Bandage
Bandage
These strips of sterilized cloth staunch bleeding and cover wounds. You can use an action to apply a bandage to yourself or another creature to end ongoing piercing or slashing damage. When using improvised bandages there is a 50% chance of exposure to a disease.
Antitoxin
Antitoxin
Consuming the dark bitter liquid in this vial removes the poisoned condition and you gain advantage on saving throws against poison for 1 hour.
Adderwort Roots
Adderwort Roots
Chewing these dark roots bolsters your body’s natural defenses, and after you eat it you gain an expertise die on Constitution saving throws for 1 hour.
Fiendish Fire Giant Champion
Fiendish Fire Giant Champion
Named Monsters In A5E Rulebooks
Named Monsters In A5E Rulebooks
The following monsters are named in Level Up rulebooks.
- Adraxa ( Titanic Dragon Turtle ; Monstrous Menagerie). Sailors speak in hushed whispers of Adraxa, the luminescent, emerald-studded Queen of Dragon Turtles who dwells on the Elemental Plane of Water. Twice the size of most dragon turtles, she has ruled oceans and sunk entire fleets.
- Aklea (Empyrean variant; Monstrous Menagerie). Wild berserkers revere Aklea, a mighty daughter of a war god. In a battle against rival titans, Aklea sought to protect a group of mortals but unwittingly slew her charges while in one of her blind and unstoppable battle rages. Aklea is said to wander the stars, slaying dangerous monsters and trying to atone for the harm she once caused. She searches for the peace and self-control that has eluded her for so long.
- Bronze Queen ( Medusa Queen ; Monstrous Menagerie). Once a leader among the original medusas, the Bronze Queen lives in a sandswept palace among the bronze statues of those that have hunted her, defying gods and mortals to punish her further.
- Echo Emperor (Unique Aberration; Planestrider's Journal). All of Luria functions under the gaze of a personification of the potent aura that imposes lawfulness on the plane. This entity speaks to the ruler of the realm (or whoever might best grasp power) through dreams and quiet whispers until a compact is agreed to and it takes over, rejoining the Council of Order (a quartet of forgotten gods with Lawful auras) and continuing its aeons of rule. Though the Echo Emperor may be slain it cannot be destroyed while Luria still exists, as certain to take control of the realm as the sun is to rise.
- Emperor, the ( Dire Tyrannosaurus Rex ; Monstrous Menagerie). “The Emperor” is the nickname locals have given a scarred, one-eyed tyrannosaurus rex of exceptional ferocity. The Emperor has developed a habit of raiding humanoid villages, and it has shown itself clever enough to foil traps and ambush hunters seeking to end its reign of terror.
- Fatespinner (Unknown; Planestrider's Journal). Somewhere in the Ethereal Veil, upon a plane of vast, silver cities of porous towers connected by silken strands, a great weaver works tirelessly on patterns of silk that tie one world to the next. Everything here is to her precise design, maintained eternally in axiomatic perfection. In every window of these webs, she sees destiny play out for every being who takes part in her plans, and as her web grows, so too does her reach. Here, Weaver of Destiny, the Mother of Law, Lady of the First Web, the Fate Spinner weaves patterns into prophecies and chaos into order.
- Gloriana (Unique celestial; Monstrous Menagerie II). As queen of the gods, Gloriana once held court from atop her radiant throne, dispensing blessings and justice to deities and mortals alike. Banished by younger, upstart gods, for millennia she languished in the dark void beyond the heavens, where she dwelled on thoughts of hatred and revenge. When restored to her true power, she vowed, she would use her divine sunlight to blast the world into a sterile desert, preserving only a small area of earthly paradise where her loyal subjects could bask in her presence.
- King Fomor (Empyrean variant; Monstrous Manegerie). According to myth, King Fomor was the leader of a contingent of empyreans that waged war on the gods. The son of a god of knowledge, Fomor used his third eye to spy on the counsels of his enemies. His rebellion culminated in the betrayal and murder of a god—according to some accounts, his own father. A divine curse twisted King Fomor’s body into a monstrous form, and he was banished to the fairyland of the Dreaming, where he is now counted amongst the foremost archfey of the Unseelie Court. He trades information for power and awaits the day he can return to the Material Plane at the head of an avenging army.
- Kraken ( Titanic Kraken ; Monstrous Menagerie). Some sailors have encountered krakens and lived to tell about it, but even old salts speak in hushed voices of the leviathan they call the Kraken. It’s said to be the first of its kind, created by doomed titans to be a spear thrust into the heart of the victorious gods. It is possibly the parent of all other krakens.
- Medon ( Demilich Mastermind ; Monstrous Menagerie). The powerful demilich Medon doesn’t molder inside a deserted tomb. Instead, he lets those who don’t understand his true nature carry him around. While inactive, the Skull of Medon can be used as a +3 wand of the war mage that, once per day, allows the owner to use the demilich’s Devour Soul ability on a target of the owner’s choosing. When the time is ripe, the Skull of Medon reveals himself as a demilich, devouring his owner’s soul and then flying to a spot where another powerful spellcaster can discover him. Medon has four soul gems instead of two, each worth 50,000 gp. Each soul gem acts as a soul vessel: when the demilich is destroyed, he can reform around any one of them. The Skull of Medon can be permanently destroyed only by defeating him, then destroying each of the gems.
- Midir (Unique titan; Dungeon Delver's Guide). The handsome son of a god, Midir once ruled an earthly empire. Midir’s love affairs were legendary and culminated in a romance with another titan’s spouse. This seduction led to a war that racked the earth and nearly brought down the heavens.
