Shard-Crystallid Hybrid (5e Race)
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Shard-Crystallid Hybrid[edit]
“ | A frail-looking woman slowly meanders through a forest, with green crystals growing on her cheeks and and blue crystals 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. As he falls to the ground, the woman turns to the other two bandits and sees one running towards her with a mace. She sidesteps the attack and cripples him. The last bandit turns to run away, and the woman fires a bolt of purple lightning from a crystal in her outstretched hand, striking the last bandit in the back, killing him immediately. As the woman begins walking away, the blade returns to her bracer. | ” |
Shardminds are crystalline creatures consisting of hundreds of small shards of translucent green, white, red, or amber crystal assembled into humanoid form and animated by a force of pure psionic energy. Their cousins the Crystallids are creatures made of a collection of magical crystals.
A Shard-crystallid is a typically non-good entity that has both a shardmind's shard and a crystallid's crystals living inside of them, providing them with augmentations. How they acquired these crystals is unknown, but suffice to say that their original owners did not part with them willingly; or live through the experience.
Physical Description[edit]
Shard-crystallids almost appear indistinguishable from their initial race, with little differences being spots of colored crystal appear on randomly on the body. The Crystals provide a collection of augmentations, a few types are:
Repair Crystals: these dark green crystals types are crafted for assembling organic matter, they can repair injuries.
Structure Crystals: there are 3 types of structure crystals, a black rock/metal-like structure used as armor, a blue plant-like substance used for limbs/joints, and a red crystalline structure capable of directing radiation.
Direction Crystals: these are an augmented version of the green crystals, that can direct higher concentrations of energy but are more fragile, they appear purple rather than green.
History[edit]
Ancient documents say that the first crystallids where created when a small group of earth elementals discovered a seemingly unending source of magical green, yellow, and black crystals in the Elemental Plane of Earth. Over the course of a millennia, these elementals started to take on the characteristics of these crystals. Their bodies became covered in greenish yellow crystals with a sputtering of black crystals, they became capable spellcasters, and these elementals became capable of understanding complex thought.
With these newfound powers, these elementals formed organized groups, and sought to gain influence over the Elemental Plane of Earth. They formed a small settlement called Errl, where they thrived for thousands of years, gaining numbers by in indoctrinating other earth elementals. Eventually, this city was discovered by a small group of prospectors who were amazed at what they saw. After establishing a relationship with the miners, several crystallid made their way to the material plane, where they set up new colonies near areas with high amount of crystals and minerals.
Shardminds are sentient fragments of the Living Gate, which once stood at the pinnacle of the intricate lattice of the Astral Sea. Beyond the gate lay the alien Far Realm, and the gate's destruction during the Dawn War resulted in the rise of the mind flayer empire. Though Ioun's power holds the portal closed, Shardminds seek to rebuild the gate and forever cut off the Far Realm's ability to influence the world.
Since then, various curious individuals have explored the concept of potentially gaining magical power by absorbing a small number of magical crystals of these gem-like beings. The result was the fusion of the individual and the crystal's powers, creating the Crystallid-Shard Hybrid.
Society[edit]
Shardminds are fragments of pure thought given life and substance. They are logical, emotionally distant, and naive to the ways of society in the world. Some approach life with Innocent curiosity, eager to embrace the wealth of experience the world has to offer. Others remain resentful and aloof, bearing a higher purpose in mind at all times. Though they often seem dispassionate, when a strong emotion seizes them, they experience it powerfully. For example, Shardminds don't get annoyed, they become enraged.
Crystallids live communally by helping each other and exploring new ideas and concepts. By contrast, crystallid-shards tend to act in whatever way is most beneficial to them, often in contrast to both crystallids and their cousins the shardminds. crystallid-shards have gradually been accepted into the humanoid society often acting as doctors despite that the fact that many are still feared because they are effectively living weapons. It is not uncommon however, for crystallid-shards to be openly disliked due to the fact that they are considered to be more like monsters than people.
Crystallid-Shard Hybrid names[edit]
Due to the fact that crystal beings do not have genders, crystallid-shard hybrids also do not often distinguish between male and female
Names: Waz'Yot, Waz'Yul, Ve'Xha, Xh'aud, Gho'Rho,
Crystallid-Shard Traits[edit]
Humanoids with crystalline augmentations, crystallid-shards tend to be very skilled in combat.
