Homebrew Petrosapien Species Details

Petrosapien

Petrosapiens are highly skilled, silicone-based fighters hailing from the planet Petropia. Being creatures of a very durable material, they commonly have little fear of conventional fighting and as such are highly sought after to join armies and fight wars.

Crystalline Creatures

Petrosapiens are only slightly taller than humans, standing on average at 6 feet tall. Their proportions and limbs look blocky due to the nature of their anatomy, being entirely comprised of a crystal like substance that is almost identical to Taydenite. Their crystal skin can come in numerous shades and colors, though the most common of which being a turquoise hue. Males of the species have a spike ending their semi-cubic heads as well as two to six spikes on their backs. Females of the species though lack this distinct feature. They have four digits on their hands while their feet lack digits. Petrosapiens eye color can vary as well, most commonly being yellow, orange, and green.

A Larger Universe

Initially Petrosapiens lived underground in the depths of their home planet, being riddled with systems of caves. While dwelling beneath the surface of their planet, Petrosapiens waged war upon their various tribes. This would result in centuries of warfare, and ultimately lead to the creation of a hole in their planets surface. This hole became a gateway for the Petrosapiens to rise to their planets surface, and find that the universe was much larger than they initially anticipated. While exploring their planet's surface they began to stabilize their civilization. Though their persistent in fighting led to the infamous pirate Vilgax being able to betray the Petrosapiens and destroy their planet. Though due to a synthetic race known as Crystalsapiens, they were able to rebuild their planet.

Natural Warriors

Petrosapiens are revered throughout the galaxy for their fighting capabilities. With their crystal-like skin they have no need for armor and can rush into battle, emerging with less than a scratch. Petrosapiens also possess the unique ability to manipulate their own bodies to create fearsome weapons. The most common of which is to morph their entire forearm into a large sword. They are also capable of creating an arm cannon capable of launching crystal shards at their opponents. Petrosapiens are also capable in forming many other weapons as well as manipulating their crystals to great effect, those these techniques require a great deal of skill and are only used by the elite warriors of their race.

Petrosapien Names

Here are some example of Petrosapien names.

Female Names: Jade, Emerald, Crys

Male Names: Tetrax, Diamond Head, Jasper

Petrosapien Traits

Ability Modifiers

Your Constitution score increases by 2 Points, and your Strength modifier increases by 1 point.

Age

Petrosapiens emerge fully matured, and due to their anatomy they are immune to the effects of aging, this leads them to being unable to die of old age.

Size

Petrosapiens are on average 6 feet tall, most commonly taller than humans. Your size is Medium

Speed

You have a base walking speed of 30 feet.

Tough as Taydenite

Due to your anatomy, and tough skin you are unable to wear armor. Though due to your crystalline skin you have a natural AC of 17 (Dexterity Modifier does not affect this number). You also have Immunity to Radiant damage. You have Resistance to Piercing and Fire damage. You also have Weakness to Thunder damage.

Crystal Construct

As a bonus action you can morph one or more of your limbs into various formations to then utilize as weapons. You may transform more than one limb with a bonus action. The available forms are as follows.

Sword Formation: You morph one of your arms into the crude shape of a sword. This arm is a natural weapon that deals 1d8 + your Strength or Dexterity Modifier (Your Choice) Slashing damage.

Projectile Launcher: You morph one of your arms into a launcher, capable of firing shards. These shards are considered light, thrown, finesse weapons with a normal range of 20 feet and a long range of 60 feet. You may launch a crystal shard using an action, each shard deals 1d4 + your Strength or Dexterity Modifier (Your Choice) Piercing damage. Each shard appears from your arm though will disappear after a hit or miss.

Shield Formation: You can morph one arm, you can create a shield to raise your AC by 2 points. As per normal player rules, you are only able to benefit from one shield.

Anchor: This transformation gives you advantage on saving throws to avoid being moved or knocked prone. You are able to use a reaction to create these spikes that protrude from your feet and anchor you to the ground. While you have these spikes anchoring you, you have Disadvantage on Dexterity checks, and your current speed is 0. Enemies that attack you while you are anchored have advantage on their attack rolls. The effects of Anchor can only be dropped by using a reaction or on your turn to remove the spikes from the ground.

If you create a formation you can no longer hold an item in the limb you have changed, you are able to morph both limbs into different formations if they only require one limb. You may use a free action to revert a limb's transformation unless otherwise stated.

Reconstruction

You can focus your morphing abilities to recover from damage you have taken. As an action you can recover 1d10 + your Constitution Modifier. Once you use this ability you cannot do so again until you take a long rest.

Languages

Petrosapiens can read, write, and speak Common.

Petrosapien Traits

+2 Constitution, +1 Strength, Tough as Taydenite, Crystal Construction, and Reconstruction.

Ability Modifiers

Your Constitution score increases by 2 Points, and your Strength modifier increases by 1 point.

Speed

You have a base walking speed of 30 feet.

Tough as Taydenite

Due to your anatomy, and tough skin you are unable to wear armor. Though due to your crystalline skin you have a natural AC of 17 (Dexterity Modifier does not affect this number). You also have Immunity to Radiant damage. You have Resistance to Piercing and Fire damage. You also have Weakness to Thunder damage.

Size

Petrosapiens are on average 6 feet tall, most commonly taller than humans. Your size is Medium

Crystal Construct

As a bonus action you can morph one or more of your limbs into various formations to then utilize as weapons. You may transform more than one limb with a bonus action. The available forms are as follows.

Sword Formation: You morph one of your arms into the crude shape of a sword. This arm is a natural weapon that deals 1d8 + your Strength or Dexterity Modifier (Your Choice) Slashing damage.

Projectile Launcher: You morph one of your arms into a launcher, capable of firing shards. These shards are considered light, thrown, finesse weapons with a normal range of 20 feet and a long range of 60 feet. You may launch a crystal shard using an action, each shard deals 1d4 + your Strength or Dexterity Modifier (Your Choice) Piercing damage. Each shard appears from your arm though will disappear after a hit or miss.

Shield Formation: You can morph one arm, you can create a shield to raise your AC by 2 points. As per normal player rules, you are only able to benefit from one shield.

Anchor: This transformation gives you advantage on saving throws to avoid being moved or knocked prone. You are able to use a reaction to create these spikes that protrude from your feet and anchor you to the ground. While you have these spikes anchoring you, you have Disadvantage on Dexterity checks, and your current speed is 0. Enemies that attack you while you are anchored have advantage on their attack rolls. The effects of Anchor can only be dropped by using a reaction or on your turn to remove the spikes from the ground.

If you create a formation you can no longer hold an item in the limb you have changed, you are able to morph both limbs into different formations if they only require one limb. You may use a free action to revert a limb's transformation unless otherwise stated.

Reconstruction

You can focus your morphing abilities to recover from damage you have taken. As an action you can recover 1d10 + your Constitution Modifier. Once you use this ability you cannot do so again until you take a long rest.

Previous Versions

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