TEXT: Introduction
  I
  magine a universe where square worlds spin around
  gemstone suns. Where planets lie cradled in the
  roots of an oak tree so vast its leaves twirl around
  brightly burning suns. Where ships of wood sail the
  void between worlds, and battle each other with
  catapult and ballista, spell and sword. Where an
  asteroid may be a safe harbor, a slaver's den, or a
  hungry creature eager to devour any that pass by. Where
  daring swashbucklers and scoundrels race for fantastic
  treasures and literally touch the stars. Where terrifying
  beasts with the power to destroy whole worlds roam.
  Welcome . . . to the universe of Spelljammer!
  In the Spelljammer campaign, the fantastic is possible and
  one is limited only by the depths of their imagination. Sailing
  ships, enwrapped in bubbles of air, travel empty Wildspace,
  moved by the power of their mystic helms. Gravity is a matter
  of convenience, where a captain can tour the bottom of his
  ship, and worlds come in all shapes and sizes. Whole solar
  systems are surrounded by colossal spheres made of an
  unbreakable, crystal-like substance to protect them from an
  ocean of swirling light and color, the flammable Phlogiston,
  which divides the void between stars.
  Wildspace
  Wildspace is what comes to mind when we talk of "space." It
  is the vast emptiness that lies between the planets and the
  stars. All the celestial bodies within a crystal shell float in the
  airless void called wildspace. Conventional (meaning "those
  that take place on the prime material plane") interplanetary
  journeys around a solar system take place within wildspace.
  It is mostly vacuum. (More correctly, most regions of
  wildspace are vacuum. But the cosmos is a big place and
  there are exceptions to almost every rule, as shall be shown
  later.) Wildspace is not truly a void, however, even though it is
  often referred to that way. The simple fact that there is
  "space" rules out its being a true void.
  Crystal Shells
  All wildspace is bounded by crystal shells or crystal spheres.
  Inside the crystal sphere is the vacuum of wildspace, the
  planets, and stars. Outside the crystal sphere is the rainbow
  ocean of phlogiston and more crystal spheres. The size of a
  crystal sphere is determined by the size of the planetary
  system inside. Usually a sphere has a radius at least twice as
  big as the orbital radius of the outermost celestial body in the
  system (i.e., the distance from the shell to the outermost body
  of the system is the same as the distance from that outermost
  body to the center point of the system).
  Because of their great size, the outside of a crystal sphere
  appears perfectly flat. The curvature is so gradual that it is.
  completely undetectable to anyone who is close enough to
  see the crystal sphere through the obscuring phlogiston. The
  spheres consist of an unbreakable, dark, ceramic material of
  unknown origin. Some legends state (and various theologians
  agree) that the smooth-surfaced shells were created and
  positioned by the gods themselves to protect their worlds
  from the ravages of the phlogiston, which is held to be the
  prime matter of the universe. Less charitable philosophers
  maintain that such shells were placed by an even higher
  authority to keep gods and men in and confine their activities.
  Whatever their origin, the crystal shells are uniform
  throughout space. All appear as great, dark, featureless
  spheres of unidentifiable matter. The crystal spheres are
  definitely solid. They have no gravity along either their
  interior or exterior sides (an exception to the rule that all
  large objects have gravity). No magic has been found that can
  damage or alter the surface of a shell, except for those spells
  which cause portals to open. Even this, however, is believed
  to be nothing more than an artificial triggering of a natural
  phenomenon, since portals also occur naturally and
  seemingly at random. They are apparently immune to the
  effects of wishes and even the wills of the outer planar
  powers (though this does not rule out the possibility that the
  outer planar powers created them, perhaps they were wise
  enough to prevent even their own tampering).
  
  The Phlogiston
  The phlogiston is a turbulent, unstable, multicolored,
  fluorescent gas (or gaslike medium) which fills the regions
  between the crystal spheres. Very little is known for certain
  about the phlogiston or this region. Every planetary system
  known is encased within a crystal sphere. Essentially, the
  crystal sphere keeps the wildspace in and the phlogiston out
  (this, of course, is a tremendous simplification, but it is easy
  to grasp). Like the phlogiston, crystal spheres are a great
  mystery; their origins and substance are unknown. Within
  wildspace are the celestial bodies: planets, suns, moons,
  asteroids, and a host of other items collectively lumped
  together under the heading "planetoids." Most celestial
  bodies have an atmosphere of some sort although it is
  dangerous to assume that this is an inviolable rule.
  Gravity
  The reason everything drags its own atmosphere around
  through space is gravity. This is also the reason why people
  can stand on a spacesailing ship without falling off its deck
  and can stand on a spherical planet without falling off the
  bottom side. Every body in space has its own gravity. Gravity
  is an accommodating force in that its direction seems to be
  "that which is most convenient." In an object the size of a
  planet, gravity is directed toward a point at the center of the
  planet so that people can stand anywhere on the surface and
  dropped objects fall perpendicular to the surface. In smaller
  objects, like space craft, gravity is not a central point but
  rather a plane which cuts horizontally through the object.
  Significantly, this gravity plane is two-directional; it attracts
  from both top and bottom. A sailor can actually stand on the
  bottom of the ship's hull and move around as easily as if he
  was walking on deck. In this case, "down" is actually "up,"
  back toward the plane of gravity that cuts through the ship.
  One of the stranger side effects of all this is that an object
  falling off the side of a spelljammer can oscillate back and
  forth across the plane of gravity, falling first in one direction
  until it crosses the plane, then reversing direction and falling
  back across the plane again, and so on until something
  causes it to stop. To a person standing on the deck, the object
  appears to fall down, then up, then down, then up. This trick
  is commonly used to amuse passengers new to space travel.
  More than one groundling has gotten in trouble for standing
  at the ship's rail and tossing an endless stream of apples
  overboard just to watch them bob.
  Air
  All objects drag air with them whenever they leave an air
  envelope. A typical human, for example, will drag enough
  fresh air with him/her to breathe for 2-20 minutes. After that
  time runs out the air will turn foul for a like period of time
  and then become deadly and unbreathable.
  The amount of air a spelljamming ship carries with it is
  based on its size. The larger the vessel, the more air is
  dragged into its pocket. The amount of air is equal to its keel
  length x beam length /2 + its HP (KxB/2+HP). For example, a
  man-o-war has a keel of 200ft, a beam of 20ft, and its HP is
  550. 200x20/2+550 is 2550, which means its minimum crew
  size of 10 people can survive 255 days. When a vessel
  reaches its air limit the air becomes fouled; it smells bad and
  is stale and humid. All attacks and proficiency checks in a
  fouled atmosphere are at disadvantage. Air remains fouled
  for the same amount of time it remained fresh, once that time
  wears out it becomes deadly; each turn everyone aboard must
  save versus poison or pass out. If unconcious each turn they
  must save versus poison or die.
  While important, air is relatively easy to replenish. Entering
  a larger air envelope like that of a planet or astroid is one of
  the most popular and cheapest methods. Green plants will
  refresh air, some vessels make great use of these for just this
  purpose. Many astroid colonies keep at least half their
  surface area reserved for plants for this reason as well.
  Factions
  Most spacefaring character races are similar to their more
  familiar, terrestrial counterparts as far as abilities and
  capabilities are concerned. A void elf may have a different
  societal background than a valley elf from Oerth, a moon elf
  from ToriI, or one of the Qualinesti from Krynn, but they all
  still think they are better than you. Some races are wildly
  different than their terrestrial counterparts however, so make
  sure to check their disposition before making any
  assumptions.
  The Imperial Elven Navy is elven superiority, look down
  on non-elves and even non-starborn elves. They allow such
  beings into their fleet as mercs or foreign-legion style crew
  but don't treat them with a whole lot of respect overall. Any
  individual captain or commander/admiral might be less rude
  about it, but the fleet as a whole is arrogant.
  The Green Concern is made of an alliance between orcs
  and goblinoids, out to defend themselves from genocide by
  the Elven fleets (so they say), but in practice it's a way for
  them to unite for larger raids on outlying Crystal Spheres or
  loose planets/planetoids. They allow non-goblinoids/orcs in,
  as long as they prove strong and willing to obey the orders of
  their commanders, no matter how treacherous or violent the
  order might be.
  The Arcane Consortium is a trade alliance between
  various Arcane (blue giants with an affinity for magic, trade,
  and the construction of spelljamming components), they
  supply ships and refittings to anyone with the money for it.
  They are always looking to make a deal, or open new trade
  networks. They defend what's theirs with as much devotion
  as they put towards trying to sell what's theirs to you.
  The Fleshdealers are a large splinter group of Beholders,
  Illithid, and Neogi who, unlike much of their bretheren, would
  rather BUY slaves than take them violently. As such, they
  make a better impression on those they meet, and have actual
  diplomats and embassies in various territories, as well as
  markets for their goods and services. They prefer to trade for
  slaves, but gold will do in places where that is illegal!
  
  The Treasure Fleet is a number of Kara-turan (and gaijin)
  ships and sailors travelling the spheres, making trade
  connections and gathering information to take back home.
  They hold no ports out of Realmspace, but their influence is
  felt in many ports despite that, with large Tura-towns
  springing up from members of the fleet deciding they like a
  new port instead of home. To make up for shedding the
  occasional cluster of crew, a not insignifigant portion of their
  fleet are made of those they've hired on along the way.
  The Beholder Sovereignty are vicious slaving monsters,
  using their superior selves to power superior ships, which
  strike to capture as many slaves as possible before fleeing.
  The Illithid Union are, while not quite as unreasonable as
  planet-bound Illithid, still not likely to see you as anything but
  food or a slave. They do, however, respect diplomatic
  alliances, and generally obey the common Wildspace law.
  That does not mean you should trust a Union ship met alone
  in wildspace, merely that they MIGHT not attack first if you
  are flying a flag they have a treaty with.
  The Githyanki hold a few territories, but make few friends
  for their utter unwillingness to negotiate with the Illithid at
  any point, and frequent slaving raids. They prefer the Astral
  plane, and as such generally just appear for such raids, or to
  butcher Illithid.
  The Gith Pirates are made up of outcasts from both
  factions of Gith, feared by all for their extreme violence and
  rumors of cannibalism. They can be anywhere. Within a
  Sphere they can appear out of the Astral plane, or perhaps
  appear from an asteroid fortress. The only thing you can
  count on them doing is being extremely violent.
  The Helm
  Ships travel through wildspace by means of the helm-a
  magical device which converts mystical energy into motive
  force, the push that moves the spelljammer. This allows rapid
  movement from planet to planet. Some of the specifics vary
  from race to race. In general, however, most ships are
  equipped with a magical device known as a spelljamming
  helm.
  A mage or priest sits at the helm and acts as a living
  engine, providing the magical power to move the ship
  through wildspace and to perform some basic maneuvering
  as well. Any magic can move a ship through wildspace. The
  more powerful the magic, the faster and further the ship can
  move. Helms come in a variety of power levels that can also
  influence how far the same level of magic can get you.
  
