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# Chelan Glittering skin peaks out of the sparkling, prismatic sands. She swims across the surface of the sands with ease, as one might swim across a calm pool of water. A strange head peaks out as the form pauses in its most recent stroke. Small slits for eyes stare at the oncoming traders, approaching the only oasis for miles around. Calmly, the swimmer sinks back into the sands to alert her kinsfolk. It is time for the Herd to push on. Chelans are to the sands as dolphins are to the ocean. They swim through the sands, living in the chaotically energized dunes all their lives. Never staying in one place for long, the Chelans are used to a hard life, but a happy one. They have traveled far, and exchange stories and goods fluidly with outsiders, though they ultimately stay amongst their own, never leaving the Prismatic Sea. Chelan means "of the rainbow", referring to their appearance. Their skin is pulled taught over an elongated humanoid form, giving them an almost skeletal appearance. Their smooth, almost glass-like skin sparkles like the prismatic sands and lights pulses throughout, just underneath the surface. They shine with all the colors of the rainbow, a beauty that resembles an opal. Their eyes are elongated, small slits that allow little light in, but protects their eyes from the sands. They have a second set of eyelids that are somewhat transparent allowing for greater protection while allowing them to see even while swimming in the sands. They are often hairless and wear body-hugging clothing that allows them to swim smoothly through the sands. Chelans live in the vast Prismatic Sea, a desert named for its roiling dunes of chromatic sand, pulsing with magical light. From a distance the Sea appears as just that, the dunes look to be moving like the waves they're named for. The Chelan's centuries in the dunes have changed them greatly, but it is believed they used to be humans or elves. Such memories are mostly forgotten amongst the Chelans, and now they instead move across the Sea as traders and nomads. ## Chelans Traits #### Ability Score Increase Your Dexterity score increases by 1. Your Constitution score increases by 2. #### Age Chelans reach adulthood in their late teens and live nearly a century, mirroring the lifespans of humans. #### Alignment Chelans are typically chaotic, leaning toward good. \columnbreak #### Size Chelans typically stand between 5 and 6 feet tall and weigh about 170 pounds. You size is Medium. #### Speed Your base walking speed is 30 feet. #### Languages You learn to speak, read and write Common and Chromatic, the language common to the Prismatic Sea. #### Sand Swimmer While you are not wearing heavy armor, and are not encumbered, you may swim through the sands like a fish in the sea. You have a burrowing speed equal to your walking speed through sand, loose soil, ash, or similar materials. If you are wearing medium armor, you treat this movement as difficult terrain. Chelans can breath normally in such materials, though this doesn't allow them to breath in other mediums or hold their breaths any longer than normal in water, dangerous gases, or vacuums. Chelans have blindsight out to 30 feet while swimming through sand, loose soil, ash, or similar materials. #### Light Within You can let your light within shine without. As a bonus action, you can light up your body as per the Light spell. You may end the spell early as a bonus action. In addition, due to your innate light and the form of your eyes, you have advantage on saving throws against the blinded condition when caused by bright light. #### Elemental Harbinger As an action, you can choose to erupt with elemental energies for 1 minute. Roll a d6 to choose one of the following damage types; acid, cold, fire, lightning, poison, or thunder. You gain resistance to your chosen type. In addition, any creature that starts their turn within 5 feet of you takes damage equal to your proficiency bonus of the chosen type. While this effect is active, once per turn when you hit a creature within 5 feet of you with an attack or deal damage of the chosen type, you can add bonus damage to that damage roll equal to your proficiency bonus (affecting one target of the damage roll). Once you have used this ability, you may not use it again until you have finished a long rest. > #### Languages > > If you are not playing within the Prismatic Sea setting, I suggest allowing the character to choose one language of their choice, replacing Chromatic. \pagebreakNum ## Feats ### Prismatic Brilliance *Prerequisite: Chelan* You learn to control your internal brilliance. As a bonus action, you may intensify the magical light that pulses throughout your body. Creatures of your choice within 30 feet must succeed on a Constitution saving throw (DC is equal to 8 + your proficiency bonus + your Constitution modifier) or become blinded until the end of your next turn. Once you have used this ability, you may not use it again until you have finished a short or long rest. ### Chromatic Rain *Prerequisite: 4th level Chelan or Spark-Struck* As a bonus action, you unleash elemental energy, causing a storm to rage violently around you. Roll a d6 to choose one of the following damage types; acid, cold, fire, lightning, poison, or thunder. A storm erupts in an 10-foot radius around you, with elemental-charged droplets raining down within it. When a creature enters the storm's area for the first time on a turn or starts its turn there, it takes damage equal to your proficiency bonus of the chosen type. The storm does not affect you. You may use your action to concentrate the storm's power on one creature within the radius. The creature must make a Dexterity saving throw (DC is equal to 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature takes 2d6 damage of the chosen type, taking half as much on a successful save. In addition, a failed save causes an effect that differs based on the damage type; | d6 | Damage Type | Effect | |:--:|:---:|:-----------:| | 1 | Acid | The creature takes an additional 2d4 acid damage at the end of their next turn. | | 2 | Cold | The creature's movement speed is reduced by half until the end of their next turn. | | 3 | Fire | The creature takes an additional 2d6 fire damage. | | 4 | Lightning | The creature can't take reactions until the start of their next turn. | | 5 | Poison | The creature is poisoned until the end of their next turn. | | 6 | Thunder | The creature is deafened until the end of their next turn. | The number of d6 for the initial effect increases by one when your proficiency bonus increases (with the total number of d6 equaling your proficiency bonus.) The storm ends after its power is concentrated, ending after 1 minute otherwise. You can end the storm early as a bonus action. Once you use this feature you cannot use it again until you complete a long rest. \pagebreakNum ## Spells Shouldn't have any spells, so this is a placeholder for now. Check out Kibbles' Casting Compendium and Spells That Don't Suck though! (Links below) > Spells That Don't Suck by Omega Ankh and somanyrobots, which is licensed [CC-BY](https://creativecommons.org/licenses/by/4.0/legalcode "CC-BY") and available [here](https://www.gmbinder.com/share/-NR0OWlW60yv2EfA3qQp "Spells That Don't Suck"). > > Kibbles' Casting Compendium 2.0 by KibblesTasty Homebrew LLC, which is licensed CC-BY and available [here](https://www.kthomebrew.com/krd "KibblesTasty KRD"). ## Variant Rules These rules add some flexibility to your heritage, and might fit certain table play styles. This may increase the power of these heritage options. ### Alternate Ability Scores You take this option instead of the Ability Score Increase listed under your heritage.
