Elian Line

Gree

Small

Psionic Elves of the Inner Mind — The Quiet Children

We listen to the thoughts between heartbeats.

Appearance

Gree are small and slender — 3 to 4 feet tall — with skin that is porcelain-grey, glowing faintly in dim light with golden rune-veins that pulse when they concentrate or enter collective thought. Their eyes are enormous and black, reflecting light like still water at night. Their fingers are long, precise, ending in soft touch-pads — the biological interface for their most intimate telepathic communication. They pause mid-step to listen to things others cannot hear. They will sometimes turn to face a door before anyone has knocked.

Origin & Lore

The Gree and the Anaki diverged from the same origin point and became almost perfectly opposite responses to the same evolutionary pressure. Where the Anaki reached upward toward light, the Gree reached inward toward depth. Their subterranean civilization predates the current political map of Onan entirely. Their crystal caverns beneath Nexar contain psionic archives — compressed thought-impressions stored in resonant crystal lattice, the most complete record of pre-Pulse history in existence. They do not share this archive openly.

Baseline Traits

All Gree receive these traits at character creation at no cost.

Telepathic Communion
Communicate telepathically with creatures within 60 feet. Can include a number of creatures equal to your proficiency bonus in a single communal exchange simultaneously.
Psionic Focus
When making a Wisdom (Insight) or Charisma (Persuasion) check while communicating telepathically, add your Intelligence modifier to the roll.
Cognitive Shield
Advantage on saving throws against being charmed or frightened, and against effects that would read, control, or alter your thoughts.
Empathic Field
As a Bonus Action, open awareness to emotional frequencies within 30 feet for 1 minute. Know the emotional state of all sentient creatures within range. Once per Short Rest.
Thought Lift
Move small objects within 30 feet using focused psionic pressure. Objects up to 5 lbs.

Species Advancement Tree

You earn Species Points at levels 1, 3, 5, 7, and 10. Tier 2 requires at least 1 Tier 1 purchase. Tier 3 requires at least 1 Tier 2 purchase.

Tier 1 Available at levels 1 and 3

Deep Read 1 SP
Choose a creature within 60 ft — on a failed Wisdom save, learn a specific memory, whether it's under compulsion, or its next turn action. Uses per proficiency bonus per Long Rest.
Psionic Reaction 1 SP
When you or an ally within 30 ft is targeted by a psionic, magical compulsion, or fear effect, use Reaction to impose disadvantage or grant advantage on the save. Uses per proficiency bonus per Long Rest.
Thought Link 1 SP
Establish a passive mental link with up to three willing allies within 60 feet: +1 to Initiative, passive HP awareness, ability to negate the Surprised condition as a Reaction.
Mind Nudge 1 SP
A creature within 30 ft must save (Wisdom) or follow a one-sentence suggestion that feels like their own idea. Once per Long Rest.

Tier 2 Available at levels 5 and 7

Mind Mirror 1 SP
When targeted by an Intelligence, Wisdom, or Charisma save, use Reaction to redirect the effect's psychic energy — the originator must make the same save against your DC or suffer the effect. Once per Long Rest.
Expanded Link 1 SP
Thought Link extends to six creatures within 120 feet. Share sensory impressions simultaneously. Once per Short Rest, grant a linked creature advantage on a roll.
Phase Slip 1 SP
As a Bonus Action, teleport up to 20 feet to an unoccupied space. If arriving in dim light or darkness, attempt to Hide immediately as a Free Action. Uses per proficiency bonus per Long Rest.

Tier 3 Available at level 10

Archive Mind 1 SP
Your mind becomes a living library. Once per Long Rest, access your psionic archive on any historical topic — receive detailed accurate information as if from extensive research.
The Collective Thought 1 SP
Once per Long Rest, as an Action, all linked creatures act as one mind for 1 minute — sharing sensory data, pooling Initiative results, and coordinating actions without communication.

Roleplaying a Gree

The Gree do not communicate in words by preference — words are a translation, and something is always lost. What they do is closer to what happens when two tuning forks are struck near each other: one vibrates, and the other answers.

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