Half-Crystallid (5e Race)
From D&D Wiki
A frail-looking woman slowly meanders through a forest, with green crystals growing on her cheeks and around her left arm forming a bracer. Suddenly, three bandits surround her, and the crystal in her bracer extends into a sharp blade. The first bandit behind runs at her with a knife however, the woman blocks the strike with her right arm before running the crystal spike into the man. As he falls to the ground, the woman turns to the other two bandits, and sees one running towards her with a mace. She sidesteps the attack and cripples him. The last bandit turns to run away, and the woman fires a bolt of yellowish-green lightning from her crystalline blade, striking the last bandit in the back, killing him immediately. As the woman begins walking away, the blade returns to her bracer.
Crystallids are creatures made of a collection of magical crystals, a half-crystallid is an entity that has crystallid's crystals living inside of them, providing them with augmentations.
Half-crystallids almost appear indistinguishable from their initial race, with little differences being spots of green or other colored crystal appear on randomly on the body. The crystallid's cells provide a collection of augmentations, a few cell types are:
Repair Cells: these dark green cell types are crafted for assembling organic matter, they can repair injuries.
Structure Cells: there are 3 types of structure cells, a black rock/metal-like structure used as armor, a black plant-like substance used for limbs/joints, and a green crystalline structure capable of directing radiation.
Direction Cells: these are an augmented version of the green crystals, that can direct higher concentrations of energy but are more fragile, they appear purple rather than green, the energy remains yellowish-green however.
Ancient documents say that the first crystallids where created when a small group of earth elementals discovered a seemingly unending source of magical green, yellow, and black crystals in the Elemental Plane of Earth. Over the course of a millennia, these elementals started to take on the characteristics of these crystals. Their bodies became covered in greenish yellow crystals with a sputtering of black crystals, they became capable spellcasters, and these elementals became capable of understanding complex thought.
With these newfound powers, these elementals formed organized groups, and sought to gain influence over the Elemental Plane of Earth. They formed a small settlement called Errl, where they thrived for thousands of years, gaining numbers by in indoctrinating other earth elementals. Eventually, this city was discovered by a small group of prospectors who were amazed at what they saw. After establishing a relationship with the miners, several crystallid made their way to the material plane, where they set up new colonies near areas with high amount of crystals and minerals.
Since then, various curious individuals have explored the concept of potentially gaining magical power by absorbing a small number of magical crystals of the crystallid. The result was the fusion of the individual and the crystallid's powers, creating the half-cystallids.
Crystallids live communally by helping each other and exploring new ideas and concepts. By contrast, half-crystallids tend to act in whatever way is most beneficial to them, often in contrast to crystallids. Half-crystallids have gradually been accepted into the humanoid society often acting as doctors despite that the fact that many are still feared because they are effectively living weapons. It is not uncommon however, for half-crystallids to be openly disliked due to the fact that they are considered to be more like monsters than people.
Due to the fact that crystallids do not have genders, half-crystallids also do not often distinguish between male and female
Names: Waz'Yot, Waz'Yul, Ve'Xha, Xh'aud, Gho'Rho,
Humanoids crystalline augmentations, half-crystallids tend to be very skilled in combat.
Ability Score Increase. Your Constitution score increases by 1.
Age. Half-crystallids can live to be about 90 before decaying genetics will weaken the neural link, at which point they will begin to die, if your initial race would die sooner, your crystallid can keep you alive until this 90 year mark.
Alignment. Half-crystallids view the world from a non linear perspective, they will most often be Neutral.
Size. Use the height and weight value of your initial race prior to augmentation. See sub-races for specific sizes.
Speed. Your base walking speed is 30 feet.
Crystallid. You have a green crystal the size of your fist inside your body, this is your crystallid core. If it is destroyed, your crystallid augmentations will begin to die after a day. After a week of your body expelling the dying matter in a sickly fashion, you will become your initial race, and lose all traits of the half-cystallid race.
Repair Cells. As an action, you may touch another living creature and have your cystallid cells start to repair their injuries. The target is healed for 1d4 hit points. This amount increases by 1d4 at 6th level (2d4), 11th level (3d4), and 16th level (4d4). You regain use of this trait after you finish a long rest.
