The people known as crystalkin are humanoids made out of living crystal instead of flesh, originating from the Catacombs in the Chaos. They are creatures of mind and soul with an innate affinity for psychic or divine energies. Crystalkin do not reproduce; a wave of Crystalkin are born when an Incursion is purged. Most Crystalkin are logical and emotionally distant, viewing the world from the alien perspective of a new race with no culture tied to it whatsoever. Even mundane things such as clouds in the sky, the flight of birds, or creatures growing old are usually fascinating to a Crystalkin when first encountered Because they do not age, shardminds also tend to adopt a long term perspective on things. The day-to-day concerns of creatures that must eat and worry of aging are often mysterious to Crystalkin, even after spending much time with the other races. Some are eager to learn more of the strange world they find themselves in, having next to now culture of their own at the beginning of an Age.

Ability Score Increases. Your Intelligence Score increases by 2 and your Wisdom Score increases by 1.

Age. Crystalkin do not age, but are more susceptible to Aberrant corruptions.

Creature Type. Your creature types are Humanoid and Highling.

Languages. You can speak, read, and write Common, High-Speech, and one other language of your choice.

Size. Crystalkin vary in height from 5 feet to over 6 feet, weighing between 200 and 250 pounds. Your size is Medium.

Speed. You have a base Walking Speed of 30ft, and a Flying Speed equal to your Walking Speed, you can only hover 5ft off the ground.

Aberrant Susceptibility. Due to their nature and birth, Crystalkin ache and break during Incursions and while surrounded by Aberrant energy. During an Incursion, while in the Twisted Lands, or in another area of Aberrant power if determined by the DM, you are under Aberrant assault. At the end of a long rest while under Aberrant assault, roll a d10, on a 1 mark a permanent death saving throw failure. When you roll a 1 for this after you have three failures, you die. When you finish a long rest while not under Aberrant assault, make a Constitution check with a DC of 13, on a success, remove one of these death saving throw failures.

Astral Repose. You don't need to sleep, and magic can't put you to sleep. Instead of sleeping, you must spend at least four hours in a meditative state. Your consciousness becomes divided between your body and the Catacombs, which some part of your mind never truly left. Though you are distracted, you remain aware of your surroundings. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Crystal Metabolism. Your body is made of living crystal rather than flesh, granting you certain benefits:

  • You have advantage on saving throws against being poisoned, and you have resistance to Poison Damage.
  • You are immune to disease and you don't have blood
  • You don't need to eat, drink, or breathe.
  • You have a natural AC of your 12 + your Dexterity modifier.

Crystalline Soul. You have resistance to Psychic and Radiant damage.

Curious. You gain proficiency in Investigation.

Shattering Blow. Your body can shoot out crystalline spines. As an action, you can expend a number of Hit Dice up to your Proficiency Bonus and force every creature of your choice within 15ft of you to make a Dexterity Saving throw with a DC of 8 + your Proficiency Bonus + your Constitution Modifier. On a failure a creature takes Magical Piercing Damage equal to. You then take half the damage you rolled