Planar Characters Expanded planetouched for D&D 5th Edition.

Deva Deep in the recesses of memory, devas recall what they once were: immortal servitors of the gods of good, spirits who chose to bind themselves to the world in mortal flesh. For millennia, their souls have been reborn to wage an endless war against the forces of darkness. Most devas are fiercely committed to the cause of good, because they fear what they might become if they turn to evil: A deva whose soul becomes corrupted risks being reborn as a rakshasa. Beauty of the Gods In appearance, devas are very similar to humans, but with an unearthly beauty and an uncanny stillness about them. They are almost as tall as dragonborn, but much more slender. Devas’ coloration distinguishes them most strongly from humans. All devas have patterns of light and dark colors on their skin. The light portions are chalk white or pale gray, and the dark areas range from blue or purple to dark gray or black. In any individual deva, either light or dark can be dominant, with the opposite shade appearing in simple, elegant patterns on the face, chest, and shoulders. A deva’s hair is typically the same color as these skin patterns. When sitting or standing at rest, devas remain almost perfectly still, except for the occasional blink of the eyes. They don’t fidget or twitch, and their eyes move only when they are actively examining something. Devas do not have children. When a deva dies, his or her spirit is reincarnated in a new, adult body that appears in some sacred place, such as a mountain peak, a riverbank, or a desert oasis. The new deva retains enough memory of past lives to speak and understand multiple languages and offer the proper prayers and sacrifices to the gods of good. Angelic Grace Devas are refined and polite. They follow the highest moral standards, but they are not afraid of violence. They believe that the pursuit of good is an eternal war with the forces of evil, embodied in rakshasas, demons, devils, and the evil gods and their servant angels. Devas wage that war in their hearts as well, constantly vigilant lest evil take root and corrupt their souls, transforming them into the creatures they most despise. A Race of Religion Because they remember, at least dimly, a life in the Astral Sea spent in close company with the gods, most devas are devout worshipers of the gods of good, especially Bahamut but also Moradin and Pelor. Devas seek to achieve a personal connection with the gods rather than approach them through temples and priests. They worship at meals in their homes, setting an empty place for the absent gods, and strive through meditation and prayer to become more like the gods they serve. Deva adventurers are commonly paladins, clerics, and favoured souls, who savor the experience of divine power flowing through them without any intermediary. The Wandering Race Devas do not have cities or societies of their own, and their numbers are so small that a deva can spend entire lifetimes without ever meeting another of his or her kind. They live among other races and, at least to some extent, adopt their ways. However, all devas remember elements of the life they had before their incarnation in flesh and the beginning of their cycle of rebirth, and they share some common cultural elements of dress, religion, and habits. Devas favor flowing clothes of fine silks, polished metal armor with winglike shoulder ornaments, and headdresses or helmets that suggest crowns or halos. In other ways, they prefer to live simply, without extravagance. Deva Names Deva prefer to keep their angelic names, using names given to them in the Upper Planes, often with some meaning in Supernal. Male Names: Adiah, Ansis, Ayab, Bavak, Beriah, Eben, Elyas, Galad, Gamal, Hiyal, Iannes, Kerem, Mahar, Marach, Mathas, Natan, Nehem, Oris, Raham, Ronen, Samel, Sered, Tavar, Vered, Zachar Female Names: Abea, Adara, Asha, Chana, Danel, Darah, Davi, Elka, Eranah, Hania, Hava, Idria, Isa, Jael, Kana, Kayah, Lihi, Mahel, Marek, Noma, Navah, Paziah, Ravah, Riya, Sada, Shara, Tirah Deva Traits Your character has traits in common with all other deva. ting information. Ability Score Increase. Your Wisdom score increases by 2, and your Intelligence score increases by 1. Age. Deva are impossibly long lived, in theory, though most die violent deaths and are then reincarnated. Alignment. As former angels of the gods of law and good, deva strive for perfection in every aspect, and are almost universally lawful good. An immoral or otherwise villainous deva risks being born as a rakhshasa. Size. Deva stand almost as tall as dragonborn, but hold slender builds and elegant bodies. Your size is Medium. Speed. Your base walking speed is 30 feet. Born of the Gods. You have proficiency in the Religion skill. Astral Majesty. You may cast the thaumaturgy cantrip. Charisma is your spellcasting ability for it. Astral Resistance. You have resistance to necrotic and radiant damage. Immortal Origin. Your type is humanoid, but you count as a celestial for all effects and purposes that would have a different effect on a celestial versus a humanoid.

