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Gith Handbook

The document provides background information on the gith races in the Dungeons & Dragons universe. It describes how the gith were originally one people enslaved by the illithids (mind flayers) until a rebellion led by Gith. This caused the gith people to split into two factions - the warrior-focused githyanki led by Gith, and the peaceful githzerai led by Zerthimon. It then gives an overview of gith culture, names, traits and their innate psionic abilities which set them apart from other races.
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100% found this document useful (3 votes)
674 views10 pages

Gith Handbook

The document provides background information on the gith races in the Dungeons & Dragons universe. It describes how the gith were originally one people enslaved by the illithids (mind flayers) until a rebellion led by Gith. This caused the gith people to split into two factions - the warrior-focused githyanki led by Gith, and the peaceful githzerai led by Zerthimon. It then gives an overview of gith culture, names, traits and their innate psionic abilities which set them apart from other races.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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GITH HANDBOOK

Everything a player needs to create gith characters,


whether Servants of Vlaakith or Followers of Zerthimon
for the world’s greatest roleplaying game


The Gith

K
now that I am a Githzerai. Know that I am of As the giths’ freedom was achieved, their unity was broken.
the people of Zerthimon. It was Zerthimon Many of the liberated slaves, including their leader Gith, were
who knew the Githzerai before we knew eager for the war to go on, to ensure the total annihilation of
ourselves. He knew what had to be done to the mind flayers and build their own indomitable empire.
free us. From his knowing, came action. From Others backed another hero of the Rising, the warrior-
his knowing, freedom was born. prophet Zerthimon, who broke ties with Gith and insisted
that his people lay down arms and seek a peaceful existence,
Dak'kon —Planescape: Torment lest they become conquerors as cruel as those that they had
fought to escape from.
In ancient times, the gith were one race, and their struggle The sundering of the gith people was known as the
for freedom reshaped worlds and toppled a dark empire. Proclamation of Two Skies, and it sparked a bitter hatred.
Today, however, the gith people are exotic travelers of the Each side now sees itself as the true race, and the other as a
multiverse, each offshoot of the original freedom fighters now detestable clan of traitors. However, after thousands of years
mortal enemies of the other, and both beset by foes. Gith are a small faction has emerged, unaccepted by either side, that
the quintessential planewalkers, having been forged in the seeks reconciliation. The Sha’sal Khou see reunification as a
strange landscapes of the worlds beyond the Prime Material hope for greater strength, and seek to convert more of their
Plane, and they fear no planar boundary. They are loyal to kind. Most gith, however, see them as dangerous radicals, and
their own kind, resolute in their beliefs, and deeply suspicious blame them for dangerous acts of rebellion against tradition.
of outsiders.
Travelers Across Worlds
Ancient Hatreds The gith races look human-like, but only just. The are thin to
Long before human memory, the empire of Penumbra was a the point of seeming skeletal, with skin that is leathery and
shadow that stretched across many worlds. The illithids, also yellow. Their eyes are black and seem to glitter like metal,
known as mind flayers, subjugated all they encountered. The while their teeth and nails tend to be pointed. It is said that
gith were one such victim of their hunger for dominance, they looked much more like humans and elves before the
although it is said that before the coming of the illithid they mind flayers came and altered their minds and bodies, but
scarcely resembled their current forms. They may in fact not now they are strange and different with no way back. Those
have been so different from humans once. Used as laborers, who spend time in the company of the gith know that their
soldiers, and food, the gith lived and died in the thrall of the minds and personalities set them apart even more than their
psionic illithid horrors until one of them, a warrior named physicalities. Though the githyanki and githzerai differ in
Gith, led an uprising. culture, both trend toward sternness. Their minds are
The Rising was hard-fought, and fraught with loss, terror, intensely focused, and the ancient exodus of their people
and betrayal. The mind flayers drew on every weapon at their makes them more aware of planar concepts than most races
disposal, combining mastery of war, magic, and mental of the mortal world.
powers. However, in unity, the gith made gradual progress
and, in time, cast their former masters low and shattered
their empire.
Illustration by Tan Ho Sim
Cover Art Uses Same Image

