Shardmind

by TheTranMan

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Shardmind

Your Shardmind (shaard-meye-nd) character has the following traits:

Ability Score Increase. Your Intelligence, Wisdom, and Charisma scores increase by 1.

Age. Shardminds are ageless. A shardmind awakens from dormancy fully matured and doesn't have a natural lifespan or tiers of age.

Size. Shardminds stand between 5-6 feet tall and weigh about 200 pounds. Your size is Medium. To set your height and weight randomly, start by rolling a size modifier:


  • Size modifier = 3d4
  • Height = 4 feet + 10 inches + (1d6 + your size modifier in inches)
  • Weight in Pounds = 160 + (4d4 x your size modifier)

Speed. Your base walking speed is 30.

Crystalline Mind. You have resistance to psychic damage.

Light of the Mind You emit light out to a distance of 30 feet, and im light to a distance of 30 feet beyond that. You can choose to darken your light as an action. When you do so, it remains darkened until you spend an action to turn it back on.

Crystal Body. You are considered both an Elemental and a Humanoid, for the effects of suffering from effects that target either. However, due to having a natural, crystalline body, you are immune to disease. You also do not need to eat, breathe, drink, or sleep.

Natural Armor. You have dense clusters of crystals that make up your skin. When you aren't wearing armor, your AC is 13 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you would wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Shattering Reconstitution. Immediately after you take damage, you can use a reaction to burst into your composite crystal shards and then reassemble in a new location. When you do so, each creature within 5 feet of you when you use this action must succeed on a Dexterity saving throw (DC 8 + your Intelligence modifier + your proficiency bonus) or take 1d6 piercing damage. A creature who succeeds on its saving throw takes half as much damage. The damage increases to 2d6 at 6th level, 3d6 at 11th, and 4d6 at 16th level.

As a part of the same reaction, you can then teleport to an unoccupied space you can see within 30 feet of you.

You can use this trait a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Mind Speech. You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Languages. You can speak, read, and write Common and Deep Speech.