Memory of a Thousand Lifetimes. You may call on the memories of your plethora of past lives, succeeding at something a normal man would not be able to. When you make an attack roll, saving throw, or ability check, you may choose to add 1d6 to the roll. Once you use this feature, you may not use it again until you finish a long rest. Reincarnation. After you die, you return to the Astral Plane for a number of days equal to 2d10 + your total character level. After that time, you reform in a new, fully mature body. Your character level is reset to 1. You retain your name, alignment, and fragmented memories of your former life, but in all other aspects, you are reformed as a new character. You have disadvantage on Intelligence (History) checks to remember details from your past life. If you are of an evil alignment, or have committed a grievous iniquity (genocide, rape, torture), you are instead reborn as a rakshasa under the DM's control. Languages. You can speak, read, and write Common and Supernal. .phb{ width : 210mm; height : 296.8mm; } </style> Variant: Resurrection When you die, you return to the Astral Plane for a number of days equal to 2d10 + your total character level. After that time, you reform. You lose any equipment that was yours upon death, but this feature effects you as a raise dead spell would, with the caster being considered as you. Ask your DM before applying this variant, as it takes away the true penalty that death should be in a campaign. This feature replaces Reincarnate.

Shade Ambitious, ruthless, and paranoid, shades are humans who trade part of their souls for a sliver of the Shadowfell's dark essence. Even more so than the shadowborn -natives of the Shadowfell descended from the common races-shades are gloom incarnate. No matter what nations or land one was first born into, each shade undergoes a dark rebirth that transforms him or her into a creature of stealth and secrecy who is caught between life and death. In exchange for the twilight powers granted to shades, the Shadowfell taints their souls with dark thoughts and a darker disposition. the Trail A human who chooses to become a shade is reborn into shadow through a transformative ritual that draws on the ambient magic present at shadow crossings-places where the veil between the world and its dark echo is thinnest. Known in scholarly circles as the Trail of Five Darknesscs, this arduous ritual is as likely to slay its practitioner, outright obliterating body and soul -as it is to grant the abillty to wield shadow magic. Unbridled ambition and utter desperation are common reasons for a human to undertake the Trail of Five Darknesses, since the taint of the Shadowfell marks a shade as an outcast forever. Shades maintain a determined self-reliance when among their own kind, because they know all too well the greed and duplicity their race is capable of. However, shades also believe in strength in numbers. and as such they congregate in settlements close to shadow crossings, both in the world and the Shadowfell. A few shades deny the self-serving nature of their kind, striving to ensure that the true nature of their souls overcomes the shadowy nature of their chosen path. Rejecting their own kind, these shades seek the company of the common races. Drawn to the life of an adventurer, such shades try to earn the trust of a close circle of friends. defending those comrades with the ruthlessness for which their kind is known. However, some decry this behavior as just another facet of the shades' characteristic avarice-treating friends as personal possessions that must be kept safe at all costs. Darkened Soul Shades resemble their original human selves, though they sacrifice their native vital ity to the ritual that turns them into slender creatures of shadow. Thelr darkness-piercing eyes become orbs of dull black, dark gray, or purple. Their coloring takes on subdued hues, with most shades haVing pale skin and lank, black hair. Shades prefer dark, somber clothing of silk, suede, or supple leather, decorated with hrass and iron. Their metal weapons and tools are coated with special oils that dull any sheen or reflection. Black Ambition Shades exist among all cultures, but the transformation they undergo creates a consistent sense of ambition for which their kind is known. No matter what justification inspires an individual to undertake the Trail of Five Darknesses, the conscious act of embracing the power of shadow changes that person. For many shades, having given up a portion of their own soul in the name of power means that no sacrifice is too great. Shades value restraint, poise, and patience. They bide their time in all things, keeping a low profile as they manipulate events to their advantage. Just as the Shadowfell's malaise can smother the spirits of mortal adventurers who venture into that dread plane, the sliver of shadow within each shade subdues emotion. A shade still feels love, hate, pride, despair, and the like, but he or she buries these feelings deep inside. A shade's smirk or frown carries as mnch weight as a half1ing's laughter or an ore's frenzied roar. Shades hold little love for the gods. Having made the ultimate sacrifice for power, they have no patience for those who beg deities for their favor. Those few shades who dedicate themselves to a faith worship Sehanine, god of trickery, or Vecna, god of secrets. For all their fierce independence and self-reliance, some shades feel a hunger for companionship driven by the emptiness of their fractured souls. Although such shades rarely become social creatures, they gravitate to strong allies alongside whom they can prove themselves in battle. Such long-term companions are typically the only ones who ever see a shade· true emotions, even as the shade demonstrates the full strength of his or her driven ruthlessness in thos allies' defense. Shade Communities The dark nature of their transformation places shade firmly outside the societies they arise from. The most social of their kind distrust all except their closest companions. Truly misanthropic shades embrace their darkness fully, seeing others as pawns to be exploited in the quest for power. In the Shadowfell, and around shadow crossings, shades form communities that reflect the avaricious and brutal nature of their residents. Shades who settle in the Shadowfell are typically those who have strongly embraced the darkness in their souls. Their enclaves are built on a rigid caste structure in which shade nobles plot against each other in bloodthirsty political machinations that would tear other societies apart. In such communities, shades unattached to a noble house are treated as outcasts or used as pawns in attacks against rival nobles.