- Mouthless One (Archlich; Monstrous Menagerie II). Scholars whisper of the Mouthless One, an archlich who shares elusive secrets with those willing to pay the price. The Mouthless One’s only desire is for arcane secrets, and nothing is beneath or beyond this ambition: the Mouthless One has killed mages to gain possession of their research notes, toppled empires to win a closely guarded scroll, and even felled a god to plunder cosmic truths. When violent methods are impractical, the Mouthless One employs a network of spies or trades secrets directly with adventurers. But sharing information with the Mouthless One is dangerous. A creature that publicizes one of its secrets usually ends up dead, their mouth replaced with a smooth expanse of flesh: a grim warning to the Mouthless One’s other confidants.
- Morius (Unique Celestial; Monstrous Menagerie II). Once the god of death, Morius is now the reborn god of suffering. A gaunt figure clad in blood-rusted armor, Morius stands silently in his thorn-filled forest, observing the cavorting ghouls, vampires, and cultists that do his cruel bidding.
- Odagglath ( Chained One ; Planestrider's Journal). Commandant of the Angolin army’s chain devils.
- Queen Cir ( Dread Knight Champion ; Monstrous Menagerie). Queen Cir was a beloved monarch and holy knight dedicated to the sun god. When invasion imperiled her nation, she accepted a gift from a mysterious stranger: a magical sword named Legion. Anyone slain by this sword rose as a zombie under Cir's control. With Legion's help, Queen Cir slaughtered invaders and transformed them into undead defenders, winning a grisly victory. Not yet content, she then massacred a surrendering army to swell her zombie horde. Cir's religious order turned against her. In a mighty battle, she was slain by her former knightly peers. With her dying breath, she vowed revenge from beyond the grave—a promise she fulfilled when she rose from the dead as a dread knight. Feared by the people she once ruled, she now haunts the wilderness, biding her time until she sweeps away the living and rules a nation of the obedient dead.
- Queen Mab ( Archfey ; Monstrous Menagerie). Queen Mab is an archfey who rules an unseelie court. She exerts power over the realms of sleep, darkness, and dreams. Some shadow elves owe her allegiance, and she is a patron of some warlocks.
- Rhiz’Quethar the Consumed (Unique celestial; Monstrous Menagerie II). Just as a tree that topples to the forest floor becomes a meal for decomposers, a god that dies becomes a feast. When death claimed Rhiz’Quethar, the primordial god of the wilds became one with the decay that consumed its body, rising anew as a hive for fungus and other detritivores.
- Sleepless (Unique fey; Monstrous Menagerie II). Galloping between the planes, the Sleepless resembles an amethyst-colored, semi-opaque stag with a sprawling weave of antlers webbed with scintillating colors. Born of the fey world of the Dreaming, the Sleepless is an exceedingly dangerous predator that feeds on dreams. Though the Sleepless is intelligent, it perceives the real world as a dream. As such, it behaves in animalistic, instinctive ways and lacks a clear morality, making it an especially dangerous beast. Some scholars even theorize that the reason many creatures from the Dreaming only sleep for four hours a night is because those who slept for longer were devoured by the Sleepless.
- Zev (Unknown; Planestrider's Jourmal). Commonly found in the Astral Seas are the Zevites–a people trapped between worlds. These tall, lanky folk were originally brought to the plane by an ancient prophet called Zev, although some legends treat him as a tyrant-king. The Zevites have a timeless link to the Astral Seas, and frequently manifest psionic potential.
Fiends
- Axia (Unique devil; Monstrous Menagerie II). The leader of the celestial rebellion that created devilkind, Axia was originally the archangel who oversaw the laws of creation. Cast out for her uncompromising stance that rules should create a fixed social order, rather than promote justice, Axia now serves as the final arbiter of Nülda’s byzantine code of law. Although she looks no different from one of her advocate devils, Axia is the embodiment of judicial supremacy. She commands untold legions of tempters and bargainers, who trade power for corruption across the worlds of mortals, as well as the infernal judiciary, with its interrogators, judges, and wardens. Ever the strategist, Axia enjoys catching both her foes and mortal souls in legal traps.
- Belagon the Behemoth ( Fiendish Fire Giant Champion ; Planestrider's Journal). Powerbroker in Nülda.
- Belethias ( Pit Fiend General ; Monstrous Menagerie). Belethias is the general of the elite First Legion of Hell. In every infernal war, Belethias leads the charge against demonic hordes and angelic hosts alike. Despite having the power to do so, Belethias never seeks to displace one of the existing rulers of Hell. It has its eye on a greater prize: the annexation of the Material Plane as a new circle of Hell, with Belethias as its ruler.
- Birrezel ( Chain Devil ; Planestrider's Journal). A feared chain devil torturer and advisor to Mezarithir.
- Dominus (Unique devil; Monstrous Menagerie II). Dominus is unique among fiends, and one of the oldest. A former fey lord who embraced the infernal realm as part of his ascension to power, he exudes sinister charisma and revels in cruel decadence. The former ruler of a vast empire that spanned countless mortal realms, Dominus is the architect of Angolim. He maintains mighty infernal legions and acts as the ruler of a powerful assemblage called the Gleaming Court. Many suspect Dominus plots to use both these forces to retake his lost throne. Though deposed and exiled, Dominus remains a dangerous strategist and demagogue. He plays the long game, operating vast networks of spies and expendable assets as he prepares for his triumphant return to power.
