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  GITH HANDBOOK
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  by Patrick Wilson and Colin Wilson 
   
   
   
  Everything a player needs to create gith characters, 
  whether Servants of Vlaakith or Followers of Zerthimon 
  for the world’s greatest roleplaying game 
  
  Credits
  Authors: Patrick Wilson and Colin Wilson  
  Cover Art: Vlaakith CLVII by b-nine  
  Interior Art is credited to each artist. Alterations by Patrick
  Wilson.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
  Forgotten Realms, the dragon ampersand, Player’s
  Handbook, Monster Manual, Dungeon Master’s Guide, D&D
  Adventurers League, all other Wizards of the Coast product
  names, and their respective logos are trademarks of Wizards
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  and their distinctive likenesses are property of Wizards of the
  Coast. This material is protected under the copyright laws of
  the United States of America. Any reproduction or
  unauthorized use of the material or artwork contained herein
  is prohibited without the express written permission of
  Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO
  Box 707, Renton, WA 98057-0707, USA. Manufactured by
  Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH.
  Represented by Hasbro Europe, 4 The Square, Stockley
  Park, Uxbridge, Middlesex, UB11 1ET, UK.
  
  The Gith
  K
  now that I am a Githzerai. Know that I am of
  the people of Zerthimon. It was Zerthimon
  who knew the Githzerai before we knew
  ourselves. He knew what had to be done to
  free us. From his knowing, came action. From
  his knowing, freedom was born.
  Dak'kon —Planescape: Torment
  In ancient times, the gith were one race, and their struggle
  for freedom reshaped worlds and toppled a dark empire.
  Today, however, the gith people are exotic travelers of the
  multiverse, each offshoot of the original freedom fighters now
  mortal enemies of the other, and both beset by foes. Gith are
  the quintessential planewalkers, having been forged in the
  strange landscapes of the worlds beyond the Prime Material
  Plane, and they fear no planar boundary. They are loyal to
  their own kind, resolute in their beliefs, and deeply suspicious
  of outsiders.
  Ancient Hatreds
  Long before human memory, the empire of Penumbra was a
  shadow that stretched across many worlds. The illithids, also
  known as mind flayers, subjugated all they encountered. The
  gith were one such victim of their hunger for dominance,
  although it is said that before the coming of the illithid they
  scarcely resembled their current forms. They may in fact not
  have been so different from humans once. Used as laborers,
  soldiers, and food, the gith lived and died in the thrall of the
  psionic illithid horrors until one of them, a warrior named
  Gith, led an uprising.
  The Rising was hard-fought, and fraught with loss, terror,
  and betrayal. The mind flayers drew on every weapon at their
  disposal, combining mastery of war, magic, and mental
  powers. However, in unity, the gith made gradual progress
  and, in time, cast their former masters low and shattered
  their empire.
  As the giths’ freedom was achieved, their unity was broken.
  Many of the liberated slaves, including their leader Gith, were
  eager for the war to go on, to ensure the total annihilation of
  the mind flayers and build their own indomitable empire.
  Others backed another hero of the Rising, the warrior-
  prophet Zerthimon, who broke ties with Gith and insisted
  that his people lay down arms and seek a peaceful existence,
  lest they become conquerors as cruel as those that they had
  fought to escape from.
  The sundering of the gith people was known as the
  Proclamation of Two Skies, and it sparked a bitter hatred.
  Each side now sees itself as the true race, and the other as a
  detestable clan of traitors. However, after thousands of years
  a small faction has emerged, unaccepted by either side, that
  seeks reconciliation. The Sha’sal Khou see reunification as a
  hope for greater strength, and seek to convert more of their
  kind. Most gith, however, see them as dangerous radicals, and
  blame them for dangerous acts of rebellion against tradition.
  Travelers Across Worlds
  The gith races look human-like, but only just. The are thin to
  the point of seeming skeletal, with skin that is leathery and
  yellow. Their eyes are black and seem to glitter like metal,
  while their teeth and nails tend to be pointed. It is said that
  they looked much more like humans and elves before the
  mind flayers came and altered their minds and bodies, but
  now they are strange and different with no way back. Those
  who spend time in the company of the gith know that their
  minds and personalities set them apart even more than their
  physicalities. Though the githyanki and githzerai differ in
  culture, both trend toward sternness. Their minds are
  intensely focused, and the ancient exodus of their people
  makes them more aware of planar concepts than most races
  of the mortal world.
   