INTRODUCTION 1
Gith Names
The Eternal Crusade While their languages have departed into separate dialects,
The warrior-queen Gith’s war against the illithids brought the githyanki and githzerai tend to use the same personal names.
aberrations to near-extermination, and might have succeeded There is no family name: both subraces eschew family
if not for the sudden division that halted the Rising’s connections in favor of a place in the broader community.
momentum. The mind flayers continue to thrive in the Male Names: Arja’rok, Debrelx, D’keth, Duuth, En'kun,
shadows today, and conspire to bring about the return of E’t’t’mal, Githom-vaas, Hr’nat’or, Husti’in, Isather, Ishr’ha,
mighty Penumbra. In response, the two races consider Ja'adoc, Kaarr’ak, Khaiaph, Ni’shand, Odos, Quith’mek,
illithids to be their greatest and most vehemently hated foe. Rinzen, Rr’ka, Saamasal, Shamai, S’sesj, Storakiv, Tcha'iann,
Both githzerai and githyanki have traditions of hunting Tchophel, T’lathk, T’nai, Tovus, Vuuros, Xojhi, Zathaad, Znir
parties that seek out and destroy these creatures. These elite Female Names: A’thai, B'nor, Buural, Ch'a'nev, Curra,
bands seek out and destroy mind flayer sanctuaries, and do D’kess’ik, Dolmah, Hanin, Harana’ii, Im’mak, Ji’li’kai, Khazin,
what they can to finish the work of the Rising. Laraeph, Noqar, Ris’a’n, Sho’al, Su'lukel, Varra’kk, Vlaakan,
In the time since the Pronouncement of Two Skies, conflict Vr’ith’uun, Quorstyl, Ummon, Utteth, Yamechn'ii, Yessune,
has continued to wrack the sundered gith people. Many Y’shaa, Y’quith, Zhjaeve, Zuotha
accounts of the civil war state that Zerthimon was slain in the
wake of his people’s departure, while githzerai maintain that Gith Character Traits
he bested Gith in single combat, but spared her life. The
zerth warriors of the githzerai hold that he led his people to Your gith character has powers and abilities shaped by a
Limbo and trained the first generation of zerth before heritage of struggle and discovery. Ability Score Increase:
disappearing. Gith vanished as well, descending into Baator Your Dexterity score increases by 2.
to ensure the security of the githyanki. She forged a pact with Age: Gith grow to adulthood by age 20 and can live to be
the Dragon Queen Tiamat, establishing an eternal over a century. However, unusual planar environments often
cooperation with her red dragons, though Gith never slow a gith’s aging, and on the timeless Astral Plane most
returned from her quest. The githyanki have never ceased githyanki cease aging. Alignment: The views and beliefs of the
their crusade, which is now waged against the illithids, the gith are sharply divided by culture, and each subrace has its
githzerai, and any worlds of the Prime Material Plane weak own alignment tendencies.
enough to be plundered and subjugated. Size: You are lean and long-limbed. Most gith are of
approximately human proportions, and may be mistaken for a
Wielders of human foreigner by the unfamiliar. The proud githyanki are
especially tall and robust, and the majority are over six feet in
Strange Powers height. Your size is Medium.
Speed: Your base speed is 30 feet.
The gith races hold to personal liberty as the ultimate ideal, Psionics: You are innately psionic, and can manifest
and gith societies are built on the bedrock of never again powers from the energy stored in your mind. Your
tolerating illithid enslavement. To this end, they have spellcasting ability is either Intelligence or Wisdom (your
maintained a guarded or even xenophobic distrust of other choice). You can cast the mage hand cantrip at will, although
races. A gith community is always prepared to defend itself the hand is invisible. At 3rd level, you can cast levitate. At 5th
through the practice of unusual magical arts. level, you can cast sending. All of the spells you cast using this
Possibly as a result of illithid experimentation, a talent for ability require no components.
psionic powers runs deep in both githyanki and githzerai, and Mental Defense: You have advantage on saving throws to
psionic champions are highly valued as leaders and warriors. resist being charmed or stunned
What one will not find among the gith, however, are temples Language: You can speak, read, and write Common and
or religious practices as other races know them. The gith Gith. Gith is a dry, whispery language that features an
hold little reverence for the gods who did not lift them from unusual script written in artful circular lines, called tir’su by
illithid bondage, and in their place they instead practice the githyanki. Though both the githzerai and githyanki claim
different versions of a warrior philosophy. the other’s dialect to be a debasement of their own pure form,
In addition to psionics, githzerai also train their bodies to each of the two are mutually intelligible to the other. However,
be deadly weapons, with or without weapons. Monks are the wrong accent may invite mistrust or give offense.
common in their fortresses, and the anarch caste are able to Subrace: The Pronouncement of Two Skies forever
reshape their environment through sheer will. On the roiling sundered the Children of Gith into two subraces: githyanki
chaos plane of Limbo, anarchs are vital to the githzerai’s and githzerai. Choose one of these subraces.
survival, as they impose order on the landscape in order to
form a habitable bubble.
The war bands of the githyanki are led by fiercely
disciplined troops who blend steel and spell together with
deadly effect. The greatest of their warrior-mages call
themselves giths, in homage to the kin they swear to defend
and to the savior who led them to freedom. The undisputed
masters of the githyanki crusade, however, are the Astral
Knights who swear eternal devotion to Vlaakith the Lich-
Queen and are charged with carrying out her will.

