Cryslesian (5e Race)
From D&D Wiki
Due to the deadly conditions on their native plane, cryslesians inhabit the so-called Ashcloud Islands, floating carpets made out of concrete, ashes and trash spilled in the air and a kind of strange, magnetic spore. These spores use water and electric energy from storms to form a carpet above the clouds, where life can still develop. Cryslesians build their cities mostly in the center of these Ashcloud Islands, creating a crater with the weight of the buildings. The materials for buildings, tools and other things are harvested from the remnants of their former empire, or rifts to the material plane and other dimensions. As a result, their cities are truly strange and alien to look upon.
These otherworldly creatures are a little bit more than 6 feet tall, streamlined humanoid beings. Their bodies are made of an organic crystal, which is strangely warm and soft to the touch. While their limbs look like a single crystal, more complex part of their bodies, like hands or the face, are made out of smaller fragments forming the shape of the needed appendage. The color of their body ranges from pearl white to a metallic silver with a colorful glow behind the first layers of skin, and turn into a dull black or dark grey on the back of their head and their shoulders. Their faces look hard and are especially difficult to read for non-cryslesians. Four narrow eyes without a pupil are placed where a human’s eye socket and eyebrows would be placed. Their jaws don’t have teeth, instead they contain a singular horseshoe-shaped blade which is used to sever plant matter and cut through the hardened exoskeletons of their native animals like butter. As a result, many cryslesians have trouble finding food which suits their unusual mouth and digestive system making life on the Material Plane especially hard for them. Latest observations have shown a great appetite for bones, horns or hair. Their legs are especially long and aerodynamic, making them flexible and agile. Those legs end in razor-sharp, bladelike tips which are designed to hook themselves into the soft, sticky ground of their home. These blades slowly dull while walking on rock, dirt and road and, as a result, need to be sharpened regularly by cryslesians who choose to visit the Material Plane.
"I've heard people say a crystalfolk could cut a fat dwarf in half with just a well-placed kick. I've learned about the truth of these rumors the hard way."- Horatio Falbourne, bandit leader who attacked a group of cryslesians.
Dust of a God
Once upon a time, a god now known as the Shattered One sought out power through knowledge. So, he isolated himself to study every single aspect of the Planes to gain access to their infinite storage of knowledge. But at the end, even his godly mind couldn’t withstand his vast insight into the terrifying Far Realm, a dimension that even reality itself rejected. Thus, he shattered in an overwhelming burst into pieces. The largest of those pieces tore a hole into the fabric of the material plain. As these shards slowed down in this new pocket dimension, they bound themselves to the same power which created them to form beings known as the Greater Shards. The smaller fragments of this god crumbled into dust and got absorbed in the pocket dimension. And just like the greater shards, they became sentient and are now known as the cryslesians. Eons passed as this folk grew into several mighty and rivaling empires, each with a vast knowledge of magic and technology. So great was their knowledge that they could construct academies the height of small mountains, flying ships, dimensional gates and even create simple forms of life. It is not known how and why their civilization ended, but the result was a deadly and magical gas and the never-ending tornados. In a last ditch effort to save themselves, some cryslesians fled to the Material Plane, while others started life anew ontop of the Ashcloud Islands. Once life on the ground is possible again, the cryslesians will return and rebuild a new, even greater empire but for now they have to raid the peaks of the academies to save their culture and knowledge and trade with the inhabitants of the Material Plane.
Cities Over The Storm
Cryslesians live in small, self-sufficient cities, similar to colonies, in case the Ashcloud Isles are ripped apart by tornados, magical novas or similar calamities. Mostly calm, this race is physically faster than other races making them look very hectic. Their clothing contains only hoods, capes and mantles. Some use the acid of monsters to burn symmetrical patterns in their body, similar to tattoos. From time to time, every cryslesian breaks or polish the black excesses on their shoulders and on the back of the head. Cryslesians are very curious and have bold and sometimes dangerous plans to satisfy their curiosity. To execute a cryslesian’s plan ends either in a success far beyond what is deemed necessary or in a small catastrophe. Since their culture is built upon knowledge, it is a sign of good manners to correct one’s dialogue partner. Between friends, this is even done in a joking manner. For those who don’t know cryslesians appear very snobbish and arrogant.
Cryslesian often name their children after long lost fragments of their ancient civilization or things in their native tongue.
Male: Arc, Probras, Kurs, Bretos, Tellunol, Adbet, Grimir, ect.
Female: Tempa, Tarna, Bretina, Nethsa, Estą, Mana, Lija, ect.
A race of sentient crystal creatures who originated from a chaotic plane filled with storms.
Ability Score Increase. Your Dexterity, Wisdom, and Intelligence scores increase by 1.
Age. Cryslesian grow more and more brittle as they age. A cryslesian matures at the age of 25 and the earliest a cryslesian tends to break apart is at 90 years old with the upper range typically being around 120 years old.
Alignment. Under normal conditions, these creatures are docile and known for their calm mannerisms. Their society is governed by a simple code of laws, so cryslesians follow their curiosity and tend towards chaotic.
Size. Cryslesians are a bit taller than the average human, standing slightly over 6 feet. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Darkvision. 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.
Slicing Kick. Your sharp legs are a natural weapon, which you can use to make unarmed strikes. When you make an attack with it, you can choose to use your Strength or Dexterity modifier for its attack and damage rolls. If you hit with it, you deal slashing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
Elemental Absorption. The cryslesian's long history of inhabiting a plane of elemental chaos has evolved their bodies to the point where they partially absorb elemental damage. As a reaction to taking lightning, cold, fire, or thunder damage, you may absorb part of the damage. The damage gets reduced by 1d6 + half your character level. Once you use this trait, you can not use it again until you finish a short or long rest.
Languages. You can speak, read, and write Common and Starcall, a language consisting of clicks and a sound reminiscent of the echoes of humanoid voices.
Random Height and Weight
|5′ 4''||+2d8||200 lb.||× (2d8) lb.|
*Height = base height + height modifier