Pergashan (Giant kin)
Decide if you are pureblooded or twisted. Once you make this choice, you cannot change it.
  • Pureblooded Pergashans are unmarred by the Sundering and environment. Their blood runs purple like their titan ancestors, and they are respected amongst the Tribes. Pergashans prefer to marry purebloods in the attempt to preserve their people, an endeavor that becomes more and more difficult with each generation.
  • Twisted Pergashans have been physically and/or mentally altered by the chaotic energy of the Sundering Storms, mana, or other oddities of Pergasha. Bearing this taint has a slight stigma within Pergashan society as these are seen as signs of weakness or impurity. This view is not entirely without merit as twisted individuals have nearly black blood with an iridescent sheen.
Pick your tribal heritage. If you are pureblooded, select your tribal heritage from the following list: Cloud, Fire, Gem, Sand, Stone, Storm. You may elect to have a mixed heritage and select two. If you are twisted you select only one tribal heritage.
Select your starting racial features.
  • If you are pureblooded, select two racial features from your tribal heritage. If you have a mixed heritage, you select one from each.
  • If you are twisted, select one racial feature from your tribal heritage and one from the Twisted Pergashan Features List.
Base Pergashan Traits
Ability score increase. Your Constitution score increases by 2, and one other ability score increases by 2. Also, select one ability score and increase its cap to 22.
Age. A Pergashan reaches adulthood by 24 years. The average lifespan is 130 years, but some (especially from the Sand Tribe) have been known to live for nearly 200 years.
Alignment. Pergashan society values order and takes promises seriously, so they lean towards lawful. They value fairness but also strength, and survival is paramount so the weak are culled when necessary. This pushes Pergashan society towards neutrality.
Size. Pergashans are between 8 and 12 feet tall and weigh between 350 and 550 pounds, but some have grown to nearly 14 feet tall (especially those from the Storm Tribe). Your size is Large.
Speed. Your base walking speed is 35 feet.
Languages. You can speak Pergashan (Common).
Skilled. Pergashans expect everyone to be useful and productive. Select one skill or tool proficiency.
Psionic Acumen. Pergashans have a natural affinity for accessing the powers of the mind thanks to their ancestors. Select one Psionic Talent.
Mighty Toss. Pergashan children grow strong by playing with boulders. Using an attack action, you may throw an appropriately sized rock up to 50 feet away, dealing 1d10 + your Strength modifier in bludgeoning damage to a target. You are proficient with this thrown improvised weapon.
Tribal Heritage Features

Cloud Tribe

  • Light-footed. Your movement speed increases by 5 feet and your jump distance is doubled.
  • The Wind is With You. Any ranged or thrown weapon attack you make deals bonus weapon damage equal to your proficiency bonus. Additionally, when you successfully hit with a ranged or thrown weapon, your target must make a Strength saving throw or fall prone as a gust of wind makes an impact through the projectile. Your target must be your size or smaller to knock a creature prone with this ability. The DC for this ability is 8 + your proficiency bonus + your Constitution modifier.
  • Dulling Mist. The blood of Cloud Giants runs through your veins, granting you an unusual aura that slows a weapon strike as it hits your body. After you have been hit by an attack, you may use your reaction and roll 1 Hit Die + your Constitution modifier to reduce the incoming damage by that amount.
  • Tribal Talent. You gain the Windstream talent.
  • Land Gently. Your wind aura softens your landing. You ignore the first 20 feet of a fall when determining your falling damage. You also have advantage on any saves or ability checks related to being moved against your will.
  • Off-Balancing Boulder. You infuse your Mighty Toss with a forceful energy. When making a Mighty Toss attack, you can declare the damage type to be force or bludgeoning. In addition, your rock has the Effective quality and on a successful hit, your target has disadvantage on Dexterity saves, checks, and its movement speed is halved until the end of your next turn. (Minimum level: 7.)
  • Paragon of the Cloud Tribe. Your ancestor’s blood infuses you with an affinity to the wind. Your movement speed is increased by 5 feet, and you cannot be knocked down due to windy conditions. As a reaction to falling or jumping, you can glide horizontally up to 30 feet (in windy conditions, this is doubled). After gliding, you can slow your descent, ignoring 20 feet of a fall when determining your falling damage. (If you have Land Gently, you ignore 40 feet.)

    In addition, you can ignore the strength requirements for any ranged or thrown weapon you use, and you can use your Dexterity for thrown weapons. Finally, you can use a Cloud tribe heritage feature requiring the expenditure of a Hit Die without paying its cost once per long rest.

    Cultural note: Cloud Pergashans with this feature are often called kings or queens even though they do not necessarily rule over anyone. The name derives from the elaborate headwear—called a crown—that is gifted to those that serve as utmost citizens and representatives of the Cloud Tribe. (Minimum level: 15. Requires at least three Cloud Tribe racial features. Must be Pureblooded. Cannot have any other Paragon feature.)

Fire Tribe

  • Heavily Armored. You are proficient in wearing heavy armor and using shields.
  • Inner Fire. You gain fire resistance.
  • Firebrand. You can extend your inner fire down a weapon, heating it with a blue-hot flame for an instant. Once per turn after striking an enemy with a melee weapon, you may expend a Hit Die and deal fire damage to the target that equals the roll on 1 Hit Die + your Constitution modifier.
  • Tribal Talent. You gain the Minor Pyrokinesis talent.
  • Firerock. You infuse your Mighty Toss with a fiery aura. When you use Mighty Toss, your rock detonates on a successful hit. The target and all creatures within 10 feet must make a Dexterity saving throw or take 1d10 + your Constitution modifier in fire damage. Creatures that save take half damage.(Minimum level: 7.)
  • Paragon of the Fire Tribe. Your ancestor’s blood infuses you with an affinity to fire. If you wield a melee weapon that you have mastered, your weapon becomes an extension of your aura. Whenever you deal damage with this weapon, you may add your Constitution modifier in fire damage.

    In addition, any time you score a critical hit or beat a creature’s AC by 15 or more with a melee weapon against a target wearing armor, a shield, or wielding a weapon, you may sacrifice damage from your attack and attempt to sunder one of those items. The GM will determine the damage required but refer to the table below for a basic guide. A sundered item is destroyed or otherwise made unusable until repaired. Particularly powerful items may be impossible to sunder with this ability and if so, no damage will be sacrificed.
    Quality Damage Required
    Simple 10
    Enhanced 20
    Major 30+
    Finally, you can use a Fire tribe heritage feature requiring the expenditure of a Hit Die without paying its cost once per long rest. (Minimum level: 15. Requires at least three Fire Tribe racial features. Must be Pureblooded. Cannot have any other Paragon feature.)

Gem Tribe

  • Psionic Infusion. You gain 1 additional Psi point per level.
  • Avatar of Battle. Your inherent psionic abilities keep your allies sharp-minded and on their toes. Allies within 30 feet of you gain +2 to their initiative score.
  • Psychokinesis. You are naturally gifted in telekinesis. You gain the Far Hand talent. You can move twice as much weight with the talent, and you can leave objects suspended in mid-air from one round to another without them falling to the ground. You can also use skills or tools in which you have proficiency with your telekinesis instead of your hands, changing Dexterity for Intelligence. You still need the proper tools available to use.
  • Immortal Endurance. Your mind can influence your body, and your body can enhance your mind. When you take a short rest, you regain your Constitution modifier in Psi Points. Also, you can break your focus until your next short rest to reduce any incoming damage by half.
  • Avatar of Healing. Your psionic powers lend aid to the minds of your allies. You may use an action and expend 1 Hit Die to heal up to your Intelligence modifier of allies (including yourself) within 30 feet of you that you can see. Roll 1 Hit Die + your Constitution modifier to heal each ally for that amount. Once you use this ability, you cannot do so again until after you take a long rest. (Minimum level: 5.)
  • Weightless. Using the power of your mind, you can convince your body that it is weightless. As an action, you can levitate up to 20 feet from a solid surface and remain there with concentration. You can only move by pushing or pulling against a surface or fixed object, but you can end your levitation at any time you want and fall softly to the ground. (Minimum level: 5.)
  • Immortal Body. Your psionic energy grants you extraordinary fortitude. At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier (minimum of 0) if you have at least 1 hit point. (Minimum level: 5.)
  • Nomad’s Journey. You gain the ability to use your psionic powers to transport your body a short distance in an instant.You may use a bonus action and expend one Hit Die to teleport yourself up to your movement speed. You must have line of sight to this location, the space cannot be occupied, and the space must be able to accommodate you. (Minimum level: 5.)
  • Paragon of the Gem Tribe. Little is known of the gem titans, but your body is suffused with their alien power. You can sacrifice your lifeforce to harvest psi-crystals from your body. These crystals can store Psi points, push limits, or intensify your psionic powers in exchange for reducing your maximum hit point total by a certain degree.

    The cost of creating these crystals is based on the highest value of your Hit Dice. For example, if your highest Hit Die is a d8, your cost to create a Blue storage crystal will begin at 8 with a maximum cost of 24 hit points. You cannot reduce this cost in any way, and the only way to recover your lifeforce is to reabsorbing the crystals during a long rest. No other ability will recover your maximum hit points lost in this way.

    Harvesting a psi-crystal is done during a full rest as the process is exhausting and delicate. See the table below for costs and effects of the different psi-crystals you can harvest.

    Blue (Storage) - Cost: 1+
    You create a blue storage crystal that can hold a number of psi points equal to your Intelligence modifier. For each cost you pay, you can increase the storage capacity by your Intelligence modifier (minimum 1). Only a Gem Pergashan can store psi into a crystal by expending their own Psi points during a short or long rest, but any creature can use the energy freely. A creature holding this crystal can use its reserves to pay the Psi point cost of abilities. The creature must still follow their Psi limit. When a crystal is depleted, it is an empty psi husk that can be recharged again.

    Red (Limit Push) - Cost: 2
    Psi abilities that use a reaction no longer count towards your Psi Limit when determining the maximum amount of Psi points you can spend in a turn. A creature must wear and attune to this crystal to utilize this ability.

    Purple (Intensifier) - Cost: 3
    The DC for all psionic abilities increases by 1. A creature can benefit from multiple purple crystals, but they must wear and attune to them to utilize this ability.

    Finally, you can use a Gem tribe heritage feature requiring the expenditure of a Hit Die without paying its cost once per long rest.

    Cultural note: The Gem Pergashans were nearly hunted to extinction for the use of their crystal corpses, yet some still to this day choose to sacrifice themselves to serve the greater good… or their own goals. (Minimum level: 15. Requires at least three Gem Tribe racial features. Must be Pureblooded. Cannot have any other Paragon feature.)

