CoreKin (5e Race)

From D&D Wiki
Jump to navigation Jump to search

CoreKin[edit]

CoreKin are humanoid constructs composed of light around a magical core.

Physical Description[edit]

corekin_gems_by_miles_blue-dc3j2gq.png
"An Array of Monochromatic CoreKin" by Meep

A corekin only truly exist as their core. The core is a magical gem that contains the soul of the corekin and is where all thinking and feeling happen. They come in many different varieties of stones and colors with the only similarly being that they are of a shape and size large enough to hold the magical binding. (Usually worth at least 300g)
To interact with the world around them, corekin require a physical form that is generally recognized as their body. The physical form is a conscious projection of hardened light produced from their core. Though their skin can range in color from clearly artificial to that of an ordinary individual the hair always remains a vibrant color that matches the glow of their core.
Their physical form varies greatly from one to another as they manifesting as a monochromatic reflection of how they mentally see themselves. Therefore it is heavily dependent upon the few memories that they bring with them from their past life and can result in their form can slowly drift through the years.
In essence corekin have the shape of their previous life though are always of medium size. Their coloration matches their core at the center of their being. Their light forms can manifest with basic clothing but upon removal it turns back into light.

History[edit]

Their origin is in a partially unknown sect that found a way to seal the soul of a foreign body in a solid gem that would later become known as cores. Originally the cores were intended to be a power source however after the creators found this impossible they were discarded. Left unattended the magic binding the souls decayed. And from these decayed cores a new race was born, forming physical bodies practically out of air, light, and a little seeping magic.
The original cores had only faint memories of a past life, but they moved forwards dubbing themselves corekin. Originally they developed a small settlement but they had the desire to grow. After years of only being the original few they discovered that new cores could be produced.
Producing a new core is a draining process for a corekin to recover from. By consuming a large gem it becomes a part of their physical form. The close contact with their core allows the gem to takes on a semblance of the cores magic eventually forming into a second empty core that can be removed from the corekin. Though they are still empty vessels, it has been found that these empty cores can be filled with resurrection or soul imprisonment magic, but the most common way to complete a core is time. With time a free soul will find their way to the core energizing it and finally bringing a new corekin to life.
With a growing population the corekin saw their settlements evolve and flourish as an independent race, populating quiet areas such as forests. Due to their varying forms it didn’t take long before they began to trade and intermingle with the other races of the world. Now they can also be found in the hustle and bustle of many diverse cities resembling every race under the sun but are always identifiable by their vibrant coloration and glowing gem at the center of their being.

Society[edit]

Because corekin come into existence with memories of a past life, it creates an interesting society. CoreKin society doesn’t have a child hood so much as they have an adjustment period. While there is the occasional young soul, most already have a decent understanding of the world. What is taught to new individuals is what it means to be a corekin and how this life differs from previous lives.
Once corekin learn to take care of their new body most want to know who they are and where they come from. They often leave to return to cities that they might have been familiar with. Years spent in other societies help greatly with the transition, but it also proves to individuals that they have changed. Seeing generations of individuals pass without feeling the gravity of time causes them to long for other corekin.
As a result of circumstances corekin towns tend to be made of the very new and the very experienced individuals. With the eldest being the leaders and regarded of the wisest. As towns grows they amass knowledge from across many societies and become centers of learning and knowledge. The leaders of these small societies are always concerned not to aggrandize its population too much in each area to avoid problems.


CoreKins Names[edit]

Occasionally a corekin will retain the memory of their name from their past life, though more commonly a they choose a new name corresponding to their coloration and core gem.

CoreKin with a Amethyst or other purple core, may go by names such as Lavender, Lilac, Mauve, Periwinkle, Plum, Porfirio, Violaceous, Violet.

CoreKin with a Diamond or other white core, may go by names such as Alabaster, Alvar, Blanca, Chardonnay, Dove, Finn, Frost, Ivory, Marble, Pale, Snow, Whitley.

CoreKin with a Emerald or other green core, may go by names such as Beryl, Ivy, Jade, Lime, Olive, Sage, Verdigris, Vert, Zelenka.

CoreKin with a Ruby or other red core, may go by names such as Akako, Carmine, Cinna, Sanguine, Redmond, Rory, Roux, Rowan, Scarlett, Sorrell, or Vermilion.

