in dim light as if it were bright light and darkness as if it were dim light up to 60 feet. Though you are only able to make out shades of gray.
Aberrant Nature - Due to your innate alien attributes you have advantage on saving throws against effects that inflict charmed, frightened and poisoned conditions, and are resistant to psychic and poison damage.
Elder Forms - You embody the unknowable horrors from beyond reality. Select two of the following traits:
Amphibious - You can breathe both air and water and you have a swim speed equal to your walking speed.
Boneless - You can move through or stay within a space as small as 1 foot without squeezing.
Chameleon Skin - You have advantage on Dexterity (Stealth) checks made to hide so long as you are not wearing armor as your skin shifts in color.
Exoskeleton - You gain a +1 bonus to AC when you are not wearing heavy armor.
Labyrinthine Recall - You can recall without error any path you have traveled for a number of days equal to twice your level.
Many Eyed - You have advantage on Wisdom (Perception) checks and advantage on saving throws against being blinded.
Membranous Limbs - When you fall you can use your reaction to reduce your fall speed to 60 feet per round. You can also move up to half your walking speed horizontally as you glide through the fall. If you fall no more than 150 feet you take no fall damage, if you fall further than this you take half the damage.
Multi-limbed - You have a number of lesser limbs that grant you an additional stow/draw and only able to carry objects less than 10 pounds.
Otherworldly Perception - You can sense the presence of any creature within 10 feet of you that is invisible or on the Ethereal Plane. You can pinpoint such a creature that is moving.
Phosphorescence - Your physical form can shed dim light for 15 feet, activating this trait is a bonus action. You can also use an action to spew your phosphorescence onto a target within 10 feet. Make an improvised ranged weapon attack, on a hit the target emits dim light for 5 feet for 1 hour or until it uses an action to remove the phosphorescence.
Psychic Backlash - When you are reduced to 0 hit points you deal psychic damage equal to your level to every creature within 30 feet of you. If you die you can expend your hit die and deal the rolled total as psychic damage to every creature within 60 feet. If you expend all your hit die your body is destroyed by warping energy and you cannot be restored to life.
Reaching Limb - You have lengthening limbs that allow your melee weapon attacks to reach 5 feet greater than normal.
Spider Climb - You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Telekinetics - You can manipulate an object weighing no more than 10 pounds, so long as it is within 30 feet of you. You can move the object in any direction and you can also exert fine control, manipulating a simple tool or opening a container. This requires your concentration.
Telepathy - You can speak to the minds of others you can see up to 120 feet, sharing words, images, sounds, and other sensory messages.
Vestigial Twin - You have a parasitic twin that speaks only to you and watches while you slumber. You are not considered unconscious when you are sleeping during a rest.
Viscous Body - Your body excretes fluid that adheres to objects and creatures, when grappling a creature they are disadvantaged to escape.
Languages - Telepathy allows any creature with language to understand you. You speak, read, and write Common and Deep Speech.
Embrace the Elder. Prerequisite: Eldritch
You manifest further aberrant aspects, becoming more unlike anything having walked the world before. You can choose one additional trait from Elder Forms for the eldritch race.
The eldritch, once rulers of the Kyme in eons past, are now vestiges of the terrible madness of that epoch. The "Awakening" of eldritch at the end of the War of Extinction was no singular event or has any known cause. Only that somehow whole populaces of eldritch shed their psychic bonds and entered into a new state of consciousness. Any collective identity for eldritch is an unknowable aspect of their nature. All that might conclude is that they fear a return to their former state, to fall once more into the mad slumber of subservience to the Elder Ones.
In the ancient of days it is told of an unknown star that fell from the skies, and into the icy depths of the far north. So tides of the frozen seas swelled with madness as the waters and what had been spawned there, flooded over the world. Such came the Age of Water. From this Age of Kyme came the eldritch. What were once elves, dwarves, humans, lycan, and people of the world, they were corrupted and crossed aberrant horrors. Made to be thralls in the service of the foul entities that served something more horrific still. What is means to be eldritch is vast reaching, as their divergence and propagation across the world has allowed them to persist against all efforts to eradicate them. The "awakening" of the eldritch was the freeing of their minds from the malfeasance of true aberrations from realms beyond. A way for them to exist outside of the mad enslavement of such creatures.
None are certain to what has led whole populations of eldritch to suddenly turn away from the worship of the Elder Ones, to throw off the bondage that has marked them for eons. Yet the eldritch stand as a people emerging into a new age of peace for Kyme. Under the guarded influence of Arkyme, populations of eldritch have reclaimed eldritch ruins, to settle them in a manner. Though danger still lurks in the dark secrets that they hold. Eldritch are alien in the most profound of ways for a people of the world. They often adapt customs and dress of the races that they first come into contact with following their "awakening." To attempt to recall anything from their maddened memories of the past is to perhaps lose themselves to it once again. So, with this mindset, the eldritch move forward as a people against deep prejudices and the ever present danger of madness.