Crystallid Heart. You have a Crystallid's core the size of a fist inside your torso. If it is destroyed, your crystallid augmentations will begin to die after 24 hours. 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 cystallid-shard race. The 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 finish a long rest. Once dest
Repair Crystallids. You have small green crystals growing on your body. As an action, you may touch another living creature and have your green crystals start to repair their injuries. The target is healed for 1d6 hit points. This amount increases by 1d6 at 6th level (2d6), 11th level (3d6), and 16th level (4d6). You regain use of this trait after you finish a short rest.
Crystalline ShardMind. You have grafted a shardmind's Amber Shard into your skull and can now communicate mentally with another creature that knows at least one language within a 60-foot radius. This creature doesn't need to share a language with you but unless they have telepathy themselves they can only receive and respond but can't initiate or terminate a telepathic conversation. You must be conscious to use this trait and cannot telepathically communicate with multiple creatures at once. In addition, your thoughts can't be read by any means, and you have resistance to psychic damage. You cannot wear any headgear
Crystalline Body. Even though you are augumented, you are a living creature. The miniscule crystalline fragments you have stolen and injected from a Shardmind's body are in constant, silent motion, circulating within your blood. You have various crystallids growing on your body and cannot wear armor of any kind. You are immune to poison and diseases. You do not need to eat or breathe, but you can ingest food and drink if you wish.
Living Weapon. Because a portion of your crystallid shards came from The Living Gate, arcane energy courses through your body. Various crystals powered by your core can grant you arcane augmentations. Your core grants you two of three augmentations at any given time. You must finish a short or long rest to change augmentation. The augmentations are: Onyx Crystalline Armor. While unarmored, your Armor Class is 14 + your Dexterity modifier. Azure 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 succ
Hover. You can float a few feet above the ground. This allows you to ignore most forms of difficult terrain and gives you advantage on saving throws against being knocked prone . However, you can float no higher than 5 feet and when you are reduced to 0 hit points you stop hovering.
Earth Glide. As an action, you can move through 10 feet of nonmagical unworked sand, earth, mud, stone or similar material. While doing so, you don't disturb the material you move through and gain 10 feet of tremorsense until the end of your turn. If you end your turn within an object or material you are moved to the spaced you entered it from.
Elemental Resistance. You have resistance to nonmagical bludgeoning damage.
Earthen Flesh. You have advantage on saving throws against being petrified . Air: Djinni Proud, sensuous genies from the Elemental Plane of Air, the djinni are attractive, tall, well-muscled humanoids with blue skin and dark eyes. They dress in airy, shimmering silks, designed as much for comfort as to flaunt their musculature.
Winds of Flight. As an action, you can manifest or dismiss a whirlwind that can be used to fly. The whirlwind keeps you suspended up to 30 feet in the air and you cannot fly higher than 30 feet from the ground using this flying speed. This speed is equal to your current walking speed. Fire: Efreeti Hulking genies of the Elemental Plane of Fire, the efreeti are masters of flame, immune to fire and able to create it on a whim. Fine silk caftans and damask robes drape their magma-red or coal-black skin, and they bedeck themselves in brass and gold torcs, chains, and rings, all glittering with jewels. When an efre
Superior Darkvision. The range of your darkvision increases to 120 feet and you see in shades of red rather than grey.
Efreeti Weapon Training. You have proficiency with the glaive , longsword , scimitar , and whip .
Hurl Flame. As an attack action, you can hurl a molten ball of fire at a target within 120 feet. Charisma is your ability modifier for this attack. On a successful hit you deal 2d8 fire damage. The damage increases to 3d8 at 6th level, 4d8 at 11th level, and 5d8 at 16th level. After you use this trait, you can’t use it again until you complete a short or long rest .
Savage Flame. When you score a critical hit with a melee attack, you can roll one of the weapon’s damage dice and deal fire damage equal to number rolled. Water: Marid Hailing from the Elemental Plane of Water, the marids are the most wondrous of genie-kind. Although all genies wield great power, even the lowliest marid sees itself as clearly superior to the flighty djinn, the ground-hugging dao, and the fuming efreeti. Large and piscine, marids are a strange sight to behold, particularly when clad in the finely stitched vests and colorful pantaloons they favor. They speak in voices as soft as the sea breez
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.