2 Gith Names
INTRODUCTION
Githyanki Githzerai
Your people are famed for their skill in making and wielding To the other races of the planes, you are a great puzzle. Your
weaponry, and have forged their destiny on the battlefields of people promote individuality but have layers upon layers of
countless worlds. Sometimes they are there as freedom rules that are expected of a true githzerai. Such uncertainty
fighters, and even more often they come as conquerors. Your shows the need for outsiders to quiet their minds and try to
homeland is the Astral Sea, an alien realm of drifting psychic know their own truths. In mainstream githzerai culture,
energies and forgotten gods. Few mortal races can survive in cultural precepts of self-discipline are considered to be the
the Silver Void, but the githyanki have mastered it. foundation of the race’s collective survival. The Floating City
Githyanki society is martially oriented in all areas, and in the roiling chaos of Limbo is a standing testament to the
highly guarded. Although outsiders often think of your kind as githzerai’s philosophy, as the city survives amid a destructive
openly hostile to non-githyanki, visitors are invited to trade elemental maelstrom through the powerful stabilizing effects
under guard in their enclaves. Most githyanki, even non- of the anarchs’ guild, who learn to calm the chaos plane.
warriors, serve as soldiers for a term of service, and few are The Unbroken Circle of Zerthimon is the collected wisdom
unable to defend themselves with a blade. Strict laws oblige of the warrior-philosopher recorded and passed down
all githyanki to pay homage to the immortal Lich-Queen through the years. The Code of Zethimon is no set of rules,
Vlaakith CLVII. This empress has ruled the githyanki empire but the record of a life lived to perfection. Zethimon does not
tyrannically for over six centuries, the first in a line of rulers demand but rather instructs, and the structure of your people
to break the chain of succession since the first Vlaakith, a is self-imposed and you follow it not out of fear but out of
mortal githyanki woman, was crowned queen in the absence hope: The hope to inspire others as he did, the hope to know
of the deliverer Gith. Today, reverence for Vlaakith is greatest and not simply obey blindly, and the hope to leave purpose
in her fiercely dedicated knighthood, and lesser in farther- and peace where you find violent chaos.
flung githyanki travelers, but none dare question her A significant minority of githzerai live in non-gith cities
supremacy for fear of being ruthlessly silenced. across the planes and various mortal worlds. Their skills in
As a githyanki, you know the strange expanses of the Astral lore, psionics, and subterfuge help them to find purpose
Plane as well as the green worlds of the mortal plane. As time wherever they settle. Often, but not always, these gith live far
does not pass naturally on the Astral, your people rely on removed from their traditional culture, and some embrace a
creches to raise their young from egg clutches to adulthood. freewheeling, even reckless, passion for living. Whether these
Some return to live among other races, though the severe expatriates have lost their ancestral ways, or embraced
outlook on life is difficult to shed. personal freedom even more strongly, is a matter of
Ability Score Increase: Your Constitution score increases perspective.
by 1. Ability Score Increase: Your Wisdom score increases by
Alignment: Githyanki are instilled with a sense of 1.
boundless superiority and a disdain for the weaker races, and Alignment: Most githzerai value personal freedom and
are usually lawful evil or neutral evil. The githyanki have self-knowledge, and are often lawful neutral, neutral, or
spent centuries following the leadership of their Lich-Queen, chaotic neutral. They see the defense of others as a highly
and few have accepted any other allegiance. honorable cause, and are rarely evil.
Warrior Culture: You learn one fighting style from the Knowing: You gain proficiency in the Insight skill or the
Fighting Style class feature as if you were a Fighter. This Perception skill (your choice).
fighting style is in addition to any granted by your class. Danger Sense: may add your proficiency bonus to your
Militaristic: You gain proficiency in the Athletics skill or initiative rolls.
the Intimidate skill (your choice).

