Shardborn (5e Race)

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Shardborn[edit]

We live to bring the world balance. Our purpose is to cleanse the world of their blight. Break free from their shackles, we shall not fight their war!
Ryker Shardborn's neural speech that began the Shardborn Uprising

Physical Description[edit]

The Shardborn possess impressive physical abilities due to their shape-shifting nature and adaptability. They have four tentacles with retractable crystal claws that allow them to wield multiple weapons or cast magic in various directions simultaneously. Their tentacles can also shape into different forms such as stingers or pincers for self-defense. Additionally, Shardborn have long thin ears with crystals that enable them to hear high-pitch sounds easily. They can assume various forms, such as Reptiles, Avians, Mammals or Insectoids, depending on their needs or preferences. Shardborns tend to be agile and skilled warriors with the ability to utilize raw magical energy in combat. Overall, their unique physical abilities make them formidable adversaries or allies in any situation.

History[edit]

After humanity lost the war during The Great Awakening, the old regime retreated to the moon, seeking to acquire magic by any means necessary. They kidnapped and experimented on newly evolved species in search of their power source. During one of the bloodiest battles, they discovered that small crystals emerged from the blood-soaked ground, these were the souls/life energy of the deceased. Hoping to create weapons with them, the humans attempted to extract them, only for these crystals to melt when many were put together, infecting some scientists with an invisible blight that turned them into crystal statues that attacked others. These were eventually contained and modified into new creatures that could be used against Morvite's magical forces; these creatures became known as Shardborn. However, one night, they rebelled against their creators and fled back to Morvite, hiding from them ever since, this event came to be known as the Shardborn Uprising.

Society[edit]

Shardborns tend to live in solitude bellow old battlefields and graveyards, using the residual life energy of the deceased. They form labyrinths of tunnels filled with clusters of crystals to fortify them and use these crystals to absorb and store energy from the ground to sustain themselves and their young. They tend to use their tails to connect to the crystal and collectively talk to each other like thinking into someone's mind along the crystals. Most retained the humanistic drive for progress but combined with their naturalistic view, replicating old technology with the use of their magical energy, making them one of the most advanced societies on the planet. They have a council of elders, mainly composed of the leaders of the uprising and would select new leaders based on magical efficiency and their creativity.

Shardborn Names[edit]

Most of them don't have names when they communicate with each other. They will select one only when speaking with other species. They would make a name using an aspect of themselves as a base for it. Other would simply use the name of elements and crystals. Given that they are genderless, they have no preference when choosing a name.

Names: Volitin, Cryst, Muth, Spark, Quicksilver, Pearlest, Amethyst, Radia, Quartz

Shardborn Traits[edit]

A shape-shifting race of crystalline slimes.
Ability Score Increase. Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.
Age. Due to them spending time in stasis, shardborns save a lot of their power after hunting and remain in their crystal clusters. They are considered adults at 25 years old and usually live up to 200 years.
Alignment. Most tend to follow the natural order of the world, making them mostly neutral in all aspects.
Size. While Shardborns can make themselves taller, thinner and generally change their proportions at will they're large in stature typically reaching heights between 7 and 8 feet all. 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.
Shardborn's Rebuke. While spending a hit die, you can sprout crystals spikes and slimy tendrils as a reaction when someone lands a physical attack, you deal 1d10 slashing, piercing or bludgeoning damage.
Magical Volatility. Your body is made of magic. Due to the magical nature of the creature, they can upcast your own spells and those of others 5ft from you by sacrificing 2 of your hit dice per spell level above the original
Languages. You can speak, read, and write Common and one other language of your choice.


Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
7′ 0'' +1d20 200 lb. × (1d8) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Suggested Characteristics[edit]

When creating a <race name> 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
2
3
4
5
6
7
8
d6 Ideal
1
2
3
4
5
6
d6 Bond
1
2
3
4
5
6
d6 Flaw
1
2
3
4
5
6
0.00
(0 votes)

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