TEXT: New Race: Sentient Illusions | EN World EN5idEr
  SENTIENT ILLUSIONS
  S
  wirling in place before her in 
  a miraculous display, the mass of 
  energy begins to take on an amorphous 
  shape before gradually settling into 
  something more concrete—the mage 
  was bearing witness to a figure form 
  itself and truly come into being. This 
  itself is unprecedented in her work but 
  nothing could have prepared her for the 
  full reality of what was happening here 
  and her empirical demeanor falters as 
  the humanoid turns its unformed face 
  toward her, a smooth yet unsure voice 
  resonating out of it. “Greetings, wielder 
  of dreams.” 
  NEW RACE
   
  WRITING Azra Kaknes
   
  COLOR ART Xanditz 
   
  EDITING Mike Myler
   
  LAYOUT Frank Michienzi
  
  New Race: Sentient Illusions | EN World EN5idEr
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  Stunned and baffled, she briefly closes her eyes 
  and tries to gather her senses. When she opens 
  them again a complete person stands only a few feet 
  away, dressed in simple clothes that faintly flicker 
  in the light. A plethora of questions spill out of her 
  but this newborn creature, though it resembles her, 
  can barely communicate beyond broken speech and 
  short sentences. What it lacks in speech however, it 
  certainly makes up for in ingenuity, and the magical 
  humanoid starts producing minor illusions that she 
  rapidly realizes are explanations to their unique 
  situation. In all her years of study and research the 
  mage never expected these sentient illusions to gain 
  the ability to speak of their own volition, to possess 
  free will, to be clever--and that this discovery is only 
  just beginning.
  These figments have taken on names for themselves, 
  engaging with society and exploring ever further 
  with complete autonomy from their creators, but 
  as a very new and young race that’s come into 
  existence through artificial creation it remains 
  uncertain how they will fit in the world. 
  Figment to Form
  While they are all one race the differences between 
  sentient illusions can be astoundingly nuanced 
  or profound, though guided in each case by two 
  main factors. Firstly they take on a variety of quirks, 
  mannerisms, and behaviors based on who they 
  interact with from early on in their years. For all 
  their variations however, each sentient illusion has 
  nuances and predispositions determined by their 
  gemstone core.
  Diamond. These intelligent figments are elegant 
  and regal, assuming airs of authority belying their 
  celestial predisposition. Natural leaders, they are 
  quick to action, willing to bear responsibility and 
  the brunt of blows for their comrades. Stalwart 
  allies, diamond core sentient illusions do not often 
  back down from a fight.
  Emerald. Capricious and whimsical, these 
  sentient illusions have carefree attitudes fitting for 
  their affinity to the fey realm. Their emerald cores 
  make them prone to flights of fancy, and they are 
  often the cause of some dispute because of pranking 
  and mischief. Despite their practical jokes emerald 
  core sentient illusions are well-meaning, kind indi-
  viduals, though only fools mistake their kindness 
  for weakness.
  Onyx. An onyx core sentient illusion is haunting 
  and otherworldly, giving off an air of foreboding 
  and dread thanks to the necrotic energies suffused 
  into their gemstone. These grim figments are 
  frequently considered to be pessimists and serious 
  at all times, but in truth they’re simply cautious 
  and practical, trying to be pragmatic and not over-
  bearing. Their origin and nature puts them at odds 
  with many in the world but most strive to best fit in 
  with others instead of standing out.
  S
  entient illusions are recent creations of the 
  Order of Sentience, mages with no greater 
  aspirations than to wrangle true life into constructs 
  using only magic. It took them decades of research 
  and experimentation to succeed, creating figments 
  with functional intellects though not without cost—
  these creatures could not take on any form, the fluid 
  arcana of their bodies tethered to the limitations 
  of the projections shining from their gemstone 
  cores. What they failed to anticipate were for their 
  creations to gain free will, demanding freedom and 
  the right to be treated as equals. In the dozen years 
  since then several sentient illusions have come to 
  exist in a more solid state, taking on a humanoid 
  form to achieve a corporeality that lets them 
  directly interact with their solid environments. 
  