Sand Tribe

  • Darkvision. Your unusual eyes grant you superior vision in dark and dim conditions. 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 can’t discern color in darkness, only shades of gray.
  • Survivalist. Your movements do not suffer from difficult terrain when in desert environments. You also have expertise in Survival.
  • Dessicate. Your touch can desiccate a creature, plant, or an applicable material of water. You may use an action to make a melee touch attack. On a hit, deal 1 Hit Die + your Constitution modifier in necrotic damage to your target and heal yourself for the same amount as your desert aura transfers life-giving water to your body. When you successfully desiccate a target, you also fulfill your water needs for the day regardless of the amount of damage dealt. This ability is also useful in the instant drying of meats for making rations. Once you use this feature, you cannot do so again until you complete a short rest.
  • Tribal Talent. You gain the Sandshaper talent.
  • Blinding Sand Rock. You imbue your Mighty Toss with a fragment of your aura. When you use Mighty Toss, all creatures within 10 feet of your target take half the damage dealt in slashing damage as a burst of sand slices them. All affected creatures (including your original target) must make a Dexterity saving throw or be blinded until the end of your next turn. The DC = 8 + your Constitution modifier + your proficiency bonus. (Minimum level: 7.)
  • Paragon of the Sand Tribe. Your ancestor’s blood infuses you with an affinity to the mysteries and heat of the desert. When you are at least 15 feet from a creature, their ranged attacks and abilities are made at disadvantage as sand or heat waves blur you from sight.

    In addition, you can manipulate sand to ease your movement and travels. You and up to 8 creatures that you can see can ignore difficult terrain in desert environments. Also as a bonus action, you can propel yourself vertically or horizontally up to 30 feet away on ribbons or pillars of sand. When you land after using this ability, you may create a sand burst that sprays out up to 10 feet away from you. Any creatures in the area are partially blinded and have disadvantage on their next attack or saving throw. You do not take falling damage from the distance made when using this ability.

    Finally, you can use a Sand tribe heritage feature requiring the expenditure of a Hit Die without paying its cost once per long rest. (Minimum level: 15. Requires at least three Sand Tribe racial features. Must be Pureblooded. Cannot have any other Paragon feature.)

Stone Tribe

  • Vibrant Vision. Thanks to your Stone Giant blood, you have superior, full-color vision in dark and dim conditions. 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.
  • Inspired. The songs of your ancestors run through your veins, granting you the ability to call upon them for guidance. Once per long rest, you may gain Advantage on one skill check, ability check, or saving throw. You must declare that you are using this ability before you roll.
  • Pummel. Your attacks can pack a surprisingly powerful blow. When you hit a creature with a weapon that does bludgeoning damage, you may make your target roll a Strength saving throw or be pushed back 5 feet in a direction of your choice. You can push back a creature up to one size category larger than yourself or smaller. The DC for this save is equal to 8 + your proficiency bonus + your Constitution modifier.
  • Try Again. When you would be hit with an attack, you may use your reaction and expend 1 Hit Die to add your Constitution modifier to your AC until the start of your next turn.
  • Mega Rock. When you use Mighty Toss, your rock has the Impact property and deals 2d10 + your Strength modifier bludgeoning damage. (Minimum level: 7.)
  • Paragon of the Stone Tribe. Your ancestor’s blood infuses you with an affinity to the deepest stones beneath the earth and the secrets they hold. You gain resistance to slashing damage and the ability to call upon the secrets and stories of the stone to protect you. When you finish a long rest, roll one d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and a roll can be replaced in this way only once per turn. When you finish a long rest, you lose any unused foretelling rolls.

    Finally, you can use a Stone tribe heritage feature requiring the expenditure of a Hit Die without paying its cost once per long rest. (Minimum level: 15. Requires at least three Stone Tribe racial features. Must be Pureblooded. Cannot have any other Paragon feature.)

Storm Tribe

  • Quasi-Amphibious. You can breathe air and when underwater, you can hold your breath for one hour before needing to return to the surface. Your vision is unimpeded under water because of special membranes that deploy to protect your eyes.
  • Grounded. You have resistance to lightning damage. Also, you may use a bonus action to expend your natural electrical charge into the ground around you. Once per short rest, all creatures in a 10-foot radius around you are briefly electrified and have disadvantage on their attacks until the start of your next turn. If you trigger this effect in water, the range extends to 20 feet.
  • Recharge. You may use an action and expend 1 Hit Die to recharge a depleted mysterium. Single-use consumables cannot be recharged. You may also give a single buffer to avoid the first time a relic may deplete.
  • Zap. Your ancestral ties grant you a static charge over your body that you can send out to defend yourself. When you are hit by a melee attack, you may use your reaction and roll 1 Hit Die + your Constitution modifier and deal this amount of lightning damage to your attacker.
  • Lightning Toss. You infuse your Mighty Toss with an electrifying energy. When you use Mighty Toss, your rock bursts lightning on a successful hit. The target and all creatures within 10 feet must make a Dexterity saving throw or take 1d10 + your Constitution modifier in lightning damage. Creatures that save take half damage. (Minimum level: 7.)
  • Paragon of the Storm Tribe. Your ancestor’s blood infuses you with an affinity to the raging tempests of the seas and skies. If you are targeted with an attack that deals lightning damage, the damage you resist (whether through lightning resistance or saving against the ability) is bounced back to its original wielder if you see them. The target then saves against its own ability for the amount of damage you reflected. If there was no original saving throw, the creature must make a Dexterity saving throw with the DC = 8 + your Constitution modifier + your proficiency bonus.

    In addition, you also can concentrate your natural static charge into a lightning trident. As an action, you can target a space or a creature that you can see up to 60 feet away. If targeting a creature, it must make a Dexterity saving throw or take 6d10 lightning damage (save for half). The DC = 8 + your Constitution modifier + your proficiency bonus. If you are in stormy conditions, add your level to the damage dealt and the range increases to 120 feet. Regardless of the result, you may then send yourself through the lightning and appear at the space or adjacent to the creature you targeted. You must be able to fit in the space or you do not move. Once you use this ability, you cannot do so again until you complete a long rest.

    Finally, you can use a Storm tribe heritage feature requiring the expenditure of a Hit Die without paying its cost once per long rest. (Minimum level: 15. Requires at least three Storm Tribe racial features. Must be Pureblooded. Cannot have any other Paragon feature.)
Giant Features
Able. Pick one Ability Score. Its maximum value is now 22. This feature can be selected multiple times. (Minimum level: 5.)
Pergashan Education. Pick a language. You are now literate and fluent in that language.
Pergashan Training. You gain 1 training point. You can spend it immediately or save it for later. This feature can be selected multiple times.
Psionic Empowerment. You gain a psionic talent of your choice. This feature can be selected multiple times, each time gaining a different talent.
Lesser Psionic Infusion. You gain bonus Psi points equal to half your level (rounded up). Every other level moving forward, you gain an additional Psi point. (Minimum level: 3; cannot have or take Psionic Infusion or another racial feature that grants Psi points.)
Giant’s Durability. Once per long rest, you can use a racial feature requiring the expenditure of a Hit Die without paying its cost. (Minimum level: 3.)
Titan’s Punch. Your unarmed attack is imbued with the power of your ancestors. You can only take this improvement once, even if you have mixed heritage. Add your proficiency modifier to the damage of your unarmed attack. The damage type depends on your tribal heritage: Cloud (force), Fire (fire), Gem (piercing), Sand (slashing), Stone (bludgeoning), Storm (lightning). (Minimum level: 3.)
Titan’s Build. You count as 1 size category larger when determining your carrying capacity and weight. In addition, you count as this category whenever an ability or power being used against you refers to size category.
Giant’s Stomp. Your mighty stomp keeps your enemies down. When a creature falls prone adjacent to you, you can use a reaction to make an unarmed stomp attack. On a success, you deal 1d6 + your Strength modifier + your level in bludgeoning damage. In addition, the creature suffers disadvantage to its next attempt at standing from prone. You are proficient with this attack. (Minimum level: 3.)
Twisted Pergashan Features
Able. Pick one Ability Score. Its maximum value is now 22. This feature can be selected multiple times. (Minimum level: 5.)
Aquatic. You are at ease in water. You can hold breath when under water for up to 30 minutes and you gain a swim speed of 30 feet.
Bone Arsenal. You are a living weapon. Your fists are covered with bony plates. Your unarmed strike has the Impact property, deals bludgeoning damage equal to 1d6 + your Constitution modifier, and you are proficient with this attack. If your unarmed strike has a higher dice roll than this feature, you can instead add bludgeoning damage to each successful strike equal to half of your Constitution modifier (minimum of +1).

In addition as a bonus action, you can shoot out a piercing bone shard from your body. Your bone shards have a range of 30/60 feet, have the Bleed property, and deal piercing damage equal to 1d6 + your Constitution modifier. You are proficient with this ranged attack.

The damage of your fists and bone shards increases to 1d8 when you reach 12th level.
Careful Training. You gain 1 training point. You can spend it immediately or save it for later. This feature can be selected multiple times.
Darkvision. Your eyes grant you superior vision in dark and dim conditions. 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 can’t discern color in darkness, only shades of gray.
Extra arms. You have a second pair of arms. These arms are fully functional and can use all weapons and shields with which you are proficient except for Massive and Colossal weapons. You can use a bonus action to make one attack with a weapon wielded by those arms or an unarmed strike. (Must be taken at 1st level.)
Finesse Natural Weapons. You grow fangs, claws, a stinger, or horns. Select an appropriate damage type, and you are proficient with this finesse natural weapon. Your natural weapon deals 1d4 damage.

