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Kalashtar

The Kalashtar are the sentient race that populates the planet Kalash. They have blue skin and often wear extravagant clothes, usually in light colors, as a showing of status. They have a culture that is incredibly complex and live within a semi-utopian society where the smart excel and the dumb... disappear. They are worshippers of the deity Hypnos, with a strong dedication to the power of dreams and the ability to shape it.  

Selective Control

The Kalashtar come from a distant system, where there was the original Kalash, a planet perfect for their society which ended up being destroyed by their own overpopulation and polution from the planetary city that covered it. They moved to Aldyn long ago and terraformed the planet now known as Kalash and removed the previous residents to make themselves a new planet to live on.   Under Aldyn's laws, they have been much more protective of the environment, if only for their own people, but their society definitely hides a dark hidden layer that nobody is ever to know.  

The Dreamers

Dreamers are rare Kalashtar with a special connection to Hypnos; their mind views into his realm while they sleep. Dreamers can see into the world of dreams, using it to read dreams and find enemies. Some especially powerful Dreamers can actually turn the thoughts of their mind into the physical, though it comes at a terrible cost. These Dreamers are treated as minor prophetic figures and given huge wealth and privilege across Kalash. Almost every political leader on the planet is a Dreamer.  

DND Mechanics

  • Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1.
  • Age. Kalashtar develop physically at the same rate as Humans do and have similar lifespans.
  • Alignment. Kalashtar society is built towards the chaotic neutral, not taking sides in conflict, but rather choosing whatever will gain themselves power in the end.
  • Size. Kalashtar are similar in build to Humans, though they are typically a few inches taller. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Mental Discipline. You have resistance to psychic damage.
  • Inexhaustable. All levels of exhaustion count as one level less.
  • Vast Intellect. You have gained higher knowledge of the universe from your inherited traits. You have advantage on all intelligence saving throws.
  • Mind Link. You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. When you're using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait's range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.
  • Children of Hypnos. Your connection to the Land of Dreams comes out when you are asleep. When sleeping, you can control what goes on inside your dreams to your choosing, and see the dreams of creatures within 30 ft of you. When attempting to read the dreams of another creature, they must roll a DC 10 + intelligence score + proficiency bonus Constitution saving throw. They can choose to fail this save. Upon failure, you can view into their dreams; on success, the creature is immune to your reattempts for 7 days, and aware of your attempted forceful entry. You can use this ability once per day, reseting at dawn.
  • Languages. You can speak, read, and write Common and Kalash.

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