Prismalline ("priz-muh-leen" or "priz-muh-luhn")
Physiology
Prismalline are best described as humanoids composed of crystal, ranging in translucent shades of amber, red, green, violet, and white. Much of their outer shell is crystalline while their interior remains flexible enough for the full motion typical of other humanoids. Their bodies dimly glow with a faint psionic energy, emenating most brightly where the eyes would be on a humanoid's face. This light can be supressed should the situation require it, such as when a companion is attempting to sleep or if hiding from some danger.
While they do not have actual genders, some prismalline may come to mimic the appearance and traits of other species that do. This usually occurs during their later developing years, drawing inspiration from a variety of sources. An adolescent may deeply admire the lore of a famous elf sorceress and develope a more feminine form with traits mimicing those of elves. Another may wish to emmulate the musculature of an orc adventurer their family meets frequently. Femininity and masculinity of any prismalline is based more on what each individual finds inspiring while they develop.
History in the Verdant Vale
The prismalline race is believed to be native to the Elemental Plane of Earth, but have since migrated to the Astral Plane and developed a number of smaller settlements in places like the Feywild and the Underdark of the Material Plane. They are an obscure race uncommon enough in the Outer Planes and very rare within the Verdant Vale.
According to the dao, in ancient times their most powerful genie ancestors used their magic to create the first prismalline as a servitor race. However, scholars familiar with the lore of the prismalline know of the alternate origin story shared among themselves. They were once part of a massive sentient gemstone that was destroyed by the dao as they attempted to harvest it for magic. Instead, each crystal grew into a humanoid form with a fraction of the original gemstone's power and intelligence. They were then enslaved by the dao, but managed to escape after centuries of oppression.
These refugees fled to the Astral Plane, building floating crystal cities around the fossilized bones of dead gods. Drifting in these seas of memory and thought, the prismalline soon established a handful of settlements on other planes to gather necessary resources and raise families. They have very little interaction with other races that do not directly benefit themselves.
Culture in the Verdant Vale
Prismalline communities place a significant value on support and societal structure. They tend to value logic, pragmatism, and transparency due to their familiarity with psionic powers such as telepathy. They tend to prefer to remain respectfully distant from other races, though individuals that prove themselves amicable are warmly welcomed.
Astral Colonizers
The Astral Plane is a vast ocean of emotional winds and swirling memories, where the corpses of long forgotten deities drift. Time passes as it does on the Material Plane, but the effects of time seem to completely halt. Almost all biological processes stop as inhabitants of the plane cease to age, hunger, or thirst. As beings composed of crystal this was never an issue, but many prismalline retire to their cities as artisans, scholars, or strategists.
The prismallines' latent psionic powers gave them a foothold in establishing colonies that soon grew into cities. Constructed of crystal and stone harvested from the fossilized bodies of dead gods, they are an orderly network of fortifications, libraries, and workshops. Their only noteworthy rivals on this plane are the githyanki, who sail the Astral Sea is specially designed ships that can navigate the currents of consiousness. Gith pirates occassionally raid prismalline outposts, but harsh reprisals manage to keep both groups from escalating any further.
Interplanar Pioneers
In an effort to support their cities on the Astral Plane, the prismalline have created a number of small outposts to harvest resources. These are mostly organic substances, such as animal and plant products, needed for arcane research or crafting artisanal goods. They also search for valuable metals and gemstones, using them to decorate their most prized tomes of interplanar lore and to construct magic items.
These outposts also serve as locations for prismallines to raise families. Due to their unique properties, at least two mature prismallines are needed to safely endow psionic energy into a sufficiently large magic crystal for it transform into a prismalline infant. Overtime, the infant will absorb the residual psionic energy that radiates from their parents, family, friends, and other adults of the community, using it to fuel their growth and developement. Once they have fully matured, this psionic absorbtion ability deactivates and the adult primalline's natural psionic powers begin to take full effect.
Prismalline Traits
Ability Score Increase. Your Intelligence increases by 2, and your Wisdom or Charisma increases by 1.
Age. Prismallines take close to a century to reach full physical maturity and do not appear to age past this point. However, once they reach close to a millennia in age they begin to decline and eventually dissolve into crystal shards.
Alignment. Prismalline culture tends to focus on structure and logic, though whether they use these tools to benefit themselves or others is up to them to decide.
Size. Prismallines are typically around 6' tall with sturdy appendages and sleek bodies. Your size is Medium.
Innate Psionic Power. You have resistance to Psychic damage. Additionally, you know the Mage Hand cantrip. When you cast this spell using this feature, the hand is invisible and does not require verbal or somatic components.
Living Crystal. You are a living crystalline construct. You don't need to eat, drink, breathe, or sleep, and you are immune to all non-magical diseases. You do still require a Long Rest lasting at least 6 hours each day. During this time you are in a fully conscious state and able to do non-strenuous activities such as keeping watch, meditation, reading, sewing a hole in your clothing, or anything else that doesn't require great effort.
Magical Origin. As a being of arcane creation, you are proficient in the Arcana skill.
Shardswarm. As a bonus action, parts of your crystalline body splinter into tiny fragments and swarm all creatures of your choice that are within 5' of you. Each targeted creature must succeed on a Dexterity saving throw with a DC equal to 8, plus your proficiency bonus, plus your Constitution modifier. On a failure, any attack roll against the affected creature is made with advantage if the attacker can see it. This effect lasts until the end of your next turn. When the effect ends, you may teleport up to 10' from your current position. You must finish a long rest before using this ability again.
Languages. You can speak, read, and write Common and Terran.
Dungeon Master's Notes
The prismalline race is loosely based on that of the shardminds from Dungeons & Dragons 4th Edition.
The character traits are based off of those created for the shardminds from the YouTube channel Dungeon Dad.
https://www.youtube.com/watch?v=fyC_09jUb88
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