CoreKin with a Sapphire or other blue core, may go by names such as Azurine, Bleu, Chimalus, Indigo, Marlais, Neel, Owaissa, Ruka, Safaia, Sini, Viorel .

CoreKin with a Topaz or other yellow core, may go by names such as Amber, Blaine, Boyd, Chartreuse, Flaxen, Ginger, Gold, Honey, Mellyn, Saffron, Sienna, Sunbeam, Xanthia.

CoreKin Traits[edit]

"Constructs created by magic, surrounding a gem core that controls them."
Ability Score Increase. Your Intelligence score increases by 2.
Age. CoreKin don't physically have to age. Shortly the core is completed they develop a physically body with their apparent age they will have for the rest of their lives. Though as years pass the apparent age can drift with multiple reformations.
Alignment. CoreKin’s alignments are as varied as the as all the souls in the world. The best and the worst are found among them.
Size. Regardless of the corekin’s racial appearance they have a height no larger than 5 foot. Your size is Medium
Speed. Your base walking speed is 30 feet.
Core Construct. You are a construct. As such you are immune to the poisoned, sleep, paralysis, and disease effects. You do not need to breathe, eat, and sleep during times of light activity. After times of strenuous activity —at least 4 hour of walking, fighting, casting spells, or similar adventuring activity— your core will feel tired and you will desire food and sleep to regenerate your magical energy that sustains you. Though you could go for several days, you need 4 hours of sleep to be fully rested.
Core Metabolism. Your core is able to absorb magic from natural and magical sources. Even though you are a construct you are still able to benefit from healing spells and potion effects though with some altered results. Your core breaks magical consumables down into their magical essence. As such you cannot gain the magical effects from potions, but instead they are treated as healing potions of a similar price/rarity and restore an equivalent amount of hit points.
Core Retreat. You are unconscious while in the area of an antimagic field. If targeted by dispel magic, you must succeed on a Wisdom saving throw against the caster's spell save DC or fall unconscious for 1 minute. When a corekin falls unconscious or would normally die their body deforms and all that is left is their dormant core. They do not make death saving throws and are automatically stabilized. They can somewhat feel their surroundings during this time even while unconscious. You have a blindsight within a 5 foot radius but are otherwise unaware of your surroundings.
Core Emergance. Upon receiving healing or regaining consciousness a dormant core may reform their body, otherwise they are able to reform their body in 1d4 days. They may change their base appearance somewhat during this time. Altering their form slightly, such as hair, clothing. Their coloration must remain that of their core but shades may change. This change is not enough to make them appear as a different person.
Core Fracture. A corekin’s core cannot be physically damaged as long as their body exist, however the magic within a core can. If targeted by a 9th level dispel magic the corekin must make a Wisdom save against the casters spell DC. On a failure the magic binding the soul is dispelled, and the core becomes an inert gem. Dormant cores make this save at disadvantage. A dormant core can be also be damaged by physical attacks. They have an armor class of 12 and 5 hit points. If the core is destroyed the corekin dies. To perform any kind of resurrection on a corekin you must first have an empty core. Either by mending a shattered core or through the assistance of another corekin.
Core Light. You know the light cantrip. When cast, the light always matches the color of your core.
Languages. You can speak, read, and write Common, and one of your choice. (often that of your previous race)
Subrace. There are several types of known corekin. Choose one of these subraces: Amethyst, Diamond, Emerald, Ruby, Sapphire, Topaz.

Amethyst CoreKin[edit]

Amethyst CoreKin are distinguishable for their bright purple hues. Cores formed of amethyst give them a heightened awareness of the world around them.
Ability Score Increase. Your Wisdom score increases 1.
Core Perception. You are acutely aware of other creatures. Whenever you make a Wisdom (Perception) check that relates to determining the location or nature of a creature you are considered proficient in the Perception skill. If you are already proficient you may add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Core Vision. As an action, you can focus your sight to perceive and reveal the truths of the world. For 1 minute you have truesight within a 60 foot radius. You can use this trait once per day due to the strain it causes your core and must complete a long rest before you can use it again.