  Your Spelljammer Ship and
  You!
  A Spelljamming ship is outstandingly fast, even a mountain
  with a spelljamming helm will travel at around 100,000,000
  miles per day in the Phlogeston. However, within Wildspace,
  they are slowed down to a mere 400 miles per day per ship's
  rating point. That is still outstanding, however!
  In atmosphere the speed is lowered to 60ft per ship rating
  (per round), and has the ability to hover. It retains the same
  Maneuverability Class it has when in Wildspace, though class
  5 becomes class 4 (as class 5 generally started life as
  seafaring ships, and are not quite as clumsy in atmosphere as
  they are in Wildspace).
  Maneuverability Classes
  Class Effect
  0
  Can change facing at will, in any direction. Does not
  expend SR when changing facing
  1
  Can change facing up to 2 hex sides on a single hex
  per 1 SR, up to a max of 2 per hex.
  2
  Can change facing up to 2 hex sides on a single hex
  at 1 SR each, up to a max of 2 per hex.
  3
  Can change facing up to 1 hex side per hex. Can
  change facing 1 for each hex moved.
  4
  Can change facing up to 1 side per hex. Can change
  can change facing 1 for every hex moved. Cannot
  change facing on the hex you start in.
  5
  Cannot change facing as the first action, they must
  move into the hex they are facing at the start of the
  turn before any turning is allowed, at 1 side every
  other hex.
  Movement and Facing
  In order to move about in a Tactical combat, you spend SR
  (Ship Rating). Moving 1 hex costs 1 SR, as does turning 1 hex
  face. The amount you can rotate in any given hex is defined
  under the Maneuverability Class of your ship, in the table
  above. Your Ship Rating, however, is determined by who is at
  the Spelljammer Helm. There are two sorts of basic
  Spelljammer Helms: Minor and Major helms. Both use the
  power of a spellcaster with the Spelljamming proficiency.
  While attuned to the Helm, you are unable to cast more than
  a cantrip, and are unable to get up from the throne. After
  getting off the throne, you are still unable to cast spells for
  1d4 rounds, as you un-attune. There are other sorts of Helms,
  such as Lifejammers or Pooljammers, but they are beyond
  the scope of what a player will be able to control. The
  Helmsman has control of the ship's movement, and requires
  all his attention at this task, preventing them from being able
  to defend themselves or participate in combat unless they
  wish the ship to become a sitting duck. Rare Helms allow for
  multiple Helmsmen to contribute to the overall SR, but they
  are either the Sequence Helms of the Illithid that rely on
  Psionics, or are otherwise extremely rare, and extremely
  powerful. There are even Ki-helms in the Treasure Fleet of
  Kara-Tur, allowing their sailor population to take the Helm
  should it become necessary. Guiding the ship through
  Wildspace makes the position of Helmsman the most
  important on the ship, and certainly the most dangerous.
  Ship Rating
  Ship Rating
  Level of Helmsman
  Major Helm
  Minor Helm
  1
  1
  1
  2
  1
  1
  3
  1
  1
  4
  2
  1
  5
  2
  1
  6
  3
  2
  7
  3
  2
  8
  4
  2
  9
  4
  3
  10
  5
  3
  11
  5
  3
  12
  6
  4
  13
  6
  4
  14
  7
  4
  15
  7
  5
  16
  8
  5
  17
  8
  5
  18
  9
  6
  19
  9
  6
  20
  10
  6
  Terminology
  Attributes of Ships Cost– This is the cost to purchase a ship
  in gold pieces.
  Crew Min/Max- These two numbers indicate the minimum
  number of crew required to operate the ship and the
  maximum occupancy of the ship.
  Maneuverability Rating (MR)– Your ships ability to turn
  accelerate and maneuver.
  Armor Class (AC)- Difficulty of hitting a ship based on its
  construction and maneuverability.
  Hit Points (HP)- Hit Points for ships are identical to Hit
  Points for characters and monsters. They measure the
  amount of damage the ship can sustain before it is destroyed.
  Damage Threshold– You must deal more damage than the
  DT for your attack to deal damage. An attack lower than the
  threshold deals none, while an attack even one point higher
  than the threshold deals full. A ship with 100 or more Hit
  Points has a Damage Threshold of 10. This number goes up
  by 5 for every additional 200 Hit Points the ship has up to
  500. Above 500 Hit Points the Damage Threshold goes up by
  5 for every additional 500 Hit Points the ship has to a
  maximum of 30.
  Keel Length- This is the length of the ship from fore to aft
  (that’s front to back for you landlubbers). This number will
  become important when dealing with gravity and the air
  pocket that surrounds a ship.
  Beam Length- This is the measurement of the widest part
  of the ship from port to starboard (left to right). This
  measurement will be important for gravity and air.
  
  Standard Armaments- This is the amount and type of
  weaponry that can installed on a ship. Ship weapons range
  from medium weapons such as a light ballista to huge
  weapons like a trebuchet.
  Helm Type- The final ship attribute is helm type. This
  indicates what type of Spelljammer Helm can be used to run
  the ship. Most ships can be run off either a Major or Minor
  Helm, but other require a Major Helm or a special type of
  Helm.
  Combat rules
  On the Tactical scale, specifically while on a ship, you roll
  initiative for each ship rather than each crew member. The
  initiative is modified by the Maneuverability Class of the ship.
  This also includes movement rules. Your ship turn consists of
  moving and turning as you wish, ending where you wish. A
  combat round is 1 minute in Tactical mode.
  Fire from personal missile weapons, spells, and siege
  weapons can occur during any of the phases above, but must
  follow the initiative order within each phase. That is to say,
  you can fire off your turn as ships pass each other (or get
  tangled together in grappling, ramming, or the like)
  Keep in mind that in space, each hex represents 500 yds
  across. Most "personal" weapons can only be fired when
  vessels are within the same hex, a few (longbow, heavy
  crossbow, for example) might have the range to shoot out of
  the hex, barely. Spell ranges should be carefully considered
  as well. Generally, those with a range of at least 100 yards
  can be cast at targets within the same hex, those with less
  then 100 yards range can only be cast at grappled or rammed
  targets. Some spells only work when the air envelopes are
  mixed.
  Ships move on a hex grid. Beside each vessel counter, the
  ship will have a 3-d indicator showing the ship's height above
  or below that combat's "0" level. Each vessel's bow will point
  to a hex side, not the joint between two hex sides. Movement
  is determined by SR, and how often the ship can turn is also
  determined by SR but how far the ship can turn is
  determined by MC.
  Ship weapons: Weapon's have "ranges" which are really the
  SR of their projectile. The range of a light catapult is 5, which
  means its stone moves 2500 yards each round until it hits
  something or goes off into infinity. In planetary atmospheres
  the range is reduced to normal earthbound ranges.
  Ramming: Ship's equipped with rams can inflict massive
  amounts of damage. When ramming the To-Hit is that of the
  helmsman, modified by their spellcasting stat. If a hit is
  scored damage is equal to the damage of the ram. Ships
  which attempt to ram vessels more then three times their
  size in tonnage, or vessels which ram without having a ram
  'crash' instead. The crashing ship usually takes a great deal
  damage, though it might inflict significant damage in return.
  A 'crash' does damage as if you were rammed by the larger
  ship.
  Shearing: Ship's equipped with piercing rams or shearing
  blades may attempt to shear away the rigging of opposing
  vessels. This is treated as a ram attack, except no damage is
  done. Instead, for each successful shear attack the target's
  MC is reduced 1 step until repaired (usually after the battle).
  Grappling: First, the relative speed difference between
  vessels cannot be more then 1 SR when attempting to
  grapple (grappling rams exclude this). This is a contested roll,
  both ships being required to roll 1d20+MR+SR. Grappler has
  advantage if more than 50% greater size than the opponent,
  whether as initiator or defender. Degrappling is automatic if
  both vessels desire it, otherwise it's resolved just as a
  standard grappling roll except the defender ("degrappler")
  makes the rolls.
  Critical Hits: Crewed weapons often have a chance of
  inflicting a critical hit, this is listed in that weapon's statistics.
  Other events (ramming, some spells, turbulence, failing a
  save in high winds) can also cause critical hits. Finally, a
  vessel reduced to 50% of its hull points takes a critical hit.
  Note, since some critical hits reduce the ship's hull points
  there can be a short cascading of critical hits in this manner.
  When a critical hit occurs the result is determined by the
  following chart:
  Crit Table
  d20 Roll
  Effect
  1
  Loss of 5 Hull points
  2
  Deck crew casualty
  3
  Interior crew casualty
  4
  Ship Shaken
  5
  Large weapon damaged
  6
  Deck crew casualty
  7
  Hull holed
  8
  Maneuverability loss
  9
  Loss of 10 Hull points
  10
  Ship Shaken
  11
  Fire!
  12
  Loss of SR
  13
  Deck crew casualty
  14
  Large weapon damaged
  15
  Ship Shaken
  16
  Hull Holed
  17
  Maneuverability loss
  18
  Loss of 10 Hull points
  19
  Helm hit
  20
  Spelljammer Shock!
  Deck crew casualty: One exposed crewmember is struck
  and suffers the same damage as the ship. Choose the target
  randomly from exposed crew. All characters within 5 ft of that
  individual must make a DC 10 Dex save or suffer the same
  damage.
  Interior crew casualty: Same as a Deck casualty, but
  everyone aboard is a potential target, including prisoners, the
  captain, and the spelljamming Helmsman. This reflects not
  so much the missile itself, but shattered parts of the ship
  bouncing around during combat.
  Ship Shaken: All characters not sitting or otherwise firmly
  tied down (the spelljamming Helmsman is considered
  secure) must make a DC 13 Dex save or fall prone.
  
