Lakshu
The incredibly loyal and warlike Lakshu are the main supporters of the powerful Reigar along with their mysterious technologies and powers they share with their trusted aides. They were once a varied race but have since been designed and “perfected” by the Reigar so that there are only females that are all aesthetically pleasing.
Disciplined and Warlike
The elite troops of the Reigar are the Lakshu. Each one has a unique tool called a “shakti,” an item that forms both armor and weapon, and also serves as their personal identifier. Lakshu are militaristic and warlike but restrain themselves to only laying waste to things when ordered to do so by their Reigar masters. In the rare instance that a Lakshu becomes separated from their master or their master dies they either choose to end their lives, search for their master or a new Reigar master, or become ronin and seek to unleash their desire for war and conquest.
Lakshu society is militaristic: whenever two or more Lakshu are gathered in one place, one is superior to the others, maintaining a strict hierarchy. Each Lakshu knows her place and does not seek to elevate herself unless they are ronin.
Ideal Creations of Art
Lakshu are all nearly identical to each other, as the Reigar have long ago changed their servants' appearance as part of the Reigar ideal of art. Thus, all Lakshu appear as beautiful, green-haired, well-muscled amazonian females about 5 ft and 6 inc to 6 ft in height. They have high, broad cheekbones and black eyes. Only their fondness for tattoos, body paint, and elaborate clothing (at least when not in uniform) allowed others to easily tell them apart. Their tattoos were often in the shape of their shakti.
Revolving Around the Reigar
Lakshu as a race serve the Reigar as bodyguards, shocktroops, shakti repair experts, and crew aboard esthetics (Reigar Spelljammers). They are always found in this capacity and relied upon the esthetics for food and housing. They reproduce via parthenogenesis, giving birth at specific times to a single child, who was then raised in a creche alongside other young Lakshu. When a Lakshu grows big enough to be of the proper weight for fighting, she pledges herself to her master and receives a copy of that master's shakti.
No one knows how the Lakshu and Reigar came to be associated with each other, but they have been so allied for as long as anyone can remember. It is generally accepted that a Lakshu raiding party had landed on the Reigar homeworld, but, after seeing the shakti, realized that an alliance would be better. Since the Lakshu also have an affinity for repairing shakti, (a task which the Reigar disdained as mundane and repetitious,) an alliance suited the Reigar as well, and they set about appropriating the Lakshu as a work of art. In keeping with the Reigar ideal of a single work of art, this meant making a uniform appearance for the Lakshu race.
The incredibly loyal and warlike Lakshu are the main supporters of the powerful Reigar along with their mysterious technologies and powers they share with their trusted aides. They were once a varied race but have since been designed and “perfected” by the Reigar so that there are only females that are all aesthetically pleasing.
Disciplined and Warlike
The elite troops of the Reigar are the Lakshu. Each one has a unique tool called a “shakti,” an item that forms both armor and weapon, and also serves as their personal identifier. Lakshu are militaristic and warlike but restrain themselves to only laying waste to things when ordered to do so by their Reigar masters. In the rare instance that a Lakshu becomes separated from their master or their master dies they either choose to end their lives, search for their master or a new Reigar master, or become ronin and seek to unleash their desire for war and conquest.
Lakshu society is militaristic: whenever two or more Lakshu are gathered in one place, one is superior to the others, maintaining a strict hierarchy. Each Lakshu knows her place and does not seek to elevate herself unless they are ronin.
Ideal Creations of Art
Lakshu are all nearly identical to each other, as the Reigar have long ago changed their servants' appearance as part of the Reigar ideal of art. Thus, all Lakshu appear as beautiful, green-haired, well-muscled amazonian females about 5 ft and 6 inc to 6 ft in height. They have high, broad cheekbones and black eyes. Only their fondness for tattoos, body paint, and elaborate clothing (at least when not in uniform) allowed others to easily tell them apart. Their tattoos were often in the shape of their shakti.
Revolving Around the Reigar
Lakshu as a race serve the Reigar as bodyguards, shocktroops, shakti repair experts, and crew aboard esthetics (Reigar Spelljammers). They are always found in this capacity and relied upon the esthetics for food and housing. They reproduce via parthenogenesis, giving birth at specific times to a single child, who was then raised in a creche alongside other young Lakshu. When a Lakshu grows big enough to be of the proper weight for fighting, she pledges herself to her master and receives a copy of that master's shakti.
