CREDITS
Designer: Josh Silverman
Editors: Matt Allen, Mike Cohen, Jacob Friedman, Evan Vicente,
Kevin Wong
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Playtesters: Matt Allen, Mike Cohen, Jacob Friedman, Evan
Vicente, Kevin Wong
ON THE COVER
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1
PSIONIC RACES
This chapter describes three races that are associated with
either psionic power or the Far Realm: the dromite, the
shardmind, and the wilden. If your DM allows you to select
one of these races, you do not have to make the character a
member of a psionic class; likewise, you do not have to
select one of these races to be eligible to be a member of a
psionic class. Any race can be any class.
CREATING YOUR CHARACTER
When you create your D&D character, you decide whether
your character is a member of the human race or one of the
game’s fantastical races, which include the races
presented in this book. If you create a character using a
race option presented here, follow these additional rules
during character creation.
ABILITY SCORE INCREASES
When determining your character’s ability scores, increase
one of those scores by 2 and increase a different score by 1,
or increase three different scores by 1. Follow this rule
regardless of the method you use to determine the scores,
such as rolling or point buy.
The “Quick Build” section of your character’s class
offers suggestions on which scores to increase. You’re free
to follow these suggestions or to ignore them. Whichever
scores you decide to increase, none of the scores can be
raised above 20.
LANGUAGES
Your character can speak, read, and write Common and
one other language that you and your DM agree is
appropriate for the character. The Player’s Handbook
offers a list of widespread languages to choose from. The
DM is free to add or remove languages from that list for a
particular campaign.
CREATURE TYPE
Every creature in D&D, including every player character,
has a special tag in the rules that identifies the type of
creature they are. Most player characters are of the
Humanoid type. A race option presented here tells you
what your character’s creature type is.
Here's a list of the game’s creature types in alphabetical
order: Aberration, Beast, Celestial, Construct, Dragon,
Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity,
Ooze, Plant, Undead. These types don’t have rules
themselves, but some rules in the game affect creatures of
certain types in different ways. For example, the text of the
cure wounds spell specifies that the spell doesn’t work on a
creature that has the Construct type.
2
DROMITE DROMITE TRAITS
Dromites are small insect-like people who, at a distance, As a dromite, you have the following racial traits.
are often mistaken for gnomes or halflings because of their Creature Type. You are a Monstrosity.
small, slim stature. Viewed up close, their insectoid Age. A dromite reaches adulthood after a few years and
characteristics are readily apparent: their antennae, rarely live past 40.
chitinous skin, and large compound eyes. Size. You are Small. Use the gnome height and weight
Dromites stand at about 3 feet tall and weigh about as entries if you want to randomly determine your height and
much as gnomes do. They sport two small antennae on top weight.
of their heads, which move in accordance with their moods Speed. Your base walking speed is 25 feet.
and actions. Dromites are completely hairless, though the Compound Eyes. You have advantage on Wisdom
tops of their heads have long sheets of chitin that extend (Perception) checks that rely on sight. You also have
down the backs of their necks that somewhat look like blindsight out to 10 feet. If you have blindsight from a
hair. The rest of their skin is mostly, but not completely, feature, spell, or other effect (such as the Blind-Fighting
covered in chitinous plates that protect serve to protect the fighting style), increase the blindsight granted by that
dromite. Dromites’ other prominent feature are their large effect by 10 feet.
compound eyes, like those of a fly. Their eyes are often a Chitin. Your hardened exoskeleton-like skin reduces all
variety of luminescent colors, which also can change color piercing and slashing (but not bludgeoning) damage you
in line with the dromite’s mood. take by your proficiency bonus.