   
  Illustration by Tan Ho Sim
  1
  INTRODUCTION
  
  The Eternal Crusade
  The warrior-queen Gith’s war against the illithids brought the
  aberrations to near-extermination, and might have succeeded
  if not for the sudden division that halted the Rising’s
  momentum. The mind flayers continue to thrive in the
  shadows today, and conspire to bring about the return of
  mighty Penumbra. In response, the two races consider
  illithids to be their greatest and most vehemently hated foe.
  Both githzerai and githyanki have traditions of hunting
  parties that seek out and destroy these creatures. These elite
  bands seek out and destroy mind flayer sanctuaries, and do
  what they can to finish the work of the Rising.
  In the time since the Pronouncement of Two Skies, conflict
  has continued to wrack the sundered gith people. Many
  accounts of the civil war state that Zerthimon was slain in the
  wake of his people’s departure, while githzerai maintain that
  he bested Gith in single combat, but spared her life. The
  zerth warriors of the githzerai hold that he led his people to
  Limbo and trained the first generation of zerth before
  disappearing. Gith vanished as well, descending into Baator
  to ensure the security of the githyanki. She forged a pact with
  the 
  Dragon 
  Queen 
  Tiamat, 
  establishing 
  an 
  eternal
  cooperation with her red dragons, though Gith never
  returned from her quest. The githyanki have never ceased
  their crusade, which is now waged against the illithids, the
  githzerai, and any worlds of the Prime Material Plane weak
  enough to be plundered and subjugated.
  Wielders of
  Strange Powers
  The gith races hold to personal liberty as the ultimate ideal,
  and gith societies are built on the bedrock of never again
  tolerating illithid enslavement. To this end, they have
  maintained a guarded or even xenophobic distrust of other
  races. A gith community is always prepared to defend itself
  through the practice of unusual magical arts.
  Possibly as a result of illithid experimentation, a talent for
  psionic powers runs deep in both githyanki and githzerai, and
  psionic champions are highly valued as leaders and warriors.
  What one will not find among the gith, however, are temples
  or religious practices as other races know them. The gith
  hold little reverence for the gods who did not lift them from
  illithid bondage, and in their place they instead practice
  different versions of a warrior philosophy.
  In addition to psionics, githzerai also train their bodies to
  be deadly weapons, with or without weapons. Monks are
  common in their fortresses, and the anarch caste are able to
  reshape their environment through sheer will. On the roiling
  chaos plane of Limbo, anarchs are vital to the githzerai’s
  survival, as they impose order on the landscape in order to
  form a habitable bubble.
  The war bands of the githyanki are led by fiercely
  disciplined troops who blend steel and spell together with
  deadly effect. The greatest of their warrior-mages call
  themselves giths, in homage to the kin they swear to defend
  and to the savior who led them to freedom. The undisputed
  masters of the githyanki crusade, however, are the Astral
  Knights who swear eternal devotion to Vlaakith the Lich-
  Queen and are charged with carrying out her will.
  Gith Names
  While their languages have departed into separate dialects,
  githyanki and githzerai tend to use the same personal names.
  There is no family name: both subraces eschew family
  connections in favor of a place in the broader community.
  Male Names: Arja’rok, Debrelx, D’keth, Duuth, En'kun,
  E’t’t’mal, Githom-vaas, Hr’nat’or, Husti’in, Isather, Ishr’ha,
  Ja'adoc, Kaarr’ak, Khaiaph, Ni’shand, Odos, Quith’mek,
  Rinzen, Rr’ka, Saamasal, Shamai, S’sesj, Storakiv, Tcha'iann,
  Tchophel, T’lathk, T’nai, Tovus, Vuuros, Xojhi, Zathaad, Znir
  Female Names: A’thai, B'nor, Buural, Ch'a'nev, Curra,
  D’kess’ik, Dolmah, Hanin, Harana’ii, Im’mak, Ji’li’kai, Khazin,
  Laraeph, Noqar, Ris’a’n, Sho’al, Su'lukel, Varra’kk, Vlaakan,
  Vr’ith’uun, Quorstyl, Ummon, Utteth, Yamechn'ii, Yessune,
  Y’shaa, Y’quith, Zhjaeve, Zuotha
   
