Gith Handbook
Gith Handbook
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
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.
RRATHMAL 9