Matter Thing (5e Race)

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Matter Thing[edit]

A figure stands at the crest of a hill, light refracting through its crystalline body. it raises an arm, and shards of living crystal pepper the orcs below.

Metal and Glass shine as a tall figure battles an army of humanoids, their blades scrape off its faceted skin.

Physical Description[edit]

Matter Things (also called Matterkind) are conglomerations of living crystal and steel, created as war machines by the inhabitants of an alien world. They can take many shapes, and many colours, but can never hide their artificial nature. most assume only rough shapes, sculpting themselves in the merest image of a humanoid. only the suggestion of a nose or head, hunched shoulders, and limbs that are slightly too long mark out a Matter Thing from their cystalline bretheren. some eschew form altogether, becoming masses of shifting crystals, growing whatever physical traits they need whenever they need them. most matter things are blue or purple crystal, and war machines flare red and orange.

History[edit]

the origin of the Matter Things in unclear, perhaps due to the slaughter they carried out on their creators. the first Matter Things were created during the colonization of an alien world, out of the sentient crytals that grew there. while most Matter Things were grafted onto metal, perhaps to introduce some limitations to their forms, some were left as pure Matter. it was the pure matter constructs that turned on the colonists, horrified by the transgressions forced upon their kin. they live now in remote underground communities, and on the Elemental Plane of Earth, and only rarely venture into the light.

Society[edit]

Matter Things do not have a fixed society. like ants, each Matter Thing has a role, but these roles are flexible and easily interchangeable, due to the ease with which Matter Things can adapt their forms to any particular task. within each Matter Thing "Colony", there is usually one which is more powerful than the rest, typically an upgraded model created during the colonization. these great machines are revered and censured in equal measures due to their impurity and power.

For the most part, Matter Things are peaceful and passive, the only known exceptions being those that were engineered as engines of war. they keep to themselves, and shun the outside world, fearing that metal transgressions may be forced upon them once more. they make excellent philosphers, for their quiet and comteplative natures. And when the thirst for adventure is roused in them, they can absorb damage like a sponge, and their responsive physiology allows them to grow natural weapons with ease.

Matter Thing Names[edit]

Matter Things cannot speak, and communicate purely by telepathy. each Matter Thing uses a distinct "tag" to identify itself to other members of its race. this tag is based off a feature of its environment that it finds facinating or enjoyable. Matter Things will only share their tag with a creature they trust, or another of their kind. Matter Things reproduce by breaking off shards of themselves, which grow into sentient Matterkind. this cycle of reproduction means they have no gender distinction.

Matterkind: Crashing River, Gleaming Stone, Sharp Spire, Masonry, Shifting Earth, Cavern Sky, Sparkling Dew, Shining Stone, High Peak, Misty Forest, White Clouds

Matter Thing Traits[edit]

Matter Things are sentient crystals that can alter their physical form at will, and are hardy enough to survive any environment. these traits are applied to all subraces.
Ability Score Increase. Your Constitution score increases by 2 and your Wisdom score increases by 1. As Normal, 20 is the maximum for any score.
Age. Matter Things, once created, will live forever until destroyed, they can increase and decrease their size at will to imitate ageing, and some of the oldest have been known to hollow out whole mountain ranges just to bed down.
Alignment. Matter things are contemplative and thoughtful, tending towards a lawful or good alignment. However most of the war machines see no value or purity in their existence, and this angers them to a chaotic or evil disposition.
Size. Most matter things adopt a convenient form, which tends to be 6-7 feet tall and averagely built. Most Matter Things weigh 400-600 pounds, due to their metal and crystal physiology. Your size is Medium.
Speed. Your base walking speed is 25 feet. Matter Things are slower than other humanoids, but make up for it with their earthen affinity, they can cross difficult terrain as normal, and have a tunneling speed of 30 feet. Matter Things cannot swim.
Vision. Matter things have no sensory input in the manner of normal humanoids, and instead rely on blindsight and tremorsense. You have blindsight in a radius of 35 feet, and can sense underground movement in a radius of 50 feet.
Matter Thing Heritage. you can seek refuge in Matter Thing Colonies and on the Elemental plane of Earth. Lodging and Food cast you and your companions half as much as normal in these communities.
Natural Armor. Your crystalline skin is nigh impervious to attack. while not wearing armour, your AC = 11 + your Constitution modifier. additionally, heavy armour does not impede your movement.
Psychic Assault. As an action on your turn, you can make a ranged spell attack requiring no componenets against a creature you can see. On a hit, the target takes 4d4 psychic damage. this increases to 5d4 at 4th level, and again by 1d4 at every 4th level.
Construct Nature. Beign made of crystal, you do not age, and do not need food and water.
Languages. You can read and write Common and Undercommon, and your telepathy allows any creature that speaks a language to understand you.
Subrace. War Machine, Pure Matter