Ability Score Increase. Your Constitution score increases by 2; and your Your Intelligence score increases by 2.
Age. crystallid-shards can live to be as old as their initial race, whith around 90 years being added to the lifespan due to crystal augementation. About 60 years before you begin decaying, genetics will weaken the neural link at which point you will begin to slowly age and die. If your initial race would die sooner, your crystallid-shard can keep you alive until this 90 year mark.
Alignment. crystallid-shards view the world from a non linear perspective, putting their own welfare above all else. They are just as prone to neutrality as they are to evil. Though, given the nature of their agumentations and the state of their "donors", most societies based on morality would indeed consider them evil.
Size. Use the height and weight value of your initial race prior to augmentation. See sub-races for specific sizes.
Speed. Your base walking speed is 35 feet.
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 destroyed, you may regrow the core in a specialized crystal garden over the course of 7 days. If utlizing a portable mini garden, the process takes 14 days.
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 more cumbersome than a circlet, headband etc.
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 successful attack. You cannot be disarmed of this weapon while you use this augmentation.
Amethyst Magic Converter. A purple crystal forms that allows you to fire a bolt of energy as an ranged spell attack at a target within 120 feet of you, using Intelligence for your spellcasting ability. This deals 1d8 lightning damage, this effect deals an extra 1d8 damage at 5th level (2d8), 11th level(3d8), and 17th level(4d8).
Languages. You can speak, read, and write Common and one other language of your choice. Additionally, you understand Shardspeak, a strange language made up of deep, resonating humming only communicated by telepaths, and very few beings other than the Shardminds themselves know it. It uses the Primordial script.
Racial Origin[edit]
Crystallids and Shardminds are rare elemental creatures, known only to their various cousins traversing the planes. Due to the elemental nature of the crystal augumentations, only those touched by the elemental planes may undergo such a risky procedure with any measure of success. Choose one of the following races as your racial origin, revert to this race for as long as your Crystal Core is broken: Elementalborn Genie, Sunfire Elf, Azer Dwarf, and Genasi. You must revert to this race, including traits, if your Crystal Core is ever broken
Elementalborn Genie[edit]
A Genie is born when the soul of a sentient living creature melds with the primordial matter of an elemental plane. Usually, this happens near a point of overlap or contact between the elemental and material plane. Even then, only under rare circumstances does such an elemental-infused soul coalesce into a manifest form and create a genie. Only a few can be found on the Material Plane. The rest reside on the Elemental Planes, where they rule from lavish palaces and are attended by worshipful slaves.
Ability Score Increase. Your Charisma score increases by 1.
Size. Genies are large creatures by human standards that can measure up to 9 feet tall. Their weights vary greatly from the Djinni who barely weigh anything to the Dao that can weigh over 300 pounds. Your size is Large.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
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.
Elemental Demise. When you die, your body disintegrates into either, a crystalline powder, a warm breeze, a flash of fire and smoke, a burst of water and foam, depending on your subrace, leaving behind only the equipment you were wearing or carrying.
The Four Primordial Elements
Earth: Dao
The Dao are greedy, malicious genies from the Elemental Plane of Earth. They adorn themselves with jewelry crafted from precious gems and rare metals, and when they hover, their lower bodies become columns of swirling sand. A dao isn't happy unless it is the envy of other dao.
Ability Score Increase. Your Constitution score increases by 1.
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.
Ability Score Increase. Your Dexterity score increases by 1.
Air Cushion. You don't take damage from falling if you fall more than 15 feet.
Elemental Resistance. You have resistance to lightning and thunder damage.
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 efreeti hovers, its lower body transforms into a column of smoke and embers. When they are enraged, the column may catch some flames, and their eyes, mouth and hair may flare up like mini infernos. Efreeti are rumored to be able to temper their skin to be like that of metal.
Ability Score Increase. Your Strength score increases by 1.
Superior Darkvision. The range of your darkvision increases to 120 feet and you see in shades of red rather than grey.
Elemental Resistance. You have resistance to fire damage.
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 breeze or as sonorous as storm waves breaking against a rocky cliff. When hovering, their lower bodies transform into columns of foamy water.