Shade Names In the mortal realm, a shade often takes up a life of wandering or lives as a social outcast on the fringes of humanoid society. It is common for shades to mask their true nature with magic or clever disguises, using their shadow powers as a screen against watchful eyes. In many cases, shades reject family or clan names from their past lives to take on the name of the shadow crossing where they undertook the Trail of Five Darknesses ritual. Crossing Names: Blackwood, Dubhtyn, Eboncross, Gloomhollow, Hematiton. Shade Traits Your chracter has traits in common with all other shades. Ability Score Increase. Your Charisma score increases by 2. Trail of Five Darknesses. When you became a shade, you willingly did so, with either the intent of increasing your knowledge or physical power. Either your Dexterity or Intelligence score increases by 1. Age. The Trail of Five Darknesses has a dramatic effect on longevity, doubling a shade's normal life span. Alignment. The transformation of a shade taints their personality with a remainder of the Shadowfell, making even the most virtuous ruthless and paranoid, pushing the race towards evil. Their characteristic ambition and avarice makes shades almost universally neutral. Size. Shades are the same size as their former human selves. Your size is Medium. Speed. Your base walking speed is 30 feet. Shaded Eyes. Your ties to the Shadowfell give you superior vision in dark conditions. You may see in dim light and darkness within 120 feet of you as if it were bright light. Your darkvision is superior to lesser races; you may use this feature in magical darkness as well as in nonmagical. Fragile Mortality. Any healing you receive from magic or a potion is reduced by 2. Master of Shadows. You have advantage on Dexterity (Stealth) checks to hide in a shadowy area. Practiced Sneak. You gain proficiency in the Stealth skill. Shadow Origin. You may detect shadow portals and other entrances to the Shadowfell within a range of 60 feet without requiring a check. This sense may manifest itself as a faint ringing, a feeling of disgust or elation, nausea, or an intense headache. One With Shadows. You may cast the pass without trace spell once using this trait. You regain the ability to cast the spell in this way when you finish a long rest. Charisma is your spellcasting ability for this spell. Languages You can speak, read, and write Common and Undercommon. Ageless Power Rumors abound of shades who have attained enough shadow power to stop aging all together. At the DM's discretion, a shade who has 15 or more levels in any of the following classes may gain the trait listed below. This counts as an epic boon for all purposes except attainment. Your DM may include other class options as keys to gaining this trait. Ageless Power Prerequisite: Shade, 15 or more levels in warlock, sorcerer (shadow), rogue (shadow weaver), paladin (vengeance), monk (shadow or long death), witch (dark moon coven), or wizard (nethermancy or necromancy). You have drawn on enough shadow power to halt your aging entirely. You stop aging, and become immune to the effects of old age. You cannot die of old age.