   
   
   
   
   
   
   
   
   
   
   
  Illustration by Steve Prescott
  2
  INTRODUCTION
  
  Gith Character Traits
  Your gith character has powers and abilities shaped by a
  heritage of struggle and discovery. Ability Score Increase:
  Your Dexterity score increases by 2.
  Age: Gith grow to adulthood by age 20 and can live to be
  over a century. However, unusual planar environments often
  slow a gith’s aging, and on the timeless Astral Plane most
  githyanki cease aging. Alignment: The views and beliefs of the
  gith are sharply divided by culture, and each subrace has its
  own alignment tendencies.
  Size: You are lean and long-limbed. Most gith are of
  approximately human proportions, and may be mistaken for a
  human foreigner by the unfamiliar. The proud githyanki are
  especially tall and robust, and the majority are over six feet in
  height. Your size is Medium.
  Speed: Your base speed is 30 feet.
  Psionics: You are innately psionic, and can manifest
  powers from the energy stored in your mind. Your
  spellcasting ability is either Intelligence or Wisdom (your
  choice). You can cast the mage hand cantrip at will, although
  the hand is invisible. At 3rd level, you can cast levitate. At 5th
  level, you can cast sending. All of the spells you cast using this
  ability require no components.
  Mental Defense: You have advantage on saving throws to
  resist being charmed or stunned.
  Language: You can speak, read, and write Common and
  Gith. Gith is a dry, whispery language that features an
  unusual script written in artful circular lines, called tir’su by
  the githyanki. Though both the githzerai and githyanki claim
  the other’s dialect to be a debasement of their own pure form,
  each of the two are mutually intelligible to the other. However,
  the wrong accent may invite mistrust or give offense.
  Subrace: The Pronouncement of Two Skies forever
  sundered the Children of Gith into two subraces: githyanki
  and githzerai. Choose one of these subraces.
  Githyanki
  Your people are famed for their skill in making and wielding
  weaponry, and have forged their destiny on the battlefields of
  countless worlds. Sometimes they are there as freedom
  fighters, and even more often they come as conquerors. Your
  homeland is the Astral Sea, an alien realm of drifting psychic
  energies and forgotten gods. Few mortal races can survive in
  the Silver Void, but the githyanki have mastered it.
  Githyanki society is martially oriented in all areas, and
  highly guarded. Although outsiders often think of your kind as
  openly hostile to non-githyanki, visitors are invited to trade
  under guard in their enclaves. Most githyanki, even non-
  warriors, serve as soldiers for a term of service, and few are
  unable to defend themselves with a blade. Strict laws oblige
  all githyanki to pay homage to the immortal Lich-Queen
  Vlaakith CLVII. This empress has ruled the githyanki empire
  tyrannically for over six centuries, the first in a line of rulers
  to break the chain of succession since the first Vlaakith, a
  mortal githyanki woman, was crowned queen in the absence
  of the deliverer Gith. Today, reverence for Vlaakith is greatest
  in her fiercely dedicated knighthood, and lesser in farther-
  flung githyanki travelers, but none dare question her
  supremacy for fear of being ruthlessly silenced.
  As a githyanki, you know the strange expanses of the Astral
  Plane as well as the green worlds of the mortal plane. As time
  does not pass naturally on the Astral, your people rely on
  creches to raise their young from egg clutches to adulthood.
  Some return to live among other races, though the severe
  outlook on life is difficult to shed.
  Ability Score Increase: Your Constitution score increases
  by 1.
  Alignment: Githyanki are instilled with a sense of
  boundless superiority and a disdain for the weaker races, and
  are usually lawful evil or neutral evil. The githyanki have
  spent centuries following the leadership of their Lich-Queen,
  and few have accepted any other allegiance.
  Warrior Culture: You learn one fighting style from the
  Fighting Style class feature as if you were a Fighter. This
  fighting style is in addition to any granted by your class.
  Militaristic: You gain proficiency in the Athletics skill or
  the Intimidate skill (your choice).
  Githzerai
  To the other races of the planes, you are a great puzzle. Your
  people promote individuality but have layers upon layers of
  rules that are expected of a true githzerai. Such uncertainty
  shows the need for outsiders to quiet their minds and try to
  know their own truths. In mainstream githzerai culture,
  cultural precepts of self-discipline are considered to be the
  foundation of the race’s collective survival. The Floating City
  in the roiling chaos of Limbo is a standing testament to the
  githzerai’s philosophy, as the city survives amid a destructive
  elemental maelstrom through the powerful stabilizing effects
  of the anarchs’ guild, who learn to calm the chaos plane.
  The Unbroken Circle of Zerthimon is the collected wisdom
  of the warrior-philosopher recorded and passed down
  through the years. The Code of Zethimon is no set of rules,
  but the record of a life lived to perfection. Zethimon does not
  demand but rather instructs, and the structure of your people
  is self-imposed and you follow it not out of fear but out of
  hope: The hope to inspire others as he did, the hope to know
  and not simply obey blindly, and the hope to leave purpose
  and peace where you find violent chaos.
  A significant minority of githzerai live in non-gith cities
  across the planes and various mortal worlds. Their skills in
  lore, psionics, and subterfuge help them to find purpose
  wherever they settle. Often, but not always, these gith live far
  removed from their traditional culture, and some embrace a
  freewheeling, even reckless, passion for living. Whether these
  expatriates have lost their ancestral ways, or embraced
  personal freedom even more strongly, is a matter of
  perspective.
  Ability Score Increase: Your Wisdom score increases by
  1.
  Alignment: Most githzerai value personal freedom and
  self-knowledge, and are often lawful neutral, neutral, or
  chaotic neutral. They see the defense of others as a highly
  honorable cause, and are rarely evil.
  Knowing: You gain proficiency in the Insight skill or the
  Perception skill (your choice).
  Danger Sense: may add your proficiency bonus to your
  initiative rolls.
  3
  GITH CHARACTERS
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Illustration by William O'Connor  
   