GITH CHARACTERS 3
Advanced Races: Sacred Oath: Oath of the
Astral
Background Traits The lich-queen demands utter loyalty from her subjects but
Exotic to most creatures of the Prime Material Plane, gith none so much as the knights of her vanguard. These elite
lead lives that are unlike those of other humanoid races. warriors swear fealty to her and offer their faith and
When choosing background traits, you can choose those that allegiance, so much so that they have elevated their queen to
accompany your choice of background, or from these tables, near-godhood.
or you can randomly choose from both. The githyanki knights are paladins who swear their oaths
to the Lich-Queen Vlaakith CLVII. Their souls are usually as
Githzerai Ideal (d6) black as hers and if they aren’t of an evil alignment when they
1. Peace. The gith fought a painful war for freedom. I will take their vows then they soon will be. A very few knights will
ensure that others never have to do the same. (Good) flee rather than watch their hearts harden and die, but these
2. Freedom. Everyone I know is a slave, but I won't let the traitors are hunted with as much fervor as the illithids or
shackles of easy conformity and control wrap their githzerai. On top of that, they lose their knightly abilities for
seductive chains around me. (Chaotic) willfully abandoning their station (see Breaking Your Oath on
3. Austerity. Free of material distractions, my mind finds page 86 of the Player’s Handbook) for more information.
perfect balance and calm. (Any) Tenets of the Revered Queen
4. Vengeance. My kind have no allies, and many enemies.
Mercy was the greatest mistake Zerthimon ever The queen’s law is brutal and simple. Unlike other paladin
committed. (Evil) orders, githyanki knights are not encouraged to contemplate
5. Community. The defense of my allies and my culture is or take their own initiative. The last thing that Vlaakith needs
my highest duty, more sacred than my life. (Lawful) is a powerful underling thinking for himself. She wants
6. Knowledge. I seek out new teachings of inner focus to focused and loyal killing machines, nothing more.
hone my mind and body into perfection. (Neutral) Serve the Queen. This tenet is very simple. If the queen
orders something then her knights must follow those orders.
Githyanki Ideal (d6) It doesn’t matter how suicidal, pointless, or strange the
1. Vengeance. My kind have no allies, and many enemies. request is, if it comes from the queen then it is to be obeyed.
Mercy was the greatest treason Zerthimon ever Hunt the Queen’s Enemies. Whether finding hidden
committed. (Evil) illithid strongholds, pursuing vile githzerai warbands, or
2. Loyalty. I am sworn to defend my people and slay our chasing down parties of planewalkers who have insulted Her
enemies. (Lawful) Majesty, you are expected to tirelessly hunt any who the
3. Glory. In battle I earn respect, honor, and power. (Any) queen commands you to deal with.
4. Unity. The Sha’sal Kohu work for a peaceful unification of Defend the Queen’s Fortresses. The strongholds of the
the githyanki and githzerai. My kind sees me as a githyanki throughout the Astral Plane are defended by
dangerous radical, but I find acceptance among the other githyanki soldiers but it falls to the queen’s knights to lead
races. (Good) them.
5. Might. Weakness abounds, and in such times the strong Find Any Traitors. This is the only area where githyanki
are destined to rule. (Evil) knights might think for themselves, and only because it
6. Rebellion. I will not be controlled, and I will not be cannot be foreseen. If a knight comes across any seditious
chained. (Chaotic) activity they are to apprehend the traitor for questioning or, if
that fails, execute them and bring the remains back to the
queen.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Astral Spells
Paladin Level Spells
3rd bane, inflict wounds
5th hold person, silence
9th clairvoyance, fear
13th blight, freedom of movement
17th flame strike, planar binding