Shardmind Shardminds are sentient fragments of the Living Gate, which once stood at the pinnacle of the intricate lattice of the Astral Sea. Beyond that gate lay the alien Far Realm, and the gate's destruction during the Dawn War resulted in the rise of the mind flayer empire. Though Ioun's power holds the portal closed, shardminds seek to rebuild the gate and forever cut off the Far Realm's ability to influence the world. Crystalline Psions Shard minds are crystalline creatures consisting of hundreds of small shards of translucent green, white, red, or amber crystal assembled into humanoid form and animated by a force of pure psionic energy. Shardminds choose their forms to mimic the shapes of humanoids; some take on forms that seem more masculine, while others appear more feminine. A shardmind's animating force glows dimly from within each of its component shards, emanating most brightly from where the eyes of a natural humanoid would be. This inner light sheds dim light in a shardmind's space, but a shard mind individual can squelch the light with an instant's concentration-in order to hide in the dark, for example. Almost Alive The crystalline fragments making up a shardmind's body are in constant, silent motion, almost like the circulation of blood. When a shardmind is stunned or unconscious, it might lose control ofthe tight mental reins that keep its body in humanoid form, a few shards slipping free into orbits around its body until the shardmind regains control. Shardminds are living creatures only in the loosest sense. Their crystalline bodies require no sustenance, and they don't breathe. They don't need sleep, though they must still rest for six hours to gain the benefits of an extended rest. They don't have gender and don't reproduce, but the shardminds alive today aren't the same ones that sprang to life during the Dawn War. Shardminds say that the Living Gate shattered into countless fragments, and each time an awakened shardmind is killed, another one somewhere in the universe stirs to consciousness. Children of a Thought Shardminds are fragments of pure thought given life and substance. They are logical, emotionally distant, and naive to the ways ofsociety in the world. Some approach life with innocent curiosity, eager to embrace the wealth ofexperiences the world has to offer, while others remain reserved and aloof, bearing a higher purpose in mind at all times. Though they often seem dispassionate, when a strong emotion seizes them, they experience it powerfully. For example, shardminds don't get annoyed; they become enraged. Variant: Shardmind Philosophies These shardmind background elements each represent a distinct philosophy, so it is unlikely that a shardmind would have more than one ofthem. Each philosphy has two examples of skills that suit that philosophy. You may elect to replace the skills granted by your background with the skills listed under your chosen philosphy. Thought Builder: You seek to create a new Living Gate and to imbue it with the psionic power necessary to keep the influence of the Far Realm at bay. The sect is prominent in the planar metropolis of Hestavar. Most members of the Thought Builders are dedicated to loun. They tend to be neutral or good. Associated Skills: Arcana, Religion God Shard: You believe that each shardmind must seek to acquire as much personal power as possible. Since you are a fragment ofthe Living Gate, your own power is the force that keeps the Far Realm from destroying the universe; each shardmind, in fact, is a fragment of divine power and carries a responsibility to nurture that power. Most God Shards are neutral and revere no deity. Associated Skills: History, Religion Shard Slayer: You believe that when a shardmind dies, its animating life force returns to the site of the Living Gate, where it shores up the universe's defenses against the Far Realm's intrusion. Thus, you seek to kill as many shardminds as possible, starting with the adherents of other philosophies. As a precautionary measure, you also seek out fragments of the Living Gate that have not yet awakened to sentience, and you destroy them as well, hoping to reduce the number of shardminds that will exist in the future. Most Shard Slayers are evil, and many are devoted to Vecna. Associated Skills: Arcana, Intimidation. Shardmind Names Shardmind choose names that sound pleasing to their ears, regardless of the assosciated gender of that name. Names Amata, Arshaka, Annia, Balashi, Bashanu, Belessunu, Dipana, Erishti, Eshunu, Hunzu, Iltani, Ishmea, Kuaya, Kubaba, Kuri, Manishtu, Naram, Nuraya, Seluku, Tabni, Ubashu, Utua, Zakit.

Shardmind Traits Your character has certain traits in common with other shardminds. Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom score increases by 1. Ageless. Shardminds do not age. You are immune to the effects of aging, and suffer no drawbacks from old age. Alignment. Shardminds are usually lawful, given their analytical mind and focus on logic and knowledge over emotions and creativity. Their choice of moral alignment depends on their philosophy. Size. Shardminds stand about as tall as they’d like, and weigh around 200 lbs. Regardless of how your shardmind chooses his physical dimensions, your size is Medium. Speed. Your base walking speed is 30 feet. Telepathy. You cannot speak. You may telepathically converse with any creature that knows a language within 30 feet of you. The creature may not speak the same language as you to understand your telepathy, but it must know at least one language. Crystalline Mind. You have resistance to psychic damage. Living Construct. You are a living construct. You don't need to eat, drink, breathe, or sleep. You are immune to poison damage and the poisoned condition, and you regain only half the hit points possible when being healed by a healing spell or potion. Instead of sleeping, you may sit in meditation for at least 4 hours to gain the benefits of a long rest. Immortal Origin. When a spell or effect would have a different effect on an abberation versus a humanoid, you count as an abberation for the purpose of the effect. Crystalline Luminance. You radiate dim light out to a radius of 5 feet. You may squelch or re-ignite this ability as a bonus action. Languages. You can ‘speak’, read, and write Common, Deep Speech, and one other language of your choice. Telepathic Spell Components As shardminds cannot speak, spellcasting becomes a problem, seeing as almost all spells have some sort of verbal component. At the Dm's disgression, shardminds can use their telepathy to produce their verbal components, saying the words of power telepathically to every creature within range of their telepathy.