- Ellmemog (Unknown; Planestrider's Journal). Nülda is ruled by Ellmemog, a powerful fiend with infernal legions under their command believed to be one of the most powerful entities in the entire multiverse. Nobody really knows Ellmemog’s origins. Were they a fallen angel which rose to godhood? A powerful fiend who ascended to deity? One of the creators of the multiverse, or a manifestation of the evil that pervades it? Does evil cause Ellmemog or does Ellmemog cause evil? Regardless of the truth Ellmemog exists, and there is no greater locus of malevolence and hate than that of the Betrayer. Ellmemog almost certainly isn’t their true name, and the personification of evil is known by many other titles—the Beast, the Adversary, the Queen of Lies, the Prince of Darkness, Mother of Perdition, the Lord of Spite, and so many more. Descriptions of Ellmemog also vary, from enormous horned beast-like fiends and sly serpents to charming, manipulative men or women. Most likely, the ruler of Nülda can take any form they wish.
- Galvakon the Iron Fire ( Balor ; Planestrider's Journal). A balor who runs the gladiator pits in Angolim.
- Izzig the Wastrel ( Nalfeshnee ; Planestrider's Journal). A nalfeshnee noble in Angolim.
- Mezarithir of Old ( Marilith Exemplar ; Planestrider's Journal). Ruler of Angolim.
- Rytlanyi ( Ice Devil ; Planestrider's Journal). Quartermaster for Nülda’s soldiers.
- Suro ( Erinyes ; Planestrider's Jourmal). An erinyes responsible for the Nülda army’s scouts.
- Vindica (Unique devil; Monstrous Menagerie II). Vindica began her existence as an archangel of military strategy and leadership. Cast out for her ruthless tactics, she quickly organized Yorgül-Thûn’s armies into a disciplined and pitiless fighting force. Vindica sees herself as a dispenser of justice and stubbornly denies she is no longer an archangel. She still wears Rise, an intelligent and yet-uncorrupted holy blade that no longer permits Vindica to wield it. Both Vindica and the sword believe the other will come around to their point of view, eventually.
Dragons
- Anthemyst (Great Wyrm Amethyst Dragon; Monstrous Menagerie II). In a glittering cavern miles beneath a major city, Anthemyst holds court, throwing galas, arranging diplomatic meetings, and otherwise inserting itself into the affairs of humans and other small folk. Although it has a tidy and well-curated treasure hoard, Anthemyst believes its friends are its real treasure (regardless of whether that friendship is natural or magically compelled). The motive behind Anthemyst’s meddling is obscure, but it seems poised to upset the current order.
- Beriax the Bronze (Great Wyrm Bronze Dragon; Monstrous Menagerie II). Beriax the Bronze sits sentinel on a rocky island, guarding a mystical artifact of world-shaking power. Beriax warns away any who approach the island and attacks any who ignore its threats, no matter their reason. For Beriax, the risk of killing innocent travelers is outweighed by the necessity of protecting the world from the dangers posed by the artifact.
- Blightbane ( Great Wyrm Black Dragon ; Monstrous Menagerie). Blightbane’s lair is in a lake within a wide swamp. If you offer tribute, Blightbane’s attendant hags will escort you into the black great wyrm’s presence so that you may ask it a question about ages past. If your gift is deemed sufficient, Blightbane will answer your question. If not, or if Blightbane doesn’t know the answer, the dragon will devour you for your impudence.
- Dragonpeak (Great Wyrm Earth Dragon; Monstrous Menagerie II). While most believe that Dragonpeak Mountain is nothing more than a peculiar rock formation, the locals that live upon its slopes know the truth: atop the mountain’s summit slumbers an ancient earth dragon. The great wyrm’s dreams are responsible for the mountain’s fertile farmlands, hardy livestock, and idyllic weather. Should the people of the mountain ever be threatened, the dragon will awaken—and in its rage, its response will be far from proportionate.
- Elathris ( Great Wyrm Gold Dragon ; Monstrous Menagerie). The great gold wyrm Elathris is buried beneath a ruined keep. Legend has it that long ago, Elathris gave its life to defeat the earthly incarnation of an evil dragon god. Some believe that Elathris merely sleeps and will rise again one day to battle evil reborn.
- Ereberus (Great Wyrm Shadow Dragon; Monstrous Menagerie II). Ereburus, the self-styled King of Shadow, haunts the penumbral forests beyond the Bleak Gate. From its lair in a labyrinthine bower of bent black trees, it sends forth its servants, such as shadows and wraiths, to snuff out the few points of light that prevent creatures of the Bleak Gate from spilling out into the wider world.
- Fallstaff the Jolly (Great Wyrm Copper Dragon; Monstrous Menagerie II). Falstaff the Jolly is the mightiest of the copper dragons and perhaps the most wicked. Feared and avoided by most of its kin, Falstaff spends its time disguised as a human jester, playing cruel and often deadly pranks. An accomplished spellcaster, Falstaff loves casting suggestion to lead people into peril, polymorph to cause people to unknowingly attack their loved ones, and hideous laughter to punish unappreciative audiences. Despite its love of practical jokes, Falstaff doesn’t like to be the butt of a joke. When mocked, it assumes its dragon form and wreaks bloody revenge.