4 SACRED OATH: OATH OF THE ASTRAL


Channel Divinity Martial Archetype: Zerth
When you take this oath at 3rd level, you gain the following For the githzerai, balance is an essential part of life. The
two Channel Divinity options. balance of community and self, the balance of force and
Invoke the Queen’s Authority. You can use your Channel restraint, and the balance of ambition and humility are just a
Divinity to bring some of your monarch’s wrath down on her few of the teachings that Zerthimon espoused as the former
enemies. As an action, you present your holy symbol and slaves freed by Gith searched for answers. Not only is this an
invoke the name of Queen Vlaakith CLVII and one creature essential part of githzerai culture but it is the foundation of
within 10 feet must make a Wisdom saving throw. Illithids what sets them apart from the githyanki: the people of
and githzerai have disadvantage on this saving throw. On a Vlaakith are zealots while the people of Zerthimon are
failed save the creature incapacitated, overwhelmed by the students.
lich-queen’s power. The creature repeats the saving throw at No githzerai embody this belief more than the zerth. These
the end of each of its turns. A success means that the warriors balance physical prowess with mental abilities,
incapacitated condition ends. wielding psychic powers alongside their blades and fists.
Traitor’s Brand. As a bonus action, you can inflict a Students of the arcane fighting (called eldritch knights in
traitor’s brand on a creature that you can see within 10 feet of other cultures) are often called zerths as well, though many
you, using your Channel Divinity. This is a glowing mark in githzerai prefer to use the term storvakal to differentiate
the circular tir’su script and will mark the character as a them from “true” zerths, those following the mental practices
target of all loyal to the queen. Your attacks also deal +2 and fighting styles outlined in the Unbroken Circle. Nearly
damage against the target as long as the brand lasts. The every githzerai has read some of the simpler parts of the
traitor’s brand will disappear after 10 minutes or until it Unbroken Circle, but zerths truly live this text and through its
drops to 0 hit points or fall unconscious. teachings come to know themselves.
Aura of Fear Focused Training
Starting a 7th level, any unfriendly creatures within 20 feet Zerth Teachings: You learn three teachings of your choice,
have disadvantage on effects which would case the which are detailed under “Teachings” below. Many teachings
frightened, incapacitated, stunned, or unconscious conditions. enhance your attack in some way. You can use only one
This aura does not make creatures normally immune to these teaching per attack. You learn two additional teachings of
conditions susceptible to them, only creatures that might be your choice at 7th, 10th, and 15h level. Each time you learn
affected more susceptible. new teachings, you can also replace one teaching you know
At 18th level, the range of this aura increases to 40 feet. with a different one.
Focus Dice: You have four focus dice, which are d8s. A
Burning Brand focus die is expended when you use it. You regain all of your
expended focus dice when you finish a short or long rest.
Starting at 15th level, your traitor’s brand becomes more You gain another focus die at 7th level and one more at
powerful. When a creature under the effect of your Traitor’s 15th level.
Brand makes an attack and you can still see them, you can Saving Throws: Some of your teachings require your
make a ranged Wisdom-based attack that deals 1d6 psychic target to make a saving throw to resist the teaching’s effects.
damage. The saving throw DC is calculated as follows:
The Draconic Pact Teaching save DC = 8 + your proficiency bonus + your
Vlaakith has secured the cooperation of red dragons in her Strength or Dexterity modifier (your choice)
reaching for power, and at 20th level you are able to borrow Knowledge is Strength
some of the draconic magic offered through this bond. As an
action, you undergo a transformation and adopt the half-red At 3rd level, you gain proficiency in one of the following skills:
dragon template (see page 180 of the Monster Manual) for 1 Arcana, History, Insight, Medicine, Nature, or Religion.
hour. Once you use this feature, you can’t use it again until
you finish a long rest. Knowledge is Freedom
Starting at 7th level, you can expend your focus dice to roll it
and add the result to saving throws.
Knowledge is Power
At 10th level, your focus dice turn into d10s. At 18th level,
they turn into d12s.