  Ship Weapons
  NAME
  SIZE
  AC
  HIT
  POINTS
  ATTACK
  MODIFIER RANGE
  DAMAGE
  IDEAL
  CREW COST
  NOTES
  Light
  Catapult
  Medium 15
  90
  +5
  2,500
  yds/2,286
  m
  22 (4d10) bludgeoning
  3
  1,000
  gp
  Can't hit targets within 120 ft.
  (37 m) of it
  Medium
  Catapult
  Large
  15
  120
  +5
  2,000
  yds/1,829
  m
  33 (6d10) bludgeoning
  4
  2,500
  gp
  Can't hit targets within 90 ft.
  (27 m) of it
  Trebuchet Huge 15
  150
  +5
  1,500
  yds/1,372
  m
  44 (8d10) bludgeoning
  5
  5,000
  gp
  Counts as two large weapon
  installations, can't hit targets
  within 60 ft. (18 m) of it
  Light
  Ballista
  Medium 15
  30
  +6
  3,000
  yds/2,743
  m
  5 (1d10) piercing
  2
  500 gp
   
  Medium
  Ballista
  Large
  15
  50
  +6
  2,000
  yds/1,829
  m
  16 (3d10) piercing
  3
  1,000
  gp
   
  Heavy
  Ballista
  Huge 15
  70
  +6
  1,000
  yds/914
  m
  27 (5d10) piercing
  4
  1,500
  gp
  Counts as two large weapon
  installations
  Cannon
  Large
  19
  75
  +6
  1,000
  yds/914
  m
  44 (8d10) bludgeoing
  3
  20,000
  gp
   
  Light
  Jettison
  Medium 15
  90
  +5
  1,500
  yds/
  1,372 m
  3 (1d6) bludgeoning to
  all creatures in a 5 ft.
  (1.5m) radius
  2
  1,000
  gp
   
  Medium
  Jettison
  Large
  15
  120
  +5
  1,000
  yds/ 914
  m
  7 (2d6) bludgeoning to
  all creatures in a 10ft (3
  m) radius
  3
  2, 500
  gp
   
  Heavy
  Jettison
  Huge 15
  150
  +5
  500 yds/
  457 m
  10 (3d6) blugeoning to
  all creatures in a 15 ft
  (4.5 m) radius
  4
  5, 000
  gp
  Counts as two large weapon
  installations
  Greek Fire
  Projector
  Large
  19
  80
  +6
  500 yds/
  457 m
  27 (5d10) fire
  4
  10,000
  gp
  Starts fires
  Large Weapon Damaged: One large weapon (chosen
  randomly) is inoperable until repaired, it's crew is unharmed.
  Hull Holed: The attack punches a sizable hole in the ship,
  the DM decides where.
  Fire!: A fire starts somewhere in the ship, determined by
  the DM. If a fire is somehow unable to start (all lights on the
  ship are magical, there is nothing flammable onboard, the
  ship is made entirely of rock, ect) go to next entry.
  Loss of SR: The ship's SR drops by 1 point for the next
  1d10 rounds while the Helmsman readjusts his mental
  balance. Additional losses are cumulative.
  Maneuverability Loss: The ship drops 1 MC for 1d10 turns.
  A ship with Class 5 maneuverability cannot drop any further,
  so the next entry is taken instead.
  Spelljammer Shock!: The spelljamming Helmsman must
  make a DC 15 Int save or fall immediately into a coma which
  lasts 1d4 days. In the case of multiple Helmsmen, they all
  must make the save. In the case of foundries, artifurnaces, or
  other drives not using a Helmsman, the drive itself is
  rendered nonfunctional for 1d4 days. If no replacement is
  available, the ship immediately becomes SR 0 and can only
  move in a straight line at it's present speed.
  Breaking Up
  If a ship is reduced to 0 HP, it's internal structure is destroyed
  and it begins to fall apart. Some victors will sift through the
  debris for prisoners, while others will abandon them. It's
  possible for survivors to lash up some of the vessel to save
  themselves with a temporary helm and air pocket.
  
  Ships
  SHIP TYPE
  COST
  CREW
  MIN/MAX MR AC HP
  DAMAGE
  THRESHOLD
  KEEL
  LENGTH
  BEAM
  LENGTH
  STANDARD ARMAMENT
  HELM TYPE
  Flitter
  10,000 gp
  1/1
  1 14
  40
  N/A
  20 ft/
  6.1 m
  5 ft/ 1.5
  m
  None
  Major or
  Minor Helm
  Mosquito
  15,000 gp
  1/6
  2 17
  75
  10
  100 ft/
  30.5 m
  15 ft/
  4.6 m
  None
  Major or
  Minor Helm
  Caravel
  10,000 gp
  8/10
  5 13
  75
  10
  70 ft/
  21.3 m
  20 ft/
  6.1 m
  1 large weapon
  Major or
  Minor Helm
  Dragonfly
  40,000 gp
  3/10
  2 14 100
  10
  100 ft/
  30.5 m
  20 ft/
  6.1 m
  1 medium weapon
  Major or
  Minor Helm
  Damselfly
  50,000 gp
  2/10
  3 18 100
  10
  100 ft/
  30.5 m
  20 ft/
  6.1 m
  1 huge weapon
  Major or
  Minor Helm
  Wasp
  20,000 gp
  8/18
  3 16 150
  15
  80 ft/
  24.4 m
  20 ft/
  6.1 m
  1 huge weapon
  Major or
  Minor Helm
  Tyrant Ship
  100,000
  gp
  15/23
  2 22 200
  20
  100 ft/
  30.5 m
  100 ft/
  30.5 m
  Special
  Orbus
  Tradesman 15,000 gp
  10/25
  3 17 200
  20
  120 ft/
  36.6 m
  30 ft/
  9.1 m
  1 medium weapon and 1
  large weapon
  Major or
  Minor Helm
  Gnomish
  Sidewheeler
  40,000 gp
  20/30
  4 15 250
  20
  120 ft/
  36.6 m
  25 ft/
  7.6 m
  None
  Gnomish
  Nautiloid
  40,000 gp
  10/35
  3 18 300
  20
  180 ft/
  54.9 m
  30 ft/
  9.1 m
  5 large weapons
  Series Helm
  or Pool
  Helm
  Mindspider 60,000 gp
  3/40
  2 18 400
  25
  40 ft/
  12.2 m
  15 ft/
  4.6 m
  3 large weapons
  Lifejammer
  Galleon
  50,000 gp
  20/40
  4 15 400
  25
  130 ft/
  39.6 m
  30 ft/
  9.1 m
  1 medium weapon and 2
  large weapons
  Major or
  Minor Helm
  Squid Ship 45,000 gp
  12/45
  3 17 450
  25
  250 ft/
  76.2 m
  25 ft/
  7.6 m
  2 large weapons and 1 huge
  weapon
  Major or
  Minor Helm
  Dragonship 60,000 gp
  20/45
  3 17 450
  25
  150 ft/
  45.7 m
  20 ft/
  6.1 m
  2 large weapons
  Major or
  Minor Helm
  Hammership 50,000 gp
  24/60
  3 16 550
  30
  250 ft/
  76.2 m
  25 ft/
  7.6 m
  3 huge weapons
  Major or
  Minor Helm
  Man-o-War
  100,000
  gp
  10/60
  2 15 550
  30
  200 ft/
  61 m
  20 ft/
  6.1 m
  4 large weapons
  Major or
  Minor Helm
  Deathspider 100,000
  gp
  30/100
  4 17 1000
  30
  175 ft/
  53.3 m
  50 ft/
  15.2 m
  6 huge weapons
  Major Helm
  Armada
  125,000
  gp
  40/100
  3 17 1000
  30
  300 ft/
  91.4 m
  30 ft/
  9.1 m
  14 huge weapons
  Major Helm
  Citadel
  1,000,000
  gp
  100/300 4 22 2000
  30
  250 ft/
  76.2 m
  200 ft/
  61 m
  7 huge weapons, 8 large
  weapons and 12 medium
  weapons
  Forge
  
  Gith Forerunners
  ON THE BLASTED PLAINS, ZERTHIMON TOLD GITH
  that there cannot be two skies. In the wake of this words,
  came war.
  --Dak'kon, Planescape: Torment
  Giths are not a common sight in most of the worlds. For the
  most knowledgeable beings giths are still a puzzle not
  completely solved. A single race that attain liberty and a name
  with lots of effort and sacrifices, found two paths to follow in
  two different ideologies. Warmaster Gith and Prophet
  Zerthimon, Githyanki and Githzerai, followers of revenge and
  self-knowledge seekers, two faces of the same coin that look
  so similar but are so different.
  Slaves of an Empire
  Many ages ago, the Ilithids, the psionic tyrants most known
  as Mind Flayers, controlled empires that spanned many
  worlds. Feared for their appetite for brains, the Ilithids
  consumed and enslaved all other humanoids within their
  reach. At the zenith of their power, Ilithids, also well known
  for their countless and foul experiments, created a cast of
  humanoid slaves to live among them as servants and
  expendable warrriors, the forerunners. The forerunners
  suffered untold horrors by their masters for ages, one of them
  was the fear of being selected as a meal.
  Surviving for generations, the forerunners numbers where
  kept in control by their masters until they grew complacent in
  their supremacy paying less and less attention to their culling
  practices. The forerunners grew in numbers that easily
  outnumbered their overlords while developing their own
  powers and subversive ideas. They nursed their hatred for
  their masters and longed to be free, and more than once a
  few of them tried to rebel but failed.
  Gith's Uprising
  The real revolution didn't start until the female warrior Gith
  rose among the ranks of the rebels, becoming the symbol for
  the all-out rebellion. With the leadership of Gith, the
  forerunners start a long and bloody war rescuing more and
  .
  more slaves while reducing the number of their old
  oppressors. Eventually, none of the forerunners remained
  enslaved, all had won their freedom or died at the hands of
  their fearful old masters.
  Unsatisfied with mere freedom, Warmaster Gith lead the
  forerunners in a campaign to annihilate all the main flayers in
  all the worlds she could reach. She started a purge on her old
  masters, their other servants and even other forerunners who
  resisted her orders. Instead of allowing her people to enjoy
  their hard-won freedom, she lead them in a path of conquest
  and unending war.
  Zerthimon and the Civil War
  Not pleased with the new leadership, another well-known
  forerunner, Zerthimon, started an opposing faction to the
  leadership of Gith with the use of words. He claimed that
  Gith proved she was unfit to lead because of her
  warmongering ideas. In Zerthimon teachings many
  forerunners realized that following a hopeless cycle of
  destruction instead of learning about themselves as a race
  was a mistake. Instead of tolerating dissent and accepting
  debate, Gith proved Zerthimon right when she saw him as a
  thread to her rule that was vital to suppress. A big civil war
  occurred between the supporters of Gith and the followers of
  Zerthimon that sealed the future of their race.
  T
  civil 
  crip
  recu
  and 
  diffe
  