   
   
   
  Advanced Races:
  Background Traits
  Exotic to most creatures of the Prime Material Plane, gith
  lead lives that are unlike those of other humanoid races.
  When choosing background traits, you can choose those that
  accompany your choice of background, or from these tables,
  or you can randomly choose from both.
  Githzerai Ideal (d6)
  Githzerai Ideal (d6)
  1. Peace. The gith fought a painful war for freedom. I will
  ensure that others never have to do the same. (Good)
  2. Freedom. Everyone I know is a slave, but I won't let the
  shackles of easy conformity and control wrap their
  seductive chains around me. (Chaotic)
  3. Austerity. Free of material distractions, my mind finds
  perfect balance and calm. (Any)
  4. Vengeance. My kind have no allies, and many enemies.
  Mercy was the greatest mistake Zerthimon ever
  committed. (Evil)
  5. Community. The defense of my allies and my culture is
  my highest duty, more sacred than my life. (Lawful)
  6. Knowledge. I seek out new teachings of inner focus to
  hone my mind and body into perfection. (Neutral)
  Githyanki Ideal (d6)
  1. Vengeance. My kind have no allies, and many enemies.
  Mercy 
  was 
  the 
  greatest 
  treason 
  Zerthimon 
  ever
  committed. (Evil)
  2. Loyalty. I am sworn to defend my people and slay our
  enemies. (Lawful)
  3. Glory. In battle I earn respect, honor, and power. (Any)
  4. Unity. The Sha’sal Kohu work for a peaceful unification of
  the githyanki and githzerai. My kind sees me as a
  dangerous radical, but I find acceptance among the other
  races. (Good)
  5. Might. Weakness abounds, and in such times the strong
  are destined to rule. (Evil)
  6. Rebellion. I will not be controlled, and I will not be
  chained. (Chaotic)
  Sacred Oath: Oath of the
  Astral
  The lich-queen demands utter loyalty from her subjects but
  none so much as the knights of her vanguard. These elite
  warriors swear fealty to her and offer their faith and
  allegiance, so much so that they have elevated their queen to
  near-godhood.
  The githyanki knights are paladins who swear their oaths
  to the Lich-Queen Vlaakith CLVII. Their souls are usually as
  black as hers and if they aren’t of an evil alignment when they
  take their vows then they soon will be. A very few knights will
  flee rather than watch their hearts harden and die, but these
  traitors are hunted with as much fervor as the illithids or
  githzerai. On top of that, they lose their knightly abilities for
  willfully abandoning their station (see Breaking Your Oath on
  page 86 of the Player’s Handbook) for more information.
  Tenets of the Revered Queen
  The queen’s law is brutal and simple. Unlike other paladin
  orders, githyanki knights are not encouraged to contemplate
  or take their own initiative. The last thing that Vlaakith needs
  is a powerful underling thinking for himself. She wants
  focused and loyal killing machines, nothing more.
  Serve the Queen. This tenet is very simple. If the queen
  orders something then her knights must follow those orders.
  It doesn’t matter how suicidal, pointless, or strange the
  request is, if it comes from the queen then it is to be obeyed.
  4
  SACRED OATH: OATH OF THE ASTRAL
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Illustration by Wayne Reynolds  
   