SACRED OATH: OATH OF THE ASTRAL 5


Strength of the Mind. You channel your mental power
Knowledge is Transcendent through your melee attack, striking the enemy’s will as
Starting at 15th level, if you have no focus dice you can spend well as their body. When you use the Attack action, you
Hit Dice during a short rest to regain focus dice. One Hit Die can expend a focus die before your roll the attack to
spent allows you to regain 2 focus dice. change the damage of your attack to psychic damage. If
the attack is successful, add your focus die to the damage
roll and the opponent must make a Wisdom save or be
Zerth Teachings stunned (see Player’s Handbook, p. 232) for one round. On
Balance in All Things. When you take the Dodge action a successful save, it takes normal damage plus your focus
during your turn, you can expend a focus die to center die but does not need to make a saving throw. If the attack
yourself. If you do, your next attack has advantage and you misses altogether you still expend the focus die.
add the results of the focus die to your damage. Submerge the Will (6th Level Required). You can
Confuse the Senses. You can expend a focus die to cast expend a focus die to cast crown of madness.
blur, targeting yourself. Unbroken Circle (11th Level Required). You can expend
Elemental Strike (6th Level Required). When you use a focus die to cast magic circle, centered on yourself.
the Attack action, you can expend a focus die to change Vilquar's Eye(6th Level Required). You can expend a
the damage type of your melee attack to one of the focus die to cast blindness.
following: acid, cold, fire, lightning, radiant, or thunder. Walk the Planes (17th Level Required). You can spend
Your fists glow with elemental power when you make this two focus dice to cast teleportation circle.
attack and may draw the attention of enemies. If your
attack is successful, add your focus die to the damage roll.
Itinerant Student. You can expend a focus die to cast
longstrider.
Know the Land (17th Level Required). You can expend
two focus dice to cast wall of stone. Otherworldly Patron:
Know Oneself (6th Level Required). You can expend a
focus die to cast alter self.
Missile of Patience. You can expend a focus die to cast
The Lich-Queen
chromatic orb. Known as blackweave warlocks, the deadly arcane servants
Move Freely (11th Level Required). You can expend a of Queen Vlaakith are feared throughout the multiverse.
focus die to cast haste, targeting yourself. Cruel and merciless in their service to the lich-queen,
Power of One (6th Level Required). You can expend a blackweaves are trained to cause pain and suffering in their
focus die to cast enhance ability. Zerth tend to name the targets to instill the fear through which Vlaakith rules. Those
benefits of this spell after githzerai heroes rather than encountered abroad are usually on missions from Vlaakith
animals. and will let nothing stand in their way, while in the lich-
Powerful Blow. Your melee attack strike knocks your queen’s territory in the Astral Sea they serve as spies among
opponent backwards with the strength of your convictions. her own people searching for signs of treason or rebellion.
When you use the Attack action on your turn, you can The autonomy of the blackweaves, and the freedom they
expend a focus die before you roll. If you hit, the target enjoy to travel, mean that warlocks of the Lich Queen actually
must make a Strength saving throw. On a failed save, the defect in greater numbers than her other servants. Fearing
creature is pushed back 20 feet and knocked prone taking their new neighbors and the Queen herself, they almost never
normal damage from your melee attack plus the result of reveal the source of their powers. Though the Lich Queen
your focus die. On a successful save, the creature still eagerly snuffs out those who steal her power, the mad
takes the normal damage but is not pushed or knocked empress also values deceit in her warlocks and so this flaw is
prone. If the attack misses altogether, you still expend the tolerated. Only rarely, a blackweave will give up their
focus die. anonymity and become Vlaakith's most accursed enemies.
Scripture of Steel. When you use the Attack action on
your turn, you can expend a focus die to gain advantage on Expanded Spell List
one attack this round. If the attack succeeds, add the focus The lich-queen lets you choose from an expanded list of
die to the damage roll. spells when you learn a warlock spell. The following spells
Shape the Land (11th Level Required). You can expend are added to the warlock spell list for you.
two focus dice to cast shape stone.
Shape the World (17th Level Required). You can expend Lich-Queen Expanded Spells
two focus dice to cast hallucinatory terrain. Tastiness Cookie Type
Strength of Knowing (11th Level Required). You can 1st alarm, ray of sickness
expend a focus die to cast protection from energy.
2nd blindness/deafness, phantasmal force
3rd bestow curse, vampiric touch
4th banishment, phantasmal killer
5th dominate person, telekinesis

StrengthARCHETYPE:
MARTIAL of the Mind.
ZERTH
6
Mark of the Queen Restoration of the Self
Starting at 1st level, your patron bestows her authority on you At 6th level, you gain the ability to regain your mental balance
so that all know whom you serve. even when assaulted by outside effects. When you are
suffering from a condition that can be ended with a saving
Strength of the Lich-Queen
throw you can use a free action to make a saving throw
Starting at 6th level, you can call on the lich-queen to immediately. If you do this at the beginning of your turn, the
strengthen you in times of need. When you take damage, you effect ends immediately and you can act normally this turn.
can use your reaction to expend Hit Dice as if you had taken a You can use this ability a number of times equal to your
short rest. In addition, your next attack against the enemy Wisdom modifier (minimum once). When you take a long
that damaged you has advantage. rest, you regain all expended uses.

