Conjured (5e Race)
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Conjured
The conjured are constructs that wizards made to serve them. Seeing as making takes lots of energy, wizards who make them usually lose most of their power. Not many people know about conjured. They serve only their wizard and are faithful soldiers who can bring mass destruction.
Physical Description
Conjured look like many crystals put together, with the attempt to make them appear humanoid, but utterly failing. They look like giant crystal statues carved by a rookie artist.
History
Society
They are constructs, and as such, do not form a society. They do not have attitudes and beliefs because they lack emotion. This is how wizards made them.
Conjured Names
Conjureds either do not have names or have names that their wizard gave them.
Conjured Traits
Conjureds are massive crystalline creature-constructs that wizards summon as assistants.
Ability Score Increase. Your Strength score increases by 2 and your Constitution score increases by 1.
Age. Conjureds are constructs and as such, are summoned/made mature and live until their wizard dismisses them (Day long ritual required.) or something kills them.
Alignment. Conjureds are emotionless and, thus forth, are neutral.
Size. Conjureds vary widely in height and build, from 7 feet to well over 10 feet tall. Your size is Medium.
Speed. Your base walking speed is 25ft feet.
Construct Nature. Your type is construct, not humanoid. You do not benefit from spells that heal, nor can you me targeted by spells that target only humanoids. You cannot and need not ingest food and drink. You are immune to disease and poison. Necrotic damage heals you.
Natural Armor. Your skin is crystalline and hard. While not wearing armor, your AC is 12 + your Dexterity modifier + your Constitution modifier.
Telepathy. You can talk to anyone within 120ft with your mind. If you do not share a language, you can only converse in emotion. You can talk to multiple people at a time. People who you are talking to can respond. Only you can end the communication if you started it. No one can re-start it unless they have telepathy of their own, and it must meet their requirements.
Obedience. You follow any command your wizard gives you. They can command you as a bonus action in combat. When you do not have instructions, you act like a normal human, but if your wizard is in danger, you must defend them. As long as you follow their commands, your wizard cannot dismiss you(see:Age). To disobey a command from your wizard, you must make a DC 13 + the wizard's Wisdom modifier Charisma check. On a success, you defy their order. On a fail, you cannot attempt to defy them for another day.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Languages. You can read, and write Common and one other language of your choice. You cannot speak.
Subrace. Conjureds are either summoned to be a Warrior or an Assistant.
Warrior
Ability Score Increase. Your Dexterity score increases by 1.
Crystal Fist. Your unarmed strikes deal 1d6 + your Strength modifier. You are considered proficient in unarmed strikes.
Warrior Weapon Training. You are proficient in martial melee weapons.
Sharp Retaliation. When a creature makes a melee attack against you, unless their weapon has the Reach feature, they take 1d6 piercing damage from sharp crystals that stand out all along your body. The damage increases to 2d6 at level 6, 3d8 at level 12, and 4d8 at level 18.
Shoot Spikes. As an action, you can shoot your spikes of your body. Everyone in a 15ft cone must make a Dexterity saving throw (DC = 13 + half your level(or half of your consecutive levels if you are multiclassing.)) If they fail, they take the same damage for Sharp Retaliation. On a success, they take no damage.
Assistant
Ability Score Increase. Your Intelligence score increases by 1.
Wizard's Knowledge. You are proficient in Arcana and History.
Detect Thoughts. You have no emotions and rarely have many thoughts, but through training with your wizard, you gained the power to detect both of those. This is a passive ability. You can hear thoughts like whispers and can focus in to hear specifically what others are feeling. You can also sense emotion in color. Blue is sad, Red is angry, Orange s nervous, Yellow is happy, and other colors are up to your DM. You cannot be suprised. You can use an action to trace a thought back to someone and locate roughly where they are. These features do not work on creatures without brains.
Wizard's Magic. You were made and trained by a wizard, and as such you learn magic. If the wizard who made you is in your campaign, they choose your spells. Otherwise, it is up to the DM. At 1st level, you get a cantrip from the wizard spell list. At level 3, you get a level one spell. At level 5, you get a level 2 spell. At level 7, you get a level 3 spell. Intelligence is your spellcasting ability for these spells.
Variant: Rouge Conjured
You served your master. That was in the past. You lose your Obedience feature. You do not choose a subrace, as a result of no longer having your master's power giving you your abilities.
Random Height and Weight
Base Height | Height Modifier* | Base Weight | Weight Modifier** |
---|---|---|---|
7′ 0″ | +1d10+1d10. | 50 lb. | × (1d10+1d10) lb. |
*Height = base height + height modifier |
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