Homebrew Lustrous Race Details

Completely crystal all the way through, they have no organs including the brain. Their consciousness and memories appear to be stored throughout their entire bodies, and losing parts of said body will result in loss of memory. Their energy source is sunlight, and during the lower light seasons (Winter) they tend to hibernate as they don't have enough energy to spare moving (Excluding certain variants). When in water (due to their highly dense makeup) lustrous sink, and walk along the floor. They do not need to breathe, however, due to the lack of light that makes it underwater, the further down they go, the less energy they have. Lustrous have different levels of hardness. Some can be thrown around without a dent and others break from bumping into something. Hardness ranges from 1-9. Twin lustrous can come in direct contact with each other without ever causing damage.

Lustrous Traits

Hardness ranges from 1-9.

Hardness

(1-4) Ability Score Increase. Your charisma and wisdom ability scores increase by 3. You may not go above 22 due to this.
Soft Body. Your body may shatter upon taking 20+ bludgeoning damage, or 25+ slashing or piercing damage in a turn.
Arms. Due to the overall weakness of your arms, your Strength score decreases by 2. Your arms are also very easy to attach; anyone attempting to repair you takes half the time.
Legs. Due to your very weak legs, you lose 5 ft of movement speed. Your legs are also very easy to attach; anyone attempting to repair you takes half the time.

(5) Ability Score Increase. Your Constitution score increases by 3; you may not go above 23 due to this increase.
High Heat Body. Thanks to the material your body is made of you are resistant to acid damage and you may choose to gain temporary hit points equal to half the fire damage you take once before you must complete a long rest.
Arms. Your arms are stronger than some increasing your strength score by 1 and you have resistance to non-magical slashing damage.
Legs. Being decently high in hardness your legs can take the force of moving faster. You gain 10 extra ft of movement speed.

(6) Ability Score Increase. Your Wisdom score increases by 2
Moonlight Body. You are able to gather energy under the light of the moon and as such are immune to the effects of the "Inclusions (Hibernation)" trait and so don't have it. You may still only spend up to 4 hours in total darkness before gaining a level of exhaustion.
Glowing Arms/Legs. Your arms and legs display adularescence and as such give off a glow in dim light. You glow dim light for a 5 ft radius centered on you. You gain disadvantage in stealth, but gain a +1 to charisma checks.
Eyes. You have strange eyes compared to the rest of the Lustrous, eyes that give you off a feral feel. You have darkvision up to 50 ft in total dark and 150 ft in dim lighting.

(7) Ability Score Increase. Your Dexterity score increases by 2
Lightened Body. Due to your body's composition, You are lighter than most of your other gem counterparts. You take 10 less fall damage any time you fall.
Arms. Your arms give you the ability to catch a projectile and potentially reflect it. Starting at level 5 you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [1d10 + your Dexterity modifier + your proficiency bonus]. If you reduce the damage to 0, you can catch the missile if it is large or smaller and you have at least one hand free. If you catch a missile in this way, you can make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies.
Legs. You have very light and powerful legs granting you 20 extra ft of walking speed. When using an action to dash you may move up to [half your walking speed] ft afterward

(8) Ability Score Increase. Your Strength score increases by 3 and your Dexterity score increases by 2
Breakable Body. Your body has a substantial structural weakness and as such your Constitution score decreases by 5.
Arms. Your arms are very strong and so when grappling others you count as one size larger.
Legs. Your legs are very strong granting you 25 extra ft of walking speed.

(9) Ability Score Increase. Your Strength and Dexterity scores each increase by 2
Hardened Body. You gain 1d6 extra hit points every level, and you are resistant to acid damage.
Arms. Having the second hardest body among the Lustrous you also have the second strongest limbs. As such your arms give you an advantage on strength checks and you count as one size larger when grappling.
Legs. Having the second hardest body among the Lustrous you also have the second strongest limbs. As such your legs give you 15 extra ft of walking speed and halved carrying weight.

(10) (Diamonds) Ability Score Increase. Your Constitution score increases by 5 without limit.
Fortress Body. You have a body of diamond. You are immune to non-magical slashing and piercing damage, and you may only break when taking 50+ bludgeoning damage in a turn, or if you take 50+ magical slashing or piercing damage.
Arms. You have the most powerful arms of all the lustrous giving you advantage on strength checks, and you count as one size larger when grappling.
Legs. Due to the dense structure of your legs you have doubled carrying weight, are immune to fall damage, and gain 30 extra ft of walking speed. You also have 10 ft of extra jump height on top of your walking speed.

(malleable Metals)(Gold) Ability Score Increase. Your constitution score increases by 2
Metallic Body. You are much heavier than most of the other lustrous and as such Your dexterity score decreases by 2 and you lose 5 ft of walking speed. You also have a lattice of metal flowing through you; whenever you extend or change the shape of a metallic limb you take 2d6 damage that cannot be blocked or stopped in any way. You also lose any increases in speed from other body parts. You gain this trait and your Constitution score increases by 2 when gaining a malleable metal limb, although you may only gain it once.
Arms. Due to how malleable your arms are you are able to change their shape and form. Your AC is increased by 2 while your arms are exposed (allowing you to shield yourself) and you may change their shape to form up to 2 extra limbs, a 10 ft radius bubble around you, or extend them up to 25 ft.
Legs. As with malleable arms your legs are able to change shape. They are able to extend in some way up to 20 ft each, allowing you to reach very high areas, although when extended you have a -2 to all dexterity checks and saves.

 

Fragile Form

Fragile Form. Whenever you take a certain amount of bludgeoning, slashing or piercing damage (decided by subrace) in a turn you must make a constitution saving throw DC [23] with proficiency. If you fail the saving throw you must roll 1d12 to determine which part of your body is broken off. When the attack that breaks you hits on a natural 20 you roll the constitution saving throw with disadvantage.

1: Your entire body is shattered leaving you at 0 hit points and unable to act until put back together.

2-3: Your torso is broken; you take another 4d8 bludgeoning damage. Your torso may be damaged up to 3 times before you are dropped to 0 hit points and unable to act until put back together.

4-7: One of your arms is broken; you may not use it to carry or manipulate, and you can no longer use any two handed weapons. If it happens twice you will have no arms available for use.

8-11: You have lost a leg; you have -10 ft of movement speed, and -4 to dexterity score until put back together. The second time this happens you are reduced to 10 ft of walking speed, and may not dash, only crawl.

12: Your neck is broken; you are incapacitated and unable to take any actions until your head is reattached, which takes 1 hour. After you get your head set on straight you begin at the hit points you had before the "killing" blow landed, and must be repaired fully in order to reach full hit points.

Hibernation

 If you are out at night, or in the dark, for more than 4 hours you have the effects of level 3 exhaustion (Disadvantage on ability checks, Speed halved, Disadvantage on attack rolls and saving throws). If you spend up to 4 weeks out in the dark you may roll a constitution saving throw DC [15], and on a successful save you may remove this trait.

Crystalline Bodies

 You are unable to die so long as your body is put back together. You cannot die due to exhaustion, though you can suffer from it, and you cannot die from loss of hit points. As long as you are put back together by someone, with proficiency in jeweler's tools, you will survive. You will still need to regain hit points, though you cannot do so through healing spells or potions. A spell that mends, or works to heal constructs, can allow you to roll a hit dice and gain that many hit points each time it is used, and short or long rests allow you to heal as normal... You also have immunity to the poisoned condition, as well as immunity to poison and fire damage. Also, you gain vulnerability to force and bludgeoning damage. Your type is considered Construct...

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