Dromite communities have a hive-like structure, with Antennae. Your antennae can psionically sense others
large underground chambers specialized for all the hive’s nearby. As an action, you can attune yourself to the
needs. Owing to their psionic nature, many dromite hives presence of others. You can tell the relative number of each
do not have physical entrances or exits, requiring different kind of creature within 200 feet of you. You do
members to use teleportation spells and powers to get in not know where they are (other than being within 200 feet
and out of the hive. The dromite hive contains just about of you), nor can you get the exact number of each creature
everything the hive needs to survive, so dromites rarely or identify a specific individual. If you have never
need to leave. There usually aren’t any signs on the surface encountered a given creature before, it only registers to
that a dromite hive exists underground, and many people’s you as an unknown creature, though multiple unknown
introduction to dromites come when they accidently creatures are distinguishable from each other. For
tunnel into a hive. If the surface dweller can put aside any example, if there are 50 goblins, 25 orcs, 20 hobgoblins,
prejudices given the dromite’s insectoid appearance, often and 10 bugbears within 200 feet of a dromite using this
the dromite hive and the surface dwellers can come to a feature, and the dromite has never encountered an orc or a
mutually beneficial accord. bugbear before, the dromite will learn that there are more
Within each hive live dozens of dromite families. goblins than there are an unknown creature, more of that
Dromites, with two exceptions, are completely sexless and unknown creature than there are hobgoblins, and more
genderless, displaying no sex-based characteristics. hobgoblins than there are a different unknown creature.
Dromite families are self-selecting groups of associated After using this racial feature, you cannot do so again
individuals. As old members die, new members are until you have completed a long rest.
brought in, keeping the family alive well after the original
members are gone.
Life in a dromite hive is radically egalitarian. While
dromites aren’t hive minded in a conventional sense, they
do have a psionic sense of each other’s moods and needs,
letting the hive essentially run itself. The only two
individuals in a dromite hive to have any outward special
distinction are the Grand Queen and the Elected Consort.
Every year the hive elects one dromite to be the Grand
Queen and one to be the Elected Consort. The Grand Queen
immediately grows feminine characteristics, and the
Elected Consort grows masculine ones. The Grand Queen
and the Elected Consort have one job: to produce the eggs
that would grow into the new members of the hive. After
one year, a new Grand Queen and Elected Consort are
elected, and the old Grand Queen and Elected Consort
become their old sexless and genderless selves. Once a
dromite has been elected to either role, they will never be
elected again, and the Grand Queen and the Elected
Consort never come from the same family.
First Names: Demisse, Elimu, Fela, Gebre, Idi, Idrissa,
Kato, Matunda, Obi, Sefu, Vita, Xolu.
Family Names: Adanech, Dedanech, Fanech, Gyalech,
Marimech, Massawech, Nikech, Ulech.
3
SHARDMIND Crystalline Nature. Your crystalline physiology grants
you several benefits.
When the multiverse was young, the gods found a flaw in
their creation: a weakness in the fabric of the Astral Sea • If the mending spell is cast on you, you can spend a Hit
that allowed the madness-inducing denizens of the Far Die, roll it, and regain a number of hit points equal to the
Realm to break through. Acting quickly, the gods fashioned roll plus your Constitution modifier (minimum of 1 hit
a great crystalline portal, the Living Gate, to keep the Far point). However, many healing spells such as cure
Realm from entering the multiverse. wounds, healing word, mass cure wounds, mass healing
Countless millennia later, Far Realm forces led grand word, and spare the dying do not function on you. Spells
assault against the Living Gate, shattering it. The gods’ that restore life to the dead, such as revivify, raise dead,
collective power sealed the broken gate shut to limit the resurrection, and true resurrection , work on you as
spread of the Far Realm’s influence, but some aberrant normal.
creatures slipped through, and they have terrorized those • You have resistance to poison and psychic damage and
who live in the multiverse ever since. immunity to disease, and you have advantage on saving
The shards of the shattered Living Gate were flung throws against being paralyzed or poisoned.
across the multiverse. Some of those shards, or clusters of • You do not need to eat, drink, or breathe.
shards, awakened, assuming a humanoid form. These • When you take a long rest, you spend at least 6 hours in
awakened Living Gate crystals became what scholars call an inactive, motionless state, instead of sleeping. In this
shardminds. state, you appear as a cluster of disparate crystals, but
Shardminds are humanoid-shaped creatures consisting you remain conscious.
of hundreds of shards of translucent green, white, red, Extra Language. You know one extra language.