- Frostflame ( Great Wyrm White Dragon ; Monstrous Menagerie). When the great wyrm Frostflame awakens, winter storms and glaciers march across the world. Heroes from many lands must join forces to turn aside its power. One day, perhaps, the strength of heroes will not be enough, and winter’s stillness will envelop the world.
- Krozorensith (Fiendish Great Wyrm Red Dragon; Planestrider's Journal). Powerbroker in Nülda.
- Lilgirm (Great Wyrm Fey Dragon; Monstrous Menagerie II). Lilgirm maintains a lair in the middle of a charming but deserted town in the Dreaming. Each of the settlement’s buildings, when not singing happy songs, whispers reports intended for Lilgirm’s ears.
- Lurissar the Moonclaw (Great Wyrm Silver Dragon; Monstrous Menagerie II), Lurissar the Moonclaw dwells in the Dreaming in a perennially moonlit desert of glowing silver sand. Its subjects—faeries of all types, as well as intelligent desert animals such as jackals and flying snakes—jockey for its favor, composing songs in its honor, bringing it scraps of news, and scurrying through portals to the material world to fetch silver treasures for the dragon’s hoard. Lurissar treats travelers as it treats its own subjects, punishing them for insolence or rewarding them with blessings and treasure in exchange for flattery. Particularly favored visitors are commanded to stay indefinitely.
- Marithidran (Great Wyrm Sapphire Dragon; Monstrous Menagerie II). Marithidran gave up its eyes in exchange for its prophetic gifts, but as its adversaries soon learn, it can see just as well with its empty eye sockets—better, because its view of the future is clearer. Marithidran’s self-appointed mission is to protect the “proper” sequence of future events, which coincidentally are those that preserve Marithidran’s power for many centuries to come. Marithidran interferes in the lives of the powerful, destroying promising inventors, punishing history- altering heroes, and eradicating anyone who dabbles in the forbidden secrets of chronomancy or time travel.
- Golden River, the (Great Wyrm River Dragon; Monstrous Menagerie II). The Golden River is the name of both a mighty river and the dragon that inhabits it. No bridge spans this river and nowhere can it be forded; boats ply the river only by the dragon’s good graces. When the Golden River is placated with offerings of treasure, its waters run smoothly and safely. On the other hand, riverboat captains who fail to throw the proper tribute overboard—or who dive to pluck even a single copper from the river bed—find uncharted waterfalls and maelstroms in their path.
- Iainith ( Great Wyrm Blue Dragon ; Monstrous Menagerie). The great wyrm Iainith, not satisfied with the tribute it received from a rich city-state, claimed the city for itself. Now the city’s ruins lie at the center of a vast desert. Satisfied, Iainith sleeps curled around a palace tower; when it wakes, its hunger will encompass new lands.
- Mohsilith the Diamond Willed (Unique dragon; Monstrous Menagerie II). The reason gem dragons hide away has a name. Gem dragons live in fear of the inexorable word of their self-proclaimed king, Mohsilith, Wyrm of the Pure Thought, the Diamond Willed. An ancient wyrm whose scales refract light like faceted diamond, Mohsilith’s immense psionic presence overwhelms the weak-willed into blind subservience. Mohsilith claims dominion over the world and all of its inhabitants. It is perhaps only by luck that the great draconian monarch considers himself a fair and benevolent ruler of his “subjects” and allows them to draw breath in his domain, blissfully ignorant of his existence.
- Redroar ( Great Wyrm Red Dragon ; Monstrous Menagerie). One hundred years ago, no lands were safe from the all-consuming fires of the great wyrm Redroar—until a clever gambler won a decade of the dragon’s mercy in a game of chess. Every ten years, the best game players in the world now travel to the dragon’s lair to challenge it in chess matches. If even one of these champions bests Redroar, the dragon promises to spare the world from immolation for the next ten years.
- Skyshaker (Great Wyrm Purple Dragon; Monstrous Menagerie II). The purple great wyrm Skyshaker, the monarch of the great ocean, was once the closest companion of the storm god.Together they rocked the very foundations of the world. Since their great quarrel, Skyshaker hunts down any cleric of the god that dares to intrude on its ocean.
- Verdigrax ( Great Wyrm Green Dragon ; Monstrous Menagerie). The great wyrm Verdigrax once ruled an empire. In a poisoned land, sickly slaves constructed a huge tower of skulls to house the dragon and its treasure. Verdigrax’s current whereabouts are unknown, but the tower endures at the center of a noxious jungle, beckoning treasure seekers to plunder it.
- Velias (Great Wyrm Brass Dragon; Monstrous Menagerie II). The renowned high elf sage Velias, head librarian of the Brass Stacks, is happy to track down any obscure piece of lore for you—provided you honestly answer all their questions about why you need the information in the first place. In the rare instance the knowledge you seek isn’t in the Stacks, Velias adopts its true form, a brass great wyrm, and takes wing, traveling to other places of knowledge to find your answers.
- Vituperus (Great Wyrm Emerald Dragon; Monstrous Menagerie II). Centuries ago, Vituperus the emerald dragon was robbed by adventurers. Although the robbers are most likely long dead, Vituperus hunts incessantly throughout the tunnels of Underland, killing any prospective robbers it finds—a class that includes any intelligent creature it can catch. Vituperus has sworn to gather no new treasure until it finds its original hoard.
Far Realms Entities
- All-Mother (Planestrider's Journal). While her eggs are embedded across existence in places of fecund nature—dark woodlands, stinking swamps, lightless seas—the All-Mother never leaves her nest where she is attended by her cacophonous brood. When the stars are right her children hatch to spread her essence, seeking planar pathways to bring the worthy back to her embrace.