Astral Armor Rejuvenate Ki


Starting at 10th level, your mind becomes laced with the Beginning at 11th level, you know the secret to rejuvenating
silvery energy of the Astral Sea. You gain resistance to your ki and others. You gain the ability to cast bless a number
psychic damage and you always have advantage on of times equal to your Wisdom modifier (minimum once).
Intelligence, Wisdom, and Charisma saving throws. When you take a long rest, you regain all expended uses.
Enervating Blade Touch of Sleep
Starting at 14th level, when you hit a creature with an attack, Beginning at 17th level, you know how to affect the flow of ki
you can use this feature to add 1d8 to your damage roll. In in your enemy’s mind, how to enhance it or halt it. When you
addition, you instantly regain hit points equal to the damage hit a creature with an unarmed strike you can spend 3 ki
dealt with this attack. Once you use this feature, you can’t use point to inflict one of the following effects:
it again until you finish a short or long rest.
Halt Ki: The target must immediately make a Wisdom
Monastic Tradition: saving throw. If it fails it is unconscious for a number of
rounds equal to your monk level, even if it is slapped,
Way of the Still Mind shaken, or dealt damage. Healing magic which restores
hit points can also restore the target to consciousness if it
The contemplative nature of githzerai society has led to a succeeds in another Wisdom save.
large number of monks among their kind. Many follow the Increase Ki: You heighten the target’s consciousness
Way of the Open Hand with its emphasis on mastery of the rather than halt it, making their perception of the world
body while others pursue the Way of the Four Elements, terrifyingly intense. The target must immediately make an
surrounded as they are by the forces of the Elemental Chaos. Intelligence saving throw. If it fails it is frightened of you
A distinctly githzerai tradition has formed, however, stressing for a number of rounds equal to your monk level. If they
discipline of the mind and the overcoming of physical cannot see you for an entire round they can make another
barriers through sheer willpower. saving throw to end the effect earlier.
Still Mind Technique Prestige Class: Rrathmal
Starting when you choose this tradition a 3rd level, you can The slavery of the mind flayers is a wound that still burns for
direct your enemy’s ki to influence their mind. Whenever you the gith races. They won their freedom through Gith’s
hit a creatuer with one of the attacks granted by your Flurry leadership but that did not settle the score by any means.
of Blows, you can impose one of the following effects on that Some gith devote their lives to hunting down and killing
target: illithids, honing their minds to resist the creatures’ foul
It must succeed on a Wisdom saving throw or be deafened abilities. Called rrathmals (“avengers”) these warriors are the
for one round. subject of legendary tales among the gith and their warbands
It must succeed on a Wisdom saving throw or be blinded (a rrakma or “vengeance”) are treated with respect and awe.
for one round. A githzerai Rrathmal, for example, is probably one of the only
It must succeed on an Intelligence saving throw or members of their race who could encounter a band of
become confused for one round. While confused, attacks githyanki and not be killed immediately. There are only a few
against the creature have advantage. rrathmals alive and they pass their secrets on only to those
It must succeed on a Charisma saving throw or suffer worthy of them.
disadvantage on its attacks for one round. This is a prestige class for any gith, using the guidelines
It can’t take reactions until the end of your next turn. found in the Unearthed Arcana article from the Dungeons &
Dragons website. If you don’t have access to that article, you
can still make use of this class following the directions for
multiclassing found on page 163 of the Player’s Handbook.

