Verrik

History: They trace their ancestry back to humans. Like the Hu-Charad they descended from some humans that were changed by the travel. The most obvious was the change of their skin and hair pigmentation but the changes to their minds and natures were much more profound. They became naturally psionic and deeply pragmatic.

Personality: Aloof and/or Introspective. They seem very distant and detached to others.

Physical Description: They look similar to humans but their skin and hair is a wine color (deep reddish purple).

Examples of Verrik appearances

Relations: Their aloof and distant personality makes it difficult to bond with those of other races.

Alignment: Tend towards Neutrality

Societal: At current they are looked upon with some awe, but generally accepted as normal members of the community.

Religion: They prefer to rely on themselves than any deities.

Adventurers: Tend towards mental classes and/or psionic subclasses.

Notable Verrik: Keegon Quietwater, Alun Tornquill, Sepot Whisperwind

5E Racial Traits

* Ability Adjustment: +2 Intelligence/ +1 Wisdom
* Size: Medium
* Speed: 30 feet
* Language: Common\* and Verrik (a secret language)
* Psionics: Gain Mage Hand and Message Cantrips. At third level they can Detect Thoughts once a day. All of which they can do without verbal, somatic, or material components and are Wisdom based.
* Sensory Control: As a bonus action they can turn off one of their senses to be temporarily Blinded, Deafened, or Numbed. They can end this at no action on their turn. When Numbed they do not feel physical sensations, including pain. A Numbed person suffers disadvantage to attack and any check requiring dexterity or strength. While Numbed they are immune to any spell or effect based on pain. While they have any one sense turned off they have advantage on saves and checks based on Intelligence or Wisdom due to being able to focus better. The obvious exception being anything that would be hindered by the sense being lost. Plus in some cases they cannot be Deafened or Blinded by another source while those sense are already turned off. They are also immune to spells that specifically target the sense. They can also turn off and on their sense of smell and taste, but do not receive the advantage on Intelligence or Wisdom rolls with those.

Special: Transformation Ritual

Though rare it is possible it is possible for a human to become a Verrik via a ritual. Provided it is known and the right criteria are met including having at least 6 Verrik working in concert with one leading the ritual and each of of the other five with a different sense turned off via Sensory Control. This can be done to fully replace the original human traits including racial bonuses or as a feat which grants the following:

Verrik Transformation Feat:

* Ability Adjustment: +1 Intelligence
* Psionics: Gain Mage Hand and Message Cantrips. At third level they can Detect Thoughts once a day. All of which they can do without verbal, somatic, or material components and are Wisdom based.
* Sensory Control: As a bonus action they can turn off one of their senses to be temporarily Blinded, Deafened, or Numbed. They can end this at no action on their turn. When Numbed they do not feel physical sensation, including pain. A Numbed person suffers disadvantage to attack and any check requiring dexterity or strength. While Numbed they are immune to any spell or effect based on pain. While they have any one sense turned off they have advantage on saves and checks based on Intelligence or Wisdom due to being able to focus better. The obvious exception being anything that would be hindered by the sense being lost. Plus in some cases they cannot be Deafened or Blinded by another source while those sense are already turned off. They are also immune to spells that specifically target the sense. They can also turn off and on their sense of smell and taste, but do not receive the advantage on Intelligence or Wisdom rolls with those.