- Elder Chaos (Planestrider's Journal). This is the ur manifestation of things falling apart, of existence itself being senseless, directionless, meaningless. It lies in the center of the Far Realm in a vast cavern that no one seeking can ever find, surrounded by wailing cultists whose despair has subconsciously drawn them across the stars to bend prostrate before that which might destroy everything and spare them from their woe.
- Myriad One (Planestrider's Journal). With their ten thousand faces buoyed across reality by the essential idea of masks, deception, and form over substance, the Myriad One is said to reign in many fallen empires across the multiverse. Foremost among these is a city bound by endless black dunes that bleed into the deserts of other realms. Where the Myriad One passes, hollow grandeur and desolate wealth arise until nothing of true value remains.
- Opening Gate (Planestrider's Journal). Thrumming fearful tendrils bind together this coiling mass of living, glowing orbs, each a portal to a potential realm. The Opening Gate represents the desire to go thrash against borders, to search without purpose, as well as to lock away and hide without need. Those desperate to flee can offer themselves to this entity, finding safety but leaving behind a rift through which the Far Realm can reach out.
- Squamous Maw (Planestrider's Journal). This being waits in still waters, scaled, toothy, and ever poised to snap and devour, yet for some frightful reason it defers the deliverance of death. In it lies all the gut-deep fear that mammals feel when looking at the eyes of cold-blooded predators as they realize that they exist in this realm to be prey.
- Stealer of Stars (Planestrider's Journal). An immense moon floats above the Far Realm watching with six continental eyes, its thoughtflesh tendrils reaching thousands of miles outward through a web of portals in the dark night sky that link it to the uncountable realms it has corrupted. Yet the Stealer of Stars is more, comprised too of the gidim thoughtforms that call this plane home.
Sipher
Sipher
Sipher Traits
Characters with the sipher heritage share the following traits:
Age. Siphers mature more slowly than humans and are typically found to settle down into an adult life in their late 60s. They can live to be nearly 300 years old.
Size. Siphers are between 3 and 4 feet tall, and average roughly 100 pounds. Your size is Small. Speed. Your base walking speed is 25 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
Hiveminded. You draw strength from the hivemind, gaining an expertise die when making an Intelligence, Wisdom, or Charisma saving throw. Once you have used this feature you cannot use it again until you have taken a long rest.
Insightful. A sipher’s life of connectivity grants them a natural intuitive empathy. You gain an expertise die when making Insight checks.
Sipher Gifts
While most siphers are born with a variety of ways to connect to and benefit from the hivemind, some are born without any connection at all. Some siphers are able to harness planetary energy, and use it to directly aid or harm those around them. In addition to the traits found in your sipher heritage, select one of the following gifts.
Core Child
A sipher born particularly close to a planet’s core amidst the heat, may have a particular kind of connection to such places. You have resistance to fire damage. Additionally, you are able to superheat yourself for one minute as a bonus action. While superheated, your skin glows red, and your unarmed attacks do fire damage. Any creature which touches you or which hits you with a natural weapon or unarmed attack automatically takes 1d6 fire damage. Once you have superheated yourself, you cannot do so again until you finish a long rest.
Earthmeld
You have a burrowing speed of 10 feet. As long as it has not been manipulated with psionic powers, you can use your burrowing speed to move through sand, loose earth, loamy soil, or mud, but not solid rock. You do not naturally leave any sort of tunnel behind, but you can attempt to create a 5-foot by 5-foot wide tunnel in earth or soil by spending extra time and effort shoring up and adding support. This reduces your burrowing speed to 5 feet every 15 minutes.
Energy Bolt
Choose an energy type from acid, cold, fire, and lightning. As an action you can muster a bolt of planetary energy and make a ranged attack with a range of 30 feet. This attack counts as a natural weapon for you. On a hit, the bolt does damage equal to 1d8 + your Dexterity modifier.
Hivebound
Some siphers are more connected to the hivemind than others. You can tap into the hivemind to gain advantage on an Intelligence, Wisdom, or Charisma saving throw. You cannot use this feature again until you finish a long rest. Planetary Invocation As an action you can touch a creature and channel planetary energy. The target regains hit points equal to your level. You can use this feature a number of times equal to your proficiency bonus. Your number of uses resets when you take a long rest.
Tremorsense
As long as you are in contact with the ground, you can sense vibrations and use them to pinpoint the location of anything that is moving and also in contact with the ground within 30 feet of you.
Sipher Paragon
Upon reaching 10th level, you become a personification of the ideals of your people. You gain one of the following paragon gifts.
Planetary Connection
Prerequisite: Core Child
You gain immunity to fire damage.
Hivemind Expertise
Prerequisite: Hivebound
Whenever you would make an ability check, you can use this gift to tap into the hivemind and gain an expertise die on the roll. You can use this gift a number of times equal to your proficiency bonus and regain all uses upon completing a long rest. Additionally, you gain proficiency with Intelligence saving throws. If you already had proficiency, you instead gain an expertise die.
Warded Mind
Your connection to the hivemind allows you to better ward yourself against psychic attacks. You gain proficiency in Wisdom saving throws (if you already had proficiency, you instead gain an expertise die) and gain an expertise die on all Intelligence, Wisdom, and Charisma saves to resist psionic abilities.