When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 17.
\columnbreak ## Chelan Quirks The following are some optional quirks for a player to choose from. | **d6** | **Quirk** | |:---:|:-----------:| | 1 | You hate the feeling of water on your skin, it feels constricting, almost suffocating. | | 2 | You prefer to travel light, leaving behind most items that don't serve an explicit purpose. | | 3 | Jewels fascinate you, namely opals and quartz. You find crystals seem to energize you when they touch you. | | 4 | Your elemental abilities hurt to use, and you do so sparingly. | | 5 | You feel most alive when buried in the sands, choosing to swim through them even as your companions walk upon the surface. | | 6 | You find little use in coin or jewel, preferring to trade your goods and riches for needs, and, if you feel moved, stories. | > #### Credits > > Chelan: [A Tiny Living Room](patreon.com/ATLR) > > Art: Hannah Davidson (To Come) > This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at
. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/ legalcode. ## Thanks!! Thank you for checking out this race, I would love feedback if you have any. You can comment or message me on our [Patreon](https://www.patreon.com/ATLR).
A special thanks to: Hannah Davidson For her adorable art for this race (to come)! ### Shard Tabletop I also made a Shard package for this content, which you can access [here](https://marketplace.shardtabletop.com/m/product?pub=A%20Tiny%20Living%20Room&id=2ecu96b07cm02b7r). Let me know if you have any comments on it on their Discord server (@CoolHandLuke140). \pagebreakNum ## Change Log #### V0.5 Removed the DB Values, and they have been placed below for reference.
**Chelan Traits (DB 28)** - Ability Score Increase (DB 12) - Pretty standard - Sand Swimmer (DB 4) - I gave this a 4 because the movement speed and blindsense are both very niche, and limited by armor usage. In those niche environments though, this is extremely useful. - Light Within (DB 4) - This is a just a more limited cantrip with advantage on a situational roll tacked on. 2 for the cantrip, 2 for the advantage. - Elemental Harbinger (DB 8) - This is pretty close in power to the Aasimar Transformation. As an Action you get a resistance and a bonus to damage rolls, plus an aoe damage aura. I might even consider this lower, but valued it at 8 to be safe. The damage is far lower than Aasimar, and it is random typing, which lowers its usefulness. #### V0.4 More formatting changes, preparing to move to V0.5 and remove all of the DB values. Changed aura damage of Elemental Harbinger to PB, to make it scale reliably and make it equal with the additional damage to melee attacks and same damage type attacks. Adjusted Detect Balance value to reflect the change, as it is a straight buff to the original. #### V0.3 Changed the name to Chelans, to mean "those of the rainbow" due to their glass skin, which reflects all colors vividly. Added more to the lore and cleaned up some more wording. Added advantage against blinded when caused by bright light, to give some weight behind the physical description. Added the variant rule language for post-tasha's ASIs. As usual, I recommend using the ASI listed in the main race. Added the quirks. #### V0.2 Cleaned up the wording in places. Moved Prismatic Brilliance to a feat, and changed it a bit to make it more worth picking up. Added a self-target Light spell instead. Added Chromatic Rain. I'll think on this one more. It is quite beefy for a feat, in the length of it at least. I really like the idea and want to make it work though. It should be slightly stronger than Kibbles' Active feats (which this is inspired by, as well as many of my racial feats) if it is used for the full minute, using the action on the last round of its duration, but weaker if the action is used immediately (since it is only once per long rest.) I don't think it is too strong really, just lengthy and that may be off-putting. The randomness of the damage type alone will lower its usefulness. The secondary effect of the action doesn't increase in damage, I tried to make that obvious. The secondary effects were inspired by Robots and Omega's rework of Chaos Bolt, [Prismatic Bolt](https://www.gmbinder.com/share/-NR0OWlW60yv2EfA3qQp). Thanks and props to them. #### V0.1 A rough start, just to get ideas on paper (screen?) The name is a placeholder, until I think of something better. For feat, I am thinking that doubles down on the elemental energies of the Prismatic Sea and the other focuses on their innate light. I might move the Prismatic Brilliance to a feat and up its power. Then just make a smaller version that can be used as a self-target Light spell for their racial feature.