Hamadryad Hamadryads are the incarnate spirits ofliving oak trees. Part flesh, part wood, and part fey spirit, they are the granddaughters of the seasons and the wind, and the supreme manifestations of nature's wild beauty. The Four Maidens At the beginning of time, the world had four daughters more beautiful in form than any creature-and more wild. They were called Summer, Autumn, Winter, and Spring, and they chased one another around the world while the primordials and the gods looked on. In their play, they frolicked with the brothers of the wind, and from this union the first nymphs were born. They were named Summer Ash, Autumn Oak, Winter Fir, and Spring Flower, and they were the spirits of the first trees that grew in the world. The capricious nymphs played their own wild games in the forests of the dawning world for time out of mind. But they were not all to dwell in such bliss forever. With the rise of mortals, certain autumn nymphs-the wisest and most pensive of the tree sisters-withdrew from their games when they began to perceive the state of natural life in decline. Woodlands were burned, dryads' groves cut down, and great swaths of the world left lifeless by the wars and the avarice of reckless mortals. To protect their homes, these autumn nymphs embraced their wild natures entirely. They gave up their carefree fey immortality and began the slow transformation into the wild tree maidens known as dryads. In these forms, they would protect their forests from harm with mighty branch and crushing limb, using their wisdom to understand the minds and motives of mortal creatures. Neither Fey nor Dryad Hamadryads stand at an intermediate state between playful nymph and fierce dryad. Bound to a living tree, a hamadryad ardently protects the forests of which she is a part. She calls on the mighty strength of the wood to smash her enemies, summoning the spellbinding beauty of her majestic fey heritage to bewitch and charm mortals and thereby alter their destructive behavior. Hamadryads retain the flawless physical perfection of their autumn nymph form with all its grace and charm. However, they can harden their flesh to match that of the oldest tree in an instant, just as they solidify their wooden hearts against any hope of compassion. One with the Forest Typically, a young hamadryad is bound to a tree home that somewhat resembles her feminine shape. As a youth, she remains in the forest where her tree grows, for her life is bound to its existence. However, rare hamadryads are able to break the connection to their tree home by some twist of fate or destiny. Some do so in the course of surviving the destruction of their tree homes by natural disaster or monstrous forces. Others are drawn far from their forests in the name of undertaking quests meant to save those forests. Some hamadryads dwell close enough to the settlements of the civilization of other races that they take up the struggles of those races. Answering their heart's yearning call, they uproot themselves from the earth and leave all they know behind-seeking the wondrous perils and delights that are the stuff of mortal knowledge and emotion. Beauty of the Fey Born of the power of nature, all hamadryads are female, and they present themselves in two aspects. In their nymph form, these granddaughters of the seasons and the skies are idyllic paragons of fey perfection and physical beauty. Their hair and eyes match the colors of autumn leaves, from green to russet, gold, orange, red, and brown. Autumn leaves and acorns might dangle from a hamadryad's hair, and her eyes are clear orbs of green, white, or gold. The dryad aspect of a hamadryad is not dissimilar. However, when a hamadryad draws on her dryad strength, her features take on the appearance of skillfully carved wood, the patterns of the grain manifesting across her form like ripples on the surface of a pond. Inside their forest homes, hamadryads walk unclothed in their dryad aspect, blending easily into the background ofbark and foliage. When they appear before mortals and civilized creatures, hamadryads favor light, gossamer clothing. Adventuring hamadryads who set out to right the world through physical force favor armor made from natural materials such as leather or hide. Those who don heavier protection prefer the light mithral armor crafted by the eladrin and elves. When hamadryads wear armor, they ornament it with carved designs or embroidered patterns representing the natural order of their forest homes and the causes for which they fight. Hamadryad heroes who leave their forests carry a piece of their tree with them-a charm carved from the wood of a fallen branch, or a garland strung with autumn leaves whose colors never fade. In Between Worlds When the first autumn nymphs underwent the metamorphosis into hamadryads, they gave up their innocent immortal existence. Likewise, all hamadryads experience a fundamental change in their nature and outlook in the pursuit of worldly destiny or unfulfilled yearning. Like a tree shedding its leaves in autumn, a hamadryad abandons the joyful games of secrets and whispers she once played among her sisters, and the chill of winter settles over her heart. No longer an entirely capricious fey, she is ruled now by the purposes and goals that dwell within the hearts of mortals. Despite this change, hamadryads retain the passionate, impulsive nature of their nymph heritage.