The damage die category to your natural weapon increases when you reach certain levels: 5th (1d6), 11th (1d8), 17th (1d10).
Keen Senses. One of your senses is heightened. Select one sense (hearing, sight or smell). You gain advantage on Perception and Investigation checks related to that sense. This feature can be selected multiple times, each time selecting a new sense.
Long-Armed. Your reach with your arms is 5 feet greater than normal.
Natural Telepathy. You gain the Telepathy talent. The range of this talent increases to 60 feet at 5th, 90 feet at 11th, and 120 feet at 17th level.
Powerful Build. You count as 1 size larger for carry capacity and to determine what powers can affect you.
Psi Manifestation: Amplify. Your body has flakes or fragments of psi-crystal within it, granting you a wild psionic ability that cannot be mastered in the mind alone. As a bonus action, you can trigger this ability for 1 minute. Your attacks with weapons or your unarmed strike deal additional psychic damage to your foes equal to your Intelligence modifier once per turn. You must be proficient with the weapon. Once you use this manifestation, you must take a short rest before you can do so again.
Psi Manifestation: Psistep. Your body has flakes or fragments of psi-crystal within it, granting you a wild psionic ability that cannot be mastered in the mind alone. As a bonus action, you can trigger this ability for 1 minute. Your movement speed increases by 10 feet. Also, once per turn when you are hit with an attack, you can instantly transport yourself to a location up to 15 feet away that you can see. Once you use this manifestation, you must take a short rest before you can do so again.
Psi Manifestation: Reflect. Your body has flakes or fragments of psi-crystal within it, granting you a wild psionic ability that cannot be mastered in the mind alone. As a bonus action, you can trigger this ability for 1 minute. You bounce back the pain others inflict upon you. Once per turn whenever you are hit with a melee weapon or natural attack by a creature that you can see, you can reflect psychic damage back to them equal to your Intelligence modifier. Once you use this manifestation, you must take a short rest before you can do so again.
Prehensile Tail. You have a prehensile tail that acts like a third limb. This tail is strong enough to support your own weight and hang upside down, gives you advantage on Athletics checks to climb, can hold small objects, and can wield a one-handed finesse weapon or shield with which you are proficient. As a bonus action, you can make an attack with your armed tail, and your reach with this attack increases by 5 feet. This tail cannot help wield a two-handed weapon or aim with ranged weapons.
Psionic Finesse. You are attuned to the psionic spectrum and able to uniquely manipulate its weave, and this affinity may present itself in a physical manner. For example, psi-crystal flakes adorning the temples, a rune glowing on the forehead, multi-ringed irises, or unusually colored veins marking the body. You may reroll 1’s on the damage dice of any psionic disciplines and talents you use. You must keep the new result. When you reach 7th level, you can use psionic abilities with a range of touch at a range of 10 feet instead.
Psionic Recovery. Whenever you regain Psi points from resting, you recover your proficiency modifier in additional Psi points.
Song of Avatars. Your aura sends out a musical hum that affects those around you. This musical aura continues until you choose to silence it or are incapacitated. Each time you select this feature, select one of the following songs. If you have multiple songs, only one song can be active at a time. Each song has an activation that requires a bonus action to use. A creature can be affected by a specific song once per short rest. Once you use the activation ability of a song, you cannot use that song again in such a way until you take a short or long rest.
  • Song of Speed. When you activate this song, all allies within 15 feet of you can immediately move up to half their movement speed. While this song is active, you project an awe-inspiring aura that keeps your allies ready for action. Any ally within 30 feet who can see you can take the Dash action as a bonus action.
  • Song of Awe. When you activate this song, any allies within 15 feet of you gain temporary Hit Points equal to your twice your Charisma modifier (minimum 1). While this song is active, you and your allies within 30 feet of you gain a bonus to Charisma checks equal to your Intelligence modifier (minimum of +1). In addition, when you target a creature with a psionic charm ability, it has disadvantage on its saving throw. A creature can only be affected once per long rest by this ability.
  • Song of Fear. When you activate this song, any hostile creatures within 15 feet of you must make a Charisma saving throw or be frightened of you for 1 minute. In addition to normal fear effects, creatures suffer a 1d4 penalty to all attacks and skill checks. The DC for this ability is equal to 8 + your proficiency bonus + your Charisma modifier. While this song is active, you and your allies within 30 feet of you have advantage on Charisma (Intimidation) checks.
  • Song of Joy. When you activate this song, any allies within 15 feet of you, including yourself, gains one inspiration die to use before they take a short or long rest. This die begins at d4 at 1st level and increases to a d6 at 7th level and d8 at 13th level. While this song is active, you and your allies within 30 feet of you have advantage on Charisma (Persuasion) checks.
  • Song of Rage. When you activate this song, any allies within 15 feet of you may immediately make an attack roll against a creature. While this song is active, once per turn you also gain a bonus to weapon attack damage equal to your Charisma modifier (minimum of +1).
Spiky Protrusions. Your body is covered in sharp quills or spikes. Any creature that grapples you suffers piercing damage equal to 1d6 + your Constitution modifier. This damage applies at the start of a grapple and at the start of every turn that a grapple is maintained. In addition, you can use a bonus action to spray quills at all creatures adjacent to you. You expend 1 Hit Die and deal piercing damage equal 1 HD + your Constitution modifier to all adjacent creatures. (Minimum level: 3.)
Twisted Metabolism. You have incredible recovery abilities. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. In addition, you may use a bonus action and roll 1 Hit Die + your Constitution modifier to heal for that amount. Each ability can be used once per long rest.
Venomous Natural Weapon. Your natural weapon secretes venom. Once on each of your turns, you may make a venomous natural weapon attack, dealing an additional weapon damage die + your Constitution modifier of poison damage to your target on a success. (Minimum level: 7. Requires Finesse Natural Weapon.)
Web. Your twisted anatomy enables you to spin useful and powerful silk. Once per long rest, you can shoot out a thick, sticky webbing at a point of your choice within range. The web fills a 20-foot cube from that point for up to 1 hour. For each category size above Small, the size of the area increases by 5 feet (Medium has a 25-foot cube, Large has a 30-foot cube, and so on). The webs are difficult terrain and lightly obscure the area. You are not affected by webbing of any kind.

Each creature of Large or smaller size that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. If the creature is larger than Huge, the web is destroyed by the creature’s movements.

A creature restrained by the webs can use its action to make a Strength check against your DC. If it succeeds, it is no longer restrained. Your DC is 8 + your proficiency modifier + your Constitution modifier.

The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

Alternatively, you may expel the webs harmlessly and use them as a material. The silk webbing is a valuable resource that can be used in building and crafting. You expel the equivalent of 1 square yard of silk worth 1 uncommon barter.
Wiry Hairs. Your body is covered in sensitive, wiry hairs. You gain tremorsense within 15 feet and a climb speed equal to your movement speed.
Touched-Kin
Determine your size category. Medium touched kins are the most common, but there are different advantages and disadvantages for each category.
  • Large: You have a -1 penalty to AC, and your base speed is 35.
  • Medium: Your base speed is 30, and you gain +1 training point.
  • Small: You have a +1 bonus to AC, your base speed is 25, and you gain +1 training point. In addition, you have disadvantage on checks related to being knocked prone, standing from prone, being grappled, or being moved by any creature larger than you.
Select 3 racial features. Some features have minimum level requirements, prerequisites, or refer to your choice from step 1.
Touched-Kin Base Traits
Ability score increase. You may assign 4 ability points. No more than 2 points may be assigned to a single score. Also, select one ability score. That score now has a cap of 22.
Age. Touched Kin age similarly to humans but can live to 125 years.
Alignment. Touched Kin were twisted at birth because of Sundering Storms and are often seen as outsiders, so they tend to lean towards chaotic. Whether they are good, evil, or something in-between rests entirely on their upbringing and the space society makes (or doesn’t make) for them.
Speed. Based on your size category. Large (35 ft), Medium (30 ft), Small (25 ft).
Languages. You can speak Pergashan (Common).
Tainted Prodigy. You are a blended being tainted—or blessed—by the Sundering Sands, and you were born with an incredible skill. Select one skill or tool proficiency. You have expertise in that proficiency.
Touched Kin Racial Features
Able. Pick one Ability Score. Its maximum value is now 22. This feature can be selected multiple times. (Minimum level: 5.)
Aquatic. You are at ease in water. You can hold breath when under water for up to 30 minutes and you gain a swim speed of 30 feet.
Bone Arsenal. You are a living weapon. Your fists are covered with bony plates. Your unarmed strike has the Impact property, deals bludgeoning damage equal to 1d6 + your Constitution modifier, and you are proficient with this attack. If your unarmed strike has a higher dice roll than this feature, you can instead add bludgeoning damage to each successful strike equal to half of your Constitution modifier (minimum of +1).

In addition as a bonus action, you can shoot out a piercing bone shard from your body. Your bone shards have a range of 30/60 feet, have the Bleed property, and deal piercing damage equal to 1d6 + your Constitution modifier. You are proficient with this ranged attack.

The damage of your fists and bone shards increases to 1d8 when you reach 12th level.
Careful Training. You gain 1 training point. You can spend it immediately or save it for later. This feature can be selected multiple times.
Chitinous Shell Skin. You grow a tough shell over your body. When not wearing any armor, your AC = 10 + your Constitution modifier + your proficiency bonus. (Cannot have Direskin.)
Darkvision. Your eyes grant you superior vision in dark and dim conditions. 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 can’t discern color in darkness, only shades of gray.
Direskin. Your skin grows tough and thick. You gain damage reduction to bludgeoning, piercing, and slashing damage equal to your proficiency modifier. (Cannot have Chitinous Shell Skin.)

Cultural note: Your skin can be shed and used as a raw material. Direhide is a translucent fabric often used in the crafting of armor and tough canvas. The hide can be cooked down into an adhesive and combining both creates a material similar to plywood.
Extra arms. You have a second pair of arms. These arms are fully functional and can use all weapons and shields with which you are proficient except for Massive and Colossal weapons. You can use a bonus action to make one attack with a weapon wielded by those arms or an unarmed strike. (Must be taken at 1st level.)
Finesse Natural Weapons. You grow fangs, claws, a stinger, or horns. Select an appropriate damage type, and you are proficient with this finesse natural weapon. Your natural weapon deals 1d4 damage.

