Amaltel (5e Race)
From D&D Wiki
|“||Liquid metal, flowing solid. Paradoxical? Perhaps.||”|
|By Lady Hero|
Amaltel, being creatures made of soft metal, are malleable and relatively soft. The correct term to call them by maybe a "flowing solid," as the compounds within their structures arenot anchored and prone to slide and drag over time, similar to glass, but faster. While not able to take all shapes under the sun, they are very fluid and able to squeeze into spaces defined solids would have trouble in. Their bodies vary in hues and sheens of existent metal, like glossy bronze, gold and silver. They can also turn dull if they wished, looking more like stone than metal. However, they never rust. They are also capable of hardening their bodies in one moment, and being flexible and fluid in the next. This miraculous alloy which is their body is said to be an extension of a liquid core. Extraction of this has never been heard of, as within the body of an amaltel is an amazing amount of pressure, which forces the core to be compressed like a solid. When an amaltel dies, they reduce to a puddle, and their core is lost with them as they flow like quicksilver
A now dormant volcano is believed to have channeled energy from the Elemental Plane of Fire. When this energy gathered in a glut beneath the magma, it bought much of the minerals within the lava composition together, adhering them to vague bodies. As this pressure built, these bodies tempered and incubated until the day the volcano blew. The eruption devastated the nearby city and towns. People ran in panic and their fears heightened with the sight of ostensible lava golems rising out of the charred ruins. These were the amaltel, and it is believed their cores are special liquid metals directly from the Plane of Fire.
People feared them and did not return to the pumice riddled city. The amaltel wandered, slowly gaining sentience amid the ruins. They resembled ghosts ambling around the destroyed streets and buildings. Eventually, they claimed it for themselves and built it to be their city. The volcano was thoroughly decimated in the eruption. Having destroyed its vent, it would not longer spew again. However, the minerals it still retained would be used by the amaltel to nourish themselves and reproduce for generations to come. As they lived, ageless and solitary, they eventually encountered outer kingdoms millennia later. Astonished by these creatures, they assumed them golems of some kind. Thus the amaltel knew of the outer world and proliferated, seeking their own fortunes. However, a pilgrimage back to their birth city is always a must.
Amaltel are quiet, but not timid. To them, actions speak for everything. Of their population, there exist a group which flows more, called magma amaltel. They are usually the appointed leaders of amaltel. In general, amaltel will engage in contests of strength and resilience. They are contemplative creatures, preferring to burrow in the ground to sleep and think. The earth and volcanos are sacred sites to them, keys to their past and indications of the health of the universe. People are usually surprised how spiritual and courteous an amaltel can be.
Amaltel are generally named after different types of igneous rock. This is to demarcate their lives as having been born of heated material that was reused from old sedimentary matter. They also take after names of metal. Amaltel do not have sexes and so all names are unisex.
Names: Obsidian, Gloss Silver, Gold Abs, Tuff
Living metal from the depths below, usually in the form of something roughly humanoid
Ability Score Increase. Your Wisdom score increases by 1.
Age. Amaltel reach maturity at 30 and live forever, as they do not age.
Alignment. Amaltel tend to be neutral or lawful since they are reserved.
Size. Amaltel tend to be around 5 to 6ft tall. Taller amaltel have trouble not sloughing downwards. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Flowing Solid. The amaltel are amazingly fluid despite being ultimately solid. You do not have disadvantage on Dexterity saving throws or attack rolls while squeezing. Attacks against you while in the smaller space also do not roll with advantage.
Liquid Metal. Your body is flowing, but it is also metal, making you tougher than most. Your base Armor Class when unarmoured is 11 + your Dexterity modifier. You may wear a shield and still gain this benefit.
Molten Construct. You are wholly inorganic, made of metals and inner pressure. Your creature type is construct instead of humanoid. As such, spells like cure wounds don't affect you, and you are immune to spells like crown of madness or dominate person because they specifically target humanoids. You are immune to poison damage, diseases and being poisoned. You do not need to eat, drink, or breathe, though you may consume food or drink if you wish. Rather than sleeping, you enter an inactive state of thought for 6 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Mendable. When the mending spell is cast on you, it has the following alterations: It has a casting time of 1 action. If you have 0 hit points you become stable. As part of the casting of mending the caster may expend any level of spell slot to cause you to regain a number of hit points equal to 1d8, plus their spellcasting ability modifier. For each level of the spell slot expended you regain an additional 1d8 hit points.
Languages. You can speak, read, and write Common and Ignan.
Subrace. Choose from the Metal or Magma subraces.
Also called common amaltel, these are what make up a good portion of the race population. They are glossy and muscular, usually colored by metallic sheens.
Ability Score Increase. Your Dexterity score increases by 2.
Sculpt. You are more skillful at changing your appearance superficially. As an action, you can form the looser excess metal around your body to make clothing, armor, weapons, and other belongings on your person. These objects all are made of metal from you and therefore share your sheen and color. If you make a weapon on you, it can appear on you, sheathed, and cannot be taken out or used, since it is just an accessory on your body. You may revert to your true form with an action. Because this is not a very good disguise, any creature can discern the nature of the accessory by using its action to inspect you.
These amaltel are the rarer variety but by no means little in numbers. They are usually more bloated than their metal counterparts, yet stronger.
Ability Score Increase. Your Constitution score increases by 2.
Molten Body. Heat does not and cannot bother you in the slightest. You are unaffected by the effects of Extreme Heat, as detailed in Chapter 5 of the DMG.
Random Height and Weight
|5′ 0″||+2d8||230 lb.||× (1d10) lb.|
*Height = base height + height modifier