   
  Hunt the Queen’s Enemies. Whether finding hidden illithid
  strongholds, pursuing vile githzerai warbands, or chasing
  down parties of planewalkers who have insulted Her Majesty,
  you are expected to tirelessly hunt any who the queen
  commands you to deal with.
  Defend the Queen’s Fortresses. The strongholds of the
  githyanki throughout the Astral Plane are defended by
  githyanki soldiers but it falls to the queen’s knights to lead
  them.
  Find Any Traitors. This is the only area where githyanki
  knights might think for themselves, and only because it
  cannot be foreseen. If a knight comes across any seditious
  activity they are to apprehend the traitor for questioning or, if
  that fails, execute them and bring the remains back to the
  queen.
  Oath Spells
  Oath Spells
  You gain oath spells at the paladin levels listed.
  Oath of the Astral Spells
  Paladin Level
  Spells
  3rd
  bane, inflict wounds
  5th
  hold person, silence
  9th
  clairvoyance, fear
  13th
  blight, freedom of movement
  17th
  flame strike, planar binding
  Channel Divinity
  When you take this oath at 3rd level, you gain the following
  two Channel Divinity options.
  Invoke the Queen’s Authority. You can use your Channel
  Divinity to bring some of your monarch’s wrath down on her
  enemies. As an action, you present your holy symbol and
  invoke the name of Queen Vlaakith CLVII and one creature
  within 10 feet must make a Wisdom saving throw. Illithids
  and githzerai have disadvantage on this saving throw. On a
  failed save the creature incapacitated, overwhelmed by the
  lich-queen’s power. The creature repeats the saving throw at
  the end of each of its turns. A success means that the
  incapacitated condition ends.
  Traitor’s Brand. As a bonus action, you can inflict a
  traitor’s brand on a creature that you can see within 10 feet of
  you, using your Channel Divinity. This is a glowing mark in
  the circular tir’su script and will mark the character as a
  target of all loyal to the queen. Your attacks also deal +2
  damage against the target as long as the brand lasts. The
  traitor’s brand will disappear after 10 minutes or until it
  drops to 0 hit points or fall unconscious.
  Aura of Fear
  Starting a 7th level, any unfriendly creatures within 20 feet
  have disadvantage on effects which would case the
  frightened, incapacitated, stunned, or unconscious conditions.
  This aura does not make creatures normally immune to these
  conditions susceptible to them, only creatures that might be
  affected more susceptible.
  At 18th level, the range of this aura increases to 40 feet.
  Burning Brand
  Starting at 15th level, your traitor’s brand becomes more
  powerful. When a creature under the effect of your Traitor’s
  Brand makes an attack and you can still see them, you can
  make a ranged Wisdom-based attack that deals 1d6 psychic
  damage.
  The Draconic Pact
  Vlaakith has secured the cooperation of red dragons in her
  reaching for power, and at 20th level you are able to borrow
  some of the draconic magic offered through this bond. As an
  action, you undergo a transformation and adopt the half-red
  dragon template (see page 180 of the Monster Manual) for 1
  hour. Once you use this feature, you can’t use it again until
  you finish a long rest.
  5
  SACRED OATH: OATH OF THE ASTRAL
  
