Crystalisk (5e Race)
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Crystals to crystals, rocks to rocks, that's what crystalisk are made of.
|Rouge from the popular game, Borderlands 2|
Crystalisk are tripedal beings with rocky skin and crystals coating their legs and back. Coarse Crystalisk are large in stature, standing anywhere from 10 feet to 14 feet tall and can weigh anywhere from 1000 pounds to 10,000 pounds. They are most noted for their unique coloring which can be any one color. Coarse crystalisk tend to be more bumpy and rigid than their smaller counterparts. Prismatic Crystalisk are small in stature, standing anywhere from 2 feet to 4 feet tall and can weigh anywhere between 500 pounds and 1,000 pounds. They are most noted for the ability to change colors. Their bodies stay one color, but the crystals of the prismatic crystalisk shift often, mesmerizing adventurers who happen upon them.
Crystalisk go back to the creation of worlds, forming from compressed crystal, rock, and intense magic. They form large underground caverns and tend them with crystals and constantly farm and grow these crystals of all colors.
Very little is known about Crystalisk and how they interact with each other. They seem simple minded in nature, but have a social hierarchy where the more colorful have higher standing. Crystalisk stay underground and grow large crystal structures and very rarely come above ground. Crystalisk tend to be solitary in nature but come together when building their structures which range from obelisks, to statues, to tree like crystals.
Crystalisk generally do not name themselves, but gain names by adventurers. These are usually based on the unique coloring the Coarse Crystalisk possess, or in the case of Prismatic Crystalisk names that imply change or colorful.
Coarse Examples: Rouge, Blue, Jade, Saffron
Prismatic Examples: Neo, Pris, Novak, Janus
Tripedal beings made of rock and crystal hidden deep in the earth.
Ability Score Increase. Your Constitution score increases by 1.
Age. Crystalisk take 1 year to grow, and can live up to 1,000 years before deteriorating.
Alignment. Crystalisk tend towards neutral alignments, but can be of any alignment.
Size. See Subraces
Speed. Your base walking speed is 25 feet. You also have a burrow speed of 15 feet.
Tremorsense. You have Tremorsense for 30 feet.
Elemental Body. Your type is Elemental. You do not require air, food or water but you do still need sleep to sustain yourself. You are also immune to disease and the poisoned condition.
Stone Body. You cannot wield weapons or wear normal armor, but you have a natural Armor Class of 12 + your Constitution modifier.
Languages. You understand and can speak Common and Primordial, but cannot write.
Subrace. You can choose between Prismatic or Coarse Crystalisk.
Ability Score Increase. Your Intelligence, Wisdom, or Charisma score increases by 2.
Size. Your size is Small.
Digger. You have an additional 5 feet of burrow speed.
Prismatic Soul. During every long rest, roll a 1d8, you become one of the listed below and gain the effects listed until your next long rest. Additionally you can choose to forgo this change, if you do so, your maximum health is reduced by 5 until you allow yourself to change.
(Any Effect requiring a DC or an attack modifier uses the ability score you chose for this subclass, example: you chose Intelligence therefore the DC of an effect is 8 + proficiency modifier + Intelligence modifier. Additionally you are considered proficient with any attack made using these features listed below. All features have no limit on how many times they can be used, provided you have access to them.)
Your crystals turn a pale red color. You know the Control Flames cantrip and can cast it at will. As a bonus action, you can cloak yourself in flames, emitting bright light for 10 feet and dim light for an additional 10 feet. Anything that touches or attacks you with a melee attack take 2 fire damage. This effect can be ended as a bonus action whenever you choose.
Your crystals turn a pale blue color. You know the Shape Water cantrip and can cast it at will. As a bonus action, you create up to 5 cubic feet of water which surrounds you. Additionally, you can use the Shape Water cantrip offensively by turning water into ice shards which can be thrown as two 20ft ranged spell attacks dealing 1d4+1 cold damage each.
Your crystals turn a pale green color. You know the Mold earth cantrip and can cast it at will. Additionally, after every short or long rest, you gain 5 temporary health to a maximum of 15. This health is lost by either taking damage or until your next long rest.
Your crystals turn a pale purple color. You know the Gust cantrip and can cast it at will. Additionally you can push targets 5 feet further. As a bonus action, you cause wind to whip around you quickly, causing any ranged weapon attack to have disadvantage to hit you until the end of your next turn.
Your crystals turn a pale orange color. You know the Thunderclap cantrip and can cast it at will. Additionally the range is increased to 10 feet. As an action, you can make a single 15ft ranged spell attack that deals 1d6+2 lightning damage. If this attack hits you can choose to arc the lightning to another target within 5 feet of the original target making another ranged spell attack.
Your crystals turn a brilliant white color. You know the Light cantrip and can cast it at will. Additionally the range is increased to 10 feet. As an action, you can attempt to blind one target within 15 feet of you, they must succeed a Dexterity save or be blinded until the end of their next turn.
Your crystals turn a dull grey color. You know the Minor Illusion cantrip and can cast it at will. As an action, you can coat yourself in darkness gaining advantage on stealth checks and becoming difficult to look at, any check that requires sight(ex. Spell attacks or weapon attacks) against you have disadvantage until the end of your next turn.
Your crystals turn a frosted translucent color. You know the Guidance cantrip and can cast it at will. Additionally the range is increased to 10 feet. As an action you cause a 10 foot radius of white vapor to pour from your crystals, allies in this vapor gain 2 health and enemies in this vapor take 2 force damage on their turn for the next 3 rounds.
Size. Your size is Large.
Durability. You gain 2 more max health per level and your natural armor is increased to 13 + Constitution modifier.
Brutal Weaponry. You possess several natural attacks including a slam attack, a shockwave attack, a ranged projectile attack, and a heavy artillery attack. All attacks use Strength to hit, and you are considered proficient with each attack. Each are listed below.(If a saving throw is required the DC = 8 + proficiency modifier + Strength modifier.)
You make a powerful slam attack with one of your three legs. This replaces your unarmed attack. Make an attack roll against up to two targets within 5 feet of you and 5 feet from each other. This attack deals 1d8 + Strength modifier in bludgeoning damage. The targets must succeed a Strength saving throw or be knocked 5 feet away.
You pound the ground in several devastating pulses. All creatures within 10 feet of you must succeed a Dexterity saving throw or be knocked prone and take 3d6 bludgeoning damage. On a success targets are not knocked prone and take half damage.
You spew a volley of crystal shrapnel into the air. Make a ranged attack roll against up to 3 targets within 20 feet of you. This deals 1d6 + Strength modifier in piercing damage. Targets must succeed a Constitution saving throw, or suffer bleeding for 2 rounds. This effect deals 1d4 damage and cannot stack.
You hurtle a large mass of volatile crystal at a target location. As an action, You hunker down and take aim at a 5 foot location within 30 feet. At the end of your next turn you launch a large crystal at the location at high speeds, making a ranged attack with advantage. This deals 2d8 + Strength modifier in bludgeoning damage. Creatures in a 5 foot radius of the impact must succeed a Dexterity saving throw or take an additional 1d8 of fire damage. On a successful save they take no fire damage. (Example: You choose the location on your first turn, when your next turn happens you launch the crystal with advantage. This takes both attack actions).
Prismatic Random Height and Weight
|1′ 2″||+3d10+2||200 lb.||× (1d6+2) lb.|
*Height = base height + height modifier
Coarse Random Height and Weight
|7′ 2″||+4d10+4||1000 lb.||× (2d10+2) lb.|
*Height = base height + height modifier