Vidreans, Variant (5e Race)
From D&D Wiki
- 1 Vidrean
- 1.1 Physical Description
- 1.2 History
- 1.3 Society
- 1.4 Vidrean Names
- 1.5 Vidrean Traits
- 1.5.1 Carnelian
- 1.5.2 Fire Opal
- 1.5.3 Ruby
- 1.5.4 Spinel
- 1.5.5 Tourmaline
- 1.5.6 Coral
- 1.5.7 Zircon
- 1.5.8 Kunzite
- 1.5.9 Pearl
- 1.5.10 Sapphire
- 1.5.11 Agate
- 1.5.12 Amazonite
- 1.5.13 Apatite
- 1.5.14 Diamond
- 1.5.15 Emerald
- 1.5.16 Jade
- 1.5.17 Onyx
- 1.5.18 Jasper
- 1.5.19 Azurite
- 1.5.20 Aquamarine
- 1.5.21 Citrine
- 1.5.22 Moonstone
- 1.5.23 Tiger's Eye
- 1.5.24 Ametrine
- 1.6 Random Height and Weight
|A Vidrean in its Crystal, Source|
A Vidrean is a creature that is born from a large magic crystal. All Vidreans are adept in the art of spellcasting and related abilities. The greatest weakness of all Vidreans is their crystal, most crystals are located in a remote cave somewhere in the world, but if a Vidrean's crystal is broken then the Vidrean that came from it will cease to exist.
Vidreans are the same size and shape as average humans though are usually more lithe looking. Their skin is the same color as the crystal that they came from and is usually transparent just like the crystal. If someone tries to look through a Vidrean, they can usually see through as if looking through a prism. Vidreans do not always have hair, but when they do the hair is in pleats of solid crystal that does not grow so the hair they have when they form is the way it is. Vidrean eyes are points of light on their faces. They also do not have mouths, they have no need for regular food and they cannot speak, instead they vibrate different sections of their internal crystalline structure which other races interpret as telepathy.
Despite being one of the oldest races in the world, Vidreans are not very well known. They all generate from magic crystals that occur randomly and naturally in the world, mostly in caves. The largest of those caves are usually where cities are set up. When a cave has enough of the crystals a Vidrean will volunteer to stay there to help the newly formed Vidreans get ready to face the world.
Many of the large cities in the caves work like living machines when there is an entire society of telepathic creatures they are able to work much more effectively. Those who choose to leave the Vidrean societies usually have no issue fitting into the larger cities where many races intermingle. Many like to try and find somewhere where they can practice their innate magical abilities, which will at times lead them to crime or illegal magic practice.
When in their home cities the Vidreans don't use names but instead call each other by a kind of numeric system. However, when they join any other society they will adopt a name suitable to the races they now live with or what they do in life. More times than not they will simply translate there numeric identity into the language of the race they now live with to make the transition easier.
Life forms that generate themselves inside of large crystals. They're known for their innate magical abilities and many go on to be very powerful with magic.
Ability Score Increase. Your Wisdom increases by 2 and your Constitution increases by 1
Age. Vidreans emerge from their crystals as fully grown adults of the species, there are no children in the Vidrean race. They will live as long as their crystal is intact.
Alignment. Vidreans can adopt any alignment, it will usually depend on the life they choose when they leave their homes. The Vidrean cities are usually neutral.
Speed. Your base walking speed is 30 feet.
Crystalline Body. The nature of your body gives you resistance to poison and vulnerability to acid. You do not naturally regain hit points lost to acid damage, but can recover hit points through magic normally. Most adventuring vidreans have acid-induced scars.
Innate Magic. You learn one cantrip of your choice (or level 1 or 2 spell, depends on your GM) from the Wizard spell list. Wisdom is your spellcasting ability for it.
Crystal Sentinels. Due to the fact that you're made entirely of crystal you have a +1 to your AC, and disadvantage on saving throws against spells and other magical effects that damage objects, such as the shatter spell.
Limited Telepathy. You are able to communicate telepathically with creatures that you can see within 120 feet of you. You do not need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language
Danger Sense. Whenever your crystal is in danger, you sense it. You can teleport you and everyone that touches you if they're willing towards the place of your crystal.
Languages. Vidreans can understand Common and Primordial but cannot speak.
Subrace. A Vidreans's powers depend on the crystal it formed from- choose between the many crystals listed below. Your spellcasting ability for the spell gained from your subrace (your subrace spell) is always Wisdom. The save DC for the spell you gain is 8 + your proficiency bonus + your Wisdom modifier. You must finish a short or long rest before you cast it again. The spell always requires the Verbal component for you, but never requires a Material or Somatic component for you.
Random Height and Weight
|Base Height||Height Modifier||Base Weight||Weight Modifier|
|5 ′ 6 ″ - 6 ' 6 "||+2d4||150 lb.||10 x (1d8) lb.|