The damage die category to your natural weapon increases when you reach certain levels: 5th (1d6), 11th (1d8), 17th (1d10).
Fury of the Small. When you damage a creature with an attack and the creature's size is larger than yours, you can cause the attack to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can’t use it again until you finish a short or long rest. (Requires Small size.)
Improved Darkvision. Your vision in dim light increases to 120 feet. (Requires Darkvision.)
Improved Direskin. Your sturdy skin gives you the abilities Do You Spice? and Not This Time!. (Minimum level: 5. Requires Direskin.)
  • Do You Spice? Once per long rest, you can sand off some of your thick skin to use as a spice to flavor food. Every individual has a unique flavor profile that can shift slightly with diet, mood, and age. Additionally, you may expend 1 Hit Die to enhance freshly cooked food with your spice. As long as there is enough food, up to 10 creatures can regain hit points equal to 1 HD + your Constitution modifier. A creature can only benefit from this feature once per long rest.
  • Not This Time! You can ignore damage by sacrificing your direskin protection. As a reaction to incoming damage from a source that you can see, you ignore all damage except for psychic and poison. You leave your skin behind and appear in an adjacent space that you can see. You must be able to fit in this space or you cannot use this ability. In addition, you may not use this ability if you are incapacitated or are taking falling damage. Once you use this ability, you lose all other Direskin features until you take a full rest to regrow it.
Insectoid Legs. You possess unusual legs akin to insects. Your base movement speed increases by 10 feet and your jump distance is doubled. (Must be taken at 1st level.)
Keen Senses. One of your senses is heightened. Select one sense (hearing, sight or smell). You gain advantage on Perception and Investigation checks related to that sense. This feature can be selected multiple times, each time selecting a new sense.
Long-Armed. Your reach with your arms is 5 feet greater than normal.
Natural Telepathy. You gain the Telepathy talent. The range of this talent increases to 60 feet at 5th, 90 feet at 11th, and 120 feet at 17th level.
Powerful Build. You count as 1 size larger for carry capacity and to determine what powers can affect you.
Primal Stamina. Your body is infused with primal energy sources. Once per long rest, you can use a feature requiring the expenditure of a Hit Die without paying its cost. In addition, you count as having one free Hit Die towards features that require you to tap a Hit Die.
Prodigious Mind. You gain 1 proficiency point. You can spend it immediately or save it for later. This feature can be selected multiple times.
Psi Manifestation: Amplify. Your body has flakes or fragments of psi-crystal within it, granting you a wild psionic ability that cannot be mastered in the mind alone. As a bonus action, you can trigger this ability for 1 minute. Your attacks with weapons or your unarmed strike deal additional psychic damage to your foes equal to your Intelligence modifier once per turn. You must be proficient with the weapon. Once you use this manifestation, you must take a short rest before you can do so again.
Psi Manifestation: Psistep. Your body has flakes or fragments of psi-crystal within it, granting you a wild psionic ability that cannot be mastered in the mind alone. As a bonus action, you can trigger this ability for 1 minute. Your movement speed increases by 10 feet. Also, once per turn when you are hit with an attack, you can instantly transport yourself to a location up to 15 feet away that you can see. Once you use this manifestation, you must take a short rest before you can do so again.
Psi Manifestation: Reflect. Your body has flakes or fragments of psi-crystal within it, granting you a wild psionic ability that cannot be mastered in the mind alone. As a bonus action, you can trigger this ability for 1 minute. You bounce back the pain others inflict upon you. Once per turn whenever you are hit with a melee weapon or natural attack by a creature that you can see, you can reflect psychic damage back to them equal to your Intelligence modifier. Once you use this manifestation, you must take a short rest before you can do so again.
Prehensile Tail. You have a prehensile tail that acts like a third limb. This tail is strong enough to support your own weight and hang upside down, gives you advantage on Athletics checks to climb, can hold small objects, and can wield a one-handed finesse weapon or shield with which you are proficient. As a bonus action, you can make an attack with your armed tail, and your reach with this attack increases by 5 feet. This tail cannot help wield a two-handed weapon or aim with ranged weapons.
Psionic Edge. You can channel psionic power. Select one Psionic Talent. In addition, you add your Intelligence Modifier to damage rolls for any Psionic Talents you use (minimum 1).
Psionic Finesse. You are attuned to the psionic spectrum and able to uniquely manipulate its weave, and this affinity may present itself in a physical manner. For example, psi-crystal flakes adorning the temples, a rune glowing on the forehead, multi-ringed irises, or unusually colored veins marking the body. You may reroll 1’s on the damage dice of any psionic disciplines and talents you use. You must keep the new result. When you reach 7th level, you can use psionic abilities with a range of touch at a range of 10 feet instead.
Psionic Recovery. Whenever you regain Psi points from resting, you recover your proficiency modifier in additional Psi points.
Smallfolk Nimbleness. You can hide behind or move through the space of any creature that is of a size larger than yours. (Requires Small size.)
Song of Avatars. Your aura sends out a musical hum that affects those around you. This musical aura continues until you choose to silence it or are incapacitated. Each time you select this feature, select one of the following songs. If you have multiple songs, only one song can be active at a time. Each song has an activation that requires a bonus action to use. A creature can be affected by a specific song once per short rest. Once you use the activation ability of a song, you cannot use that song again in such a way until you take a short or long rest.
  • Song of Speed. When you activate this song, all allies within 15 feet of you can immediately move up to half their movement speed. While this song is active, you project an awe-inspiring aura that keeps your allies ready for action. Any ally within 30 feet who can see you can take the Dash action as a bonus action.
  • Song of Awe. When you activate this song, any allies within 15 feet of you gain temporary Hit Points equal to your twice your Charisma modifier (minimum 1). While this song is active, you and your allies within 30 feet of you gain a bonus to Charisma checks equal to your Intelligence modifier (minimum of +1). In addition, when you target a creature with a psionic charm ability, it has disadvantage on its saving throw. A creature can only be affected once per long rest by this ability.
  • Song of Fear. When you activate this song, any hostile creatures within 15 feet of you must make a Charisma saving throw or be frightened of you for 1 minute. In addition to normal fear effects, creatures suffer a 1d4 penalty to all attacks and skill checks. The DC for this ability is equal to 8 + your proficiency bonus + your Charisma modifier. While this song is active, you and your allies within 30 feet of you have advantage on Charisma (Intimidation) checks.
  • Song of Joy. When you activate this song, any allies within 15 feet of you, including yourself, gains one inspiration die to use before they take a short or long rest. This die begins at d4 at 1st level and increases to a d6 at 7th level and d8 at 13th level. While this song is active, you and your allies within 30 feet of you have advantage on Charisma (Persuasion) checks.
  • Song of Rage. When you activate this song, any allies within 15 feet of you may immediately make an attack roll against a creature. While this song is active, once per turn you also gain a bonus to weapon attack damage equal to your Charisma modifier (minimum of +1).
Spiky Protrusions. Your body is covered in sharp quills or spikes. Any creature that grapples you suffers piercing damage equal to 1d6 + your Constitution modifier. This damage applies at the start of a grapple and at the start of every turn that a grapple is maintained. In addition, you can use a bonus action to spray quills at all creatures adjacent to you. You expend 1 Hit Die and deal piercing damage equal 1 HD + your Constitution modifier to all adjacent creatures. (Minimum level: 3.)
Tactical Advantage. Your viewpoint from the skies gives you and your allies a tactical advantage on the field. Any ally within 120 feet that can see you while you are flying has advantage on initiative rolls. Additionally, the first attack made by you and your allies in a combat is made with advantage. (Minimum Level: 7. Requires Wings.)
Twisted Metabolism. You have incredible recovery abilities. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. In addition, you may use a bonus action and roll 1 Hit Die + your Constitution modifier to heal for that amount. Each ability can be used once per long rest.
Two Heads. You have advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, stunned, and knocked unconscious. In addition, your other head sometimes knows things that you do not. Once per long rest, you can reroll a failed skill check as you talk things over with head number two. (Must be taken at 1st level.)
Two Minds. Two is always better than one. You learn a Psionic Talent of your choice, and you may always use your bonus action to have one head use a Psionic Talent. (Requires Two Heads.)
Venomous Natural Weapon. Your natural weapon secretes venom. Once on each of your turns, you may make a venomous natural weapon attack, dealing an additional weapon damage die + your Constitution modifier of poison damage to your target on a success. (Minimum level: 7. Requires Finesse Natural Weapon.)
Web. Your twisted anatomy enables you to spin useful and powerful silk. Once per long rest, you can shoot out a thick, sticky webbing at a point of your choice within range. The web fills a 20-foot cube from that point for up to 1 hour. For each category size above Small, the size of the area increases by 5 feet (Medium has a 25-foot cube, Large has a 30-foot cube, and so on). The webs are difficult terrain and lightly obscure the area. You are not affected by webbing of any kind.

Each creature of Large or smaller size that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. If the creature is larger than Huge, the web is destroyed by the creature’s movements.

A creature restrained by the webs can use its action to make a Strength check against your DC. If it succeeds, it is no longer restrained. Your DC is 8 + your proficiency modifier + your Constitution modifier.

The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

Alternatively, you may expel the webs harmlessly and use them as a material. The silk webbing is a valuable resource that can be used in building and crafting. You expel the equivalent of 1 square yard of silk worth 1 uncommon barter.
Wings. Choose between feathered, insectoid, or leathery wings. At 1st level, they are useable, but your twisted nature makes it impossible to fly for long periods. The wings require conditioning and patience to fully master. Once per short rest, you can fly for 1 minute at the same rate as your walking speed. You cannot be encumbered or exhausted to use this ability. If you fall unconscious or have your movement reduced to 0 while flying, you plummet to the ground, and while flying you must move at least half your speed to stay aloft. You can always glide from a height easily, preventing you from taking falling damage so long as you are conscious and unencumbered. Finally, you can use a bonus action to Dash while flying.

