These insectoid creatures are known in the reaches of almost every plane, the astral sea and sky, and even the void. They could be found anywhere in any of our campaigns.
The Eliks are insectoid creatures with 4-8 appendices. Their skin is varies among dark cold colors and they are mostly nocturnal. Their eyes glow and vary in color like their skin. To spite being insectoids and war frequenting history their exoskeletons are underwhelming. Their size grows with the appendices starting with medium for 4 limbed and growing about 2 feat in size with each pair of limbs / rank. They are not visually similar across the species besides these few similarities. They have a very developed sense of smell and usually identify each other by those smells.
They have been broken by tribes for a long time. They organize themselves in these tribes and have had conflicts between each other. The arguments are usually over who will be their leader and what they should pursue as a people.
Over time these people through their leaders have become accepting of others and known to take those into their fold that are not Eliks. Sometimes because of scent mix ups and then they accept over time due to their exposure. Other times because of great justices.
The Eliks were once with conflict but were always together before separate. They were not only family by species but by choice.
Now they are divided by Houses. Each house led by one Eliks titled a Mansa. These leaders all guide their houses in drastically different ways. The greatest of the houses is lead by their once greatest enemy, The Saint. After this event all but the House of Scribes forgot their time as Tribes.
(and Traits. Subspecies in pull down tab)
Eliks of every rank in every house share common characteristics.
Ability Score Increase. One ability score of your choice increases by 2, and one other ability score of your choice increases by 1.
Age. The duration of Eliks maturation from their larval stage is unknown, but once fully grown, their lifespan can be immensely long. Some have lived as long as Eliks historians have recorded and others have just grown out of their 1 year larval stage.
Size. Typical, adequately fed Eliks are around 4 feet tall when standing at full height. Your size starts as medium.
Speed. Elkins walk bipedally, but can drop into a low, crawling dash using their lower arms. Your base walking speed is 30 feet, but when walking on 4 or more limbs they may move at 50 feet.
Languages. You can speak, read, and write the Eliks language termed by non-Eliks "Trash Polkin", and may also speak common with the assistance of a voice synth. A rare piece of Eliks technology called a glossator would allow you to speak with others in any language, but few possess such devices. If you are starting as this species you may have one.
Darkvision. Eliks four eyes see beyond the spectrum visible to humans, and are well adapted for dark environments. 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.
Enhanced Sense. You have advantage on Wisdom (Perception) checks you make that rely on scents.
Multi-Limbed. When you hold a two-handed weapon, you must use one right hand and one left hand in order to do so. You cannot hold more than one two-handed weapon at a time as it may throw the wielder off balance. One handed weapons can be held in each hand with no penalties. Eliks gain 2 limbs with each rank and if they lose a rank those limbs gained will have necrosis and must be amputated or suffer 3d10 true damage per day. They can be grown back later. At max you have 8 limbs as a Baron.
Ether Diet. The form your body takes is dependent on the consistent intake of ether you consume. No matter how little ether you consume, you cannot be below the vandal form of Eliks as a player. If you manage to maintain a steady diet so as to meet the dietary requirements of other Eliks forms, you may obtain one of those forms. You cannot skip forms; you must advance from one form to the other, following the guidelines for dietary requirements and form advancement. Details lower on page.
RANDAL
The typical adult Eliks form is lithe, nimble, and fairly strong, but limited in stature and endurance by a marginal ether intake. They are given the title RANDAL after the Saint's first name. The only rank below RANDAL is RANDI. Randis are called Dregs by non Eliks and Randals are called Vandals by non Eliks as a derogatory term.
Natural Climber. You have a climbing speed of 30 feet. You only need to use two of your hands to climb, including while moving up vertical surfaces and upside-down on ceilings.
Randal Evasion. If you fail a Dexterity saving throw, you can choose to succeed instead. Once you use this trait, you must complete a long rest before you can use it again.
Form Advancement. If you meet the dietary requirements of the captain form for a consecutive period of 30 days, at the end of the 30 days, you finish growing into the captain form. You lose the traits of the vandal form and gain the traits of the captain form.
CAPTAIN
The frontline leaders of Eliks crews are better fed than their underlings, and grow accordingly in size and strength.
Dietary Requirements. You must consume twice as much ether a day (2 rations/day) to maintain a captain form. If you fail to meet this requirement for any given 15 days in a 30-day period, at the end of the 30-day period you finish reducing to the vandal form. You lose the traits of the captain form and gain the traits of the vandal form when you do this.
Presence. You are naturally proficient with your choice of either the Intimidation or Persuasion skill while maintaining the captain form. Once you make this choice you cannot change it, regardless of how many times you lose or gain this form.