and/or amber crystals held together through psionic force. Telepathy. You can transmit your thoughts mentally to
When unconscious, shardminds look like a pile of willing creatures you can see within 60 feet of you. A
disassociated crystals, though trying to take a crystal contacted creature does not need to share a language with
proves as difficult as trying to tear a limb off a human. you to understand your thoughts, but it must be able to
While some shardminds make their forms to have a more understand at least one language. Your telepathic link to a
masculine or feminine build, shardminds are sexless, creature is broken if you and the creature move more than
genderless, and cannot reproduce. 60 feet apart, if either of you is incapacitated, or if either of
That doesn’t mean that new shardminds aren’t being you mentally breaks the contact (no action required).
created. The Living Gate shattered into countless Force of Will. As an action, you engage your innate
fragments, each of which has the potential to become a repair systems to restore hit points. Spend a Hit Die, roll it
new shardmind. Shardminds don’t age and do not appear and regain a number of hit points equal to the roll plus
to have a maximum lifespan. Some shardminds remember your Constitution modifier (minimum of 1 hit point).
the earliest days of the multiverse, others were literally Starting at 5th level, you may use this action to spend and
“born” yesterday. A newly awakened shardmind is fully roll up to two Hit Die to recover hit points, adding your
formed with full capacities over its thoughts and Constitution modifier for each Hit Die rolled (minimum of
crystalline body. 1 hit point per Hit Die). Starting at 11th level, you may use
Shardminds usually don’t seek out communities of each this action to spend and roll up to three Hit Die to recover
other, but all of them recognize each other as components hit points, adding your Constitution modifier for each Hit
of the Living Gate, destroyed countless millennia ago. As to Die rolled (minimum of 1 hit point per Hit Die). Starting at
how shardminds react to other, that is as varied as how 17th level, you may use this action to spend and roll up to
other humanoids react to each other. Some believe that by four Hit Die to recover hit points, adding your Constitution
working together, they can rebuild the Living Gate as a modifier for each Hit Die rolled (minimum of 1 hit point
collective project. Others believe that, as fragments of the per Hit Die). There is no limit to the number of times you
Living Gate, by amassing power for themselves, they are can use this feature, but you cannot spend Hit Dice you
empowering the Living Gate itself. Others still take a have already expended.
darker turn: they believe that by hunting down and slaying When you complete a long rest, you recover all your Hit
other shardminds, they can concentrate their knowledge, Dice.
skills, and powers in one being who, when they become the Shard Swarm. As an action, you mentally loosen the
last one standing, will serve as the new Living Gate, free to psionic bonds that hold your crystalline body together. You
seal up or permit the Far Realm into the multiverse at will. spend a Hit Die, but do not regain hit points. Instead, the
Shardmind Names: Amata, Arshaka, Arwia, Balashi, following effects occur:
Bashanu, Belessunu, Dipana, Erishti, Eshunu, Hunzu, • Roll the Hit Die. All creatures within 5 feet of you must
Iltani, Ishmea, Kuaya, Kubaba, Kuri, Manishtu, Naram, succeed on a Dexterity saving throw (DC = 8 + your
Nuraya, Seluku, Tabni, Ubashu, Utua, Zakiti. proficiency bonus + your Constitution modifier) or take
SHARDMIND TRAITS
slashing damage equal to the result of the Hit Die roll
plus your Constitution modifier. Creatures who save take
As a shardmind, you have the following racial traits. no damage.
Creature Type. You are a Construct. • If you are grappled, you are no longer grappled, no
Age. Shardminds spring forth as fully formed “adults”. matter how many creatures are grappling you.
In theory, shardminds can live indefinitely. You do not age. • If you are prone, you may stand up from prone.
Size. You are Medium or Small. You choose the size
There is no limit to the number of times you can use this
when you select this race.
feature, but you cannot spend Hit Dice you have already
Speed. Your base walking speed is 30 feet.
expended.