Your wings improve when you reach certain levels: at 5th you can fly for 1 hour once per short rest; at 11th you can fly up to 8 hours once per long rest; at 17th you gain a flight speed equal to your walking speed as you have fully adapted and strengthened your wings.
Wings Mastery: Feathered. You have improved your flight mastery with your feathered wings. Your flight speed increases by 15 feet, and you gain a Surprise Flyby attack. (Minimum level: 5. Requires Wings.)
  • Surprise Flyby: As an action, you can fly to a target, make a melee attack, and continue flying past the target without triggering an attack of opportunity. On a successful hit, you deal an additional weapon die of damage.
Wings Mastery: Insectoid. You have improved your flight mastery with your insectoid wings. Your special wings allow you to hover in place so that you no longer need to use half your movement to stay aloft. You also have advantage on Dexterity saving throws and Acrobatics checks while flying because you have superior mobility. (Minimum level: 5. Requires Wings.)
Wings Mastery: Leathery. You have improved your flight mastery with your leathery wings. You become a silent stalker and gain advantage on Stealth checks when flying. In addition, the ends of your wings are razor sharp and clawed, giving you the Thrash and Slash abilities.
  • Thrash: When you take damage, you can use a reaction to have your wings thrash out reflexively. Make a melee attack against up to two targets within range. On a hit, each target takes 1d6 + your Dexterity modifier in slashing damage.
  • Slash: As a bonus action you make a slashing wing attack against a single target. On a hit, the target takes 2d4 + your Dexterity modifier in slashing damage.
Your wings have the Bleed, Bypass, and Vicious properties and a 10-foot reach. (Minimum level: 5. Requires Wings.)
Wiry Hairs. Your body is covered in sensitive, wiry hairs. You gain tremorsense within 15 feet and a climb speed equal to your movement speed.
Pergashan Lizardfolk
Decide if you are pureblooded or twisted. Once you make this choice, you cannot change it.
  • Pureblooded Lizardfolk do not have any “unnatural” changes to their bodies or minds. They are seen as desirable mates, serve as representatives to the Council, and often become tribe leaders. Pureblooded lizardfolk are intimidating in their physical prowess and are the quintessential apex predators.
  • Twisted Lizardfolk have been altered by the chaotic energy of the Sundering Storms, mana, or other oddities of Pergasha. These changes often carry a stigma among Lizardfolk as a mark of weakness or impurity (hence the derogatory term twisted). This stigma is similar to how some Pergashans view Touched Kin or their own twisted people. Some Lizardfolk sprout extra limbs, acquire enhanced mental powers, or gain a primal connection to these environmental energies.
Determine your size category. Large Lizardfolk are the most common, but there are advantages and disadvantages for each category.
  • Large: You have a -1 penalty to AC, and your base speed is 35. Your Bite damage die is a d8.
  • Medium: Your base speed is 30, and you gain +1 training point. Your Bite damage die is a d6.
  • Small: You have a +1 bonus to AC, your base speed is 25, and you gain +1 training point. In addition, you have disadvantage on checks related to being knocked prone, standing from prone, being grappled, or being moved by any creature larger than you. Your Bite damage die is a d6
Select 2 racial features. Some features have minimum level requirements or prerequisites. Pureblooded lizardfolk may select from the pureblooded and the general lizardfolk features lists.Twisted lizardfolk may select from general lizardfolk racial features, but at least one feature must be from the Twisted Lizardfolk Features list.
Base Lizardfolk Traits
Ability score increase. Your Constitution score increases by 2. You may assign 2 additional ability points how you prefer, and all your abilities have a maximum cap of 20.
Age. Lizardfolk reach maturity around age 14 and rarely live longer than 60 years.
Alignment. Most lizardfolk are neutral. They see the world as a place of predators and prey, where life and death are natural processes. They wish only to survive and prefer to leave other creatures to their own devices.
Speed. Based on your size category. Large (35 ft), Medium (30 ft), Small (25 ft).
Languages. You can speak Pergashan (Common) and Draconic.
Bite. Your fanged maw is a natural weapon that you can use as an action. If you hit with it, you deal piercing damage equal to the damage die based on your size category + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You are proficient with this weapon.
Cunning Artisan. As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.
General Lizardfolk Racial Features
These features are open to all Pergashan Lizardfolk. Each feature can only be selected once unless specified, and any requirements for a feature are listed in parenthesis at the end of each entry.
Able. Pick one Ability Score. Its maximum value is now 22. This feature can be selected multiple times. (Minimum level: 5.)
Amphibian. You gain a swim speed of 30ft and you can breathe underwater for 30 minutes.
Darkvision Your reptilian eyes grant you superior vision in dark and dim conditions. 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 can’t discern color in darkness, only shades of gray.
Hunter’s Lore. You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
Improved Bite. The die category for your bite improves by one step. (Minimum level: 7)
Natural Armor. You have tough, scaly skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Natural Camouflage. Your body blends into the natural environment. When hiding in natural terrain, you have advantage on Stealth checks.
Sticky Pads. Your hands and feet excrete a sticky substance that enables you to climb vertical surfaces. You gain a climb speed of 30ft so long as your hands are free.
Tongue. Your tongue can whip out to grab foes. As a bonus action, you snap out your tongue at a target within 10 feet and attempt to pull it towards you. The target must make a Dexterity saving throw, and on a fail you pull it to a space adjacent to you. The DC = 8 + your Constitution modifier + your proficiency bonus. Regardless of the result, the target suffers disadvantage on its next attack, and your tongue is drawn back into your mouth. (Minimum level: 3.)
Tail Slam. Your tail packs a surprise. As a bonus action, you can make a melee attack with your tail. It has reach of 10 feet and on a successful hit, deals bludgeoning damage equal to 1d6 + your Strength modifier.
Pureblooded Lizardfolk Racial Features
These features are only available to pureblooded lizardfolk.
Apex Predator (Land). Your bite die increases by one size and when you use Feeding Frenzy, you gain an additional number of temporary hit points equal to your level. In addition, you gain a special enhancement for your tail slam. As a bonus action, you make a Tail Slam attack and double the damage dice you roll on a successful hit. Your target then makes a Constitution saving throw and on a fail, they are stunned until the end of your next turn. The DC for this check is 8 + your choice of your Dexterity or Strength modifier + your proficiency bonus. Once you use this feature, you can’t use it again until you finish a long rest. (Minimum level: 15. Requires Feeding Frenzy and Tail Slam.)
Apex Predator (Water). You can breathe air and water and your bite die increases by one size. In addition, you gain a special thrash attack. As an action, you can make a bite attack against a target up to one size category larger than yourself. On a success, double the damage dice you roll for your bite as you thrash your target in your jaws. Your target then makes a Constitution saving throw and on a failure, it is stunned until the end of your next turn. The DC for this check is 8 + your choice of your Dexterity or Strength modifier + your proficiency bonus. If you are underwater, add your level to the piercing damage of your bite. Once you use this feature, you can’t use it again until you finish a long rest. (Minimum level: 15. Requires Greater Amphibian.)
Fatal Bite. Your bite critically hits on a 19 or 20. (Minimum level: 9.)
Feeding Frenzy. In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your twice your Constitution modifier (minimum of 1). Additionally, for the next minute, you may add your proficiency modifier to any weapon damage you deal to this creature. Finally, your food consumption needs are fulfilled for the day, and you can’t use this trait again until you finish a long rest. If your food requirements are increased beyond normal for the day, this ability only fulfills your base needs.
Greater Amphibian. Your swim speed increases to 50 feet, and you can breathe water for 1 hour. Additionally, you have advantage on any Perception or Survival checks while underwater. (Minimum level: 9. Requires Amphibious.)
Improved Feeding Frenzy. You can use your feeding frenzy twice before needing a long rest. (Minimum level: 7. Requires Feeding Frenzy.)
Improved Natural Camouflage. You can use a bonus action to hide and when you make a weapon attack while hidden, you add one weapon die to the damage. (Minimum level: 11. Requires Natural Camouflage.)
Improved Tail Slam. Your tail now deals bludgeoning damage equal to 2d6 + your Strength modifier. (Minimum level: 9. Requires Tail Slam.)
Improved Sticky Tongue. Your tongue has grown stronger. When you successfully pull a creature to you with your tongue, you may hold it in a grapple. Make an opposed Athletics check against the target’s Acrobatics or Athletics check (their choice) to hold it in a grapple. If you critically succeed or defeat their check by 10 or more, you can draw them into your mouth and make a Bite attack for free. After the attack, the creature returns to a space adjacent to you and is still grappled. (Minimum level: 7. Requires Sticky Tongue.)
Impressive Tail. Your tail becomes deadlier. You add your proficiency modifier to the damage dealt. Choose between armored or spiked. If you choose armored, your tail gains the Brutal and Impact properties. A spiked tail gains the Brutal and Effective properties. This feature can only be selected once. (Minimum level: 5. Requires Tail Slam.)
Sweeping Tail. Your tail gains the Vicious and Sweeping properties. (Minimum level: 13. Requires Improved Tail Slam.)
Tail Trip. You can trip enemies with your tail. On a successful attack with your tail, the target must make a Dexterity saving throw or be knocked prone. The DC is equal to 8 + your Strength modifier + your proficiency bonus. (Minimum level: 7. Requires Tail Slam.)
Improved Darkvision. Your darkvision extends to 120 feet. (Minimum level: 9. Darkvision.)
Spiked Hide. When you grapple, shove, or overrun another creature, you deal piercing damage equal to 1 + your Constitution modifier (minimum 1). (Minimum level: 3. Requires Natural Armor.)
Toxic Bite. Your bite becomes toxic. Once on each of your turns, you may make a toxic bite attack, dealing an additional bite damage die + your Constitution modifier of poison damage to your target on a success. You cannot apply this damage towards a Feeding Frenzy bite attack. (Minimum level: 7.)
Twisted Lizardfolk Features
Able. Pick one Ability Score. Its maximum value is now 22. This feature can be selected multiple times. (Minimum level: 5.)
Aquatic. You are at ease in water. You can hold breath when under water for up to 30 minutes and you gain a swim speed of 30 feet.
Bone Arsenal. You are a living weapon. Your fists are covered with bony plates. Your unarmed strike has the Impact property, deals bludgeoning damage equal to 1d6 + your Constitution modifier, and you are proficient with this attack. If your unarmed strike has a higher dice roll than this feature, you can instead add bludgeoning damage to each successful strike equal to half of your Constitution modifier (minimum of +1).

In addition as a bonus action, you can shoot out a piercing bone shard from your body. Your bone shards have a range of 30/60 feet, have the Bleed property, and deal piercing damage equal to 1d6 + your Constitution modifier. You are proficient with this ranged attack.

The damage of your fists and bone shards increases to 1d8 when you reach 12th level.
Careful Training. You gain 1 training point. You can spend it immediately or save it for later. This feature can be selected multiple times.
Darkvision. Your eyes grant you superior vision in dark and dim conditions. 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 can’t discern color in darkness, only shades of gray.
Extra arms. You have a second pair of arms. These arms are fully functional and can use all weapons and shields with which you are proficient except for Massive and Colossal weapons. You can use a bonus action to make one attack with a weapon wielded by those arms or an unarmed strike. (Must be taken at 1st level.)
Finesse Natural Weapons. You grow fangs, claws, a stinger, or horns. Select an appropriate damage type, and you are proficient with this finesse natural weapon. Your natural weapon deals 1d4 damage.