  Plane Dwellers and Adventurers
  Both Githyanki and Githzerai, different in their cultures as
  they are, send their younger members to other planes, most
  commonly the Material Plane, for different reasons.
  Githyanki send their young ones to secret creches in the
  Material Plane to raise them since they don’t age in the Astral
  Plane. In the creshes they also learn to harness their psychic
  and combat abilities. When a githyanki grows to adulthood
  they have to slain a mind flayer as a rite of passage to be able
  to rejoin its people on the Astral Plane.
  Rarely, a githzerai master establishes a hidden monastery
  in the Material Plane to train young githzerai while spreading
  the teachings of Zerthimon. Young members of the githzerai
  that train in Material Plane monasteries are usually more
  open-minded to new knowledge since they don’t have to focus
  on battling the influences of Limbo. They return to the main
  githyanki settlements once they finish all their trainings.
  It’s nearly imposible to see a githyanki and a githzerai in a
  same group working together to achieve a common goal.
  Known for rejecting each other, they can start a fierce battle
  to death if not interrupted with a justified reason. One of
  these reasons is, for example, the information that a mind
  flayer they can’t beat on their own is alive in near proximity.
  Whatever the reason is, they will work together in their full
  capabilities but an actual friendship will never appear since
  the differences in their cultures will never let them.
  Gith Names
  Githyankis and Githzerai have personal names given to them
  at birth. The name of each individual is not a matter of
  importance until they earn the respect of the other members
  of their community via martial attitude for githyankis and
  accepted knowledge for githzerais.
  Githyanki Names: Adilzin, Ach’ali, Darram, Devorxa,
  Elezpah, Gruzar, Harana’ii, Ji’li’kai, K’atzn’ii, Kha’zerah,
  Kii’na, Lar’il, Mallak, Moraan, Numak, Rashka, Ro’jhi,
  T’cha, Treena, T’shaa, Shunder’ah, Torpel’lin, Umal,
  Vlaakith, Zra’khar.
  Githzerai Names: Amak, Arja’rok, Dak’kon, Djakh,
  Djelekh, D’keth, Fri’hi, Hailcii’n, Hifek, Karan, Karath,
  Kars’ten, Keluk, M’narr, Parakk, Ra’as, Rivek, Rrek,
  Rr’ka, Selqant, Toryg, Try’ig’or, Vilquar, Zerchai,
  Zerthimon, Zhjaeve
  Near Mythical Sightings
  Most of the individuals of the common and
  uncommon races have never seen or heard of the
  gith. Since seeing one of them its particularly rare,
  anyone who meet a gith can't see the differences
  between githyankis and githzerai until they are
  completely explained to them. It is not impossible
  for a member of any race to run for a pacific
  githzerai confusing them for a warring githyanki if
  they have seen one of them before. The same
  prejudice applies otherwise.
  Dwarves, Elves, Humans and Halfling. "They are
  something I never seen before but their
  appearance doesn't generate distrust for me. They
  look very agile however and I better learn their
  intentions first."
  Aasimar, Genasi, Gnomes and Hal-Elves. "They are
  tall and agile, similar to elves but with an
  otherworldy appearance. Those blacks eyes can't be
  read so I need to approach them with caution."
  Dragonborns and Tieflings. "There's an
  otherworldly feel around them. It's not like my
  cursed heritage, more like a big weight on their
  shoulders. If they can stand firmly with all that, they
  can be my allies."
  Goliaths and Half-Orcs. "They look like formidable
  warriors from another world, I want to know if they
  are capable on a fight. They look like they could be
  better companions than the average human or elf."
  Gith Traits
  Your gith character has a number of traits in common for
  both Githyanki and Githzerai.
  Ability Score Increase. Your Wisdom score increases by
  2.
  Age. They don't age on the Astral Plane and can live for
  centuries on Limbo. On the Material Plane they reach
  maturity at the16 years and live long as a 100 to 150 years.
  Alignment. Most of the githyanki are lawful evil since they
  follow their lich-queen orders of war, conquer and plunder to
  everything in their reach. Githzerais, in their monastic
  lifestyle, are Lawful neutral, acting always in accordance to
  their society codes. It’s not impossible for both, githyanki and
  githzerai, to be of a different alignment. Some githyanki don't
  
  want to follow the undending war and prefer to find their
  own path. In a similar way, githzerai can give up their
  monastic traditions and leave for a special reason, their
  alignment is a corresponding answer to these particular
  reason.
  Size. Giths are over the 6 feet tall and average about 100
  pounds, they are more agile, toned and muscular of what they
  normally look. Your size is Medium.
  Speed. Your base walking speed is 30 feet.
  Enhanced Jump. You can cast the Jump spell once,
  requiring no material components, and you regain the ability
  to cast it this way when you finish a short or long rest.
  Psionics. You know the Mage Hand cantrip and how to
  cast it without the verbal components and with little effort on
  the somatic ones. The summoned hand is invisible for
  everyone. Wisdom is your spellcasting ability for it.
  Languages. You can speak, read and write Common and
  Gith. Gith is a harsh and guttural language derived from the
  Githjad alphabet. Githyanki and githzerai got different
  dialects from the same Gith language.
  Subraces. A civil war among the forerunners divided them
  in Githyanki and Githzerai as if they were two different races.
  Githyanki
  The githyanki, "followers of Gith" in their own language,
  followed her leader in the path of conquerors. Plundering
  countless words, Gith shape them into a militaristic society,
  with a strict caste system.
  In the uprising against the Illithids, Gith was seeking for
  strong allies. Her adviser Vlaakith suggested Gith to appeal
  to Tiamat, and Gith ventured to the Nine Hells to meet her.
  Only Tiamat now knows what passed there, but an alliance
  was forever sealed betweem them. Nowadays most red
  dragons don't honor that alliance, but most at least don't
  consider the githyanki their enemies.
  When Gith perished, her undead githyanki adviser,
  Vlaakith, assumed the mantle. The lich-queen forbade
  worship of all beings except herself, but continue leading the
  githyanki in the same path as Gith did. Githyanki are always
  on a ongoing war against the victims and sworn enemies of
  their race, specially the remaining Mind Flayers and the
  githzerai.
  For the average githyanki, war is the ultimate expression of
  their culture, showing no mercy in their black eyes while they
  are on a fight. Glory for a githyanki is achieved when they are
  recognized for their own merits and obtain a silver sword, a
  kind of greatsword considered an artistic relic by their kind.
  Githyanki's xenophobic pride is a well known matter for most
  of the other races, treating all of them with contempt and as
  inferior beings.
  Ability Score Increase. Your Strength score increase by 1.
  Enhanced Psionics. Once you reach 3rd level you can cast
  the Misty Step spell once and, at 5th level, you can also cast
  the Mirror Image spell once. These spells are considered
  psionic powers and you regain the ability to cast them this
  way when you finish a long rest. Wisdom is your spellcasting
  ability for these spells.
  Toned Build. You gain proficiency in the Athletics skill.
  Warmonger Spirit. You have advantage on saving throws
  against being charmed.
  Githzerai
  The githzerai, "those who spur Gith" in their own language,
  are focused philosopers and austere ascetics. Following the
  unbroken circle of Zerthimon, they live in abstinence from
  material pleasures, maintaining a strict monastic lifestyle.
  Most of the githzerai willingly dwell in the heart of utter
  chaos in Limbo. Using the power of their minds, they tame
  the plane's chaotic elements into fixed and survivable forms
  and creating oases and sanctuaries within the maelstrom that
  stand resolute against the chaos that surrounds them.
  The social hierarchy of the githzerai is based on merit, led
  by their wisest teachers and most skilled in physical and
  mental combat. The githzerai revere great heroes and
  teachers of the past, emulating them in they everyday lives.
  Glory is achieved by a githzerai when they are recognized as
  one of these great heroes and teachers, since it means that
  their memories will last forever.
  Ability Score Increase. Your Dexterity score increase by 1.
  Enhanced Psionics. Once you reach 3rd level you can cast
  the Blur spell once and, at 5th level, you can also cast the
  Calm Emotions spell once. These spells are considered
  psionic powers and you regain the ability to cast them this
  way when you finish a long rest. Wisdom is your spellcasting
  ability for these spells.
  Flexible Body. You gain proficiency in the Acrobatics skill.
  Trained Mind. You have advantage on saving throws
  against being frightened.
  
  Optional Feats
  If your DM allows the use of feats from chapter 6 of the
  Player's Handbook, your gith forerunner character has access
  to the following special feats.
  SILVER SWORD ADEPT
  Prerequisite: Gith Forerunner (Githyanki)
  You learned to respect a silver sword as a priceless relic and a
  work of art. You have learned how to channel the force of
  your will with one of this relics at your hands.
  Increase your Strength score by 1, to a maximun of 20.
  You gain proficiency with the greatsword.
  Any silvered greatsword, longsword, scimitar or
  shortsword is equivalent to a silvered +2 greatsword,
  longsword, scimitar or shortsword in your hands.
  SILVER SWORD MASTER
  Prerequisite: Silver Sword Adept
  You have mastered the use of a silver sword as a weapon,
  learning to deal phychic as well as physical damage. Your
  technique with a silver sword is a much feared kind of art.
  Increase your Strength score by 1, to a maximun of 20.
  Any silvered greatsword, longsword, scimitar or
  shortsword is equivalent to a silvered +3 greatsword,
  longsword, scimitar or shortsword in your hands.
  On a critical hit, with your silvered greatsword, longsword,
  scimitar or shortsword, against a target in an astral body ,
  you can cut the silvery cord that tethers the target to its
  material body, instead of dealing damage.
  ZERTH ADEPT
  Prerequisite: Gith Forerunner (Githzerai)
  You have full knowledge of the Unbroken Circles of
  Zerthimon, and followed all his teaching and principles with
  discipline. Your senses are enhanced,
  Increase your Dexterity score by 1, to a maximun of 20.
  You have blindsight, perceiving your surrounding without
  relying on sight, within a radius of 20 feet.
  While in your blindsight radius, any negative effect of the
  Blinded condition is ignored.
  ZERTH MASTER
  Prerequisite: Zerth Adept
  You completely understand the teachings and principles of
  Zerthimon. With the power of your mind, you can shift bodies
  from one plane to another.
  Increase your Wisdom score by 1, to a maximun of 20.
  You can cast the plane shift spell once, requiring no
  material components. You can only cast it on willing
  creatures to a specified target destination that you already
  visited in the past. You regain the ability to cast it this way
  when you finish a long rest.
  Unbroken Circles of Zerthimon
  A zerth religious text, the circle is made up of a
  series of interlocking circles that fould out from
  one another, each representing a specific teaching.
  Each of them tell a special event in the history of
  the githzerai people, and include moral lessons to
  be learnt by the followers of Zerthimon.
  First Circle. The illithids were a race that had
  come not to know themselves. They had learned
  how to make other races not know themselves.
  Second Circle. Know that flesh cannot mark steel.
  Know that steel may mark flesh. In knowing this,
  Zerthimon became free.
  Third Circle. He proved himself a slave in the
  illithid eyes while his heart remained free.
  Fourth Circle. Vilquar came to know that when
  Vilquar's eye has nothing left to see, Vilquar's eye is
  useless.
  Fifth Circle. In hearing her words, he wished to
  know war. He knew not what afflicted him, but he
  knew he wished to join his blade to Gith. He
  wished to give his hate expression and share his
  pain with the illithid.
  Sixth Circle. From Zerthimon came the
  Pronouncement of Two Skies. In the wake of his
  words came war.
  Seventh Circle. All of these things and more the
  People built upon. In time, they came to know the
  whole.
  Eight Circle. A divided mind is one that does not
  know itself. When it is divided, it cleaves the body
  in two. When one has a single purpose, the body is
  strengthened. In knowing the self, grow strong.
  
