Chroman (5e Race)
From D&D Wiki
Chromen are the result of a rare magical mutation in ordinary humans that happens seemingly at random. This causes them to be made primarily out of metal. Chroman skin is one uniform metal that varies between individuals. The rarer the metal, the rarer it is in chromen, with iron and copper being the most common. However, gold and platinum chromen do exist and even mithral or adamantite in very, very rare cases. Their internal organs are composed of multiple different metals in all chromen. Their eyes are made of carbon, although that ranges from coal black in some individuals to glittering diamonds in others. Chromen don't grow hair. Chromen struggle to digest regular food, which is the main reason for their unique societal structure. They must eat five times the regular human food intake or consume three to four pounds of rocks a day.
No one remembers the birth of the first chroman, or why it happened. Regardless, it did and now they're here. They have a lot of advantages over their human counterparts, but many unique challenges, too. Their rocky appetite made it difficult for poorer citizens to care for them, and many others were simply abhorred by these metalloid abominations. (It is still believed in parts of the world that chromen can only result out of adultery) The solution to these problems finally came in the form of designated chroman colonies, all of which were centered around mining operations. Here the chromen had easy access to the rocks they craved, and were able to take full advantage of their racial traits. Their strength, but more importantly, their sense for nearby metal makes them an invaluable asset to any mining operation, even a dwarven one. So it came to be that a number of chroman mining settlements were formed and that all chroman children born of humans would be sent to the nearest one. The rarest of all metals among chromen are mithral and adamantite. There are usually centuries or millennia between these specimens. Many doubt that they actually exist, claiming that they're nothing but legends and stories. If they do exist, then the birth of a mithral or adamantite chroman is a momentous event, and that individual would be automatically famous throughout chroman society and even the wider world to a degree. All stories of mithral and adamantite chromen paint them as legendary heroes and leaders who were destined for greatness.
Chromen spring up all around human society, but usually end up in designated settlements for them. This is mostly due to their unique appetites. The average farmer can't afford to feed a chroman, and as a result most of them get sent to the mining colonies. There the chromen can make the most of their abilities as well as easily obtain rocks to feed themselves. Chroman society is structured to adopt incoming children. Chromen generally fill one of three roles. Most are miners working either in their native settlements or in dwarven ones. A decent amount become warriors, either signing up with a professional military or becoming adventurers. Lastly, there are a select few chromen born to wealthy parents that both want to keep them and can afford to do so. These chromen are raised very similarly to their human kin and can go on to do just about anything. While chromen are extremely rare among humans, it is guaranteed when two chromen mate. Mixed couples have a 50/50 chance of producing a chroman (no half-breeds have ever been recorded).
Chroman names, like chroman language, are basically identical to that of the local humans. However, many of them take names generally given to bastards rather than their original family's or they produce a name from playing with the metal of their skin (Titus the titanium chroman or Goldilocks the golden one). Many chroman settlements also have a streak of dwarven naming conventions.
Ability Score Increase. Your Strength score increases by 1 and your Constitution score increases by 1.
Age. Chromen mature slightly slower than humans, reaching adulthood around 21 years old. No chromen has ever died of age per se, but around 120 years of age the mind of a chroman begins rapidly deteriorating over the course of a month or two. They frequently kill themselves by accident during this time. In chroman culture, elders who begin this process are put down to spare them the potential decades of hollow existence.
Alignment. Like humans, chromen vary greatly in their beliefs. They tend to model their society after that of the more populous races who can spare minds for such things. Since chromen live most, if not all, of their lives in remote mining villages, wanderlust is not uncommon.
Size. Your size is medium. The high concentrations of metals in a chroman's body help them build up muscles and grow. As a result, they're generally taller, more muscular, and overall bigger than humans. They usually stand between 6 and 7 feet tall and weigh in at 350-500 lbs (On account of the metal), although extremely fat chromen can exceed 1,000 lbs.
Speed. Your base walking speed is 30 feet.
Darkvision. Your carbon based eyes have superior vision in dark conditions. You can see in Dim Light within 60 feet of you as if it were Bright Light, and in Darkness as if it were Dim Light. You can’t discern color in Darkness, only shades of gray.
Armor Skin. You may add your Constitution modifier to your Armor Class, instead of your Dexterity modifier. This is limited by medium and heavy armor, as normal. If you have the ability Unarmored Defense: Constitution, then your unarmored AC is your Constitution modifier plus your Dexterity modifier, not your Constitution modifier times two.
Magnetic Nerves. The chromen share a connection to the minerals that make up their bodies. This lets them sense nearby metal. Within 30 feet, chromen can detect metal objects weighing at least 1 pound, even if they can't see it. They know what direction it's in and what type of metal, but not how far or how big it is.
Conductivity. Whenever you take lightning damage you must make a Constitution Saving Throw or be stunned for 1 turn. The DC equals 13 or half the damage you take, whichever number is higher. Additionally, you count as being made of metal. (i.e. Shocking Grasp would have advantage when used against you)
Iron Liver. You have advantage on all saving throws made to resist alcohol.
Lead Weight. Your immense weight makes it difficult for others to push you. When moved against your will you may use your reaction to reduce the distance by up to 10 feet. If you fall in water you will sink to the bottom. You can breathe underwater and walk around on the bottom of the water body. However, if you spend too much time underwater, then you will begin to rust. For every 10 minutes you spend submerged in water, you gain one level of exhaustion. This exhaustion can be removed by having the rust cleaned by magical or mundane means.
Languages. You can speak, read, and write Common and one other language of your choice. Due to their close ties with humanity, chromen have no language of their own. Their mining culture makes Dwarvish by far the most common secondary language for chromen.
Base Metal Chroman
Ability Score Increase. Your Strength score increases by 1
Steel Resolve. If you fail a Saving Throw in which you are proficient, you may choose to reroll it. You need to finish a long rest before you can use this trait again.
Precious Metal Chroman
Ability Score Increase. Your Wisdom score increases by 1
Heart of Gold. Your inspiring visage enables you to push your comrades beyond their normal limits. When a creature within 60 feet of you who can see you makes a roll, you can grant them advantage. You may choose to do this after seeing the roll, but before learning whether it succeeds or fails. You need to finish a long rest before you can use this trait again.
Random Height and Weight
|4′ 10″||+2d12||200 lb.||× (3d6) lb.|
*Height = base height + height modifier
When creating a <race name> character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.