Lineage: Petrix

There's no two ways about it- to be a Petrix is to be cursed. While a gargoyle is constructed, and knows no other life than that of a stationary guard, moving only when an intruder approaches, a Petrix was born with free will and a normal life. At some point, this free individual was obliged into service. Perhaps they desecrated a temple, and this is their penance to a deity. Or maybe they scorned a sorcerer, who cast this powerful enchantment on them. In some cases, a parent has even given up a child to settle a debt, and the young creature was then turned into a Petrix to watch over their new guardian's affairs. On rare occasions, a person may vow allegiance of their own free will, dedicating themself to the service of the caster.

When a Petrix stills, their flesh turns to stone, similar to how a Gargoyle's does. It's extremely painful for the first week or so, but after that, the nerves start to lose their sensitivity. In fact, the entire *body* seems to desensitize to an extent- the Petrix finds they can stand stock-still for days at a time, without needing to relax or adjust. In addition, the magically potent among them find their spellcasting uhindered by their new form.

Their petrified form depends on a combination of the will of the holder of the curse and the will of the cursed; somewhere, a middle ground is reached. If the caster wants a stalwart hoplite to guard their home, but the cursed is still mourning their life that was, their petrified form might resemble a proud hoplite with rivulets of water trickling down from its eyes. Get creative!

Why should you play a Petrix? Well, it's a new vibe, and it's fun to be cursed (in D&D!).

Related Documentation: The Strange Statues

Petrix Origin
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**Ability Score Increase.** Increase one ability score by 2 and increase a different one by 1, or increase three different ability scores by 1. If you are replacing your race with this lineage, replace any Ability Score Increase you previously had with this.

**Languages.** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. If you are replacing your race with this lineage, you retain any languages you had and gain no new languages.

**Creature Type.** You are a Humanoid.

**Size.** You are Medium or Small. Your size is in accordance with your root-race's size.

**Speed.** Your walking speed is 30 feet.

**Ancestral Legacy.** If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it. If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.

**Faithful Sentinel.** You have the ability to remain still and revert to stone form, a fact represented by the following benefits:

* When you take no move action on your turn, you have advantage on constitution saving throws against losing concentration on a spell.
* When you take no move action on your turn, you have advantage on strength saving throws.
* When you take no move action on your turn, you have advantage on stealth rolls if you take the Hide action. NOTE: This does not count if you use a *bonus action* to Hide.
* You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.

**Partial Transformation.** You are proficient with shields. You always have a shield on your person, which weighs nothing and cannot be removed from your inventory. It only takes a bonus action to don or doff this shield.