They are accustomed to having their way with mortals, and sometimes have trouble understanding why they are denied what they ask for. Hamadryads new to the world sometimes lack the patience to absorb and mimic the extensive cultural traditions and taboos of the mortal races. When their natural charm fails, frustrated hamadryads sometimes manifest their dryad aspects to unleash brute natural force. Many of the hamadryads that venture out into the world are disenfranchised forest spirits seeking justice or revenge for the destruction of their woodlands. Others have observed some aspect of mortal life that they themselves lack, and they become obsessed with understanding it. The spirit that drives mortal humanoids to undertake grand quests and sacrifice everything for principle has stirred many hamadryads, causing them to abandon their idyllic existence in the name of seeking something more. Sometimes the prospect of mortal love moves a hamadryad to leave the security and peace of her woodland home. Though such mortal emotion is rare among the nymphs, those who feel its pangs or dwell too long thinking on its nature are doomed to try to fill the lonely, questioning void it creates. Old Heart, New Mind Hamadryads live a lonely existence. In their youth, they dwelled happily in the woodlands of the world and the Feywild, frolicking with others of their kind. The choice to seek a life in the wider world means that a hamadryad loses the fellowship of her sisters. When a hamadryad adventurer leaves her tree and ventures off into the world, she walks alone. As beautiful as they are, hamadryads naturally attract the attention of other humanoids-some who seek to serve that beauty, and others who hope to take advantage of a hamadryad's inexperience with the world. Hamadryads quickly learn to congregate where other fey are found, and they are typically welcomed among gnomes, pixies, eladrin, elves, and satyrs. Some fey communities go so far as to treat hamadryads as honored guests or royalty-leading some hamadryads to expect this sort of deference at all times. This expectation, combined with a hamadryad's inability to adjust to the social norms of other cultures, can cause a hamadryad to come off as haughty or graceless in the eyes of those around her. A hamadryad who travels in the wider world is eventually drawn back to a place within her wood that reminds her of her pain or longing. Here she dwells in isolation, planting her feet against the earth and setting down roots that delve deep into the soil. As her body becomes a tree, it grows tall and strong even as it retains a semblance of her nymph's form. Other fey creatures are attracted to the hamadryad's place of solitude, and pixies and gnomes are prone to make their homes in the vicinity. Hamadryad Names Hamadryad keep the names they had in the Feywild, in the language of Sylvan. These names are pleasing to say and have many Elvish resemblances. Example Names Aileia, Celindara, Eilonwy, lrinea, Lyrindel, Rhiana Hamadryad Traits Your character has traits in common with all other hamadryads. Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1. Age. As the spirits of the autumn oak, most hamadryads live as long as the trees to which they are bound. Some have short lives at one or two hundred years. Others have been known to live for millennia. When a hamadryad's tree home dies, she undergoes a period of deep grief and mourning. Alignment. Hamadryads are used to being obeyed, and have fickle and selfish attitudes to the world. Most hamadryads are chaotic neutral. Size. Hamadryads take the form of tall, elegant women, standing slightly taller than the average human. Your size is Medium. Speed. Your base walking speed is 30 feet. Female Only. Hamadryads cannot be male. Fey Origin. You have advantage on saving throws against being charmed, and magic cannot put you to sleep. Forest Walk. Nonmagical difficult terrain made of leaves, vines, or other plants does not impede your movement. Oaken Vitality. You gain an additional hit point at 1st level. You gain an additional hit point for each level after 1st. Needs of the Forest. You do not need to sleep. However, you must stand in direct sunlight, stand with your feet soaked in water, or connect with the earth beneath your feet for at least 4 hours each day to gain the benefits of a long rest. You are considered awake during this state and notice approaching enemies and events as normal. Hamadryad Aspects. You may cast the hamadryad aspects spell. You regain the ability to cast it again in this way upon finishing a long rest. Charisma is your spellcasting ability for this spell. Languages. You can speak, read, and write Common and Sylvan. New Spell: Hamadryad Aspects This spell is available to the hamdryad race, and to the druid and warlock classes. Hamadryad Aspects 1st-level transmutation Casting Time: 1 action

1 action Range: Self

Self Components: M (a lock of dryad hair and a piece of branch)

M (a lock of dryad hair and a piece of branch) Duration: Instantaneous You channel the innate beauty and strength of the dryad. Choose one of the following effects when you cast the spell: -Spellbinding Beauty: Each enemy that can see you must make a Wisdom saving throw. On a sucess, the creature takes a penalty to attack rolls equal to your spellcasting ability modifier until the end of your next turn. -Wooden Form: You gain resistance to nonmagical damage until the end of your next turn.