  Backgrounds
  Every story has a beginning. This chapter offers additional
  backgrounds to use in any campaign that enables the use of
  Outer Planes Invasion content.
  As in the Player's Handbook, each of the backgrounds
  presented here provides proficiencies, languages, and
  equipment, as well as a background feature and sometimes a
  variant form. Also, a chosen background contains suggested
  personal characteristics based around it. You can pick this
  characteristics, roll dice to determine them randomly, or use
  the suggestions as inspiration for characteristics of your own
  creation.
  Former Slave
  You may have been sold into slavery, condemned for a crime,
  or born into a situation from which few escape and nobody
  desires. You have spent decades of your life as property of
  someone else. You had no freedom of choice and you lived
  day after day doing involuntary servitude for your former
  enslavers.
  You learned, by the hard way, how to respect your
  superiors, or at least pretend you respect them. Your years in
  slavery taught you how to serve your masters well and go
  unnoticed at the same time .
  Skill Proficiencies: Insight, Survival
  Tool Proficiencies: One type of artisan's tools.
  Languages: One language used by your former owners.
  Equipment: A set of artisant's tools (one of your choice), a set
  of common clothes, a pair of manacles, a chain and a belt
  pouch containing 5 gp.
  A Slave No More
  The defining event of your life its the moment you finally
  attain your freedom. You will never forget how did you stop
  being a slave and always be hesistant to share this
  information with anyone. Choose the respective reason or roll
  on the table below.
  d6 Reason for freedom
  1 Your former enslaver set you free for reasons only the
  both of you know.
  2 You bought your own freedom with the savings of all
  the money you worked so hard to earn.
  3 Someone bought you and set you free.
  4 You escaped by means only known to you.
  5 You escaped with the help of the enemies of your
  former enslaver.
  6 You killed your former enslaver and proceeded to
  escape all kind of revenge for this action.
  Feature: Unnoticed by the Masses
  You can do basic activities like walk, eat and drink in public
  places without attracting the attention of the people. You can
  also run, talk to your partners and croon without attracting
  the attention of anyone while you are on a moderately
  populated area. You are also an expert collecting local rumors
  and spreading gossip since people tend to trust you.
  Suggested Characteristics
  Former slaves are shaped by a life of hard work and injustice.
  They hide their past for everyone, allies or enemies alike,
  because they see it as a vulnerability that can harm them.
  d8 Personality Trait
  1 Most people tend to recognize all your efforts.
  2 I recognize a way to earn some good money as fast as I
  can see it.
  3 I tend to find allies in the most unexpected places.
  4 When I set my mind to something, I follow through no
  matter what gets in my way.
  5 If someone I respect is in trouble. I'm ready to lend a
  hand.
  6 I face problems head-on. A simple, direct soltion is the
  best path to success.
  7 I judge people by their actions, not their words.
  8 I am incredibly slow to trust.
  d6 Ideal
  1 Community. I'm no longer a eslave but that doesn't
  mean I'm no part of community I have to help in
  whatever way I can. (Lawful)
  2 Freedom. There's no reason to justify slavery. (Chaotic)
  3 Greater Good. While I'm alive every slave, that I came in
  contact with, will be freed (Good)
  4 Might. Now that I'm free, I'm going to be the one
  making the rules from now on. (Evil)
  5 Sincerity. There's no good in pretending to be
  something I'm not. (Neutral)
  6 Destiny. I'm the only one who determines what I will
  become now. (Any)
  d6 Bond
  1 As long as I'm free, I'll find the reason of my existence.
  2 I will find a way to be the most successful individual
  around, so everyone can forget about my horrible past.
  3 I want to return the favor to the one who helped me
  buy my freedom.
  4 I will someday get revenge on my former enslaver.
  5 I'm loyal to the ones that help me attain my freedom.
  6 My freedom is my life, I'll never be enslaved again.
  d6 Flaw
  1 I remember every insult I've received and nurse a silent
  resentment towards anyone who's ever wronged me.
  2 I will never fully trust anyone other than myself.
  3 I follow orders, even if I think they're wrong.
  4 I like keeping secrets and won't share them with
  anyone.
  5 I hate to admit it, but i will preserve my freedom over
  the safety of my allies.
  6 The allies of my former enslaver will stop at nothing to
  see me killed.
  5
  PART 1 | RACES
  
  Lizardfolk
  Lizardfolk are found in some of the most extreme
  environments in the world. Fierce deserts, ancient jungles,
  and impenetrable swamps. They are capable in surviving in
  places that most would consider inhospitable. Lizardfolk
  rarely interact with outsiders, but some Lizardfolk can be
  found adventuring or living in large cities.
  Extreme Diversity
  Lizardfolk are extremely diverse, they take on a huge variety
  of shapes, sizes and colours, and live in many different
  environments. While each subrace is technically it's own
  species, non-Lizardfolk races refer to all of them as a single
  race.
  Reptilian Cultists
  Just like the Lizardfolk themselves, their religious and
  cultural beliefs can vary between tribes. Some tribes may
  form a cult to worship foul demons from the Abyss while
  others worship a tight pantheon of reptilian gods. These
  religious differences are often the causes of conflict between
  different tribes, or even members of the same tribe.
  Lizardfolk Names
  Lizardfolk have a name given to them by their eldest family
  member and a tribe name. They also bestow nicknames to
  people of great importance to the tribe.
  Names: Xi-sits, Lythiiyssthy, Sshisaysthlizco, Huitl'itsl,
  Issithtlal, Sal'y, I'syi, Tlilhisalhssthy, Y-tlāl, Raaath-ssi, I-sis,
  Sai'ekth, Syth'sysh, Lyss, Shy-hui, Thys, Sitsssa, Tlacatltlilh,
  Saissthmi, Thsla, Kthytsiaththes, Thekthsthy'sah,
  Tsylhlytlithis, Ilshithekthca, Assmysstsylhthilh
  Tribe Names: Bluemoon, Silverclaw, Sharptongue,
  Greenscale, Longtail, Quickswim, Darkblood, Jungleclaw,
  Sandscale, Swamptooth
  Nicknames: Nicknames typically describe the individual or a
  great feat they accomplished. For example, Tribe-Saver,
  Rough-Scales, Strong-Tail, etc.
  Lizardfolk Traits
  Your Lizardfolk character gains these traits as a result of
  their reptilian heritage.
  Ability Score Increase. Your Wisdom score increases by 1
  point.
  Age. Lizardfolk fully mature by age 30 and can live up to
  200 years, but the dangerous environments they live in
  usually lead to a maximum lifespan of 75 years.
  Alignment. Lizardfolk are typically neutral with tribal
  members often being lawful and adventuring individuals
  being chaotic.
  Size. Lizardfolk vary from 1 to 7 feet in height, and 15 to
  450 pounds in weight, so sizes are listed in the subraces.
  Speed. Walking speed also varies, and is also listed in the
  subraces. Your swim speed is equal to your walk speed.
  Reptilian Resilience. You have advantage on saving
  throws against posion and disease, and you have resisitance
  to posion damage.
  Hardy. Lizardfolk are robust and capable of living in
  difficult situations. You gain proficiency in Survival.
  Hold Breath. You can hold your breath for 15 minutes.
  Cold-blooded. If you do not spend at least three hours each
  day near a source of heat, you gain the condition "Torpor".
  When under the effects of Torpor your movement speed is
  halved and you gain disadvantage on dexterity saving throws.
  Torpor can be removed by taking a long rest near a heat
  source".
  Languages. You can speak, read, and write Common and
  Draconic
  Subrace. There are several subraces of lizardfolk that
  inhabit different environments around the world. Choose one.
  Saurian
  Saurians typically live in isolated tropical jungles. As a
  saurian your are the largest subrace of lizardfolk. Saurians
  lack crests or horns but instead have spikes, they also range
  from dark green to emerald in coloration.
  Ability Score Increase. Your Strength score increases by 2.
  Size. Saurians can range from 7 to 8 feet tall, and can
  weigh between 300 and 400 pounds. Saurians are Medium in
  size.
  Speed. Your base walking speed is 30 feet.
  Powerful Build. You count as one size larger when
  determining your carrying capacity and the weight you can
  push, drag or lift.
  Brave. You have advantage on saving throws against being
  frightened.
  Shadowscale
  Shadowscales are typically found in swamps. Shadowscales
  have darker coloration that range from dark purple to
  maroon. Shadowscales also lack any kind of crest or spikes
  on their heads, and tend to be around the size and weight of a
  human.
  Ability Score Increase. Your Charisma score is increased
  by 2.
  Size. Shadowscales range from 5 to 6 feet in height and
  weigh around 130 to 180 pounds.
  Speed. Your base walking speed is 30 feet.
  Darkvision. You have 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.
  Shadowscale Stealth. You gain proficiency in the Stealth
  skill and you can attempt to hide in dim light.
  
  Scamp
  Scamps are typically found in tropical rainforests, building
  their villages in the canopy. They are the smallest lizardfolk,
  as well as the most reclusive. They are unique among
  lizardfolk due to their ability to change colors. Their base
  color is a grayish-green but they change color based on their
  emotions. They also have horns on their head.
  Ability Score Increase. Your Dexterity score increases by
  2 points.
  Size. Scamps are between 2 and 3 feet in height, and
  weigh between 30 to 40 pounds. Your size is Small.
  Speed. Your base walking speed is 25 feet.
  Arboreal Reptilian. Scamps reside near the tops of trees
  in their rainforest environments, sometimes more than 100
  feet above the ground. You gain a climbing speed of 30 feet.
  You also have a skin flap along the side of your body, when
  extended you can glide for 3 times the amount of feet you fall.
  Scamp Stealth. You can attempt to hide when you are
  obscured by a creature that is at least on size larger than you.
  Mask of the Forest. You can attempt to hide even when
  you are only lightly obscured by natural phenomena related
  to forests, jungles, or swamps.
  Claws. You have a natural weapon in the form of your
  Claws, which you are proficient in. This weapon deals 1d6
  slashing damage and is considered a light, finesse weapon.
  You can choose to attack with both claws in the same turn.
  Sandshell
  Sandshells are heavily armored desert dwelling reptiles. They
  are usually sand-colored but can sometimes be black with
  orange patterns. Although they are short in stature, they are a
  very tough and stubborn folk. They have a thick carapace.
  Ability Score Increase. Your Constitution score increases
  by 2.
  Size. You are short and stout, ranging around 3 feet in
  height and 100 pounds in weight. Your size is Small.
  Speed. You have a base walking speed of 25 feet.
  Arid Environment. You lose your swimming speed bonus
  and your hold breath feature, but gain a base burrowing
  speed of 25 feet if you burrow into soft material like sand or
  dirt.
  Desert Adaptation. You can go twice as long without food
  or water.
  Reptilian Toughness. Your hit point maximum increases
  by 1, and it increases by one every time you gain a level.
  Carapace. You gain 1 AC.
  Savantian
  Savantians are native to temperate forests, but are most often
  found in urban environments. They are gray or brown in
  coloration. While not the most physically imposing subrace,
  savantians make up for that with their keen intellect.
  Savantians have head crests that they can extend, they are
  brightly colored.
  Ability Score Increase. Your Intelligence score increases
  by 2.
  Size. You are slightly smaller than a human, typically being
  around 5 feet in height and weighing about 100 pounds.
  Prehensile. Your tail is capable of grabbing and holding
  objects. You cannot use ranged weapons or melee weapons
  that are heavy or have the two-handed property. Melee
  weapons can only attack 5 feet behind you, which gives you
  disadvantage on the attack roll if you cannot see the target or
  if you have no teammates within 5 feet of you.
  Keen Mind. You gain proficiency in any 2 things of your
  choice. This includes vehicles, instruments, kits, gaming sets,
  and any kind of tools. Alternatively, you can choose 1 skill to
  become proficient in.
  Extra Language. You know 1 extra language of your
  choice.
  Warm-blooded. You lose the Cold-blooded trait, as well as
  your extra swim speed and hold breath traits.
  
