Shatterkin (5e Race)
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This is by no means a finished class, I'm just testing out concepts right now. Please disregard this class until I remove this message.
Shatterkin are translucent people that best resemble humans. They vary widely in pigmentation, from nearly opaque to transparent like glass. The skin is the darkest layer and the inner layers are much clearer, meaning that normally you cannot see their organs or bone structure from the outside. When hit with enough force they have a tendency to shatter, causing jagged edges to form where their body was struck. This has caused accidents due to appendages breaking off and severely wounding people, causing most humans to dislike Shatterkin.
At an unknown time, a great wizard had brought rain to a starving farm village. In return, the village people promised him gold and servitude. When harvest came, the people did not make nearly enough to give to the wizard nor did they truly want to serve him, so he cursed them with a wasting disease that caused their skin to become clear and their muscles and bones to shatter like glass. Shatterkin were born of the offspring of these cursed people and regular humans, with the body strength of a regular human, but still breakable like glass.
Tempered Shatterkin are a darker pigment than usual, and often take up jobs as blacksmiths and miners to pass as dirty humans, rather than as themselves. Mirrored Shatterkin stand out in a crowd due to their reflective exterior. Fiberglass Shatterkin generally have the easiest time blending in due to their much more opaque skin.
Shatterkin share the same naming practices of humans, and try their best to pick inconspicuous names.
Male: John, Cooper, Mark, Adam, Kevin
Female: Alice, Mary, Sarah, Julia, Jane
Shatterkin are translucent people that resemble humans. They try their best to blend in with regular humans.
Ability Score Increase. Your Dexterity score increases by 2.
Alignment. Most Shatterkin tend towards neutrality, preferring not to associate with good or evil, and just try their best to blend in with the general populous.
Size. Shatterkin are made in resemblance to humans, although tend towards the shorter side. They tend to be quite a bit heavier, however, with the largest reaching well over 400 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Brittle. Glass is highly susceptible to sudden stress. Improve the chance of all other creatures to land a critical attack against you by 1.
Sharp Edges. As pieces of you break off, the edge left behind becomes a dangerous weapon. When you reach 50% of your max hp, you gain +1 damage to all melee attacks. This damage increases to 1d4 when you reach 25%. In addition, any creature that successfully hits you while you are below 50% of your max hp takes 1 piercing damage. This damage increases to 1d4 when you reach 25%.
Refraction. Your body can act as a magnifying glass, allowing you to focus light to great effect. When in direct sunlight, you can start small fires by spending 1 minute directing light through your body onto a motionless flammable surface. (This can light held or worn objects on fire if they do not move for the entire 1 minute duration.)
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. Choose between Tempered, Mirrored, or Fiberglass.
Ability Score Increase. Your Constitution score increases by 1.
Durable. Your skin is exceptionally strong by Shatterkin standards. You have resistance against non-magical slashing damage.
Hardened Exterior. Thanks to your strong skin, ranged attacks have a difficult time damaging you. When hit by a non-magical ranged attack, make a DC 15 Dexterity saving throw. On a success, you can deflect the attack and take half damage. You may use this ability an amount of times equal to your Constitution mod and you regain all uses of this ability after a long rest.
Ability Score Increase. Your Charisma score increases by 1.
Sunburst. Your extra-reflective body can do more than light fires now. As an action, when in direct sunlight, you may choose a creature within 30 feet of you that you can see. It must pass a DC 12 Dexterity check or be blinded for one minute. You regain use of this ability after a short rest.
Dazzling. You are quite pleasing to the eye, the reflections of your surroundings can entrance your foes. As an action, choose a creature within 30 feet of you. They must make their choice of a DC 12 Dexterity or Wisdom check. On a fail, the target is charmed for one minute or until it is attacked. The charmed target will perform simple tasks, but will not attack or put itself in harms way for you. You regain use of this ability after a long rest.
Ability Score Increase. Your Strength score increases by 1.
Deadly Fibers. Your body is made of much smaller, finer strands of glass, which pierce skin exceptionally well. Your Sharp Edges ability improves to 1d4 at 50% hp, and 1d6 at 25% hp.
Flexible. You body is made of a much more flexible material, but it is still glass. You may re-roll any failed Dexterity saving throw. However, you take 1d6 necrotic damage for every time you have used this ability since your last long rest (1 use 1d6 damage, 2 uses 2d6 damage, 3 uses 3d6, etc). You may not re-roll the same check or saving throw more than once.
Random Height and Weight
|4′ 9″||+3d4||200 lb.||× (1d4x5) lb.|
*Height = base height + height modifier