The damage die category to your natural weapon increases when you reach certain levels: 5th (1d6), 11th (1d8), 17th (1d10).
Fury of the Small. When you damage a creature with an attack and the creature's size is larger than yours, you can cause the attack to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can’t use it again until you finish a short or long rest. (Requires Small size.)
Keen Senses. One of your senses is heightened. Select one sense (hearing, sight or smell). You gain advantage on Perception and Investigation checks related to that sense. This feature can be selected multiple times, each time selecting a new sense.
Long-Armed. Your reach with your arms is 5 feet greater than normal.
Natural Telepathy. You gain the Telepathy talent. The range of this talent increases to 60 feet at 5th, 90 feet at 11th, and 120 feet at 17th level.
Powerful Build. You count as 1 size larger for carry capacity and to determine what powers can affect you.
Psi Manifestation: Amplify. Your body has flakes or fragments of psi-crystal within it, granting you a wild psionic ability that cannot be mastered in the mind alone. As a bonus action, you can trigger this ability for 1 minute. Your attacks with weapons or your unarmed strike deal additional psychic damage to your foes equal to your Intelligence modifier once per turn. You must be proficient with the weapon. Once you use this manifestation, you must take a short rest before you can do so again.
Psi Manifestation: Psistep. Your body has flakes or fragments of psi-crystal within it, granting you a wild psionic ability that cannot be mastered in the mind alone. As a bonus action, you can trigger this ability for 1 minute. Your movement speed increases by 10 feet. Also, once per turn when you are hit with an attack, you can instantly transport yourself to a location up to 15 feet away that you can see. Once you use this manifestation, you must take a short rest before you can do so again.
Psi Manifestation: Reflect. Your body has flakes or fragments of psi-crystal within it, granting you a wild psionic ability that cannot be mastered in the mind alone. As a bonus action, you can trigger this ability for 1 minute. You bounce back the pain others inflict upon you. Once per turn whenever you are hit with a melee weapon or natural attack by a creature that you can see, you can reflect psychic damage back to them equal to your Intelligence modifier. Once you use this manifestation, you must take a short rest before you can do so again.
Prehensile Tail. You have a prehensile tail that acts like a third limb. This tail is strong enough to support your own weight and hang upside down, gives you advantage on Athletics checks to climb, can hold small objects, and can wield a one-handed finesse weapon or shield with which you are proficient. As a bonus action, you can make an attack with your armed tail, and your reach with this attack increases by 5 feet. This tail cannot help wield a two-handed weapon or aim with ranged weapons.
Psionic Finesse. You are attuned to the psionic spectrum and able to uniquely manipulate its weave, and this affinity may present itself in a physical manner. For example, psi-crystal flakes adorning the temples, a rune glowing on the forehead, multi-ringed irises, or unusually colored veins marking the body. You may reroll 1’s on the damage dice of any psionic disciplines and talents you use. You must keep the new result. When you reach 7th level, you can use psionic abilities with a range of touch at a range of 10 feet instead.
Psionic Recovery. Whenever you regain Psi points from resting, you recover your proficiency modifier in additional Psi points.
Smallfolk Nimbleness. You can hide behind or move through the space of any creature that is of a size larger than yours. (Requires Small size.)
Song of Avatars. Your aura sends out a musical hum that affects those around you. This musical aura continues until you choose to silence it or are incapacitated. Each time you select this feature, select one of the following songs. If you have multiple songs, only one song can be active at a time. Each song has an activation that requires a bonus action to use. A creature can be affected by a specific song once per short rest. Once you use the activation ability of a song, you cannot use that song again in such a way until you take a short or long rest.
  • Song of Speed. When you activate this song, all allies within 15 feet of you can immediately move up to half their movement speed. While this song is active, you project an awe-inspiring aura that keeps your allies ready for action. Any ally within 30 feet who can see you can take the Dash action as a bonus action.
  • Song of Awe. When you activate this song, any allies within 15 feet of you gain temporary Hit Points equal to your twice your Charisma modifier (minimum 1). While this song is active, you and your allies within 30 feet of you gain a bonus to Charisma checks equal to your Intelligence modifier (minimum of +1). In addition, when you target a creature with a psionic charm ability, it has disadvantage on its saving throw. A creature can only be affected once per long rest by this ability.
  • Song of Fear. When you activate this song, any hostile creatures within 15 feet of you must make a Charisma saving throw or be frightened of you for 1 minute. In addition to normal fear effects, creatures suffer a 1d4 penalty to all attacks and skill checks. The DC for this ability is equal to 8 + your proficiency bonus + your Charisma modifier. While this song is active, you and your allies within 30 feet of you have advantage on Charisma (Intimidation) checks.
  • Song of Joy. When you activate this song, any allies within 15 feet of you, including yourself, gains one inspiration die to use before they take a short or long rest. This die begins at d4 at 1st level and increases to a d6 at 7th level and d8 at 13th level. While this song is active, you and your allies within 30 feet of you have advantage on Charisma (Persuasion) checks.
  • Song of Rage. When you activate this song, any allies within 15 feet of you may immediately make an attack roll against a creature. While this song is active, once per turn you also gain a bonus to weapon attack damage equal to your Charisma modifier (minimum of +1).
Spiky Protrusions. Your body is covered in sharp quills or spikes. Any creature that grapples you suffers piercing damage equal to 1d6 + your Constitution modifier. This damage applies at the start of a grapple and at the start of every turn that a grapple is maintained. In addition, you can use a bonus action to spray quills at all creatures adjacent to you. You expend 1 Hit Die and deal piercing damage equal 1 HD + your Constitution modifier to all adjacent creatures. (Minimum level: 3.)
Twisted Metabolism. You have incredible recovery abilities. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. In addition, you may use a bonus action and roll 1 Hit Die + your Constitution modifier to heal for that amount. Each ability can be used once per long rest.
Venomous Natural Weapon. Your natural weapon secretes venom. Once on each of your turns, you may make a venomous natural weapon attack, dealing an additional weapon damage die + your Constitution modifier of poison damage to your target on a success. (Minimum level: 7. Requires Finesse Natural Weapon.)
Web. Your twisted anatomy enables you to spin useful and powerful silk. Once per long rest, you can shoot out a thick, sticky webbing at a point of your choice within range. The web fills a 20-foot cube from that point for up to 1 hour. For each category size above Small, the size of the area increases by 5 feet (Medium has a 25-foot cube, Large has a 30-foot cube, and so on). The webs are difficult terrain and lightly obscure the area. You are not affected by webbing of any kind.

Each creature of Large or smaller size that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. If the creature is larger than Huge, the web is destroyed by the creature’s movements.

A creature restrained by the webs can use its action to make a Strength check against your DC. If it succeeds, it is no longer restrained. Your DC is 8 + your proficiency modifier + your Constitution modifier.