No one knows how the Lakshu and Reigar came to be associated with each other, but they have been so allied for as long as anyone can remember. It is generally accepted that a Lakshu raiding party had landed on the Reigar homeworld, but, after seeing the shakti, realized that an alliance would be better. Since the Lakshu also have an affinity for repairing shakti, (a task which the Reigar disdained as mundane and repetitious,) an alliance suited the Reigar as well, and they set about appropriating the Lakshu as a work of art. In keeping with the Reigar ideal of a single work of art, this meant making a uniform appearance for the Lakshu race.
Traits
Berserking
You can enter a berserk state as a bonus action. You remain in this state for 1 minute or until you become Unconscious or choose to end the state as a bonus action. In this state you gain the following features: You attack with advantage and attacks on you have advantage. You deal an additional 1D4 damage with unarmed strikes and melee attacks.
Summon Helot
You can perform a ritual to summon a Helot. The ritual takes 1 hour and requires a living creature with an INT score of at least 5 that is no larger than Medium sized to be used as a template. The ritual creates a Helot with the following statistics: Appearance: The Helot’s appearance is identical to the living creature used as a template with any equipment being replicated as part of the Helot. For instance, if the template is holding a sword, the Helot will hold a sword that is a part of its body which cannot be dropped. The Helot cannot replicate magical items (For instance a Flametongue would be a normal sword, or a Robe of Scintillating Colors would be a normal robe). Statistics: The Helot has the same INT, CHA, and WIS score of the template but has a 10 (+0) score for STR, DEX, and CON. The Helot does not gain any class features, racial features, spellcasting abilities, or natural weapons (such as claws and teeth) that its template has. The Helot’s Proficiency Bonus is equal to your own. It has hit points equal to twice your level + your Proficiency Bonus. The Helot’s AC is 10 unless the template was wearing armor or a shield or had natural armor. It retains the same movement speed(s) as its template. Construct Nature: The Helot is completely loyal to you, and is Immune to the Charmed condition, spells from the school of Enchantment, and effects that would put it to sleep. It is Immune to the Paralyzed and Poisoned condition and is Immune to Poison and Psychic damage. The Helot does not require sleep, food or air. Knowledge: The Helot only has information that you have and does not retain the memories of its template, including any languages it would speak if it was based on a Beast or other creature, it would only share languages that you can speak. Attacks: Unless the template used was holding a weapon the Helot can only take an unarmed strike (Even if the template had a sword in a sheath or a quiver slung on its shoulder the sword would be fused to the Helot’s side as well as fused to its sheath and the bow would be fused to the Helot’s shoulder). The unarmed strike hit die of a Helot is 1D4 with no other modifiers being applied. The Helot is loyal to you but is not autonomous. It can only follow orders, including complex ones, but cannot think beyond orders. It has the same mental capacity as its template and can only do tasks according to the template’s ability to move and interact with objects (For instance a Helot based on a Black Bear would not be able to hold objects or be able to hold a cohesive conversation and may fail at complex tasks while a Helot based on a Gnome would be able to follow complex commands to the letter). In combat it follows after your initiative and must be commanded using a bonus action, it will repeat the same action each turn on the same target until otherwise commanded. The Helot lasts for 24 hours and cannot be summoned again until one week has passed.
Shakti
The Shakti is a mysterious magical item that can change between armor and a weapon whose type and form is predetermined by your Reigar master. The item can be changed between its two forms as a bonus action. When going from armor to weapon the weapon appears in a hand of your choice or within 5 ft of you. When going from weapon to armor the armor appears on your body as long as you are not wearing armor already or clothing that would prevent it, otherwise it appears assembled in a space within 5 ft of you. The Shakti requires regular maintenance that takes 2 hours every 12 hours that can be a part of a long or short rest. Proper maintenance restores the function of many effects of the Shakti (The period after being maintained and before needing more maintenance is referred to as the repair cycle). If maintenance is not performed for 12-48 hours, the Shakti will remain in the form it was in and cannot change until maintenance is performed. If maintenance is not performed for greater than 48 hours the Shakti manifests as a dull sphere within 5 ft of you until maintenance is performed.