  Bullywug
  Froglike humanoids endemic to the swamplands of The
  Dying Sea, bullywugs come in a wide variety of colors and
  sizes. A bullywug can secrete a slippery mucus to help them
  escape from danger and their saliva and blood contain potent
  toxins which they are capable of delivering with a lash of their
  tongue and which also render them highly resistant to
  poisons. Formerly living in loose tribal groups throughout the
  swamp, the bullywugs joined the Elven Dominion of Shal
  Thalas in massive numbers after it conquered the Dying Sea,
  and are now the third most numerous member of Elven
  Dominion.
  Bullywug Traits
  Ability Scores: Your Constitution score increases by 2, and
  your Dexterity by 1.
  Size: Bullywugs are often between 4' and 6', and weigh
  between 100 to 300 lbs. Their size is Medium
  Speed: 30 feet
  Languages: Common, Bullywug
  Amphibious: You can breath water and you have a swim
  speed equal to your speed
  Poisonous Metabolism: You have advantage on saving
  throws against poison and resistance to poison damage.
  Slippery: You have advantage on dexterity (acrobatics)
  checks made to escape a grab or restraints
  Tongue Lash: As an action on your turn you can lash out at
  an enemy within 10ft of you with your tongue to deliver a
  dose of your natural poison. Make a ranged attack roll
  against the target (with proficiency) on a hit the target
  takes 1d8 poison damage and must make a constitution
  saving throw or be poisoned until the end of its next turn.
  After you hit with this attack you cannot use it again until
  you finish a short or long rest. Damage increases to 2d8 at
  6th level, 3d8 at 12th level, 4d8 at 18th level, and 5d8 at
  20th level.
  Ambitious and Cynical
  Bullywugs lust for power, and go about their means of
  finding it in the most cowardly of ways. Bullywugs
  can rarely ever be trusted, and will
  gladly backstab their allies if it seem
  to gain them power. Bullywugs
  loathe just about everything
  imaginable, including themselves.
  Most Bullywugs will believe
  nearly any way one describes
  them. Finding a truly good
  Bullywug is like finding a needle
  in a haystack. The only time
  a Bullywug can ever be truly
  happy is when they are in
  complete and total control
  of everybody around them.
  Sometimes, Bullywugs will
  band together to accomplish
  their goals, but these alliances
  almost always end in a quick
  and bloody power struggle.
  Amphibious Allies
  Bullywugs speak a language that allows them to
  communicate over large areas by croaking like frogs. News of
  intruders or other events in the swamp spread within
  minutes across this crude communication system. Simple
  concepts in the language are understandable to frogs and
  toads. Bullywugs use this capability to form strong bonds
  with giant frogs, which they train as guardians and hunters.
  Larger specimines are sometimes used as mounts as well.
  The frogs' ability to swallow creatures whole gives a bullywug
  hunting band an easy means of carrying prey back to their
  villages.
  Slippery and Evasive
  Bullywugs are slimy frog-like creatures who make good use of
  their slime, using it to slip out of sticky situations. Holding
  down a fleeing Bullywug is a tough task, involving much
  coordination to take them down. However, they are not the
  strongest of the races, and usually prefer to act through
  pawns. A Bullywug fighter is a rare sight indeed.
  Elven Allies
  The Bullywugs quickly allied with the far superior and
  dominant Elven Dominion as soon as the Elves first marched
  on the Dying Sea. Unlike their fellow residents, the Shifters,
  the Bullywugs humbled themselves before the Elves,
  cementing a powerful alliance. There is a strenuous peace
  held at all times, though the Bullywugs have been able to
  serve the Elves faithfully and humbly, despite their ambition.
  Cowardice won out in the end.
  Bullywug Names
  A common Bullywug is named after the conditions of its
  birth. Last names are a strange conglomerate of the mother's
  and father's names, the front half of the father's name taken
  and added with the last half of the mother's name.
  
  Deva
  Strange beings native to the Astral Sea, Devas are rare on the
  material plane. Devas are unique in that they never die
  permanently; a slain Deva will always reincarnate in the
  Astral Sea upon the destruction of their body. Most Devas
  only vaguely remember their past lives however. Given this
  cycle of reincarnation, Devas have a much different
  perspective on life and death than the mortal races. They are
  not without fear however, as they know that a Deva who has
  accumulated too much negative energy on their soul
  invariably reincarnates as a Rakshasa. Due to this, Devas
  frequently obsess with the morality of their actions, as their
  fate in their next life depends on their actions in this one.
  Deva Traits
  Ability Scores: Your Wisdom score increases by 2, and your
  Intelligence score by 1.
  Size: Deva are often between 6' and 6'6", and weigh between
  170 and 280 lbs on average. Their size is Medium
  Speed: 30 feet
  Languages: Common, choice of one other
  Memory of a Thousand Lifetimes: You can sometimes
  recall brief memories from your past lives. You gain
  proficiency in the history skill. In addition 
  you can sometimes recall things about places you go.
  When you travel to a new location, you can roll a d20, on a
  10+ you remember something about that place. The DM
  determines the nature of the memory, how old it is, and
  how much may have changed since your past self travelled
  through the area.
  Divine Body: You have resistance to radiant damage.
  Astral Majesty: The first physical attack against you each
  combat has disadvantage
  Astral Glow: Your body can glow with the radiance of the
  astral sea. At will you may begin shedding bright light in a
  10ft radius and dim light an additional 10ft. This requires
  no action.
  Countless Past Lives
  Whenever a Deva dies, they return to the Astral Sea to be
  reincarnated. A Deva will sometimes experience
  sudden flashes of their past selves, showing
  often times giving enlightenment on a tricky
  situation. When Devas grow very old, they
  will often times be able to exercise some
  limited control of these flashbacks,
  sometimes going into meditative states to gain counsel from
  their past selves. This control is severly limited when not on
  in the Astral Sea. Unlike Demons and Devils, even is a Deva
  is killed in the Astral Plane, they are still reincarnated.
  Moral Beings
  A Deva is constantly in a state of flux between good and evil.
  When a Deva accumulates enough negative energy, they will
  not be reincarnated as the divine being they once were, but as
  an evil Rakshasa. Due to this, Divas live their lives very
  carefully, ensuring that they do not go down the wrong path.
  Servants of the Gods
  Long ago, Devas served the gods in the Dawn War as their
  foot soldiers. Battling alongside Planetars and Solars, the
  Devas were the weakest of the angels, yet still incredibly
  powerful. Devas remember snippets of the Dawn War, yet
  most of that time has fallen into myth and legend, among all
  but the gods and their most powerful servants.
  Deva Names
  Devas are given simple and short names, which they rarely
  keep through death and reincarnation.
  Male Names: Garem, Adek, Bavak, Eryir, Kerem, Zayal,
  Rahad, Nerihn, Ayas, Beriah, Sorihm, Ronad, Seres, Tarel
  Female Names:: Kayele, Jenana, Hania, Tirane, Ashael,
  Taria, Riya, Idria, Havanah, Navare, Eranea, Lihi, Marah
  
  Shifter
  Natives of the Pockets of Dry within the Dying Sea, the
  people now called shifters used to dominate the entire island
  chain until defeated in the brief and bloody War of the Dying
  Sea by the Elves, who wrested control of the islands from the
  over 100 years ago. In contemporary Shifter society several
  islands have been designated as reserves for the displaced
  shifters who still wish to live according to ancestral tradition,
  but many shifters have chosen to live amongst the other races
  of the Elven Dominion. With long distance sea travel now
  readily available to them, many Shifters are choosing to
  become adventurers and wanderers as well.
  Shifter Traits
  Ability Scores: Your Strength and Dexterity score increase
  by 1. Longtooth gains +1 Strength, Razorclaw +1 Dexterity.
  Size: Shifters are often between 5'6" and 6", and weigh 130-
  180 lbs on average. Their size is Medium
  Speed: 30 feet
  Vision: Normal (Longtooth), Darkvision to 60 feet
  (Razorclaw)
  Languages: Common
  Animalistic Heritage: Your ancestors were therianthropes
  and you come from one of the major subgroups. Pick a
  bloodline from the following list, your other racial features
  depend on the bloodlines that you pick. Longtooth
  (werewolf), Razorclaw (weretiger)
  Keen Senses: You gain proficiency in the perception skill.
  -Longtooth: Due to your keen sense of smell, you have
  advantage on perception checks to detect hidden
  creatures and locate scents
  -Razorclaw: You have Darkvision out to 60 feet.
  Speak with Small Animals: You can speak with certain
  animals based on your bloodline
  -Longtooth: Wolves, Dogs, and other canine creatures
  -Razorclaw: Lions, Tigers, and other feline creatures
  Shifting: On your turn, you can take a bonus action to
  shapeshift into a more animalistic form reminiscent of your
  distant ancestors. The effect of your shifting depends on
  your bloodline, and lasts 1 minute. Once you use this
  feature you cannot use it again until you finish a long rest.
  -Longtooth: At the start of each of your turns you
  regain 1 hit point, This effect doubles if you are
  below half health. At 9th level, this regeneration
  increases to 2 hit points per round, and at 17th level
  it increases to 3 hit points per round.
  -Razorclaw: Your movement speed increases by 10
  feet, and you gain advantage on dexterity saving
  throws
  .
  Wild Survivors
  Due to their animal instincts, Shifters often have trouble
  controlling their emotions. They feel certain emotions in a
  sort of primal sense, and often cannot suppress them. This
  especially comes into play when on the hunt or in combat,
  where Shifters let their primal instincts take over. That being
  said, Shifters feel strongly towards their companions, often
  treating them as family.
  Primal Society
  Most Shifters see no value in the mental arts, instead
  focusing on feats of strength and agility. Shifter communities
  are constantly engaging in games of speed, strength, and
  stealth. Some few Shifters focus on the more druidic aspects
  of their societies, and serve as community mystics and
  healers. These mystics are held in high regard and often
  elevated to better positions in society.
  Animalistic Features
  Shifters very closely humans, with sharp pointed features
  setting them apart. Shifters are characteristically hairy, and
  tend to adopt features similar to their shifting bloodline. A
  Razorclaw Shifter might adorn their skin with black stripped
  tattoos, while a Longtooth Shifter may wear clothing made of
  wolf fur. Shifters feel strong ties to the animals related with
  their Shifter heritage, and hold them in a near sacred place in
  their minds.
  Shifter Names
  Shifter names are closely related to the natural climes they
  reside in. They are simple one word names that personify the
  shifter.
  Male Names Silver, Ash, Oak, Cinder, Claw, Thistle,
  Basalt, Grove, Vermin, Rock, Char, Scar, Flint, Dash, North
  Female Names Rain, Breeze, Spring, Shade, Feather,
  Snow, Ruby, Abyss, Willow, Scarlet, Raven, Dawn, Hazel
  