Living Weapon. Your crystallid can cause you to have one of 3 augmentations at a time, you must finish a short or long rest to change augmentation. The augmentations are: Crystalline Armor. While unarmored, your Armor Class is 12 + your Dexterity modifier. Crystalline Blade. Your dominant hand grows a sharp blade. You have proficiency with this blade which has the finesse property and deals 1d6 slashing damage on a successful attack. You cannot be disarmed of this weapon while you use this augmentation. Magic Converter. A purple crystal forms that allows you to fire a bolt of energy as an ranged spell attack at a target within 120 feet of you, using Charisma for your spellcasting ability. This deals 1d8 lightning damage, this effect deals an extra 1d8 damage at 5th level (2d8), 11th level(3d8), and 17th level(4d8).
Languages. You can speak, read, and wright Common and the native language of your subrace. Elvish for Elvenborn for example.
Subrace. Choose one of the following subraces: Elvenborn, Humanborn, Dwarvenborn, Dragonborn, Gnomeborn, Tieflingborn, Halflingborn, Orcborn, Goliathborn, and Aasimarborn.
Age. Although Elvenborn reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An Elvenborn typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
Size. Elvenborn range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim 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.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Ability Score Increase. Two ability scores of your choice increase by 1.
Skills. You gain proficiency in one skill of your choice.
Age. Humanborn reach adulthood in their late teens and live less than a century.
Size. Humanborn vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Age . Dwarvenborn mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.
Size . Dwarvenborn stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
Speed . Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
Darkvision. Accustomed to life underground, you have superior vision in dark and dim 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.
Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.
Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Ability Score Increase. Your Charisma score increases by 1.
Age. Young Dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
Size. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
Draconic Ancestry. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your damage resistance and breath weapon are determined by the dragon type, as shown in the table.
Damage Resistance. You have resistance to the damage type associated with your draconic ancestry.
Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.
|Dragon||Damage Type||Breath Weapon|
|Black||Acid||5 by 30 ft. line (Dex. save)|
|Blue||Lightning||5 by 30 ft. line (Dex. save)|
|Brass||Fire||5 by 30 ft. line (Dex. save)|
|Bronze||Lightning||5 by 30 ft. line (Dex. save)|
|Copper||Acid||5 by 30 ft. line (Dex. save)|
|Gold||Fire||15 ft. cone (Dex. save)|
|Green||Poison||15 ft. cone (Con. save)|
|Red||Fire||15 ft. cone (Dex. save)|
|Silver||Cold||15 ft. cone (Con. save)|
|White||Cold||15 ft. cone (Con. save)|
Age. Gnomeborn mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.
Size. Gnomeborn are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.
Speed. Your base walking speed is 25 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.
Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Artificer's Lore. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
Age. Tieflingborn mature at the same rate as humans but live a few years longer.
Size. Tieflings are about the same size and build as humans. Your size is Medium.
Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim 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.
Hellish Resistance. You have resistance to fire damage.
Age. Halflingborns reach adulthood at the age of 20 and generally live into the middle of their second century.
Size. Halflingborn average about 3 feet tall and weigh about 40 pounds. Their size is Small.
Speed. Your base walking speed is 25 feet.
Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave. You have advantage on saving throws against being frightened.
Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Dexterous Climber. You can use your Dexterity modifier instead of your Strength modifier when making an Athletics check to climb.
Age. Orcborn mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.
Size. Orcborn are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.
Darkvision. Thanks to your orc blood, you have superior vision in dark and dim 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.
Aggressive. As a bonus action, you can move up to your speed towards a hostile creature that you can see.
Age. Goliathborn have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.
Size. Goliathborn are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.
Stone's Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.
Age. Aasimarborn have lifespans that are a bit longer than humans. They enter adulthood a little later than humans though, at the age of 20 and usually live to the age of 150.
Size. Aasimarborn are between 6 and 7 feet tall and weigh between 120 and 180 pounds. Your size is Medium.
Darkvision. Thanks to your celestial heritage. 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.
Light Bearer. You know the Light cantrip. Charisma is your spellcasting ability for it.
Knowledgable. You gain proficiency in your choice of Religion or Arcana.