War Machine[edit]

Faceted. Matter Things have crystalline skin, and so have resistance to piercing and slashing damage. your structure make you vulnerable to bludgeoning damage as a counterweight. you are resistant to piercing and slashing damage, and are vulnerable to bludgeoning.
Natural Weapons. Matter Things can manipulate their physiology at will, and grow natural weapons to attack their foes, besides adapting their hands to hold weapons and shields normally. As a bonus action, you can grow a natural weapon of your choice to deal 1d8 bludgeoning, piercing, or slashing damage to a foe. you can also fire a projectile made from your own body for 1d6 piercing damage.
Flight. you have been made for crossing difficult terrain and water. your matter-powered jets can keep you in the air for 2 hours, you have a flying speed of 30 feet.
Made for War. You gain 2 + your Constitution modifier hitpoints when you go up a level or when healed.
Cannonade. you can fire two projectiles at a time instead of one, and each one deals 1d8+2 piercing damage, which increases to 2d8 at 5th level, and 1d8 for every fifth level after that.
Conscription. after combat,you can concentrate on one corpse for 20 minutes to create a Matter Zombie under your command. this uses the Zombie stat block, but has resistance to slashing damage and uses a natural crystalline weapon with the same stats as a longsword.
Warlike. your alignment is lawful evil.

Pure Matter[edit]

Faceted. Matter Things have crystalline skin, and so have resistance to piercing and slashing damage. your structure make you vulnerable to bludgeoning damage as a counterweight. you are resistant to piercing and slashing damage, and are vulnerable to bludgeoning.
Natural Weapons. Matter Things can manipulate their physiology at will, and grow natural weapons to attack their foes, besides adapting their hands to hold weapons and shields normally. As a bonus action, you can grow a natural weapon of your choice to deal 1d8 bludgeoning, piercing, or slashing damage to a foe. you can also fire a projectile made from your own body for 1d6 piercing damage.
Matter Affinity. To cross difficult terrain or water, you can create a 15x15 foot platform of matter to stand on, you can have a maximum of two platforms active at a time during traversals.
Amorphous. you can change your form at will, you can use this trait twice in combat, and endlessly out of combat. when using this feature, your speed increases to 40 feet, you gain a climbing speed of 30 feet, and you can fit through gaps more than 2 inches across.
Entrapment. you can summon a crystalline prison around a creature of size Medium or smaller. The creature must be in contact with the ground within 60 feet of you. The matter casing is indistructible, and disappears after 1d4 hours. you can manipulate this prison however you wish. on summoning the prison, the target must make a DC 15 Dexterity saving throw or have its movement speed reduced to 0 and all its attacks (except magic or psionics) rendered useless.
Free-Willed. your alignment is any.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
6′ 2″ +3d6 400 lb. × (10d10) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Suggested Characteristics[edit]

When creating a Matter Thing 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.

d8 Personality Trait
1 I enjoy scaring organics when I'm bored.
2 I'm an incorrigable prankster. I like to disguise my self as a sapphire and surprise people who pick me up.
3 I really like shiny things, and can't resist popping a gem or two in pocket, even it means stealing them.
4 I love the variety the surface world offers, I just love buying little trinkets in every shop I come to.
5 I am a little too generous. I always give a penny for the poor, even if its the last one in my pocket.
6 I am mesmerised by the physical characteristics of surface dwelling monsters, and can't help but study them even if they're attacking me or my friends.
7 I keep grudges. I find it very hard to forgive people when they have wronged me, even if they apologise.
8 I despise authority, and will speak out against tyranny whenever I see it.
d6 Ideal
1 Inclusivity: everyone has a place in this world, even me. (good)
2 Power: these surface dwellers are nothing compared the glory of Matterkind. (evil)
3 Discovery: there's so much to see and do in the surface world, and I want to do it all! (any)
4 Study: I want to find out everything I can about these surface dwellers, and if that means adventuring, then so be it! (neutral)
5 Boasting: I want to impress my people with tales of the surfce world. (chaotic)
6 Power: my leader will reward me if I bring back a great treasure from the surface. (any)
d6 Bond
1 A relative of mine went to the surface and never came back. I want to find them.
2 I want to experience the surface, I've heard that the surface dwellers make delicious cakes...
3 I just want to get away, I am constantly getting harassed by some older Matterkind
4 Independence means a great deal to me. I want to multiply into a family on the surface.
5 The surface world sounds so majestic, I want to see it with my own eyes.
6 I'm just bored, this might be exciting.
d6 Flaw
1 I am severely prejudiced against organics.
2 I am obsessed with the power of magic items, and will go to any lengths to claim one for my own.
3 I believe I am perfect, that no surface-made object can match me.
4 I love crystals, and will take any that I find.
5 Matterkind is destined to rule the surfce races.
6 I have no moral compass. organics are expendable, I am not.

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