Shakti Type
Shakti come in many forms as designed by your Reigar master. Choose one of the following types (You cannot change types later). If a Shakti requires a saving throw the DC is 8 + your DEX modifier (Minimum 1) + your Proficiency Bonus. In armor form the Shakti has the statistics of a Breastplate. Arboreal Aardvark: This Shakti creates pinkish-brown armor with the stylized head of an aardvark on the chestplate and a helmet with a pair of oval projections from the back. Rock Blast: While in armor form, once per repair cycle you can use your action to unleash a blast of rock in a 20 ft cone forcing each creature in the area to make a DEX saving throw and on a failed save takes 4D4 Bludeonging damage or half as much on a failed save. Weapon Type: In weapon form your Shakti is a +1 Flamberge. Black Swan: This Shakti creates black armor with subtle feather patterns and the stylized head of a swan on the chestplate and feathery metallic wings on the back. Force Blast: While in armor form, once per repair cycle you can use your action to unleash a wave of force at a target within 60 ft of you and on a hit the target takes 2D6 Force damage and must make a STR saving throw and on a failed save is knocked Prone. Weapon Type: In weapon form your Skakti is a +1 Halberd. Bounding Gazelle: This Shakti creates elegant and lithe armor of a reddish-brown hue with white stripes, and a stylized gazelle head on the chest. Striding and Spring: While in armor form, once per repair cycle you can use a bonus action to double your movement speed until the end of your next turn. Weapon Type: In weapon form your Shakti is a +1 Longbow that can fire an ethereal arrow 10 times before needing to be repaired before it can fire more ethereal arrows but still functions as a Longbow. Cave Bat: This Shakti creates brownish-black armor with grey highlights, and sports fixed wings of brown on the back and the stylized head of a bat on the torso. Sonic Blast: In armor form, once per repair cycle you can use your action to unleash a blast of sound in a 30 ft cone forcing each creature in range to make a CON saving throw taking 2D6 Thunder damage and are Deafened until the end of their next turn on a failed save or they take half as much damage on a successful save and are not Deafened. Weapon Type: In weapon form your Shakti is a +1 Battle Axe. Crystal Dragon: This Shakti creates armor that appears like translucent shimmering crystal, and the helmet is created with a transparent frill down the back. Ice Shards: In armor form, once per repair cycle you can use your action to fire shards of ice in a 30 ft line that is 5 ft line forcing each creature in range to make DEX saving throw taking 2D6 Cold damage on a failed save or half as much on a successful save. Weapon Type: In weapon form your Shakti is a +1 Javelin that returns to your hand at the start of your next turn when thrown. Displacer Beast: This Shakti is purplish-black, and features a stylized cat-like head on the torso and two black spikes over the shoulder. Whip: In armor form, once per long rest you can use your action to cause both spikes on your shoulders to become whip-like projections that lash out. Each can target a different target and have a reach of 5 ft and a bonus to hit equal to your Proficiency Bonus and deal 1D6 Slashing damage on a hit. Weapon Type: In weapon form your Shakti is a +1 Flail. Ghost Slug: This Shakti creates translucent whitish armor that has a filmy, slimy appearance, although it typically feels dry. Slippery: You have advantage on escaping Grapples as well as advantage on the check to avoid being Grappled. Acid Spray: In armor form, once per repair cycle you can use your action to spray acid in a 15 ft line forcing each creature in range to make a DEX save and on a failed save they take 1D10 Acid damage or half as much on a successful save. Weapon Type: In weapon form your Shakti is a +1 Mace. Golden Jackal: This Shakti creates golden armor with the stylized head of a jackal on the chest. Sandstorm: In armor form, once per repair cycle you can use your action to unleash a sandstorm 20 ft tall and 10 ft wide at a point within 60 ft of you that you can see forcing each creature in range to make a DEX saving throw and on a failed save they take 2D6 Bludgeoning damage or half as much on a successful save. Weapon Type: In weapon form your Shakti is a +1 Khopesh. Griffon: This Shakti provides brownish-golden armor with fixed metallic wings and an eagle’s head on the torso; the gauntlets and boots have a distinct paw-like appearance. Great Talons: In armor form, your unarmed strikes deal 1D6 Slashing damage. Once per repair cycle you can use your action to make an unarmed strike and your talons grow and gain a reach of 10 ft and deal 3D6 Slashing damage instead. Weapon Type: In weapon form your Shakti is a +1 Shortbow that can fire an ethereal arrow 10 times before needing to be repaired before it can fire more ethereal arrows but still functions as a Shortbow. Iridescent Gecko: This Shakti creates green armor with a shimmery