Shardmind
A people born from the crystal spires at the heart of every settlement, shardminds are beings of psionic power, animating from the crystal shards that make up their form. It is not fully understood what led to their creation as a people, but all agree: they're not going anywhere.
Crystallized Thought
Each shardmind is composed of sentient crystal fragments, and typically have a green, white, amber, or red coloration throughout their whole body. Shardminds stand roughly 6 feet tall and weight about 180-230 pounds. As a shardmind awakens from its constiuent crystal shards, it fashions itself a form best suited for interaction with the world. As such, shardminds have a humanoid shape, yet have nearly featureless faces with two glowing eyes which gently emit a psionic radiance from within. Though shardminds have no need for clothing, they sometimes adopt rudimentary garb made of simple unadorned fabrics.Children of the Spires
It is believed that Shardminds are born when the magic of the crystals is met with raw psionic energy from the omniversal nexus. The crystals have been witnessed "shedding" fragments, which constituted into a shard mind, however it does seem to be a rare process. However, when one shardmind dies, another cluster of shards animates. Every animated shardmind is a new individual and each experiences the world differently. As creatures of psionic energy, shardmins trend towards both local thought and emotional extremes. Shardminds can seem calculating and emotionless at first, but they simply do not experience smaller emotions. A shardmind is never merely irritated, saddened, or content, and only show emotion once they are outraged, sorrowful, or overjoyed.Walrock Homebrew
Shardmind
ability score increase:
Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
age:
As a construct, you do not age in a traditional sense and can not die of old age.
alignment:
Shardminds are typically born into the world as a moral blank slate, and tend strongly towards neutrality. However, the opposition of the former Living Gate to the chaos of the Far Realms also causes many shardminds to lean towards being lawful.
Size:
Medium
speed:
Your base walking speed is 30 feet.
Languages:
You cannot peak without using telepathy, but you can understand, read, and write Common, Deep Speech, and one other language of your choice.
race features:
Telepathy. You can communicate via two-way telepathy with any creature that is within 30 feet of you, if that creature know at least one language. Living Construct. The Psionic crystal that makes up your form is both inorganic and yet imbied with life. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Additionally, you have two creature types: humanoid and construct. You can be affected by a spell or ability if it works on either of your creature types. Resonance. You can use verbal components of spells, even if you do not speak, which manifests as a resonant audible huming of your constituent shards. You can be affected by silence and similar as usual. Crystalline Body. You are immune to poison damage and the poisoned condition. Natural Armor. Your crystalline form is naturally resistant to being damaged. Your AC cannot be less than 14, but armor spells and other effects can make it higher. Luminescence. Your shards glow with a soft inner radiance, and you naturally cast dim light in a radius of 5 feet around you. You can intentionally stifle this light and turn it off, or turn it back on, by using a bonus action. Shard Swarm. On your turn, you can use a bonus action to break your boy into its constituet crystals then teleport to an unoccupied location you can see within 15 feet. Choose up to 3 creatures within 5 feet of your original location. The first attack made against each creature before the end of your next turn is made with advantage. Once you use this trait, you can't do so again until you finish a short or long rest.
Telepathy. You can communicate via two-way telepathy with any creature that is within 30 feet of you, if that creature know at least one language. Living Construct. The Psionic crystal that makes up your form is both inorganic and yet imbied with life. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Additionally, you have two creature types: humanoid and construct. You can be affected by a spell or ability if it works on either of your creature types. Resonance. You can use verbal components of spells, even if you do not speak, which manifests as a resonant audible huming of your constituent shards. You can be affected by silence and similar as usual. Crystalline Body. You are immune to poison damage and the poisoned condition. Natural Armor. Your crystalline form is naturally resistant to being damaged. Your AC cannot be less than 14, but armor spells and other effects can make it higher. Luminescence. Your shards glow with a soft inner radiance, and you naturally cast dim light in a radius of 5 feet around you. You can intentionally stifle this light and turn it off, or turn it back on, by using a bonus action. Shard Swarm. On your turn, you can use a bonus action to break your boy into its constituet crystals then teleport to an unoccupied location you can see within 15 feet. Choose up to 3 creatures within 5 feet of your original location. The first attack made against each creature before the end of your next turn is made with advantage. Once you use this trait, you can't do so again until you finish a short or long rest.
Civilization and Culture
Naming Traditions
Shardminds tend to name themseves, often choosing names that match the auditory emanations of the psionic field that binds their individual form together. As they create themselves in the rough image of other living beings, shardminds can have any gender identity (or none at all), and yet do not have a biological sex. Regardless, shardmind names do not fall along gender lines.
Names: Aahoraa, Alarr, Bruaa, Crendx, Freen, Haum, Jjrin, Kylax, Mrrn, Olo, Rrixx, Siliuss, Triniv, Urivuu, Viun, Xyll
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