  Warforged
  Marvels of modern thaumaturgical engineering, warforged
  are sentient, learning constructs. Manufactured almost
  exclusively within the ancient dwarven halls beneath the Red
  Hills, warforged were made en-masse to defend against the
  brutal chromatic dragons. In times of relative peace,
  Warforged serve as city guards, scouts, and soldiers in other
  conflicts. Warforged are still being created today, to make up
  for their lost ranks.
  Warforged Traits
  Ability Scores: Your Constitution score increases by 2 and
  your Strength score by 1.
  Size: The average height of common Warforged is between 6
  to 7 feet, and weigh anywhere from 250-300 lbs. Their size
  is Medium
  Speed: 30 feet
  Languages: Common, Dwarvish
  Living Construct: You are a living construct, and do not eat,
  drink, breathe. You do not need to sleep, and instead enter
  a state of inactivity for six hours to gain the benefits of a
  long rest. While in this state you are aware of approaching
  enemies and other events taking place.
  Components: You may embed weapons and armor with
  which you are proficient directly into your body. Embedded
  weapons may be drawn or stowed as a bonus action and all
  attempts to disarm you have disadvantage. You never need
  to take off embedded armor for any reason and suffer no
  penalty for resting while wearing armor. Additionally,
  embedded weapons and armor count as though they weigh
  half as much as normal.
  Warforged Resilience: You gain +1 AC
  Marvelous Constructs
  Warforged can have unique personality traits though, being
  constructs, they are restricted in some ways. They
  experience anger, pain, fear and hatred like their human
  creators; not all warforged are incredibly reserved and
  pensive, hiding an array of emotions behind their metallic
  face. Their faces were not designed to display facial
  expressions and so it can seem like they are distant to the
  conversation. Despite their lack of physical facial
  expressions they're not completely without them as their
  eyes tend to brighten when experiencing strong or specific
  emotions.
  Programmed with a Purpose
  Warforged often have little life experience as they spent most
  of their time assigned to one specific duty, usually soldiering.
  If there is one interest all warforged share it is the love of
  working and many create endless lists of goals and chores.
  They take pride in their work and work incredibly hard which
  makes them dislike idleness and failure. Warforged can excel
  at most tasks having a single-minded efficiency, especially in
  combat related roles.
  .
  Specifically Created Beings
  The warforged are made of stone, metal and wood fibres. The
  core of a warforged is a skeletal frame made of metal and
  stone with wood fibres acting as a muscular system. Covering
  the warforged is an outer shell of metal and stone plates. An
  internal network of tubes run through the warforged's body,
  these tubes are filled with a blood like fluid that is designed
  to lubricate and nourish their systems. Their hands have only
  two thick fingers and a thumb whilst their feet only have two
  broad toes.
  The warforged's face loosely resembles their human creators
  though they have a toothless jaw, heavy brow line and are
  lacking noses and hair. Each warforged has a ghulra
  engraved upon their foreheads. Each of these runes are
  unique to the warforged giving them a sense of individuality.
  The warforged have a sexless form and are considered to be
  mono-gender. The warforged are able to be repaired and
  modified by artificers or even themselves giving them an
  endless possibility to their appearances.
  Warforged Names
  Warforged are first given a simple code based name, etched
  onto their arms. However, after a year of service, a warforged
  is permitted to go about another purpose, freeing them from
  the dwarven hosts if they so choose. However, many choose
  to stay. In addition, they often choose to replace the etching
  with another, bearing a commonly used nickname or a name
  they choose for themselves.
  Example Names Azm, Book, Bulwark, Cart, Charger,
  Cutter, Falchion, Graven, Hammer, Mark, Morg, Nameless,
  Pierce, Pious, Relic, Rune, Steeple, Sword, Three, Titan,
  Unsung, Victor, Watcher, Zealot.
  
  Thri-Kreen
  THEY WERE UPON ALTHEA GALANODEL BEFORE SHE
  realized it. The sand dunes she had thought concealed her
  work revealed themselves to be the very prying eyes she had
  been so worried about. More of them came, jumping so high
  and so quickly that she first thought them to be flying. This
  was not the swarm Althea had been afraid of. This was a
  hunting pack.
  She ran and they herded her along the path, straight into
  the waiting mandibles of yet more creatures. One of them
  took a bite out of her arm and Althea could feel the venom
  rush into her veins. Her vision blurred as they closed in,
  mandibles clicking and antennae waving.
  She should not have tried to twist the desert to her own
  ends. She should have known the thri-kreen would come for
  her.
  --Malark Greycastle, The Specter's Crystal
  The thri-kreen thrive in the hot deserts and savannas of the
  world, inhospitable places where most creatures only barely
  manage to survive. It is here that these deadly hunters make
  their home.
  Desert Wanderers
  The thri-kreen have adapted to wander the desert in search of
  nourishment. They look like giant mantises at first glance,
  though they lack the large abdomen common in many insects.
  Four of their limbs are used as arms while the other two are
  legs. When standing upright on these legs, thri-kreen males
  average a height of 6 feet while the larger females can be up
  to 8 feet tall. Due to their size and carapaces, most thri-kreen
  can weigh over 300 pounds.
  Blending in with the desert can be vital to survival, so thri-
  kreen carapaces are usually colored a sandy orange or
  brown. Some dark green thri-kreen have been seen from time
  to time, but these mutants are usually the first to fall in a
  skirmish due to the ease at which they are spotted. The thri-
  kreen generally wear ragged loincloths and little else, though
  some have been known to adorn their carapaces with painted
  symbols or jewelry.
  Packs and Clutches
  A thri-kreen is loyal to three things: its clutch, its pack, and
  itself. It is through these cultural lenses that the thri-kreen
  interact with the world. Anything else is probably irrelevant or
  food.
  A thri-kreen's clutch is the group of thri-kreen it was born in
  to, similar to a tribe. Some clutches are larger than others,
  some interbreed, and some skirmish with each other
  occasionally.
  Packs are the social groups of the thri-kreen, but they also
  serve an important purpose in organizing the different thri-
  kreen in a clutch into different jobs. Most often, a thri-kreen is
  a member of either a hunting or raiding pack. A thri-kreen
  can belong to more than one pack and there are also packs of
  scholars, builders, and nature-loving priests. Thri-kreen
  adventurers tend to view their adventuring party as a pack.
  Brutal Efficiency
  The desert is an unforgiving environment, so the thri-kreen
  must make the most of what they have. Any biological matter
  that is not useful for something else is considered food.
  Usually this applies to other races, especially those delicious,
  juicy elves, but thri-kreen have been known to eat each other.
  If a thri-kreen eats another of its kind, it is generally
  because the one being eaten is either dead or defective in
  some way. A defect could be anything from a leg that will
  never heal correctly to hatching malformed. The calories and
  protein of the defective thri-kreen need to be reclaimed for
  the good of the clutch.
  Thri-Kreen Names
  The thri-kreen language is better at showing emotions and
  reactions than it is with proper nouns like names, so very few
  thri-kreen use a real name when talking about each other.
  When referring to a specific person, it is usually someone
  within the same pack that is associated with a particular
  emotion or other concept that can be easily communicated
  with the thri-kreen language. Other thri-kreen in the same
  pack understand this as well as humans do unique names.
  Because a thri-kreen's identifier is based on the context of a
  pack, the same thri-kreen may be identified in different ways
  depending on who is talking about it.
  Within some clutches, high-ranking leaders are given
  unique identifiers. These are usually concepts like "awe",
  "loyalty", or "respect". While the same identifier may be used
  for thri-kreen in different packs, no other thri-kreen shares
  the same identifier as one of the high-ranking ones.
  When interacting with races that use a more conventional
  language, thri-kreen initially have difficulty picking out a
  name. The concept of a stable identifier that they give instead
  of someone else referring to their personality in different
  contexts is a completely alien concept. Those that do manage
  to integrate with other races tend to pick names like "friend"
  or are simply referred to by their profession, like "fighter".
  