The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

Alternatively, you may expel the webs harmlessly and use them as a material. The silk webbing is a valuable resource that can be used in building and crafting. You expel the equivalent of 1 square yard of silk worth 1 uncommon barter.
Wiry Hairs. Your body is covered in sensitive, wiry hairs. You gain tremorsense within 15 feet and a climb speed equal to your movement speed.
Pergashan Traits
Ability score increase. Your Constitution score increases by 2, and one other ability score increases by 2. Also, select one ability score and increase its cap to 22.
Age. A Pergashan reaches adulthood by 24 years. The average lifespan is 130 years, but some (especially from the Sand Tribe) have been known to live for nearly 200 years.
Alignment. Pergashan society values order and takes promises seriously, so they lean towards lawful. They value fairness but also strength, and survival is paramount so the weak are culled when necessary. This pushes Pergashan society towards neutrality.
Size. Pergashans are between 8 and 12 feet tall and weigh between 350 and 550 pounds, but some have grown to nearly 14 feet tall (especially those from the Storm Tribe). Your size is Large.
Speed. Your base walking speed is 35 feet.
Languages. You can speak Pergashan (Common).
Skilled. Pergashans expect everyone to be useful and productive. Select one skill or tool proficiency.
Psionic Acumen. Pergashans have a natural affinity for accessing the powers of the mind thanks to their ancestors. Select one Psionic Talent.
Mighty Toss. Pergashan children grow strong by playing with boulders. Using an attack action, you may throw an appropriately sized rock up to 50 feet away, dealing 1d10 + your Strength modifier in bludgeoning damage to a target. You are proficient with this thrown improvised weapon.
Cloud Tribe Traits
Light-Footed. Your movement speed increases by 5 feet and your jump distance is doubled.
The Wind is With You. Any ranged or thrown weapon attack you make deals an extra 2 weapon damage. Additionally, when you successfully hit with a ranged or thrown weapon, your target must make a Strength saving throw or fall prone as a gust of wind makes an impact through the projectile. Your target must be your size or smaller to knock a creature prone with this ability. The DC for this ability is 8 + your proficiency bonus + your Constitution modifier.
Dulling Mist. The blood of Cloud Giants run through your veins, granting you an unusual aura that slows a weapon strike as it hits your body. After you have been hit by an attack, you may use your reaction and roll 1 Hit Die + your Constitution modifier to reduce the incoming damage by that amount.
Pergashan Traits
Ability score increase. Your Constitution score increases by 2, and one other ability score increases by 2. Also, select one ability score and increase its cap to 22.
Age. A Pergashan reaches adulthood by 24 years. The average lifespan is 130 years, but some (especially from the Sand Tribe) have been known to live for nearly 200 years.
Alignment. Pergashan society values order and takes promises seriously, so they lean towards lawful. They value fairness but also strength, and survival is paramount so the weak are culled when necessary. This pushes Pergashan society towards neutrality.
Size. Pergashans are between 8 and 12 feet tall and weigh between 350 and 550 pounds, but some have grown to nearly 14 feet tall (especially those from the Storm Tribe). Your size is Large.
Speed. Your base walking speed is 35 feet.
Languages. You can speak Pergashan (Common).
Skilled. Pergashans expect everyone to be useful and productive. Select one skill or tool proficiency.
Psionic Acumen. Pergashans have a natural affinity for accessing the powers of the mind thanks to their ancestors. Select one Psionic Talent.
Mighty Toss. Pergashan children grow strong by playing with boulders. Using an attack action, you may throw an appropriately sized rock up to 50 feet away, dealing 1d10 + your Strength modifier in bludgeoning damage to a target. You are proficient with this thrown improvised weapon.
Fire Tribe Traits
Heavily Armored. You are proficient in wearing heavy armor and using shields.
Inner Fire. You have fire resistance and gain the Minor Pyrokinesis talent (see below).
Firebrand. You can send out your inner fire down a weapon, heating it with a blue-hot flame for an instant. After striking an enemy with a melee weapon, you may use your reaction and roll 1 Hit Die + your Constitution modifier and deal this amount of fire damage to your target.
Minor Pyrokinesis
Psionic Talent [racial]
  • Evoking Time: 1 action to 1 minute (see below)
  • Range: 30 feet
  • Duration: Special
  • Your body burns unnaturally hot. You can focus this inner fire for 1 minute to ignite flammable material or an object, light a torch, or start a small fire. You must touch what you wish to ignite, and your inner fire cannot melt metal or produce light from your body.
    Additionally, you use your affinity to affect fire in the following ways:
    • Grow. You can spend an action to expand flame within range up to 5 feet in one direction, provided that wood or other fuel is present in the new location.
    • Snuff. You can use an action to extinguish flame within range in a 5-foot cube.
    • Extend. You can spend 1 minute to slow a fire to burn fuel more efficiently. You double the life of a fire in a 5-foot cube. The duration is based on the fuel.
Pergashan Traits
Ability score increase. Your Constitution score increases by 2, and one other ability score increases by 2. Also, select one ability score and increase its cap to 22.
Age. A Pergashan reaches adulthood by 24 years. The average lifespan is 130 years, but some (especially from the Sand Tribe) have been known to live for nearly 200 years.
Alignment. Pergashan society values order and takes promises seriously, so they lean towards lawful. They value fairness but also strength, and survival is paramount so the weak are culled when necessary. This pushes Pergashan society towards neutrality.
Size. Pergashans are between 8 and 12 feet tall and weigh between 350 and 550 pounds, but some have grown to nearly 14 feet tall (especially those from the Storm Tribe). Your size is Large.
Speed. Your base walking speed is 35 feet.
Languages. You can speak Pergashan (Common).
Skilled. Pergashans expect everyone to be useful and productive. Select one skill or tool proficiency.
Psionic Acumen. Pergashans have a natural affinity for accessing the powers of the mind thanks to their ancestors. Select one Psionic Talent.
Mighty Toss. Pergashan children grow strong by playing with boulders. Using an attack action, you may throw an appropriately sized rock up to 50 feet away, dealing 1d10 + your Strength modifier in bludgeoning damage to a target. You are proficient with this thrown improvised weapon.
Gem Tribe Traits
Literacy. What little writing exists has been preserved underground. People from your tribe have literacy in Pergashan.
Psionic Infusion. You gain 1 additional psi point per level.
Psionic Empowerment. You know an additional Psionic Talent of your choice. Once you reach 3rd level, you can select a Tier I benefit from the list provided. Once you reach 5th level, you also gain a Tier II benefit. You cannot change your tier selections, so choose wisely.
Tier I
  • Avatar of Battle: Your inherent psionic abilities keep your allies sharp-minded and on their toes. Allies within 30 feet of you gain +2 to their initiative score.
  • Psychokinesis: You are naturally gifted in telekinesis. You gain the Far Hand talent. You can move twice as much weight with the talent, and you can leave objects suspended in mid-air from one round to another without them falling to the ground. You can also use skills or tools in which you have proficiency with your telekinesis instead of your hands, changing Dexterity for Intelligence. You still need the proper tools available to use.
  • Immortal Endurance: Your mind can influence your body, and your body can enhance your mind. When you take a short rest, you regain your Constitution modifier in Psi Points. Also, you can break your focus until your next short rest to reduce any incoming damage by half.
  • Nomad’s Knowledge: The minds of those who came before you share some of their secrets with you. Select one skill proficiency and a language or expertise in a skill in which you are already proficient.
Tier II
  • Avatar of Healing: Your psionic powers lend aid to the minds of your allies. You may use an action and expend 1 Hit Die to heal up to your Intelligence modifier of allies (including yourself) within 30 feet of you that you can see. Roll 1 Hit Die + your Constitution modifier to heal each ally for that amount. Once you use this ability, you cannot do so again until after you take a long rest.
  • Weightless: Using the power of your mind, you can convince your body that it is weightless. As an action, you can levitate up to 20 feet from a solid surface and remain there with concentration. You can only move by pushing or pulling against a surface or fixed object, but you can end your levitation at any time you want and fall softly to the ground.
  • Immortal Body: Your psionic energy grants you extraordinary fortitude. At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier (minimum of 0) if you have at least 1 hit point.
  • Nomad’s Journey: You gain the ability to use your psionic powers to transport your body a short distance in an instant. You may use a bonus action and expend one Hit Die to teleport yourself up to your movement speed. You must have line of sight to this location, the space cannot be occupied, and the space must be able to accommodate you.
Pergashan Traits
Ability score increase. Your Constitution score increases by 2, and one other ability score increases by 2. Also, select one ability score and increase its cap to 22.
Age. A Pergashan reaches adulthood by 24 years. The average lifespan is 130 years, but some (especially from the Sand Tribe) have been known to live for nearly 200 years.
Alignment. Pergashan society values order and takes promises seriously, so they lean towards lawful. They value fairness but also strength, and survival is paramount so the weak are culled when necessary. This pushes Pergashan society towards neutrality.
Size. Pergashans are between 8 and 12 feet tall and weigh between 350 and 550 pounds, but some have grown to nearly 14 feet tall (especially those from the Storm Tribe). Your size is Large.
Speed. Your base walking speed is 35 feet.
Languages. You can speak Pergashan (Common).
Skilled. Pergashans expect everyone to be useful and productive. Select one skill or tool proficiency.
Psionic Acumen. Pergashans have a natural affinity for accessing the powers of the mind thanks to their ancestors. Select one Psionic Talent.
Mighty Toss. Pergashan children grow strong by playing with boulders. Using an attack action, you may throw an appropriately sized rock up to 50 feet away, dealing 1d10 + your Strength modifier in bludgeoning damage to a target. You are proficient with this thrown improvised weapon.
Sand Tribe Traits
Darkvision. Your unusual eyes grant you superior vision in dark and dim conditions. 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 can’t discern color in darkness, only shades of gray.
Survivalist. When in sandy environments, your movements do not suffer from difficult terrain. You also have expertise in Survival.
Desiccate. Your touch can desiccate a creature, plant, or an applicable material of water. You may use an action to make a melee touch attack. On a hit, deal 1 Hit Die + your Constitution modifier in necrotic damage to your target and heal yourself for the same amount as your desert aura transfers life-giving water to your body.
     When you successfully desiccate a target, you also fulfill your water needs for the day regardless of the amount of damage dealt. This ability is also useful in the instant drying of meats for making rations. Once you use this ability, you cannot do so again until you complete a short rest.
Sandshaper. Your kind is imbued with the ability to use telekinesis to manipulate desert sands. You gain the Sandshaping talent (see below).
Sandshaping
Psionic Talent [racial]
  • Evoking Time: 1 action
  • Range: 30 feet
  • Duration: Instantaneous to 1 minute (see below
  • You choose a portion of sand that you can see within range and fits within a 5-foot cube. You manipulate it in one of the following ways:
    • Move. If you target an area of loose sand, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
    • Flurry. You can toss sand into the air and stir up a small flurry in a 5-foot area within range. Any creature in or that passes through the area of a flurry suffers disadvantage on their next attack. The flurry remains for 1 minute, and you can use an action to move the flurry. If you create another flurry, any existing flurries dissipate. Sand Pergashans are immune to the effects of these small flurries.
Pergashan Traits
Ability score increase. Your Constitution score increases by 2, and one other ability score increases by 2. Also, select one ability score and increase its cap to 22.
Age. A Pergashan reaches adulthood by 24 years. The average lifespan is 130 years, but some (especially from the Sand Tribe) have been known to live for nearly 200 years.
Alignment. Pergashan society values order and takes promises seriously, so they lean towards lawful. They value fairness but also strength, and survival is paramount so the weak are culled when necessary. This pushes Pergashan society towards neutrality.
Size. Pergashans are between 8 and 12 feet tall and weigh between 350 and 550 pounds, but some have grown to nearly 14 feet tall (especially those from the Storm Tribe). Your size is Large.
Speed. Your base walking speed is 35 feet.
Languages. You can speak Pergashan (Common).
Skilled. Pergashans expect everyone to be useful and productive. Select one skill or tool proficiency.
Psionic Acumen. Pergashans have a natural affinity for accessing the powers of the mind thanks to their ancestors. Select one Psionic Talent.
Mighty Toss. Pergashan children grow strong by playing with boulders. Using an attack action, you may throw an appropriately sized rock up to 50 feet away, dealing 1d10 + your Strength modifier in bludgeoning damage to a target. You are proficient with this thrown improvised weapon.
Stone Tribe Traits
Literacy. What little writing exists has been preserved underground. People from your tribe have literacy in Pergashan.
Vibrant Vision. Thanks to your Stone Giant blood, you have superior, full-color vision in dark and dim conditions. 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.
Inspired. The songs of your ancestors run through your veins, granting you the ability to call upon them for guidance. Once per long rest, you may gain Advantage on one skill check, ability check, or saving throw. You must declare that you are using this ability before you roll.
Pummel. Your attacks can pack a surprisingly powerful blow. When you hit a creature with a weapon that does bludgeoning damage, you may make your target roll a Strength saving throw or be pushed back 5 feet in a direction of your choice. You can push back a creature up to one size category larger than yourself or smaller. The DC for this save is equal to 8 + your proficiency bonus + your Constitution modifier.
Try Again. When you would be hit with an attack, you may use your reaction and expend 1 Hit Die to add your Constitution modifier to your AC until the start of your next turn.
Pergashan Traits
Ability score increase. Your Constitution score increases by 2, and one other ability score increases by 2. Also, select one ability score and increase its cap to 22.
Age. A Pergashan reaches adulthood by 24 years. The average lifespan is 130 years, but some (especially from the Sand Tribe) have been known to live for nearly 200 years.
Alignment. Pergashan society values order and takes promises seriously, so they lean towards lawful. They value fairness but also strength, and survival is paramount so the weak are culled when necessary. This pushes Pergashan society towards neutrality.
Size. Pergashans are between 8 and 12 feet tall and weigh between 350 and 550 pounds, but some have grown to nearly 14 feet tall (especially those from the Storm Tribe). Your size is Large.
Speed. Your base walking speed is 35 feet.
Languages. You can speak Pergashan (Common).
Skilled. Pergashans expect everyone to be useful and productive. Select one skill or tool proficiency.
Psionic Acumen. Pergashans have a natural affinity for accessing the powers of the mind thanks to their ancestors. Select one Psionic Talent.
