The Advena

It's body was somewhat similar to an elf's, with long, pointed ears. But how it looked around, how it beheld everything was like a sentient construct; cold and analytical. As the being stepped towards me, it pointed its finger at me. The finger started to glow, not with magic, but with something...different.

-Henri Commonwood, journal entry #9

Not From These Realms

The Advena are a race of beings that seems no to belong here. They are humanoid figures with pointed ears, white hair, and have skin ranging from bright blue, raging red, vibrant yellow, and deep voilet. While one could be mistaken for a genasi, they all have a recognizable behavior. They look at everything with a steely stare, they never laugh or smile, and take everything seriously. They also have the ability to manifest energy from their fingertips, although it's not entirely clear what the nature of this energy is.

Unique Culture

All Advena have one thing in common; they study other races and their communities They are considered a race of philosophers, as they often share and debate what they've learned. Their villages have strange structures, with spiraling towers and round wooden houses, the latter of which confuses many people.

Advena are considered a unique kind of philosophers, as they often talk with each other on what they noticed from each species and possible ways those traits came into existence. They have these conversations in Venish, a strange language involving quick and simple sounds, subtle changes in tone, and requires a context of the subject that's being spoken. Only Advena can speak Venish.

Different subspecies of Advena focuse on different aspects of communities. Advena are categorized into four different subspecies: Rubrum, Caerulem, Flavus, and Ostrum. They each study their respective subjects: fighting styles, medicine, downtime, and the community itself. In Advena communities, Rumrums act as defenders, Caerulum act as local healers, Flavus strangly act as builders, and Ostrum act as leaders and bureaucrats.

Traits

Ability Score increase. Your Intelligence is increased by 2.

Age. Advena grow to maturity rather quickly, becoming a full grown adult in 10 years. After that point, they age very slowly, often reaching 200 while looking like a 40 year-old. The maximum lifespan of an Advena is 500 years.

Alignment. Advena are always lawful, for they believe laws are important, and will take notes on them and suggest ways of improving them.

Size. All Advena will grow up to be slightly taller than humans, and will stay that size for the rest of their lives. Your size is medium.

Speed. Your walking speed is 30 ft.

Languages. You can speak and read common, and you can speak Venish.

Subraces. Advena come in four main subraces: Rubrum, Caeruleum, Flavus, and Ostrum. You choose one of these subraces when making your character.

Rubrum

This subrace of Advena have red skin and spiked hair. Rubrum are focused on fighting styles and how to best counter them.

Powerful Strike. You can infuse your unarmed strike with your mysterious energy to make it more powerful. When you perform an unarmed strike, you can roll 2d4 + your intelligence modifier of force damage in place of the normal damage. This damage ignores damage vulnerabilites, immunities, and resistances. The damage increases to 3d4 at 6th level, 4d4 at 11th level, and 5d4 at 16th level. You cannot use this trait again until you take a short or long rest.

Weakpoint Analysis. As a bonus action before you attack, you can cast True Strike. You must take a long rest before using this trait again.

Caerulem

This subrace have blue skin and flowing hair. Caerulem are focused on medicine techniques and which ones are the most effective.

Proficiencies. You are proficient with medicine.

Built-In Healing. As an action, you can touch a creature and heal it for hit points equal to your level + Intelligence modifier. You can only use this trait once per day.

Flavus

This subrace have yellow skin and curled hair. Flavus mainly study what others do during their downtime. They often try to be part of it, believing it would give them a better sense of why it's enjoyable.

Ability Score Increase. Your Dexterity is increased by 1.

Proficiencies. You are proficient with Acrobatics.

A Step Ahead. When you roll for a Dexterity check, you add your Intelligence modifier for that roll.

Ostrum

This subrace have purple skin and short, thin hair. They study how a community functions.

Finger Bolt. As an action, you can shoot a bolt of mysterious energy from one of your fingertips at a target within 30 ft. of you. It will hit the creature for force damage equal to your level + your intelligence modifier. This damage ignores damage vulnerabilites, immunities, and resistances. When a target is hit, they must make an Intelligence saving throw. The DC of this saving throw equals 6 + your intelligence modifier + your proficiency bonus. The target is stunned for one turn on a failed save. You can only use this trait once per week.

Superior Intellect. When you roll for Intelligence, you may double your intelligence modifier. You must take a long rest before using this trait again.