  Thri-Kreen Traits
  Your thri-kreen character shares much in common with other
  thri-kreen.
  Ability Score Increase: Your Dexterity score increases by
  1.
  Age: Thri-kreen do not waste a moment of their short lives.
  Thri-kreen reach maturity by the end of their first year and
  live into their 30s.
  Alignment: Thri-kreen tend to ignore social mores and
  evaluate people based on usefulness, so most other races
  view them as chaotic. They do not have a strong tendency
  towards good or evil, but their utilitarian outlook is
  sometimes mistaken for an evil desire to eat sentient
  creatures
  Size: Male thri-kreen are generally 6 feet tall while the
  females can be up to 8 feet tall. Your size is medium.
  Speed: Your base walking speed is 30 feet.
  Additional Arms: You have 2 additional arms below your
  main ones. Each of these arms can hold no more than 10
  pounds and cannot effectively wield a shield. If you use one of
  these arms to attack with a weapon that is not light, you have
  disadvantage on the attack roll. You may stow or retrieve one
  additional item each turn.
  Darkvision: Often being up when the sun is not, you have
  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.
  Sleepless: You do not require sleep, and magic can't put
  you to sleep. You can spend 4 hours doing nothing more
  strenuous than eating, drinking, reading, tending wounds,
  standing guard, or walking at a slow pace. At the end of this
  rest, you gain the same benefit that a human does from 8
  hours of sleep.
  Thri-Kreen Weapon Training: You have proficiency with
  the gythka and the chatkcha.
  Languages: You can speak, read, and write common and
  thri-kreen. The thri-kreen language uses the clicking of
  mandibles and the waving of antennae to communicate
  emotions. Most creatures that are not thri-kreen are
  completely unable to speak this language, though they may
  understand it with some difficulty.
  Subrace: Long ago some clutches mutated so that the
  offspring would not express all of the thri-kreen traits. These
  weaker thri-kreen required less nourishment to keep
  themselves in shape and more of these eggs could be laid at a
  time because they were less taxing to produce. Even though
  they do not fully express all of the traditional thri-kreen traits,
  their increased numbers allowed them to overcome this
  disadvantage. In a harsh environment like the desert, the
  adaptation to need less food to perform a task is a major
  advantage. As such, clutches that spawn thri-kreen-khe, thri-
  kreen-ret, or thri-kreen-tir are becoming more numerous.
  Choose one of these sub races.
  Thri-Kreen-Khe
  As a thri-kreen-khe, your carapace is not unlike armored
  plating swirling with different colors. You can control these
  colors with some focus, allowing you to hide very well or
  maintain a uniform color. In battle however, emotions run hot
  and crimson wisps tend to float across the surface of your
  natural armor.
  Ability Score Increase: Your Constitution score increases
  by 1.
  Chameleon Carapace: You can change the color of your
  carapace to match the color and texture of your
  surroundings. When you are not wearing armor, you have
  advantage on Dexterity (Stealth) checks to hide.
  Natural Armor: When you are not wearing armor, your AC
  equals 12 + your Dexterity modifier.
  Thri-Kreen-Ret
  Your thri-kreen-ret character has highly developed mandibles
  able to inject venom into anything you bite. The venom
  stiffens the muscles of your target, making it much harder for
  them to attack or run away. Then, grasping the poor creature
  with vicious claws, thri-kreen-ret usually drag their prey back
  to their pack.
  Ability Score Increase: Your Strength score increases by
  1.
  Mandibles: You are proficient with your unarmed strikes,
  which deal 1d4 slashing damage on a hit.
  Venomous: When you hit a creature with an unarmed
  strike, that creature must make a Constitution saving throw.
  The DC for this saving throw equals 8 + your Constitution
  modifier + your proficiency bonus. On failure, the creature is
  poisoned for 1 turn. On a successful saving throw or after 1
  turn of being poisoned, the creature is immune to this trait for
  24 hours.
  Thri-Kreen-Tir
  Unlike the other subraces, thri-kreen-tir usually have to rely
  on their cunning more than direct combat capabilities when
  fighting. Their speed and ability to leap over many creatures
  makes them incredibly mobile, but their true power comes
  from knowing when to use this mobility to strike.
  Ability Score Increase: Your Wisdom score increases by
  1.
  Powerful Legs: Your base walking speed increases to 40
  feet.
  Standing Leap: When you long jump, you can cover a
  number of feet equal to twice your Strength score with or
  without a running start. When you high jump, you can cover a
  number of feet equal to 10 + your Strength modifier with or
  without a running start.
  
  Hadozee
  "So far we've charted a new island in the Spice
  Archipelago, fished four dragon turtles, visited the Pearl
  Citadel of the sea-elves, and escaped from pirates no less
  than seven times. And this voyage isn't over yet. What fun!"
  --Bansh Midnightchild, Hadozee Deckhand
  A race of simian-like humanoids, hadozee are often referred
  to as "winged deck apes." It's easy to see where they would
  come by such a moniker: They are covered in light brown fur,
  with a slightly stooped posture, a shaggy mane, and a fanged
  muzzle. And they have flaps of skin that hang beneath their
  arms that enable gliding, if not true flight. Because they're
  also good climbers and balancers, hadozee are particularly
  suited for life aboard a ship sailing the seas of adventure.
  Simian Similarities
  Hadozee look quite impressive. Standing about 7 ft. tall and
  being quite slender, hadozee have (well groomed) brown fur
  covering their whole bodies, with a shaggy mane surrounding
  all of the head except for the face. Their mouth is a
  protruding muzzle with several long fangs. The most unusual
  feature of a Hadozee is the membrane of skin that normally
  hangs loosely from the creature's arms and legs. When a
  Hadozee raises its hands over its head, this membrane is
  stretched taut and the creature has a limited gliding ability, as
  explained below. The Hadozee´s feet are fully as dexterous as
  their hands, even to the extent of having opposable thumbs.
  Hadozee are tailless.
  Usually, Hadozee wear no clothing beyond the occasional
  harness or loincloth, since it would hinder their movements
  too much. When in foreign ports, they sometimes adopt
  loose, flowing caftans, and some warriors wear Hadozee
  armor.
  At Home Amongst the Stars
  Hadozee earn their money in wildspace as deckhands and
  mercenaries, and consequently get along quite well with most
  races. The highest honor for a Hadozee is it to serve aboard a
  warship of the Elven Imperial Navy; ever since the first
  Unhuman Wars, when the Hadozee aided the elves, it is a
  tradition in the EIN to take on Hadozee crewmen. Though
  the Hadozee are employed willingly and paid very well, the
  elves in no way consider the deck apes an equal race.
  Hadozee Names
  Hadozee names are usually short, often monosyllabic.
  Example names are Tuk, Konn, or Koto. It is unknown
  whether there is a difference between female and male
  names.
  In contrast to these short names, clan names are often
  highly prosaic, such as cloudjumper or dawnchaser.
  Hadozee Traits
  Ability Scores: Your Dexterity increases by 1, your Strength
  increases by 1, and your Constitution increases by 1
  Size: Hadozee stand between 6 and 7 feet tall, and weigh
  between 150 to 250 pounds. Your size is Medium.
  Speed: Your speed is 35ft
  Languages: Hadozee, Common
  Dexterious Lineage: You have proficiency in Acrobatics, and
  you have a climb speed equal to your move speed.
  Helping Hands: Hadozee have extremely flexible feet, and
  can use them as a second set of hands. You are considered
  to always have a free hand, even when both primary hands
  are holding an object. You cannot use them to wield a
  weapon or shield, but can be used for activities that require
  a free hand, such as (but not limited to) grappling, casting
  spells with a somatic components, performing an object
  interaction and loading crossbows.
  Limited flight: The Hadozee's wing-membranes allow them
  to fly with a speed of 50ft while they are wearing armor
  that does not impose a stealth disadvantage. They can only
  glide from an elevated position (minimum height: 10 ft.)
  and can only descend. For every two feet they glide forward,
  they also lose one foot of height. They also can use their
  wing membranes to break a fall. If there is enough room for
  gliding, they can turn a fall into glide. If not, they take only
  half damage from a fall.
  Freedom of Movement: Hadozee value their freedom of
  movement above everything else. They have no proficiency
  in heavy armor even if the class(es) they have state
  otherwise.
  
  Giff
  The giff are a race of powerfully muscled mercenaries.
  They are civilized, though they lack mages among their own
  race. Giff hire on with various groups throughout the
  universe as mercenaries, bodyguards, enforcers, and general
  legbreakers. The giff is humanoid, with stocky, flat, cylindrical
  legs and a humanoid torso, arms, and fingers. Its chest is
  broad and supports a hippopotamus head with a natural
  helmet of flexible, chitinous plates. Giff come in colors
  ranging from black to gray to a rich gold, and many have
  colorful tattoos that leave their bodies a patchwork record of
  past victories.
  Mercenary Minded
  The giff are military-minded, and organize themselves into
  squads, platoons, companies, corps, and larger groups. The
  number of giff in a platoon varies according to the season,
  situation, and level of danger involved. A giff “platoon” hired
  to protect a gambling operation may number two, while a
  platoon hired to invade an illithid stronghold may number
  well over a hundred. The giff pride themselves on their
  weapon skills, and any giff carries a number of swords,
  daggers, maces, and similar tools on hand to deal with
  troublemakers.
  A giff’s true love in weaponry is the gun. A misfiring
  weapon matters little to the giff (occasional fatalities are
  expected), the flash, noise, and damage is what most
  impresses them.
  Even unarmed, the giff are powerful opponents. They will
  wade into a brawl just for the pure fun of it, tossing various
  combatants on both sides around to prove themselves the
  victors. Once a weapon is bared, the giff consider all
  restrictions off – the challenge is to the death.
  The top of the giff’s head and snout are plated with thick,
  chitinous plates, flexible enough to permit motion, but giving
  the creature a natural helmet. The giff prize themselves as
  mercenaries, and to that end have made elaborate suits of
  armor. These include full helms with other monsters on the
  crests, inlaid with ivory and bone along the edges. Armor
  repair is a major hobby among the giff.
  Finally, giff are somewhat magic resistant. They are deeply
  suspicious of magic, magicians, and magical devices.
  Law and Order
  The giff are happiest among their own race – they consider
  larger races such as giants threatening and complain about
  the fragility of the smaller races. Outside their own platoons,
  the giff are happiest among military organizations with a
  strong chain of command.
  Every giff, male, female, and giffling, has a rank within
  society, which can only be changed by someone of higher
  rank. Within this rank are subranks and within those
  subranks are color markings and badges. The highest-
  ranking giff gives the orders, the others obey. It does not
  matter if the orders are foolish or even suicidal – following
  them is the purpose of the giff in the universe. A quasi-
  mystical faith among the giff mercenaries confirm that all
  things have their place, and the giff’s is to follow orders.
  Giff Traits
  Ability Scores: Your Constitution increases by 2, and your
  Strength increases by 1.
  Size: Giff stand between 8 to 9 feet tall. They can weigh up to
  400 pounds. Your size is Medium.
  Speed: Your speed is 30ft.
  Languages: Giff, Common
  Powerful Build. You count as one size larger when
  determining your carrying capacity and the weight you can
  push, drag or lift.
  Relentless Endurance: 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.
  Menacing: You gain proficiency in the Intimidation skill, and
  use your Strength bonus instead of Charisma when
  making Intimidate skill checks.
  Darkvision You can see in dim light within 60 feet of you as if
  it were bright light, and in darkness as if it were dim light.
  You can't discern color in darkness, only shades of gray.
  Head Butt: If you move at least 20ft on your turn directly
  towards a creature and hit them with an attack, the
  creature must make a Strength saving throw (the DC is
  equal to 8 + the Giff's Strength Modifider) or be knocked
  Prone.
  Magic Resistance: The Giff are both resistant to magic and
  have difficulty casting it. You cannot cast a spell that
  requires a Somatic Component. You have advantage on
  savings throws against spells that require a Constitution or
  Wisdom save.
  
  Created By c0re
  You can add me on discord @ c0re#0999
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Spelljammer in 5e.pdf