Sipher Culture
Many philosophies must instill a sense of community and cooperation while pushing back against inherent selfish instincts. Siphers must strive in the opposite direction, learning how to be confident in themselves and their own self-worth as something more than a part of a whole. Siphers are honest, hardworking, and clever when working in a group under the comforting umbra of their hivemind. At an individual level, however, they are often plagued with insecurities, feeling small and unsure without their community behind them. This most often leads siphers who leave their people to settle in cultures that are incredibly close-knit, with pragmatic or well-meaning goals. Siphers are encouraged to take pilgrimages outside of the hivemind, to become more confident in their own abilities and to absorb new knowledge and culture to eventually bring back home. Often this leads them to take up voidrunning in order to experience a wide and exciting breadth of what the universe has to offer in a relatively short time. Siphers looking to prove their own abilities could hardly ask for a better chance, despite the dangers. Traditionally, siphers and the planets they live on share a mutually beneficial relationship: the siphers harvest excess energy from unstable planetary cores, keeping the planet running smoothly, and are in turn able to use that energy to support thriving underground networks. The hivemind is often responsible for mass migrations of siphers to planets that need help and for incredible technological discoveries occurring simultaneously on separate planets.
Suggested Cultures
While you can choose any culture for your sipher character, the following cultures are linked closely with this heritage: belter, technotronic, urbanite, virtual.
Naato
Naato
Naato Traits
Characters with the naato heritage share the following traits:
Age. Naato are long-lived, reaching adulthood at about the age of 30, and becoming old-aged at around 150 years. Naato typically live about 200 years.
Size. Naato stand about 6 feet in height, weighing around 200 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Cold-blooded. When you take cold damage you are slowed until the end of your next turn.
Balancing Tail. You get advantage on ability checks and saving throws made to balance or avoid falling prone. Scales. When you are not wearing armor, your AC is equal to 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
Naato Gifts
In addition to the traits found in your naato heritage, select one of the following gifts.
Amphibious
You can breathe normally in both air and water and you have a swim speed of 30 feet.
Camouflage
While all naato have some ability to alter their coloring, you can use a bonus action to change the color of your scales to match your surroundings for a period of up to one minute. You gain advantage on Stealth checks. Once you have used this feature you cannot use it again until you have taken a long rest.
Spiky
When a creature grabs you it takes 1d6 piercing damage. Each turn it maintains the grab, it takes this damage again.
Tail Swipe
Your tail is edged with spikes, making it a potent weapon. You can use a bonus action to make an attack with your tail with a reach of 5 feet, and which counts as a natural weapon and does piercing damage equal to 1d4 + your Strength modifier. Alternatively, if you use it to trip your target with the knockdown basic maneuver, the target makes their saving throw at disadvantage.
Naato Paragon
Upon reaching 10th level, you become a personification of the ideals of your people. You gain one of the following paragon gifts.
Perfect Camouflage
Prerequisite: Camouflage
Your camouflage ability becomes more pronounced, enabling you to blend in perfectly with the environment. You can use a bonus action to become invisible. You remain invisible for as long as you continue to use your bonus actions to maintain your camouflage. If you take damage, you must make a Wisdom saving throw against a DC equal to 10 + the amount of damage, or your camouflage ends. Once you have used this feature you cannot use it again until you take a long rest.
Poison Breath
You are able to exhale poisonous fumes in a 15-foot cone in front of you. As an action, you exhale poisonous fumes, and all creatures (except yourself and other naato) in the area must make a Constitution saving throw or take poison damage equal to 3d8 + your Constitution modifier. The DC of this saving throw is 8+ your proficiency bonus + your Constitution modifier. You can use this feature a number of times equal to your proficiency bonus, after which you must take a long rest before using it again.
Naato Culture
Naato do not traditionally form large communities, settling in smaller territorial or nomadic groups with fierce rivalries. As such, they make for natural wanderers and tend to be loners, often becoming bounty hunters or mercenaries for hire. This lack of evolutionary society has made naato very individualistic, and results in behavior which does not lend itself towards the benefit of the majority. Naato do not tend to form large societies, and as such rarely develop technology on their own. They do not have any trouble adapting to new technology, however, and a naato wearing a mismatched collection of powered armor, weapons, and other gear, is not an uncommon sight.
Suggested Cultures
While you can choose any culture for your naato character, the following cultures are linked closely with this heritage: drifter, rustic, underclass.
Keridani
Keridani
Keridani Traits
Characters with the keridani heritage share a variety of traits in common with one another.
Age. Keridani physically mature at a similar rate as humans. They intellectually mature faster, as they possess lifetimes of memories from birth, but their emotional maturity develops at the same rate as their bodies. Keridani can live to be 200 years old without advanced medicine.
Size. Keridani are tall and slim, typically standing between 6 and 7 feet tall. They have similar masses as humans, and are thus built lighter. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Telepathy. Keridani are able to communicate mentally with others. You can speak telepathically to any creature you can see within 60 feet of you that shares a language with you. This does not give the creature the ability to respond to you telepathically.
Venomous Mandibles. Your mandibles are natural weapons, which you can use to make unarmed strikes that deal piercing damage equal to 1d4 + your Strength modifier. A creature damaged by your mandibles makes a Constitution saving throw. The DC for this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d4 poison damage on a failed save. You can use the poison element of this feature number of times equal to your proficiency bonus before you need to take a long rest.
Adhesive Pads. Keridani are able to secrete adhesive fluid from their hands and feet, helping them to climb. You gain an expertise die on ability checks made to climb and on saving throws to resist being disarmed.