  Martial Archetype: Zerth
  For the githzerai, balance is an essential part of life. The
  balance of community and self, the balance of force and
  restraint, and the balance of ambition and humility are just a
  few of the teachings that Zerthimon espoused as the former
  slaves freed by Gith searched for answers. Not only is this an
  essential part of githzerai culture but it is the foundation of
  what sets them apart from the githyanki: the people of
  Vlaakith are zealots while the people of Zerthimon are
  students.
  No githzerai embody this belief more than the zerth. These
  warriors balance physical prowess with mental abilities,
  wielding psychic powers alongside their blades and fists.
  Students of the arcane fighting (called eldritch knights in
  other cultures) are often called zerths as well, though many
  githzerai prefer to use the term storvakal to differentiate
  them from “true” zerths, those following the mental practices
  and fighting styles outlined in the Unbroken Circle. Nearly
  every githzerai has read some of the simpler parts of the
  Unbroken Circle, but zerths truly live this text and through its
  teachings come to know themselves.
  Focused Training
  Zerth Teachings: You learn three teachings of your choice,
  which are detailed under “Teachings” below. Many teachings
  enhance your attack in some way. You can use only one
  teaching per attack. You learn two additional teachings of
  your choice at 7th, 10th, and 15h level. Each time you learn
  new teachings, you can also replace one teaching you know
  with a different one.
  Focus Dice: You have four focus dice, which are d8s. A
  focus die is expended when you use it. You regain all of your
  expended focus dice when you finish a short or long rest.
  You gain another focus die at 7th level and one more at
  15th level.
  Saving Throws: Some of your teachings require your
  target to make a saving throw to resist the teaching’s effects.
  The saving throw DC is calculated as follows:
  Teaching save DC = 8 + your proficiency bonus + your
  Strength or Dexterity modifier (your choice)
  Knowledge is Strength
  At 3rd level, you gain proficiency in one of the following skills:
  Arcana, History, Insight, Medicine, Nature, or Religion.
  Knowledge is Freedom
  Starting at 7th level, you can expend your focus dice to roll it
  and add the result to saving throws.
  Knowledge is Power
  At 10th level, your focus dice turn into d10s. At 18th level,
  they turn into d12s.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Illustration by Ben Thompson
  Knowledge is Transcendent
  Starting at 15th level, if you have no focus dice you can spend
  Hit Dice during a short rest to regain focus dice. One Hit Die
  spent allows you to regain 2 focus dice.
  Zerth Teachings
  Balance in All Things. When you take the Dodge action
  during your turn, you can expend a focus die to center
  yourself. If you do, your next attack has advantage and you
  add the results of the focus die to your damage.
  Confuse the Senses. You can expend a focus die to cast
  blur, targeting yourself.
  Elemental Strike (6th Level Required). When you use
  the Attack action, you can expend a focus die to change
  the damage type of your melee attack to one of the
  following: acid, cold, fire, lightning, radiant, or thunder.
  Your fists glow with elemental power when you make this
  attack and may draw the attention of enemies. If your
  attack is successful, add your focus die to the damage roll.
  Itinerant Student. You can expend a focus die to cast
  longstrider.
  Know the Land (17th Level Required). You can expend
  two focus dice to cast wall of stone.
  Know Oneself (6th Level Required). You can expend a
  focus die to cast alter self.
  Missile of Patience. You can expend a focus die to cast
  chromatic orb.
  6
  MARTIAL ARCHETYPE: ZERTH
  