Relentless. If you take damage that would reduce you to 0 hit points or less, you can instead drop to 1 hit point. Once you use this trait, you must complete a long rest before you can use it again.
Form Advancement. If you meet the dietary requirements of the baron form for a consecutive period of 30 days, at the end of the 30 days, you finish growing into the baron form. You gain the traits of the baron form in addition to the traits of the captain form.
BARON
The privileges of high-ranking Eliks commanders include a plentiful ether supply, allowing them to maintain towering height and abundant might. These are often the religious figures and Mansa's of the Eliks.
Dietary Requirements. You must consume eight times as much ether a day (8 rations/day) to maintain a baron form. If you fail to meet this requirement for any given 15 days in a 30-day period, at the end of the 30-day period you finish reducing to the captain form. You lose the traits of the baron form when you do this.
Size. Your size becomes Large.
Conspicuous. You have disadvantage on Dexterity (Stealth) checks.
Strength of Size. Your Strength score increases by 2 and gain +2 HP per level.
The Bigger They Are. You are a much easier target to hit on the battlefield now, and your increased size hinders your movement. While maintaining this form, your AC is reduced by 1, and your Dexterity score is reduced by 2.
Commanding Presence. You gain one of the following traits, depending on whether you chose Intimidation or Persuasion for the Presence trait in captain form. If you chose Intimidation, you gain Bellow. If you chose Persuasion, you gain Embolden.
Bellow: As an action on your turn you can let out a bellowing howl that can be heard up to 300 feet away. All hostile creatures who can hear you must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, they become Frightened of you for the next minute. A creature can repeat the saving throw at the end of each of their turns, ending the effect on itself early on a success. If a creature succeeds on their saving throws, if you are Incapacitated, or if the effect ends for them, they become immune to being Frightened by you for 24 hours. Once you use this trait, you must complete a long rest before you can use it again.
Embolden: As an action on your turn you can shout words of encouragement, which can be heard clearly up to 60 feet away. For the next minute, creatures who clearly heard you and who consider you their ally cannot be Charmed or Frightened, and if they are already Charmed or Frightened, the condition ends early for them. In addition, once on each of your allies’ next turn, they can add a d4 to an ability check, saving throw, or attack roll they make. This effect ends early if you are Incapacitated. Once you use this trait, you must complete a long rest before you can use it again.
Ether and How it is Obtained
The life sustaining energy that the Eliks use, Ether, can be hard to make but doesn't have to be.
It is truly highly dense minerals and nutrients. It can be crafted by any Eliks as they are taught how in their first year. It takes 2 rations and 2 lbs. of assorted minerals over the course of 4d6 hours to make 2 ether rations.
Eliks have also made tools to create Ether. There are Servant Bots that have many different names. There are also "Ethermancers" with details under Trinkets.
Servitors are the most common name of the servant bots. They are difficult to make but can be done with tinker tool proficiency. It takes 30 lbs. of metal and 12 + 4d12 hours to make. They produce 2 Ether Rations every 18 hours.
To make larger servitors, they increase in resources required by 20 lbs. of metal and an additional 3d12 hours. For each size larger they produce 1 ration extra and are 1 foot larger in diameter. They are normally 3 foot spheres.
Additionally, Servitors must be left to gather materials uninterrupted for 12 hours or be brought them to make Ether. They take 6 hours to produce their ether.
Servitors must also have bright light present for 4 hours a day or they will shut down.
All of these trinkets can be made with Tinker's Tools by an Eliks.
Ethermancer: These foot long rods can be stuffed full with rations and minerals to make a ration of ether. They cost 5 lbs. of metal to make over 2d12 hours. They take 6 hours to produce ether and need no energy source.
Invisibility Matrix: These large medals requiring 140 gold worth or wire can be made over 3d20 hours. They allow the user to go invisible for 6 seconds making them unseen by all but true sight. This costs 1 charge. They must be charged with heat for 1 hour per charge and can hold a max of 5.
Ethermask: These will passively gather minerals from the air to create ether for the wearer and also ensure they are breathing good air. They create 1 ration per day if worn. They can be made out of any mask and 90 gold worth of wire. It takes 2d20 + 10 hours to make.
Shrapnel Launcher: This ranged physical weapon has a +4 to hit and a maximum range of 40 feet. When shooting this weapon it launches out 5 pieces of shrapnel and will deal 5d4 slashing + 5 fire damage.
Lord of Wolves: This improved and unique shrapnel launcher is given to their house leaders. It has a +8 to hit and a maximum range of 50 feet. It can hit beyond up to 70 feet but will roll at disadvantage past 50 ft. It deals 8d4 slashing + 8 fire damage.
Wire Rifles... weapons coming soon...