Mighty Toss. Pergashan children grow strong by playing with boulders. Using an attack action, you may throw an appropriately sized rock up to 50 feet away, dealing 1d10 + your Strength modifier in bludgeoning damage to a target. You are proficient with this thrown improvised weapon.
Storm Tribe Traits
Quasi-Amphibious. You can breathe air and when underwater, you can hold your breath for one hour before needing to return to the surface. Your vision is unimpeded under water because of special membranes that deploy to protect your eyes.
Grounded. You have resistance to lightning damage. Also, you may use a bonus action to expend your natural electrical charge into the ground around you. Once per short rest, all creatures in a 10-foot radius around you are briefly electrified and have disadvantage on their attacks until the start of your next turn. If you trigger this effect in water, the range extends to 20 feet.
Recharge. You may use an action and expend 1 Hit Die to use a depleted mysterium once.
Zap. Your ancestral ties grants you a static charge over your body that you can send out to defend yourself. When you are hit by a melee attack, you may use your reaction and roll 1 Hit Die + your Constitution modifier and deal this amount of lightning damage to your attacker.
Touched-Kin Traits
Ability score increase. You may assign 4 ability points. No more than 2 points may be assigned to a single score. Also, select one ability score. That score now has a cap of 22.
Age. Touched Kin age similarly to humans but can live to 125 years.
Alignment. Touched Kin were twisted at birth because of Sundering Storms and are often seen as outsiders, so they tend to lean towards chaotic. Whether they are good, evil, or something in-between rests entirely on their upbringing and the space society makes (or doesn’t make) for them.
Size. Touched Kin average 6 to 8 feet tall and weigh between 180 and 350. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak Pergashan (Common).
Tainted Prodigy. You are a blended being tainted—or blessed—by the Sundering Sands, and you were born with an incredible skill. Select one skill or tool proficiency. You have expertise in that proficiency.
Crowned Traits
Telepathy. You have the Telepathy talent. The range of this talent increases to 60 feet at 5th, 90 feet at 11th, and 120 feet at 17th level.
Psionic Finesse. You are naturally attuned to a segment of the psionic spectrum. Select one of the following Psionic Orders: Avatar, Awakened, Far Hand, Immortal, and Nomad.
   Whenever you use Psi Points for a discipline of this order, your cost decreases by 1 (minimum of 1 point is always spent). You must still abide by your Psi Limit for points spent.
Psionic Acumen. You can channel psionic power. Select one Psionic Talent. In addition, you add your Intelligence Modifier to damage rolls for any Psionic Talents you use (minimum 0).
Manifestation. There are many powers tapped within psicrystals, and you have access to some of these in your own body. Once per short rest, you may use a bonus action to trigger one of the following manifestations: Amplify, Reflect, and Psistep (see below). Once you trigger a manifestation, it is active for one minute and does not require concentration. You can only have one manifestation active at a time.
  • Amplify: Your attacks with weapons or your unarmed strike deal additional psychic damage to your foes equal to your Intelligence modifier when you use your reaction to trigger this effect. You must be proficient with the weapon.
  • Reflect: You bounce back the pain others inflict upon you. Whenever you are hit with a melee weapon or natural attack by a creature that you can see, you can use your reaction to reflect psychic damage back to them equal to your Intelligence modifier.
  • Psistep: Your movement speed increases by 10 feet. Also, whenever you are hit with an attack, you can use your reaction to instantly transport yourself to a location up to 15 feet away.
Touched-Kin Traits
Ability score increase. You may assign 4 ability points. No more than 2 points may be assigned to a single score. Also, select one ability score. That score now has a cap of 22.
Age. Touched Kin age similarly to humans but can live to 125 years.
Alignment. Touched Kin were twisted at birth because of Sundering Storms and are often seen as outsiders, so they tend to lean towards chaotic. Whether they are good, evil, or something in-between rests entirely on their upbringing and the space society makes (or doesn’t make) for them.
Size. Touched Kin average 6 to 8 feet tall and weigh between 180 and 350. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak Pergashan (Common).
Tainted Prodigy. You are a blended being tainted—or blessed—by the Sundering Sands, and you were born with an incredible skill. Select one skill or tool proficiency. You have expertise in that proficiency.
Direfolk Traits
Raw Material. You can shed your outer covering to create raw materials. Shedding is a tiring process requiring comfortable surroundings and no interruptions. After a full rest, you shed the equivalent of 2 square yards of fabric worth 1 uncommon barter.
     This material is similar to sheets of translucent hide that can be stored flat like fabric, ground down into 2 pounds of powder, or boiled into 1 pound of adhesive. The powder form of this material can be combined with an adhesive and pressed to create a product similar to wood. It takes 2 pounds of powder and 1 pound of adhesive to make a 5x5 foot panel 1- inch thick.
Do You Spice? Once per long rest, you can sand off some of your thick skin to use as a spice to flavor food. Every individual has a unique flavor profile that can shift slightly with diet, mood, and age. Additionally, you may expend 1 Hit Die to enhance freshly cooked food with your spice. As long as there is enough food, up to 10 creatures can regain hit points equal to your Constitution modifier. A creature can only benefit from this feature once per long rest.
Dire Growth. You can manipulate the bones and keratin within your body. As a bonus action, you activate one of the following abilities for one minute. Once you use this feature, you can’t use it again until you finish a short rest.
  • Tail: You sprout a prehensile tail from your spine that you can use like a third limb. This limb can wield a one-handed item such as a melee weapon, thrown weapon or shield with which you are proficient. If you use an Attack action, you may make a free attack with your armed tail. This tail cannot help wield a two-handed weapon or aim with ranged weapons.
  • Thick Skin: You grow a chitinous layer over your body. You gain damage reduction equal to your proficiency modifier. If you benefit from damage reduction from another feature, they do not stack and only the highest benefit applies.
Bone Knuckles. Your fists are covered with bony plates. Your unarmed strike deals bludgeoning damage 1d6 + your Constitution modifier, and you are proficient with this attack.
     If your unarmed strike has a higher dice roll than this feature, you can instead add bludgeoning damage to each successful strike equal to half of your Constitution modifier (minimum of +1).
Bone Shards. You can shoot out a piercing shard from your body. Your bone shards have a range of 30/60 feet and deals piercing damage equal to 1d6 + your Constitution modifier. You are proficient with this ranged attack.
Touched-Kin Traits
Ability score increase. You may assign 4 ability points. No more than 2 points may be assigned to a single score. Also, select one ability score. That score now has a cap of 22.
Age. Touched Kin age similarly to humans but can live to 125 years.
Alignment. Touched Kin were twisted at birth because of Sundering Storms and are often seen as outsiders, so they tend to lean towards chaotic. Whether they are good, evil, or something in-between rests entirely on their upbringing and the space society makes (or doesn’t make) for them.
Size. Touched Kin average 6 to 8 feet tall and weigh between 180 and 350. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak Pergashan (Common).
Tainted Prodigy. You are a blended being tainted—or blessed—by the Sundering Sands, and you were born with an incredible skill. Select one skill or tool proficiency. You have expertise in that proficiency.
Feathered Traits
Clipped Wings. You have wings and are feathered, but your twisted nature makes it impossible to fly for long periods. Once per short rest, you can fly for 1 minute at the same rate as your walking speed. You cannot be encumbered or exhausted to use this ability. You can also glide from a height easily, preventing you from taking falling damage so long as you are conscious and unencumbered.
    In addition, any ally within 120 feet that can see you while you are flying has advantage on initiative rolls.
Song of Speed. You project an awe-inspiring aura that keeps your allies ready for action. While you are not incapacitated, any ally within 30 feet of you who you can see can take the Dash action as a bonus action.
Song of the Avatars. Your mind sends out a gentle musical humming that affects those around you. Once per short or long rest, you may choose one of the following songs. This song stays in effect until you choose to silence it, are incapacitated, or change the song.
  • Awe: When you activate this song, any allies within 15 feet of you gain temporary Hit Points equal to your twice your Charisma modifier (minimum 1). Also, while using this song you gain a bonus to your Charisma checks equal to your Intelligence modifier (minimum of +1).
  • Fear: When you activate this song, any hostile creatures within 15 feet of you must make a Charisma saving throw or be frightened of you. The DC for this ability is equal to 8 + your proficiency bonus + your Charisma modifier. Also, while using this song you have advantage on Charisma (Intimidation) checks.
  • Joy: When you activate this song, any allies within 15 feet of you, including yourself, gains one inspiration die to use before they take a short or long rest. This die begins at d4 at 1st level and increases to a d6 at 7th level and d8 at 13th level. Also, while using this song, you have advantage on Charisma (Persuasion) checks.
  • Rage: When you activate this song, any allies within 15 feet of you may immediately make an attack roll against a creature. While this song is active, you also gain a bonus to weapon attack damage equal to your Charisma modifier (minimum of +1).
Touched-Kin Traits
Ability score increase. You may assign 4 ability points. No more than 2 points may be assigned to a single score. Also, select one ability score. That score now has a cap of 22.
Age. Touched Kin age similarly to humans but can live to 125 years.
Alignment. Touched Kin were twisted at birth because of Sundering Storms and are often seen as outsiders, so they tend to lean towards chaotic. Whether they are good, evil, or something in-between rests entirely on their upbringing and the space society makes (or doesn’t make) for them.
Size. Touched Kin average 6 to 8 feet tall and weigh between 180 and 350. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak Pergashan (Common).
Tainted Prodigy. You are a blended being tainted—or blessed—by the Sundering Sands, and you were born with an incredible skill. Select one skill or tool proficiency. You have expertise in that proficiency.
Spiderling Traits
Unusual Size. Unlike most Touched Kin, your size is Small, and your movement speed is 25 feet.
Tremorsense. You have tremorsense within 20 feet.
Darkvision. Your eyes grant you superior vision in dark and dim conditions. 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 can’t discern color in darkness, only shades of gray.
Climb. Your hands and limbs have tiny hairs that cling to surfaces giving you a climb speed of 20 feet.
Mandibles. You might look a bit frightening, but your mandibles have kept you alive. Your mandibles are a natural weapon that are used to make melee attacks. If you hit with them, you deal 1d4 + your Dexterity modifier in piercing damage.
Venomous Bite. On a successful attack with your mandibles, you may use your reaction and expend a Hit Die to deal poison damage equal to the 1 Hit Die + your Constitution modifier.
Spider’s Web. Your twisted anatomy enables you to spin useful and powerful silk. Once per long rest, you can shoot out a thick, sticky webbing at a point of your choice within range. The web fills a 20-foot cube from that point for up to 1 hour. The webs are difficult terrain and lightly obscure the area. Each creature of Large or smaller size that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. If the creature is larger than Huge, the web is destroyed by the creature’s movements. A creature restrained by the webs can use its action to make a Strength check against your DC. If it succeeds, it is no longer restrained. Your DC is 8 + your proficiency modifier + your Dexterity modifier. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
    Alternatively, you may expel the webs harmlessly and use them as a material. The silk webbing is a valuable resource that can be used in building and crafting. You expel the equivalent of 1 square yard of silk worth 1 uncommon barter.
Touched-Kin Traits
Ability score increase. You may assign 4 ability points. No more than 2 points may be assigned to a single score. Also, select one ability score. That score now has a cap of 22.
Age. Touched Kin age similarly to humans but can live to 125 years.
Alignment. Touched Kin were twisted at birth because of Sundering Storms and are often seen as outsiders, so they tend to lean towards chaotic. Whether they are good, evil, or something in-between rests entirely on their upbringing and the space society makes (or doesn’t make) for them.
Size. Touched Kin average 6 to 8 feet tall and weigh between 180 and 350. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak Pergashan (Common).
Tainted Prodigy. You are a blended being tainted—or blessed—by the Sundering Sands, and you were born with an incredible skill. Select one skill or tool proficiency. You have expertise in that proficiency.
Twisted Traits
Two Heads. You have advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, stunned, and knocked unconscious.
I Beg to Differ. Your other head sometimes knows things that you do not. Once per long rest, you can reroll a failed skill check as you talk things over with head number two.
Wakeful. When one of your heads is asleep, the other head is awake. You can be fully aware of your surroundings and still complete a full rest.
Two Minds. Two is always better than one. You learn a Psionic Talent of your choice, and you may always use your bonus action to have one head use a Psionic Talent.
Twisted Metabolism. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Quick Recovery. You have incredible recovery abilities. You may use a bonus action and roll 1 Hit Die + your Constitution modifier to heal for that amount. You can’t use this feature again until you finish a long rest.
Lizardfolk Traits
Ability score increase. Your Constitution score increases by 2. You may assign 2 ability points how you prefer, but the cap does not change.
Age. Lizardfolk reach maturity around age 14 and rarely live longer than 60 years.
Alignment. Most lizardfolk are neutral. They see the world as a place of predators and prey, where life and death are natural processes. They wish only to survive and prefer to leave other creatures to their own devices.
Size. Lizardfolk on this side of the Chasm adapted to the land of giants. Your size is Large.
Speed. Your base walking speed is 30 feet.
Languages. You can speak Pergashan (Common) and Draconic.
Swim Speed. You have a swimming speed of 30 feet.
Darkvision. Your reptilian eyes grant you superior vision in dark and dim conditions. 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 can't discern color in darkness, only shades of gray.
Bite. Your fanged maw is a natural weapon that you can use as an action. If you hit with it, you deal piercing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Cunning Artisan. As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.
Hold Breath. You can hold your breath for up to 30 minutes at a time.
Hunter's Lore. You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Feeding Frenzy. In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your twice your Constitution modifier (minimum of 1). Additionally, for the next minute, you may add your proficiency modifier to any weapon damage you deal to this creature.
    Finally, your food consumption needs are fulfilled for the day, and you can’t use this trait again until you finish a long rest. If your food requirements are increased beyond normal for the day, this ability only fulfills your base needs.
Tail Slam. Your tail packs a surprise. As a bonus action, you can make a melee attack with your tail. It has reach of 10 feet and on a successful hit, deals bludgeoning damage equal to 1d6 + your Strength modifier.