sheen, featuring the stylized head of a gecko on the torso. Gripping Pads: In armor form, you can climb on vertical surfaces and ceilings without having to make an ability check. Screech: In armor form, once per repair cycle you can use your action to make a loud screech forcing each creature within 10 ft of you to make a CON saving throw and on a failed save are Stunned until the end of their next turn. Weapon Type: In weapon form your Shakti is a +1 Scimitar. Lamprey: This shakti creates armor of a pale whitish grey, but does not sport the animal’s head on the torso. The open-faced helmet is surrounded by small tooth-like projections. Twin Daggers: This Shakti has no Weapon Type but in armor form you can manifest two +1 Daggers as a bonus action and dismiss them as a free action. Oliphant: This shakti creates brown armor with pauldrons shaped like elephant ears and a stylized elephant head on the torso. Devastating Stomp: In armor form, once per repair cycle you can use your action to wrap your leg in an aura of power and deliver a powerful kick dealing 2D6 Bludgeoning damage on a hit. Weapon Type: In weapon form your Shakti is a +1 Morningstar. Pyrohydra: This Shakti creates reddish-brown armor with a pair of stylized reptilian heads on the torso and bracers, and the helmet appears as a stylized reptilian head as well. Firebreath: In armor form, once per repair cycle you can use your action to unleash a wave of fire in a 15 ft cone forcing each creature in range to make a DEX saving throw and on a failed save takes 2D6 Fire damage or half as much on a successful save. Weapon Type: In weapon form your Shakti is a +1 Trident. Red Squirrel: This Shakti creates brownish-red armor with the stylized head of a squirrel on the breastplate. Ball of Force: In armor form, once per repair cycle you can use your action and hurl a ball of force with a range of 20/60 ft and when it lands it explodes forcing each creature within 10 ft to make a CON saving throw taking 2D6 Force damage on a failed save or half as much on a successful save. Weapon Type: In weapon form your Shakti is a +1 Sling that can fire an ethereal bullet 20 times before needing to be repaired before it can fire more ethereal bullets but still functions as a Sling. Savannah Skunk: This Shakti creates black armor with white highlights and the stylized head of a skunk on the torso. Stinking Cloud: In armor form, once per repair cycle you can use your action to replicate the spell Stinking Cloud using your Shakti saving throw DC as a spellcasting DC. The effect is not a spell and is Immune to effects such as Counterspell and Dispel Magic. Weapon Type: In weapon form your Shakti is a Light Crossbow that can fire an ethereal bolt 10 times before needing to be repaired before it can fire more ethereal bolts but still functions as a Crossbow. Snow Lark: This Shakti creates gleaming white armor with grey fringes; the armor forms high boots and a metal skirt, bracers, and torso armor that projects over your shoulders, and sprouting from your back are large, fixed metal wings designed to look like they have feathers. The armor also forms an elaborate open-faced helmet that does not cover your hair. The torso of the armor sports a decoration in the form of a white lark’s head. Slicing Wings: While the armor’s wings do not allow you to fly, in armor form, once per repair cycle you can use your action to animate the wings. When animated each wing makes an attack on a target within 5 ft of you of your choice with a range of 5 ft and a bonus to hit equal to your Proficiency Bonus dealing 1D8 Slashing damage on a hit. Weapon Type: In weapon form your Shakti is a +1 War Pick. Stag Beetle: This Shakti creates armor that is gleaming reddish-black, and the helmet sports a pair of tall “antlers” about six inches in length. Grasping Arms: In armor form, once per repair cycle you can use your action to grasp one target within 5 ft of you forcing the target to make a WIS saving throw and on failed save are Paralyzed. While you are grasping a target this way your movement speed becomes 0 and you cannot take actions, bonus actions, or reactions. You can maintain this grasp for up to one minute with the target repeating the saving throw at the end of each of their turns, ending it on a successful save. This effect is not a spell and is Immune to effects such as Counterspell and Dispel Magic. Weapon Type: In weapon form your Shakti is a +1 Glaive. Tree Frog: This Shakti forms slick-appearing armor of a bright green hue with a helmet that has two large bulbous protrusions on the top-sides. Gripping Pads: In armor form, you can climb on vertical surfaces and ceilings without having to make an ability check. Extending Arms: In armor form you can extend your arms allowing you to make unarmed strikes with an additional 5 ft of range. Weapon Type: In weapon form your Shakti is a +1 Meteor Hammer.
Military Training
You are proficient with Light or Medium armor (Based on your Shakti) as well as one simple or martial weapon (Based on your Shakti).
Language
Celestial, Common