4
WILDEN Barkskin. Your tough, bark-like skin and hardwood
bones provide you with a base AC of 16 + your Dexterity
Natives of the Feywild, wilden are humanoid-like plants
modifier. You cannot wear light, medium, or heavy armor,
who emerged from ancient bogs, primeval forests, and
but if you are using a shield, you can apply the shield’s
deep, steaming jungles. The original wilden were once
bonus as normal.
ordinary trees who became awakened when the first
Darkvision. You can see in dim light within 60 feet of
reality-warping demons from The Abyss and aberrations
you as if it were bright light, and in darkness as if it were
from the Far Realm encroached upon the natural world.
dim light. You discern colors in that darkness only as
Wilden look like trees given a humanoid form. They have
shades of gray.
hardwood for bones, a vascular system akin to those of
Nature’s Intuition. Thanks to your mystical connection
plants, bark for skin, and leaves and vines for hair. Beyond
to nature, you gain proficiency with one of the following
that, a wilden’s appearance changes as they age. Young
skills of your choice: Animal Handling, Medicine, Nature,
wilden are like a sapling in spring, green and bright. Adult
Perception, Stealth, or Survival.
wilden look like a hardy tree, with deep brown bark, but
Nature’s Aspect. When you complete a long rest, choose
still with leaves and vine of green. Middle-aged wilden
one of the following aspects:
look like trees in the fall, with their leaves and vines
turning yellow to orange to red colors. Finally, old wilden Aspect of the Keeper of Ancient Knowledge. While you are
appear like a tree in winter, its leaves and vines fallen and in this aspect, you have advantage on Intelligence
its bark chalk white. (Nature) checks. As an action, you may pluck the berries,
Wilden are divided into males and females, but wilden seeds, and nuts that grow off your branches and feed
don’t usually think of themselves as individuals. Wilden them to a creature (including you) within 5 feet of you.
believe themselves to be part of nature’s collective whole, That creature regains hit points equal to half your
often referring to themselves using plural, rather than character level (round up). Once you have used this
singular pronouns. They have no cities, kingdoms, or action, you cannot use it again until you complete a
empires, but they consider all the natural world their short rest.
home. Wilden are typically found in places where the Aspect of the Hunter. While you are in this aspect, you have
border between the Feywild and the material world are the advantage on Dexterity (Stealth) checks while you are in
thinnest. a natural environment. As a reaction, which you take
Wilden are a relatively new race, seemingly springing up when you hit a creature that is not aware of you with a
when reality-warping demons and aberrations make their weapon or spell attack roll, you may roll one of the
presence known. Some scholars believe that as psionic attack’s damage dice an additional time and add it to the
power emerged as a reaction against the alien energies of damage of the attack. Once you have used this action,
the Far Realm, wilden emerged as nature’s equivalent to you cannot use it again until you complete a short rest.
similar threats. It is hard to say whether these scholars are Aspect of the Destroyer. While you are in this aspect, you
correct, but it is more than a coincidence that wilden are double your proficiency bonus on attack rolls made as
especially prevalent in areas that had been cleansed of part of an opportunity attack. If you hit a creature with
alien or demonic corruption. an opportunity attack, you deal extra poison damage to
Wilden embody nature in three aspects: the keeper of the creature equal to half your character level. Once you
ancient secrets, the hunter, and the destroyer. Wilden in have dealt this extra damage in this way, you cannot do
the aspect of the keeper of ancient secrets form often have so again until you complete a short rest.
berries and rare seeds hanging off their branches. While
these do not provide sustenance, many rangers and druids
have used these berries and seeds as spellcasting foci.
Wilden in the aspect of the hunter display a green and
brown camouflage pattern, and their leaves are spaced
farther apart to avoid rustling in the wind. Wilden in the
aspect of the destroyer embody nature at its most
devastating. Wilden in this aspect grow barbs and nettles
dripping with thick venom around their leaves and vines,
and their faces assume a harsh countenance.
Male Names: Banmarden, Fiddenmar, Durmindin,
Kettenbar, Midnorten, Rodmennar, Vennerzad.
Female Names: Dannamai, Ennimbel, Kalkennash,
Nementah, Shallahai, Tellorda, Zazenna.
WILDEN TRAITS
As a wilden, you have the following racial traits.
Creature Type. You are a Plant.
Age. Wilden mature at the same rate as and have a
lifespan similar to dwarves.
Size. You are Medium or Small. You choose the size
when you select this race.
Speed. Your base walking speed is 30 feet.
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