Diamond CoreKin[edit]

Diamond CoreKin can be found in a multitude of colors from a nearly translucent white to a muddy brown. Their core offers their body great fortitude with is often mirrored my a unyielding personality.
Ability Score Increase. Your Constitution score increases by 1.
Core Hardened. Your skin takes on the hardness of your diamond core. When unarmored, your Armor Class is equal to 13 + your Dexterity modifier.

Emerald CoreKin[edit]

Emerald CoreKin are most notably always green though variations do exist. A core formed of emerald grants superior speed, granting them both in both quick quick wit, and feet.
Ability Score Increase. Your Dexterity score increases by 1.
Core Hit. When you use the Dash action during your turn, you can make a melee attack as a bonus action.
Core Run. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Ruby Corekin[edit]

Ruby CoreKin appear in all shades of red, and often the most outgoing. They can have fiery tempers so be warned, as their ruby core offers them immense physical power.
Ability Score Increase. Your Strength score increases by 1.
Core Focus. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.
Core Strength. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Sapphire CoreKin[edit]

Sapphire Corekin have a wide array of colorations. While the most notable is blue, pink and even green sapphires are known to exist. Their sapphire core affords them a sense of peace that allows their mind push boundaries.
Ability Score Increase. Your Intelligence score increases by an additional 1. As normal, you can't increase an ability score above 20 using this feature.
Core Connect. You can 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.
Core Reach. You gain the mage hand cantrip and can cast it without using and verbal or somatic components. When it appears, it doesn't appear instead remaining entirely invisible to the naked eye. You are however aware of it's exact location and able to maneuver it skillfully.

Topaz CoreKin[edit]

Topaz CoreKin appear as in either a blue or yellow varieties. Their core reveals a generally bright friendly and kind nature, but occasionally it can be masking a more manipulative intentions.
Ability Score Increase. Your Charisma score increases by 1.
Core Aura. Topaz are naturally charming and have a certain aura around them that brings out the best in others. Whenever you make a Charisma (Persuasion) check that relates to befriending, calming, or leading you are considered proficient in the Persuasion skill. If you are already proficient you may add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Core Charm. You know the friends cantrip. When you reach 3rd level you can cast the charm person spell once with this trait and you regain the ability to do so when you finish a long rest. When you reach 5th level you can cast the suggestion or enthrall spells once with this trait and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Random Height and Weight[edit]

Table: Corekin Random Height and Weight
Base Height Height Modifier Base Weight Weight Modifier
4' +1d8" 100 lb. + (3d20) lb.


Suggested Characteristics[edit]

When creating a corekin 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 am constantly asking questions of new people I meet. They might know more about me than I do!
2 I am more interested in the past than the present; as a result, I am mostly asocial.
3 I come up with a new story of who I was every time I am asked.
4 I don't want to pay close attention to my past.
5 I frequently draw self portraits of myself or gaze into the mirror.
6 I frequently have odd feelings of déjà vu when engaging in new things or meeting new people.
7 I often have vivid dreams or nightmares and wake up screaming or do not sleep at all.
8 I sometimes have dreams of strange things that hold no relevance to anything.
d6 Ideal
1 Belonging: I need to find myself a place to belong. (Neutral)
2 Dominance: The past holds secrets I can use against those who oppose me. (Evil)
3 Freedom: Having no memories means having no obligations (Chaotic)
4 Make It Count: I need to make the most of this second life I was given and make a positive mark on the world. (Good)
5 Meditation: In order to understand the world, I must first understand myself. (Any)
6 Placement: I will become a helpful member of my community, both from my past and my new future. (Lawful)
d6 Bond
1 I am tasked with the resurrection of a dead entity who I met on the other side.
2 I had a lover in my past who wants me to come back to them.
3 I have experienced the presence of a special entity who I want to meet.
4 I remember only one person from my past. He holds the key to finding out about who I was.
5 The historical works of my family, clan, or guild must be recovered for the enrichment of future generations.
6 The home I live in right now is the only home that matters to me.
d6 Flaw
1 I have learned of a dark secret from my old life, something with grave consequences if revealed.
2 I lose all focus on other tasks when information about my past is available.
3 I pretend to know far more than I actually do, and will often ignore any evidence that proves me wrong.
4 Now that I've returned to the world, I enjoy its delights a little too much.
5 On top of forgetting my past, I also forgot basic stuff like eating.
6 There are people from my old life who want me dead.

Back to Main Page5e HomebrewRaces