Keridani Gifts
Keridani are exemplified by their mental control, their telepathy, and their ancestral memories. In addition to the traits found in your keridani heritage, select one of the following gifts.
Ancestral Walking
Some keridani have stronger ties to their ancestral memories. They gain access to the skills and wisdom of their ancestors as they lucidly walk through those past lives. Whenever you finish a long rest, choose one skill, tool, or language. You are proficient with the chosen skill, tool, or language until you complete a long rest. If you were already proficient, you instead gain an expertise die.
Empathic Sense
Some keridani display more sensitive innate psychic ability than others. You are able to sense emotions in creatures you can see. A creature may attempt to hide their emotions from you by making a Deception check vs. your passive Insight.
Stronger Poison
Your poisonous bite is even more toxic. Your target makes their saving throw against it at disadvantage, and additionally gains the slowed condition upon a failed save. The target may make a saving throw at the end of each turn to end the condition. If you do not already have the Venomous Mandibles trait, you gain the Venomous Mandibles trait instead.
Telepathic Bond
You can create a mental link between you and up to a number of willing creatures equal to your proficiency bonus. For the next hour, you and the targets can speak telepathically with each other. You need physical contact in order to create the bond, but once it is established it continues to operate no matter the distance, as long as you are on the same plane of existence. After you use this trait, you must complete a long rest before you can use it again.
Keridani Paragon
It takes a lifetime of experience to master one’s mental abilities. Upon reaching 10th level, you gain one of the following paragon gifts.
Ancestral Awakening
Prerequisite: Ancestral Walking
You can channel the skills and strengths of your forebears. Each time you use this feature, choose two ability scores to represent these ancestors. As a bonus action, you can gain an expertise die to all rolls using the chosen ability scores for 1 minute. Once you have used this feature a number of times equal to your proficiency modifier, you can’t do so again until you finish a long rest.
Inscrutable Mind
Your insectoid mind is almost impenetrable. You are immune to effects which would detect or read your thoughts or emotions, and you have advantage on saving throws made to resist the charmed, confused, frightened, or rattled conditions, or to maintain concentration. Finally, you recover one level of strife any time you take a long rest, even if you are not at a haven.
Telepathic Intrusion
Prerequisite: Empathic Sense
Your empathic sense becomes sensitive enough to read the very thoughts of your targets. You learn the read mind psionic power and can activate it once per long rest without expending psionic points. Choose Intelligence, Wisdom, or Charisma to be your manifesting ability for this power. Once you make this choice, you cannot change it. If you have a psychic reservoir and are able to use psionic powers, you can activate this power with those points as normal.
Keridani Culture
Keridani are stoic thinkers, aspiring towards peace and enlightenment, though such aspirations must often be put aside for more immediate concerns of survival. The insectoid people were born of struggle on their harsh homeworld and they found life among the stars no easier. Their early diplomatic efforts fell on warlike ears, and their enlightened age has been marred by countless conflicts. Still, keridani have spread throughout the stars, still stoic, still learning, and perhaps wiser for the hurdles they’ve overcome. Day to day life for keridani is one of ritual and rote, simple activities and chores they set their bodies to while their minds are deep within their own psyches or communing with their neighbors. To outsiders they seem like blank husks robotically performing pointless rituals, but inside they are alight and living. Keridani are reflective, introspective, and awash with emotional vibrancy that rarely transitions outwardly into the expressions or inflections that other beings relate to. Most desperately want to make these sorts of connections with other beings, though, a drive that often leads them down the dangerous and exciting life of a voidrunner.
Suggested Cultures
While you can choose any culture for your keridani character, the following cultures are linked closely with this heritage: backwater, drifter, enlightened, stoic, union.
Hurroc
Hurroc
Hurrok Traits
All characters with hurroc heritage share the following traits:
Age. Hurrocs reach physical maturity at around 18–20 years of age and die of natural causes at around 150.
Size. Most hurroc have an imposing stature and stand between 6 and 7 feet tall and average about 250 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Lesser Darkvision. You have darkvision to 30 feet.
No Use For Doubt. You gain an expertise die on saving throws against fear effects.
Adrenal Burst. Hurroc can use their adrenaline to perform incredible feats of physical prowess. You can choose to gain advantage on any Strength, Dexterity, or Constitution check, attack roll, or death saving throw. Once you have done so, you cannot use this feature again until you have taken a short or long rest.
Hurroc Gifts
The hurrocs’ survival prowess does not present in only one form. Like all heritages, they are varied and adaptable, filling a wide range of roles across the cosmos. Choose one of the following gifts.
Adrenal Surge
The adrenal glands for which Hurroc are known are even more pronounced in your metabolism. You can use your Adrenal Burst feature a number of times equal to your proficiency bonus between long rests. If you do not already have the Adrenal Burst trait, you gain the Adrenal Burst trait instead.
Deadly Horns
Your horns are particularly sharp and are considered to be natural weapons with which you are proficient. You can make a horn attack which does piercing damage equal to 1d6 + your Strength bonus, and if your target is a creature of your Size or smaller it must make a Strength saving throw vs. your maneuver DC or be knocked prone.
Indomitable
The adrenaline which permeates your body lends you courage. You are immune to the frightened condition. Additionally, if you have the Adrenal Burst trait, can use a bonus action to use your Adrenal Burst feature to recover a number of hit points equal to three times your proficiency bonus.
