Astralkin | Race | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Astralkin

Ability Score Increase
Size Medium
Speed 30ft

The Astralkin are less a race and more a collection of several humanoid races with a single origin; extraplanar. The Astralkin come from the Astral Sea, realms that float within the Divine Crystal Sphere of Ao but are not connected to Abeir-Toril like some realms are. They are extremely rare here, usually washed adrift from a shipwreck in the Astral Sea, but they are all from cultures with working Spelljammer Technology.   Ages: Maturity 40 to 350 years. Maximum age of 500 years.
Size: 4’11" to 5’10" tall, 90 to 140 lb.
Resistance: Psychic
Astral Brilliance: You have advantage on all Intelligence, Wisdom and Charisma saving throws against Psionic Disciplines.
Eidetic Memory: Your memory is so sharp that you can automatically store and recall up to 5 pages of writing or 5 minutes of speech and music. Information memorized in this way remains perfect in your memory for up to a week, after which you do not lose the stored information, but it becomes as fallible as other memories.  

Githzerai

  The Githzerai, the Gith warriors that followed Zerai during the Fall of the Illithid Empire and rise of the Githyanki. Rather than see themselves become a mockery of their slave-masters in petty piracy and empire building, the Githzerai left to take up monastic orders within the Inner Planes. Swirling amongst the Elemental Chaos, they use their keen minds to carve out Order in a place of absolute chaos. The only task they leave their isolation for is the hunting of their Yanki kin, or worse, Mindflayers.   Names: (male) Dak, Duurth, Ferzth, Greth, Hurm, Kalla, Muurg, Nurm, Shrakk, Xorm; (female) Adaka, Adeya, Ella, Ezhelya, Immilzin, Izera, Janara, Loraya, Uweya, Vithka.
Languages: Primordial, Illithidka
Proficiencies: Psionics   Gifts of the Gith: You know the Mage Hand cantrip, and the hand is invisible when you cast the cantrip with this trait. When you reach 3rd level, you can cast the Shield spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Detect Thoughts spell once with this trait, and you regain the ability to do so when you finish a long rest. When you cast them with this trait, they don’t require components. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.  

Sortami

  The Soratami are one of the Five Great Houses of Kakuriyo, keepers of the Shrine of Seeing Winds. While the rest of the natives are known as the Hengeyokai, the Soratami do not share their shapchanger abilities. Seeking instead to keep to their libraries and great archives of knowledge. They protect the skies and the astral entrances to and from Kakuriyo, creating massive Library Spelljammers to travel the AStral Seas in search of more knowledge for their shelves.   Names: (Male) An, Chen, Chi, Fai, Jiang, Jun, Lian, Long, Meng, On, Shan, Shui, Wen; (female)Bai, Chao, Jia, Lei, Mei, Qiao, Shui, Tai; (surnames) Chien, Huang, Kao, Kung, Lao, Ling, Mei, Pin, Shin, Sum, Tan, Wan.
Languages: Karaturian
Proficiencies: Investigation, History   Minamo Training: You know the Mind Sliver and Seek Phrase cantrips. When you reach 3rd level, you can cast Future Insight spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Locate Object spell once with this trait, and you regain the ability to do so when you finish a long rest. When you cast them with this trait, they don’t require components. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.  

Vedalken

  The vedalken are the most well travelled of all races, having several colonies and distance populations in many of the different astral realms. The heart of the race is still in Ravnica, their titanic machines and industry covered the face of the planet and pumping out poison as an unfathomable rate. Vedalken have an unusual view of progress. They believe that nothing is perfect, nor can it ever be perfect – and they rejoice in this. Every imperfection is a chance for improvement, and progress is an endless march toward a state of perfection that can never actually be reached. Thus, pointing out imperfection is hardly an insult—which leads vedalken to note flaws and problems with an enthusiasm that members of other races sometimes find exasperating.   Names: (male) Aglar, Bellin, DaHid, Firellan, Kavin, Koplony, Lomar, Mathvan, Modar, Nebun, Nhillosh, Nitt, Otrovac, Ovlan, Pe lener, Ril l, Trivaz, Uldin, Yolov, Zataz, (female) Azi, Barvisa, Brazia, Direll, Fainn, Griya, Hallia, Katrille, Kovel, Lilla, Mirela, Morai, Nedress, Ossya, Pierenn, Roya, Sestri, Triel, Uzana, Yaraghiya, Zlovol
Languages: Imaskari
Proficiency: Insight, Smithing   Partiality Amphibious: By absorbing oxygen through your skin, you can breathe underwater for up to 1 hour. Once you’ve reached that limit, you can’t use this trait again until you finish a long rest. You also have a swim speed equal to your movement speed.   Ravnica Science: You know the Shocking Grasp cantrip. When you reach 3rd level, you can cast the Taser spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Thought Shield spell once with this trait, and you regain the ability to do so when you finish a long rest. When you cast them with this trait, they don’t require components. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.


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Falme.

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