Ability Score Increase. Your Wisdom score increases by 1.
Amphibious. You can breathe air and water.
Aqua Jet. You can hover over solid ground as well as liquid.
Elemental Resistance. You have resistance to cold damage and you ignore any of the drawbacks caused by a deep, underwater environment.
Waterborne. You have a swimming speed equal to your walking speed.
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Sunfire Elvenborn[edit]
Although Elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An Elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. Sunfire Elves are connected to the magical energy of the Sun. They possess the ability to imbue weapons with solar energy.
Ability Score Increase. Your Charisma score increases by 1.
Size. Elvenborn range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Child of the Sun. You have resistance to fire and radiant damage.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Sunfire Weaponry. As a bonus action you can channel solar energy into one simple or martial weapon you're holding. Choose a damage type between fire or radiant. Until this ability ends, you deal an extra 1d6 damage of the chosen type to any target you hit with the weapon. If the weapon isn't magical, it becomes magical for the ability's duration. The weapon sheds bright light in a 10-foot radius and dim light for an additional 10 feet. This ability lasts up to 1 minute or until your sheathe your weapon. Afterward you can't use this ability again until you finish a short or long rest.
The damage this effect does increases by 1d6 at 6th level, 11th level, and 16th level.
Solar form. Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the ability's duration. The flames don't harm you. Until the ability ends, you gain the following benefits:
When you make a melee weapon attack, you gain a +2 bonus to the damage roll, this damage deals fire damage.
You are immune to fire damage from non-magical sources.
A creature that touches you or hits you with a melee attack while within 5 feet of you takes 5 fire damage.
Your Sun form lasts for 1 minute. It ends early if you are knocked unconscious or submerged fully in water. You can also end it on your turn as a bonus action.
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.
Dwarvenborn Azer[edit]
Azers resemble male dwarves except for their brass colored skin, and hair and beard of flames, which billow upwards as fire does. This flame comes from their inner fire housed in their insulated bodies, making them like a walking furnace.
Ability Score Increase. Your Constitution score increases by 1.
Size. Azer size is much like the dwarves they were originally modeled after. Your size is Medium
Speed. Your base walking speed is 30 feet.
Heated Body. Your odd body is heavy, clunky and, most importantly, on fire. A creature that touches the azer or hits it with a melee Attack while within 5 ft. of it takes 5 (1d10) fire damage. You cannot wear armor unless it is specially tailored for you. This special armor costs three times that of normal armor. You also cannot swim, instead of sinking to the bottom when in water and treading the floor. You take 10d6 force damage for every minute you remain submerged. This damage ignores resistances and immunities.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Inner Flame. The flame burns eternal, but cold will kill it and the azer. The azer sheds bright light in a 10-foot radius and dim light for an additional 10 ft. You are resistant to fire damage and vulnerable to cold damage.
Living Construct. Constructed by the dwarven gods, you are a living creature. You are immune to diseases. You do not need to eat, drink or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as usual.
Natural Armor. As an azer, your body is made of bronze, providing inherent protection. While unarmored, your AC is equal to 13 + your Constitution modifier. You may use a shield and still gain this benefit.
Heated Weapons. When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack)
Flameheart These azer have the bright flames of distinction that brand them as warriors rather than just workers of the forge.
Ability Score Increase. Your Strength score increases by 1.
Heat Burst. In battle, you can throw yourself into the heat of the moment and strike with the fire burning within. You can cast the branding smite spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
Flames of War. You are proficient with the warhammer, warpick and shield.
Forgemaster Forgemasters have burnished looking bodies from being within the hot furnaces all the time. They are not as aggressive as Flamehearts.
Ability Score Increase. Your Wisdom score increases by 1.
Fire Handler. Forgemasters have special hands that retain heat and can burn on touch. Starting 3rd level, you know the heat metal spell and can cast it at will. Your spellcasting modifier for this spell is Wisdom and you must finish a long rest before using this again.
Mastercrafters. You are proficient in one artisan tool of your choice.
Genasiborn[edit]
Ability Score Increase. Your Constitution score increases by 2.
