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quinron
2016-09-16, 12:44 AM
GOLEMITE

Similar to the manner in which elemental spirits are bound to enchanted substances to create golems, certain fey spirits have learned to craft and inhabit bodies made of natural materials; this combination of spirit and substance forms a humanoid creature known as a “golemite.” Once indwelling the body, the spirit loses most of its memory, retaining only a humanoid level of intelligence. While many of these spirits dislike the idea of losing their identity and immortality, just as many relish the prospect of experiencing the world and enjoying all of its pleasures firsthand.
Forming and maintaining even its small body requires almost all of the spirit’s natural power, and though it doesn’t understand the connection, a golemite knows to regularly replenish this power by consuming food and water. Upon being created, a golemite’s form is firmly fixed - it takes considerable effort for anything other than the golemite itself to change its appearance. When its body is damaged, a golemite can augment its healing by generating new material from its own essence to patch its wounds.
Newly created golemites are inevitably overwhelmed by their newfound corporeality. Even the simplest and most basic of sensations, such as the feeling of moving its arm through the air, leaves a golemite in ecstasy. For most golemites this sensory overload lessens quickly, leaving them able to experience life like any normal mortal, but some develop an addiction to stimulus. These sensory junkies become adventurers, explorers, criminals, whatever they think might bring them new or more intense experiences. However, even the most addled usually mellow with age - those who don't are considered irresponsible and childish by their fellow golemites and freakish by other races.

GOLEMITE TRAITS
Your golemite character’s spirit grants it a number of traits that it shares with all other golemites.
Ability Score Increase. Your Wisdom score increases by 2.
Age. Golemites are formed fully mature and go through no natural physical changes. A golemite lives 50 to 60 years before the magic keeping its body together becomes too difficult for its spirit to sustain, and it expires both physically and spiritually.
Alignment. As creatures of fey origin, golemites are chaotic by nature; non-chaotic golemites have developed such behavior over time. Golemites also tend toward good over evil, though those addicted to sensory stimulation may commit unscrupulous acts to get their fix.
Size. Golemites stand between 3 feet and 4 feet tall. Your size is Small.
Speed. Your base walking speed is 25 feet.
Immutable Form. You have advantage on saving throws against any spell or effect that would alter your form.
Natural Recovery. Once each time your regain hit points, you recover additional hit points equal to your level divided by 4 (rounded up).
Languages. You can speak, read, and write Common and Sylvan.
Subrace. Three main subraces of golemite populate the world of D&D: arboreal, lithic, and edaphic. Choose one of these subraces.

ARBOREAL
Arboreal golemites are composed primarily of woody plant material. Most arboreals resemble miniature anthropomorphic versions of their source material; favorite materials include spiny wax-skinned cactus, scaly fronded palms, bristly conifers, and all manner of flowering bushes. Arboreals are quick and nimble, and their natural magic keeps them well-protected and in good health.
Ability Score Increase. Your Dexterity score increases by 1.
Woodland Step. Your base walking speed increases to 30 feet.
Natural Magic. You know the thorn whip cantrip. When you reach 3rd level, you can cast the goodberry spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.

LITHIC
Lithic golemites form their squat bodies out of stone. Most lithics simply collect various rocks into a vaguely humanoid shape, but shale and obsidian lithics formed of stacked flakes and statue-like marble lithics form in exotic locales; urban legends even tell of portions of brick wall spontaneously gaining life and wandering away. In combat, lithics are able to exploit their magical recovery to detach pieces of their form and hurl them at their aggressors.
Ability Score Increase. Your Strength score increases by 1.
Generate Stone. As a bonus action, you can create a melee weapon in your hand: a fist-sized stone. This stone has the thrown property, with a short range of 20 feet and a lo range of 60 feet. You are proficient with attacks with this stone, and it deals 1d4 bludgeoning damage on a hit.
Stalwart. As long as you are in contact with the ground, you have advantage on ability checks and saving throws made to avoid being shoved.

EDAPHIC
Edaphic golemites are formed of soft earth, most commonly either dirt or sand. As such their body textures are the most standardized, but their features are the most delicately crafted and detailed - many edaphics could pass for human children if not for their odd texture. The edaphics’ most impressive ability is to loosen the grains of their form and sift into the ground, passing through soil and sand without leaving a trace of their passage.
Ability Score Increase. Your Constitution score increases by 1.
Grounded. You have resistance to lightning damage.
Merge Into Earth. You can burrow through nonmagical soft earth at a speed of 30 feet. While doing so, you don’t disturb the material you move through.

PapaQuackers
2016-09-16, 11:26 AM
Interesting. I dont believe constitution is the proper stat for a creature made of sand. The child like appearance could perhaps increase charisma slightly?

quinron
2016-09-16, 01:19 PM
The rationale when first coming up with it was that their pliable bodies would cushion the blows, though I'm not sure how I feel about that now. You've got a good point - even with ones that don't genuinely look like children, having well-formed features would be a good reason for a Charisma increase.