Gith The warlike githyanki and the contemplative githzerai are a sundered people- two cultures that utterly despise one another. Before there were githyanki or githzerai, these creatures were a single race enslaved by the mind flayers. Although they attempted to overthrow their masters many times, their rebellions were repeatedly crushed until a great leader named Gith arose. After much bloodshed, Gith and her followers threw off the yoke of their illithid masters, but another leader named Zerthimon emerged in the aftermath of battle. Zerthimon challenged Gith's motives, claiming that her strict martial leadership and desire for vengeance amounted to little more than another form of slavery for her people. A rift erupted between followers of each leader, and they eventually became the two races whose enmity endures to this day. Whether these tall, gaunt creatures were peaceful or savage, cultured or primitive before the mind flayers enslaved and changed them, none can say. Not even the original name of their race remains from that distant time. Githyanki The githyanki plunder countless worlds from the decks of their astral vessels and the backs of red dragons. Feathers, beads, gems, and precious metals decorate their armor and weapons- the legendary silver swords with which they cut through their foes. Since winning their freedom from the mind flayers, the githyanki have become ruthless conquerors under the rulership of their dread lich-queen, Vlaakith. Astral Raiders. The githyanki despise all other races, undertaking devastating raids that take them from their strongholds in the Astral Plane to the farflung corners of the multiverse. War is the ultimate expression of githyanki culture, and their pitiless black eyes know no mercy. After a raid, they leave shattered survivors enough food and resources to weakly endure. Later, the githyanki return to their conquered foes, plundering them again and again. Followers of Gith. In their own language, githyanki means "followers of Gith." Under the guidance of Gith, the githyanki stratified into a militaristic society, with a strict caste system, dedicated to the ongoing fight against the victims and sworn enemies of their race. When their leader Gith perished, she was replaced by her undead adviser, Vlaakith. The lich-queen forbade worship of all beings except herself. Of all their enemies, the githyanki most hate their former masters, the mind flayers. Their close kin, the githzerai, are second in their enmity. All other creatures are treated with simple contempt by the githyanki, whose xenophobic pride defines their view of inferior races. Silver Swords. In ancient times, gith knights created special weapons to combat their mind Hayer masters. These silver swords channel the force of the wielder's will, dealing psychic as well as physical damage. A githyanki can't become a knight until it masters the singular discipline needed to will such a blade into existence. A silver sword is equivalent to a greatsword, and takes on the properties of a greatsword in the hands of its creator. In the eyes of the githyanki, each silver sword is a priceless relic and a work of art. Githyanki knights will hunt down and destroy any non-githyanki that dares to carry or wield a silver sword, reclaiming it for their people. Red Dragon Riders. In the uprising against the illithids, Gith sought allies. Her adviser Vlaakith appealed to Tiamat, the goddess of evil dragonkind, and Gith ventured into the Nine Hells to meet with her. Only Tiamat now knows what passed between them, but Gith returned to the Astral Plane with the Dragon Queen's red dragon consort Ephelomon, who proclaimed that his kind would forever act as allies to the githyanki. Not all red dragons honor the alliance kindled so long ago, but most at least don't consider the githyanki their enemies. Outposts in the Mortal Realm. Since creatures that dwell on the Astral Plane don't age, the githyanki establish creches in remote areas of the Material Plane to raise their young. Doubling as military academies, these creches train young githyanki to harness their psychic and combat abilities. When a githyanki grows to adulthood and slays a mind flayer as part of a sacred rite of passage, it is permitted to rejoin its people on the Astral Plane. Githyanki Silver Swords Githyanki player characters with 7 or more levels in fighter may take this feat, at the DM's discretion. Githyanki Silver Sword Prerequisite: Githyanki, 7 or more levels in fighter. You have gone extensive training and emerged a githyanki knight. You may use an action to summon a silver greatsword into your hands. This weapon is a silver greatsword with a +1 bonus to attack and damage rolls, and deals 1d6 + your Strength modifier slashing damage, and deals an additional 1d6 psychic damage on a hit. Githzerai Focused philosophers and austere ascetics, the githzerai pursue lives of rigid order. Lean and muscular, they wear unadorned clothing free of ornamentation, keeping their own counsel and trusting few creatures outside of their own kind. Having turned their backs on their warlike githyanki kin, the githzerai maintain a strict monastic lifestyle, dwelling on islands of order in the vast sea of chaos that is the plane of Limbo. Psionic Adepts. The progenitors of the githzerai adapted to- and were transformed by- the psychic environment imposed on them by their illithid overlords. Under the teachings of Zerthimon, who called on his people to abandon the warlike ambitions of Gith, the githzerai focused their mental energy on creating physical and psychic barriers to protect them from attack, psychic or otherwise. Fighting is personal to a githzerai, which uses its mind to daze and incapacitate opponents, leaving them vulnerable to physical punishment. Order amid Chaos. The githzerai willingly dwell in the heart of utter chaos in Limbo- a twisting, mercurial plane prone to manipulation and subjugation by githzerai minds strong enough to master it. Limbo is a maelstrom of primal matter and energy, its terrain a storm of rock and earth swept up in torrents of murky liquid, buffeted by strong winds, blasted by fire, and chilled by crushing walls of ice.