Size. Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Racial Legacy. Choose one trait to retain from your humanoid parentage (Elf, Human, Gnome, Orc, Dwarf, Halfling, Dragonborn, Goliath, Tiefling, Aasimar)
Extra Language. You can speak, read and write the language of your humanoid parent.
Air Genasi
Ability Score Increase. Your Dexterity score increases by 1.
Air Cushion. Given enough time you can turn even the worse falls into a comfortable landing. When you take damage from falling 20 feet or more, you instead take no damage.
Mingle with the Wind. You know the gust cantrip. Once you reach 3rd level, you can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
Wild Freedom. You have advantage on ability checks to escape being grappled or restrained.
Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.
Earth Genasi
Ability Score Increase. Your Strength score increases by 1.
Earth Walk. You can move across difficult terrain made of earth or stone without expending extra movement.
Sure Footed. You have advantage on saving throws against being knocked prone.
Merge with Stone. You know the mold earth cantrip. Once you reach 3rd level, you can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
Undisturbed Step. You don't disturb the ground where you walk. While walking you do not leave tracks unless you wish to do so.
Fire Genasi
Ability Score Increase. Your Intelligence score increases by 1.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.
Flame Resistance. You have resistance to fire damage.
Reach to the Blaze. You know the produce flame cantrip. Once you reach 3rd level, you can cast the scorching ray spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
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 the number rolled.
Water Genasi
Ability Score Increase. Your Wisdom score increases by 1.
Amphibious. You can breathe air and water.
Call to the Wave. You know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
Neutralizing Resistance. You have resistance to acid damage.
Swim. You have a swimming speed of 30 feet.
Ice Genasi
Unlike many other of these quasi-elemental planes, the Plane of Ice actually has a fair number of humanoid settlements on it. It tends to foster a bolder, hardier individual, that scoffs at the meek, timid, or sickly. In appearance, all ice genasi tend towards sharp, angular features. Their skin and hair are either pure white or bluish-white. Additionally, they usually have extremely cold flesh and sometimes have a thin layer of frost in their hair, even during the summer.
Ability Score Increase. Your Dexterity or Wisdom score increases by 1.
Blades of Ice. As a bonus action, you can quickly liquify and reform your hands into blades of ice. These blades are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. While your hands are this way you cannot manipulate objects as you normally would be able to, such as drink a potion or use a door handle.
Elemental Legacy. You can cast the create or destroy water spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. When you cast this spell you can either create, destroy or freeze water. When you take the freeze water option, you can freeze all water within the spell's range. Constitution is your spellcasting ability for this spell.
Glacial Shard. While your Blades of Ice are active, you can, as an action, fire two frozen projectiles at a creature within 60 feet. These projectiles are natural weapons and use your Constitution modifier for attack and damage rolls. A creature takes 2d6 cold damage on each successful hit. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you fire both of your Glacial Shard's, your hands return to normal and you can’t use it or your Blades of Ice trait again until you complete a short or long rest.
Ice Born. You are resistant to cold damage and ignore any drawbacks caused by blizzards, snow, ice, and other such phenomena. However, you have disadvantage against the effects of extreme heat, as described in chapter 5 of the Dungeon Master’s Guide.
Ooze/ Mud Genasi
As one might guess, most ooze genasi have a hard time getting respect from the rest of the Multiverse. The skin of an ooze genasi always has the color of mud, and sometimes even seems to drip and flow. They also usually have the faint aroma of moist earth about them.
Ability Score Increase. Your Strength or Wisdom score increases by 1.
Elemental Legacy. You can cast the grease spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
Mud Flare. When a creature makes a successful melee attack roll against you, you can, as a reaction, cause your mud like body to flare up, grappling the creature. The creature must make a Strength saving throw or become stuck to you. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. You regain the ability to do this again when you finish a short or long rest
Muddied Form. As an action, you can move through a space as narrow as 1 inch wide without squeezing. In addition, your body is naturally grounded, you are resistant to lightning damage.
Slippery. You have advantage on saving throws against being restrained, and magic can’t unwillingly change your form.
