Homebrew Crynnic Species Details

Engineered Beauty

Crynnic biology varies from population to population based upon the individual whimsies of their makers at the times and places of their creation, but tend to follow along some basic commonalities.

Crynnic stand at 6 feet tall more or less and possess an exoskeleton composed of a crystal mimicking chitin which can vary wildly in coloration and clarity even within populations. While created to mimic the races of the world Gothregal, they nonetheless possess a number of vestigial traits left by the mertiar. Three sets of eyes of glowing eyes, a small beak in place of their mouth, triple jointed legs terminating into narrow stubs, and, most prided of all, the long, inflexible index finger they dub the Mertian Pointer.

They prefer to wear complex and multifaceted outfits in their day to day lives. Incorporating numerous colors arranged into creative patterns over coiling, mixed fabrics and metallic accessories. Carrying on as they do the eccentric fashion of their ancient creators.

Archivist Houses

Crynnic society, just as they themselves, was purpose designed to assist and carry on the numerous projects and mystic research of the mertiar.

As part of this, the highest members of these societies, those who had worked directly beside their masters, were granted noble titles and bestowed deeper knowledge as part of the trust given to them. Granting with them executive powers over their kin and a level of intellectual equality respectively. These titles and this knowledge were then passed down, generation after generation, as they would continue to carefully follow through or expand their duties in the absence of their creators' guidance.

Even at the lowest levels of crynnic society, families and lineages created as auxiliary staff or simply as peasantry to be ruled upon, the utmost importance is placed upon education and the arts. The crynnic expressing a facsimile to the opinions and impulses of their masters expanded out into society spanning cultural quirks and curiosity worship wherein the acts of innovation and understanding are seen as divine.

Library City-States

The crynnic continue to inhabit and uphold the ancient library-cities; the liaborber as they call it in their tongue; their masters had made even thousands of years after such makers had disappeared from their own societies. These places are often quite isolated. Constructed at mountaintops, deep in buried caverns, beneath great seas, or whatever other place a great mertiar may have found amusingly difficult for the sake of the task. This in turn means modern crynnic societies tend to remain isolated by sheer circumstance, though they often do not make much effort to overcome the difficulties beyond to meet the most basic necessities.

While their creators are long gone and lost, the mertiar as a race remain quite active. While none have carried on the secrets of creating the crynnic nor the knowledge of their earliest cultures, they are still viewed with great respect by the younger race. Calling themselves the nieces and nephews of these modern mertians, it is not uncommon that the crynnic seek these descendants of their masters for wisdom and guidance, or to even offer them the opportunity of resuming where their forefathers had left off in their research.

Guardians of Knowledge

Crynnic do not often take up adventuring, as they are too steeped in study or tradition to give themselves the time or allow for the opportunity. If they do, then something has gone horribly wrong or something that already did has become un-ignorably prohibiting.

A crynnic might take up adventuring to reclaim the lost knowledge of their creators and ancestors. Taking back records and materials pillaged from their homes by dread mages seeking the power of their ancient secrets. They might set out to recover some creation of the master's that had been lost due to or after their disappearance from the city, as they have found themselves unable to recreate the piece and unable to continue the research without it. Hoping perhaps to discover what had happened to them and forced them to abandon their wards in the process. Or maybe the problem the crynnic faces is moving their city to act. Leaving home as a great threat rises in the region and the noble houses remain too distracted by their pursuit of knowledge to raise themselves against it for the benefit of everyone.

Crynnic Traits

These engineered folk carry with them encoded knowledge of various trades and pieces of lore which they can dwell upon for strikes of genius. Alternatively their very body can be used as a weapon to blind those around them with its beauty.

Specialty Breed

Your body is designed to replicate the function of a set of artisan's tools which you choose when you take this race option. You are considered proficient with any roll involving the set of tools chosen.

Ability Score Increase

Your Intelligence score increases by 2 and your Constitution score increases by 1.

Age

Crynnic will spend their first decade as a larvae before they metamorphosize into a nymph. This period will last until the age of 25-35, whereupon they will develop into full maturity. Living from there up to the age of 200-250.

Alignment

Much like their progenitors, the Crynnic lean above all else towards neutrality. Favoring as a people the furtherance of their studies, regardless of the actions required or outcomes expected.

Size

Your size is Medium.

Speed

Your base walking speed is 25 feet.

Languages

You are able to speak Common, Mertian, and one other language that you and your DM agree is appropriate for the character.

Fortified Mind

You are resistant to psychic damage.

Instinctive Intellect

You are proficient in performance and your choice of either history, nature, religion, or arcana.

Genetic Archive

By dwelling upon stores of knowledge built up in your blood over generations you are able to roll with advantage when recalling lore about an individual, event, creature, or other singular subject. You can use this trait once before you must complete a short or long rest.

Blinding Visage

When you reach 3rd level you gain the ability to crudely manipulate your crystalline outer shell in order to focus light which passes through it. If you are standing in bright light, you can, as an action, force a creature which can see you to perform a dexterity saving throw. The DC will be your Spell Save DC with Intelligence acting as your Spellcasting Ability. On a failed roll the creature will be blinded for 1d4 turns. This trait can be used a number of times equal to your proficiency bonus before you must complete a long rest.

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