species fey celestial Homebrew

Half-Crystallid

species. Community homebrew from D&D Wiki.

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Half-Crystallid

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.

Ability Score Increase Your ability scores increase as appropriate for this species.

Size Large

Speed 30 feet ft.

Languages Common

Creature Type Humanoid

Traits

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. The green crystal can only be damaged when you are at 0 hit points and unconious , as it is only then that it manifests itself on your chest. The crystal has an AC of 14 and an amount of hit points equal to double your level. It regains all of its hit points when you
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
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. Humanborn Humanborn reach adulthood in their late teens and live less than a century.
Skills. You gain proficiency in one skill of your choice. Dwarvenborn 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.
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.
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,
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.
Hellish Resistance. You have resistance to fire damage. Halflingborn Halflingborns reach adulthood at the age of 20 and generally live into the middle of their second century.
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.


⚠️ D&D Wiki Homebrew

This content was imported from D&D Wiki. It has not been vetted for game balance. Use with DM discretion.

Source: D&D Wiki

Licensed under GNU Free Documentation License 1.3.

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