Magma Genasi
"Slow, but burning with intense energy" is the description often used to describe the magma genasi. Like their close cousins the earth gensai, magma genasi tend to be ponderous and deliberate in their outward motions. However, this slow, monolithic movement disguises a fiercely active and intelligent mind. As a consequence, the curiosity typical of all para genasi manifests in magma genasi as a desire to explore, investigate, and truly understand the mysteries of the multiverse. Magma genasi are usually one of their faction's most profound philosophers due to their constant inquiry into the nature of the multiverse. Appearance-wise, magma genasi tend to be thick and bulky, but more rounded than their earth genasi counterparts. Their skin is warm, even hot to the touch, and is usually black or dark brown, and laced with streaks of red or bright orange. Their blood is a flowing river of lava and their heart is a molten core.
Ability Score Increase. Your Strength or Intelligence score increases by 1.
Elemental Legacy. You can cast the false life spell once with this trait, but instead of vile necromancy, your skin hardens like obsidian when cast with this trait. This spell when cast with this trait requires no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
Eruption. When a creature within 5 feet of you deals damage to you, you can cause the spot they struck to explode outwards, dealing fire damage and momentarily holding them. The creature must make a Dexterity saving throw or take 2d4 fire damage on a failed save and become restrained until the start of your next turn, they take damage, or they use an action to break free. On a successful save, the creature takes half as much damage and is not restrained. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. The damage increases to 3d4 at 6th level, 4d4 at 11th level, and 5d4 at 16th level. After you use Eruption, you can’t use it again until you complete a short or long rest.
Heated. When you make a successful unarmed strike you can deal fire damage instead of bludgeoning damage.
Inner Heat. Your heart is a swirling mass of molten earth. You are resistant to fire damage and have advantage on saving throws against the effects of extreme cold, as described in chapter 5 of the Dungeon Master’s Guide.
Slow Crawl. Like lava, magma genasi are generally slower than others. Your base walking speed is reduced to 25 feet, however, you can walk across lava and other molten liquids without taking damage from it.
Smoke Genasi
Smoke genasi always have a faint odor of charcoal about them, and this odor usually indicates their mood. Smoke genasi usually also have dark gray hair that moves of its own accords like smoke coming off a fire, and mottled gray skin which seems to change coloring and pattern from moment to moment.
Ability Score Increase. You Dexterity or Intelligence score increases by 1.
Ashen Lungs. You can breathe non-magical smoke or gas without difficulty or discomfort, making you immune to non-magical effects that require you to inhale them such as malice poison[1], a toxic fog, and even the detriments of cigarettes.
Body of Cinder. Your bodies heated form is reminiscent of what is produced by a volcanic shunt, you are resistant to fire damage.
Elemental Legacy. You can cast the fog cloud spell once with this trait, the fog is a thick smoke when cast with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
Gaseous Form. Your base walking speed is 35 feet.
Smokey Escape. As a reaction to taking damage, you can disseminate your smokey body, heavily obscuring a 15 foot radius sphere centered on you until the start of your next turn. Until then, you are incapacitated and gaining resistance to all damage. At the start of your next turn, you reconstitute at a point within the cloud of smoke. Once you use this trait, you may not use it again until you finish a long rest.
Lightning Genasi
Lightning genasi resemble the colors of a storm, often toned in midnight blue, cloudy gray, or purplish tones though rarely bright yellow. Many lightning genasi possess some physical characteristic that identifies them as a natives of the Plane of Lightning, anything from hair that stands on end to tiny dancing sparks around their body and hair as they move. They absorb the static electricity in the air so they have no need to sleep.
Ability Score Increase. Your Dexterity and Intelligence scores each increase by 1.
Elemental Legacy. Due to your alignment with a specific nature, you feel it flow naturally through your fingertips. You know the shocking grasp cantrip, and Intelligence is your Spellcasting modifier for it.
Born Of Lightning. The surging nature of your body allows you to absorb incoming lightning damage and power you up. When you take lightning damage, you gain resistance to lightning damage until the end of your next turn and gain a number of temporary hit points equal to the lightning damage taken. These temporary hit points last until you take a short or long rest, or until they are expended.
Swift Form. Your base walking speed increases to 35 feet.
Powered Up. While you have temporary hit points from your Born of Lightning trait, you can electrocute creatures within 5 feet of you. If a creature makes a successful melee attack against you with an unarmed strike or metal weapon they take 1d4 lightning damage.
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- ↑ Dungeon Master's Guide p.257-258