  New Race: Sentient Illusions | EN World EN5idEr
  Ruby. Because of their origins these sentient 
  illusions are inherently monstrous, frightful, and 
  imposing, causing many to avoid associating 
  with them. Despite their off-putting nature they 
  are capable of being extremely kind and benevo-
  lent, although caring politeness is rarely their first 
  impulse. As a result they tend to be hermits and 
  outcasts, reserving their more tender side for those 
  who have gained their trust.
  Sapphire. These sentient illusions are frenetic 
  and tempestuous, their elemental affinity usually 
  manifesting as an overactive temper. Although 
  known for being rash and difficult to relate to, they 
  remain steadfastly loyal to their chosen compan-
  ions regardless of the consequences—the hard part 
  is sticking it out long enough to gain their trust.
  Topaz. Stoic and strong, these figments embody 
  the calm before the storm, their topaz core creating 
  a primal connection with nature that make them 
  even-tempered and slow to anger. When they are 
  driven to rage however, their ferocity is unmatched, 
  their intuition and strong instincts becoming keen 
  assets against their foes.
  Order of Sentience
  Sentient illusions believe that they are liter-
  ally dreams made real, faithful that the Order of 
  Sentience were guided by a collective subcon-
  sciousness—The Dreamer—crucial to spurring the 
  process that ultimately led to the first of their kind 
  being born. This magical underlying psyche of the 
  universe receives as much credit for giving form 
  to intelligent figments as the mages performing 
  the rituals that created them; to them magic is the 
  essence of every living thing and it flows through 
  the world in its own intricate way, making The 
  Dreamer part of all existence. Their wizard creators 
  have also wrought other creatures and races, but 
  frustratingly the Order of Sentience has abandoned 
  their sentient illusions and many are driven to 
  unravel the secrets of their makers, yearning to 
  discover their purpose.
  Sentient Illusion Names
  Naming conventions for sentient illusions are 
  based on what they individually believe fits them 
  best, making their choices mostly practical and 
  pragmatic, based on association and belief.
  Sentient Illusion Names: Charity, Crafter, Hope, 
  Lifegiver, Maker, Prudence, Soothsayer, Stormy, 
  Temerity, Tenacity, Truthseeker, Verity, Voicegiver, 
  Weaver
  Sentient Illusion Traits
  The magical forces that encapsulate your self 
  manifest to grant you the following traits.
  Ability Score Increase. Your Intelligence score 
  increases by 2, and your Charisma score increases 
  by 1.
  Age. Young beings that recently gained a sense 
  of self, most sentient illusions are only a handful of 
  years old and at the most a decade—it’s unknown 
  if they can ever die of old age.
  Size. The tension of the energies making up a 
  sentient illusion’s body equalize in such a way 
  that most are 6 feet tall though quite light, only 
  weighing at most 80 pounds. Your size is Medium.
  Sex. Sentient illusions are created magically, and 
  as they are thought given form they take on bodies 
  that suit their own sense of self.
  Speed. Your base walking speed is 30 feet.
  Arcane Knowledge. You gain proficiency in the 
  Arcana skill.
  Elemental 
  Affinity. 
  The 
  gemstone 
  core 
  at your center has an affinity for an element, 
  granting you resistance against a type of energy: 
  Although they are made of arcana itself, sentient 
  illusions cannot change form at will as they were 
  once able to when they were mere figments. The 
  theory postulated by most in the Order of Sentience 
  is that in order to retain a sense of self and identity, 
  sentient illusions intrinsically give up the ability to 
  adroitely control their shapes. Choosing instead to 
  be bound to one form like most other races in the 
  world gives them the ability to focus, granting full 
  autonomy—and control of their future.
  
  New Race: Sentient Illusions | EN World EN5idEr
  diamond—radiant, emerald—acid, onyx—necrotic, 
  ruby—fire, sapphire—cold, topaz—lightning.
  Illusory Origin. You know the minor illusion 
  cantrip. When you reach 3rd level, you can cast the 
  disguise self spell once with this trait and regain the 
  ability to do so when you finish a long rest. When 
  you reach 5th level, you can cast the alter self spell 
  once with this trait and regain the ability to do 
  so when you finish a long rest. Your spellcasting 
  ability for these spells is Intelligence.
  Magic Incarnate. Magic can’t put you to sleep. 
  You still require a resting period to replenish your 
  inner reserves, but you cannot die from starvation 
  or thirst.
  Primitive Communicator. Trying to understand 
  vocal structure and how to formulate words with 
  sound is a huge obstacle for your kind. Until you 
  reach 3rd level, you are only able to speak in broken 
  Common regardless of what languages you know.
  Telepathy. You can communicate telepathically 
  with creatures you can see within 30 feet. 
  Languages. You can speak, read, and write 
  Common. 
  New Feats
  Sentient illusions are rapidly evolving, developing 
  techniques only possible because of their incredibly 
  magical nature.
  Back to Basics
  Prerequisite: Sentient illusion
  Reaching back to the root of your creation, you 
  learn to hone your abilities and basic spellwork 
  based on your gemstone core. One of your ability 
  scores increases by 1, to a maximum of 20, and you 
  learn a cantrip. Your spellcasting ability for this 
  cantrip is Intelligence.
  • Diamond: Wisdom, sacred flame
  • Emerald: Charisma, acid splash
  • Onyx: Intelligence, chill touch
  • Ruby: Strength, fire bolt
  • Sapphire: Dexterity, ray of frost
  • Topaz: Constitution, shocking grasp
  Illusory Roots
  Prerequisite: Sentient illusion, proficiency bonus +3 
  You can mimic the abilities of monster types based 
  on the jewel harnessing your body’s magic. You can 
  use an action to grant yourself a trait from the crea-
  tures associated with your gemstone core. This trait 
  lasts for 1 minute. After you have used this feature, 
  you cannot do so again until you have finished a 
  short rest. Possible traits are listed below, but what 
  other traits you are able to replicate are at the GM’s 
  discretion.
  • Diamond (Celestials): Angelic Weapons (Your
  weapon attacks are magical. When you hit
  with any weapon, the weapon deals an extra
  2d8 radiant damage.)
  • Emerald (Fey): Teleport (You can use an action
  to teleport up to 40 feet. You do not need to move
  all of this distance at once, but after you have
  teleported 40 feet this trait’s duration ends.)
  • Onyx (Undead): Life Drain (You can use an
  action to make an unarmed strike that deals
  3d6 necrotic damage. The target must succeed
  on a DC 10 Constitution saving throw or its
  hit point maximum is reduced by an amount
  equal to the damage taken. This reduction
  lasts until the creature finishes a long rest. The
  target dies if this effect reduces its hit point
  maximum to 0.)
  • Ruby (Monstrosities): False Appearance (While
  you remain motionless, you are indistinguish-
  able from an inanimate object.)
  • Sapphire (Elementals): Air Form (You can
  enter a hostile creature’s space and stop there.
  You can move through a  space as narrow as 1
  inch wide without squeezing.)
  • Topaz (Beasts): Blood Frenzy (You have
  advantage on melee attack rolls against any
  creature that  doesn’t have all its hit points.
  Once you have hit with a number of weapon
  attacks equal to your proficiency bonus this
  trait’s duration ends.) e
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 310 - New Race Sentient Illusions.pdf