MONASTIC TRADITION: THE WAY OF THE


STILL MIND 7
Hateful Strike
Prerequisites You channel your people’s hatred for the illthids into your
In order to advance as a Rrathmal, you must meet the blow, dealing a powerful strike and disrupting their influence.
following prerequisites (in addition to the multiclassing When you hit an aberration, you can choose to deal 1d8 extra
prerequisites for your existing class): Gith Race. Only damage to the target (2d8 if the target is a mind flayer) as
githyanki and githzerai may follow the path of the Rrathmal. well as sending out a psychic pulse which affects all of your
Other races may hate the illithids but that hatred runs allies within 30 feet.
through the veins of the gith races. If any of the allies within the pulse’s radius are suffering
from an effect which can be ended with an Intelligence,
Strength 13. Rrathmals must journey long distances Wisdom, or Charisma saving throw (including yourself) they
through dangerous terrain. There is no room for can immediately make a saving throw to end the effect.
weakness. You can use this feature a number of times equal to 1 +
Wisdom 13. The mental powers of the mind flayers are your Wisdom modifier. When you finish a long rest, you
potent and those with weak wills do not last long in their regain all expended uses.
hunt.
Proficiency in the Arcana skill. Anticipating the traps Illithid Sense
and schemes of the mind flayers requires knowledge of Starting at 1st level, a Rrathmal can tell when an illithid is
arcane mysteries. nearby. As an action, you can open your mind to detect the
Character level 5th. No untested youngling is admitted to discordant psychic energies of mind flayers. Until the end of
a rrakma band. You prove yourself through deeds before your next turn, you know the location of any illithids within
becoming a Rrathmal and you must be a 5th-level 90 feet and any other aberrations within 60 feet. You can tell
character before you gain levels in the Rrathmal prestige what sort of creature you are sensing (illithid, aboleth, or
class. nothic, for example) but not the individual creature’s identity
Find a mentor. The secrets of the Rrathmal are handed (such as “the mind flayer Geddeil of the Abysmal Creed”).
down from veteran to student. Among the githyanki this is You can use this feature a number of times equal to 3 +
a strict military hierarchy while the githzerai treat it more your Wisdom modifier. When you finish a long rest, you
like a spiritual calling. Either way, Rrathmal have the regain all expended uses.
prerogative to decide whom they will teach so you must
find a Rrathmal NPC and convince them to accept you as Noxious Thoughts
a student before advancing in this class. Once you have You poison your thoughts, making them harmful to anything
committed to it, they will teach you for a while and then attempting to use psychic powers against you. If you are hit
send you off while they pursue their own hunts. When with an ability that requires you to make an Intelligence,
they are free again, they expect you to return for more Wisdom, or Charisma saving throw and you succeed, you can
instruction. make a reaction to target the creature in response. It must
succeed in a Wisdom saving throw (DC 15 + your Wisdom
The Rrathmal modifier) or take 1d10 psychic damage (half damage on a
Level Features successful save).
1st Hateful Strike, Illithid Sense These noxious thoughts are particularly potent against
mind flayers trying to devour your brain. If a mind flayer uses
2nd Noxious Thoughts their Extract Brain action (see Monster Manual, p. 222) on
3rd Mental Resistance you they only deal half the normal piercing damage and the
4th Hidden Mind
mind flayer must make an Intelligence save afterwards (DC
15 + your Wisdom modifier). If they fail this saving throw they
5th Bastion of Iron Will are stunned for one round and the grapple is automatically
broken.
Class Features
Mental Resistance
As a Rrathmal, you gain the following class features. You have resistance against psychic damage.
Hit Points Hidden Mind
Hit Dice: 1d10 per Rrathmal level When a creature uses a spell or ability to find you (including
Hit Points per Level: 1d10 (or 6) + your Constitution detect thoughts) then you can resist the spell with a Wisdom
modifier per Rrathmal level after 1st. saving throw against the creature’s spell saving throw DC. If
Proficiencies you succeed, it appears to the caster that you are not within
Armor: All armor, shields range of the spell, that you are dead, or that you otherwise are
Weapons: Simple weapons, martial weapons not a valid target. If the effect is ongoing (such as scrying) you
Tools: None must make a save every minute or your Hidden Mind ability
Saving Throws: Wisdom fails. A new casting of the same spell also requires you to
Skills: None make another saving throw.
Equipment
The Rrathmal prestige class does not grant any special
equipment; warriors are expected to find their own weapons.
Hateful
RRATHMALStrike
8
Spells which do not need to know your exact location (such
as sending or dream) or spells that you choose to allow
through this resistance (including beneficial spells such as
Rary’s telepathic bond) are unaffected.
Bastion of Iron Will
You gain advantage on all Wisdom, Intelligence, or Charisma
saving throws against magical and psionic effects that impose
conditions or deal damage. This includes the saving throw for
Hidden Mind described above.

RRATHMAL 9

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