Resilient
While all hurroc are physically tenacious, you have a particularly tough physique and determined mindset that’s unusually difficult to harm. You gain the following traits:
Naturally Armored. While you aren’t wearing armor, your AC equals 13 + your Constitution modifier. You can use a shield and still gain this benefit.
Diehard. When you are reduced to 0 hit points, you are instead reduced to 1 hit point. You cannot use this trait again until you have taken a long rest.
Hurroc Paragon
The trials you encounter on your path to 10th level have made you one of the most impressive of your people. Choose one of the following paragon gifts.
Iron Core
Prerequisite: Resilient
Your adventures have made you one of the hardiest of your kind. You gain one additional hit point per level, as well as resistance to poison damage and an expertise die on saving throws against poison effects. Additionally, your Constitution score increases by 1, to a maximum of 20.
Unstoppable
Your tenacity and determination know no bounds. You are unaffected by difficult terrain, immune to the slowed condition, and your armor class increases by 1.
Relentless Pursuit
Like the greatest warriors and hunters of legend, your skill for pursuing your enemies knows little equal. Your base Speed increases by 10 feet. You gain both a climb speed and a swim speed equal to your base Speed. In addition, your dextrous grip means you can climb even on difficult surfaces, including upside down on ceilings, without having to make an ability check. Additionally, you gain an expertise die on Perception and Survival checks made to track.
Houseki Culture
Hurrocs are most often associated with militant cultures but they are more than just warriors. While hurrocs most often leave their planet of origin in vast armies, after the war and glory are won they are left to begin new families wherever their battles have ended. Even those not raised with such ethics often seek fulfillment in less traditional pursuits that still reward their hard-wired pugnacity, finding victory on virtual battlefields as hackers, in academia as single-minded researchers, or as (mostly) metaphorical raiders in corporate takeovers.
Suggested Cultures
The hurroc have traveled the cosmos as valued mercenaries, soldiers, diplomats, and even scholars and merchants. However, the following cultures are linked closely with this heritage: honorbound, imperium, militant, rebel.
Houseki
Houseki
Houseki Traits
All characters with the houseki heritage share the following traits.
Age. Houseki do not die of old age. They reach maturity somewhere between 40 and 150 years.
Size. The growth process of the houseki is not fully understood. Your size is based on your adventuring tier. At Tier 0 you are Small and weigh between 50 and 75 pounds; at Tier 1 you are Small and weigh about 100 pounds; at Tier 2 you are Medium and weigh between 200 and 300 pounds; at Tier 3 you are Medium and weigh between 300 and 400 pounds; and at Tier 4 you become Large and weigh in excess of 400 pounds.
Speed. Your base walking speed is 25 feet.
Crystalline. As a crystalline creature, you do not need to breathe, and are unaffected by vacuum. Additionally, you are immune to poisons and poison damage, but when you take thunder damage you make a DC 10 Constitution saving throw or become rattled until the end of your next turn.
Enervore. You consume energy instead of food. A small hand-held electronic device contains enough power to constitute 1 Supply for you.
Grinding. When you move, you cannot hide the tinkling and grinding noises of your crystalline joints. Unless you remain still, you make Stealth checks with disadvantage.
Houseki Gifts
Houseki characters may choose one of the following gifts.
Color-change
Whenever you take a long rest, you may alter the color of your crystalline body. You can only be one color all over, usually choosing from red, blue, green, and yellow. The color you choose grants you resistance to one damage type–fire (red), cold (blue), acid (green), or radiant (yellow).
Crystal Healing
Your crystalline body repairs itself at a rapid rate, visible as new crystals form and grow. You can use an action to expend one hit die, rolling it and adding your Constitution modifier. You recover that many hit points.
Implacable
Houseki are noted for their slow, ponderous nature. You have advantage on saving throws made to resist the charmed, confused, and frightened conditions.
Jagged Crystal
Jagged crystals protrude from your body. Creatures who hit you with a natural melee weapon take 1d4 piercing damage.
Houseki Paragon
When you reach 10th level, you have grown into a paragon of houseki-kind. Choose one of the following paragon gifts.
Hard As Diamond
Your crystalline body is as tough as diamond. You gain resistance to slashing and piercing damage.
Ponderous
You are so slow and deliberate in your thoughts that you rarely make mistakes. When you make an Intelligence or Wisdom check, any roll of less than 10 on the d20 counts as a 10. This does not apply to attack rolls or saving throws.
Shockwave
As a bonus action you can emit the energy you consume as a spherical shockwave emanating from you. All creatures within 10 feet of you must make a Strength saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier. On a failure, the target takes 6d8 force damage and is pushed 10 feet and knocked prone. On a success, the target takes half damage and is not pushed or knocked prone. Once you have used this feature you cannot use it again until you take a long rest.
Houseki Culture
The houseki don’t ask for a lot in life, do not tend to seek wealth or glory, and it is not uncommon to see a houseki perfectly content with a role as a laboror, engineer, or even a bartender. Houseki society is quiet, contemplative, and slow. Houseki are–usually–very good natured, and it is almost unheard of to see one lose their temper or display anger. Houseki are very at-home in space, need little in the way of excitement or company, and are generally unaffected by trivial details like atmosphere or temperature. They are often found on starship crews, asteroid mining outfits, and remote outposts. Comfortable with their own company, a houseki is able to spend extended periods of time alone, and it is unusual to find groups of houseki away from their homeworlds.
Suggested Cultures
The houseki can be found throughout known space. However, the following cultures are linked closely with this heritage: belter, enlightened, stoic, underclass.