The forces of Limbo react to sentience, however. Using the power of their minds, the githzerai tame the plane's chaotic elements, causing them to settle into fixed and survivable forms and creating oases and sanctuaries within the maelstrom. Githzerai fortress-monasteries stand resolute against the chaos that surrounds them, virtually impervious to the turmoil of their s urroundings, because the githzerai will it. Each monastery is overseen by monks that impose a strict schedule of chants, meals, martial arts training, and devotions according to their own philosophy. Behind their psionically fortified walls, the githzerai embrace thought, learning, psionic power, order, and discipline above all other things. The social hierarchy of the githzerai is based on merit, and those githzerai who are the wisest teachers and the most skilled at physical and mental combat become leaders. The githzerai revere great heroes and teachers of the past, emulating those figures' virtues in their everyday lives. Disciples of Zerthimon. Githzerai revere Zerthimon, the founder of their race. Although Gith won their people's freedom, Zerthimon saw her as unfit to lead. He believed that her warmongering would soon make her a tyrant no better than the mind flayers. Skilled githzerai monks that best exemplify the teachings and principles of Zerthimon are called zerths. These powerful and disciplined monks can shift their bodies from one plane to another using only the power of their minds. Beyond Limbo. Though githzerai rarely deal with the realms beyond Limbo, advanced monks of other races sometimes seek out a githzerai monastery and attempt to gain admittance as students. More rarely, a githzerai master establishes a hidden monastery on the Material Plane to train young githzerai or to spread the philosophy and teachings of Zerthimon. As disciplined as they are, the githzerai have never forgotten their long imprisonment by the mind flayers. As a special devotion, they organize a rrakkma- an illithid hunting party-to other planes, not returning to their monasteries until they slay at least as many illithids as there are hunters in the party. Gith Names The Gith tongue is guttural and clipped, and most gith have names as such. Male Names. Dak, Durth, Ferzth, Greth, Hurm, Kalla, Murg, Nurm, Shrakk. Female Names. Adaka, Adeya, Ella, Ezhelya, Immilzin, Izera, Uweya Gith Traits Your character has certain traits in common with all other gith. Ability Score Increase. Your Dexterity score increases by 2. Age. Gith live about as long as humans. Alignment. Gith are logical and analytical, pushing them towards a lawful alignment, with the githzerai’s focus on lack of emotion and peace of mind pushing them towards neutral. The githyanki are cruel and power driven, pushing them towards evil. Size. Gith stand slightly taller than humans, and have wiry, muscular frames. Your size is Medium. Speed. Your base walking speed is 30 feet. Danger Sense. You gain a +2 bonus to initiative rolls. Additionally, you gain proficiency in the Perception skill. Defended Mind. You have advantage on Intelligence, Wisdom, and Charisma saving throws versus powers and other psionic effects. Languages. You may speak, read, and write Common and Gith. Subraces. There are two main subraces of gith, the dogmatic githzerai and the cruel and dictator-like githyanki. Choose one of these subraces. Githyanki Cruel and oppressive conquerers, githyanki are xenophobic and loyal to the lich queen Vlaakith. Ability Score Increase. Your Intelligence score increases by 1. Githyanki Psionics. You know the mage hand cantrip, but the hand is invisible. Additionally, you may cast one of the following spells; jump, misty step, and nondetection (self only). You regain the ability to cast any spell from this list in this way upon finishing a long rest. Intelligence is your spellcasting ability for these spells. As they are psionic abilities, they do not require any components and do not count as magic for the purposes of dispel magic and similar spells. Githzerai Dogmatic and ascetic, githzerai reject opulence and frivolity. They dwell on the plane of Limbo, forming entire monasteries out of the raw energy around them. Ability Score Increase. Your Wisdom score increases by 1. Githzerai Psionics. You know the mage hand cantrip, but the hand is invisible. Additionally, you may cast one of the following spells; feather fall, jump, and shield (self only). You regain the ability to cast any spell from this list in this way upon finishing a long rest. Wisdom is your spellcasting ability for these spells. As they are psionic abilities, they do not require any components and do not count as magic for the purposes of dispel magic and similar spells.