  Move Freely (11th Level Required). You can expend a
  focus die to cast haste, targeting yourself.
  Power of One (6th Level Required). You can expend a
  focus die to cast enhance ability. Zerth tend to name the
  benefits of this spell after githzerai heroes rather than
  animals.
  Powerful Blow. Your melee attack strike knocks your
  opponent backwards with the strength of your convictions.
  When you use the Attack action on your turn, you can
  expend a focus die before you roll. If you hit, the target
  must make a Strength saving throw. On a failed save, the
  creature is pushed back 20 feet and knocked prone taking
  normal damage from your melee attack plus the result of
  your focus die. On a successful save, the creature still
  takes the normal damage but is not pushed or knocked
  prone. If the attack misses altogether, you still expend the
  focus die.
  Scripture of Steel. When you use the Attack action on
  your turn, you can expend a focus die to gain advantage on
  one attack this round. If the attack succeeds, add the focus
  die to the damage roll.
  Shape the Land (11th Level Required). You can expend
  two focus dice to cast shape stone.
  Shape the World (17th Level Required). You can expend
  two focus dice to cast hallucinatory terrain.
  Strength of Knowing (11th Level Required). You can
  expend a focus die to cast protection from energy.
  Strength of the Mind. You channel your mental power
  through your melee attack, striking the enemy’s will as
  well as their body. When you use the Attack action, you
  can expend a focus die before your roll the attack to
  change the damage of your attack to psychic damage. If
  the attack is successful, add your focus die to the damage
  roll and the opponent must make a Wisdom save or be
  stunned (see Player’s Handbook, p. 232) for one round. On
  a successful save, it takes normal damage plus your focus
  die but does not need to make a saving throw. If the attack
  misses altogether you still expend the focus die.
  Submerge the Will (6th Level Required). You can
  expend a focus die to cast crown of madness.
  Unbroken Circle (11th Level Required). You can expend
  a focus die to cast magic circle, centered on yourself.
  Vilquar's Eye(6th Level Required). You can expend a
  focus die to cast blindness.
  Walk the Planes (17th Level Required). You can spend
  two focus dice to cast teleportation circle.
  Otherworldly Patron:
  The Lich-Queen
  Known as blackweave warlocks, the deadly arcane servants
  of Queen Vlaakith are feared throughout the multiverse.
  Cruel and merciless in their service to the lich-queen,
  blackweaves are trained to cause pain and suffering in their
  targets to instill the fear through which Vlaakith rules. Those
  encountered abroad are usually on missions from Vlaakith
  and will let nothing stand in their way, while in the lich-
  queen’s territory in the Astral Sea they serve as spies among
  her own people searching for signs of treason or rebellion.
  The autonomy of the blackweaves, and the freedom they
  enjoy to travel, mean that warlocks of the Lich Queen actually
  defect in greater numbers than her other servants. Fearing
  their new neighbors and the Queen herself, they almost never
  reveal the source of their powers. Though the Lich Queen
  eagerly snuffs out those who steal her power, the mad
  empress also values deceit in her warlocks and so this flaw is
  tolerated. Only rarely, a blackweave will give up their
  anonymity and become Vlaakith's most accursed enemies.
  Expanded Spell List
  The lich-queen lets you choose from an expanded list of
  spells when you learn a warlock spell. The following spells
  are added to the warlock spell list for you.
  Lich-Queen Expanded Spells
  Tastiness Cookie Type
  1st
  alarm, ray of sickness
  2nd
  blindness/deafness, phantasmal force
  3rd
  bestow curse, vampiric touch
  4th
  banishment, phantasmal killer
  5th
  dominate person, telekinesis
   
   
   
   
   
   
   
   
   
   
   
   
  Illustration by Michael Komarck
  Mark of the Queen
  Starting at 1st level, your patron bestows her authority on you
  so that all know whom you serve.
  Strength of the Lich-Queen
  Starting at 6th level, you can call on the lich-queen to
  strengthen you in times of need. When you take damage, you
  can use your reaction to expend Hit Dice as if you had taken a
  short rest. In addition, your next attack against the enemy
  that damaged you has advantage.
  Astral Armor
  Starting at 10th level, your mind becomes laced with the
  silvery energy of the Astral Sea. You gain resistance to
  psychic damage and you always have advantage on
  Intelligence, Wisdom, and Charisma saving throws.
  Enervating Blade
  Starting at 14th level, when you hit a creature with an attack,
  you can use this feature to add 1d8 to your damage roll. In
  addition, you instantly regain hit points equal to the damage
  dealt with this attack. Once you use this feature, you can’t use
  it again until you finish a short or long rest.
  7
  OTHERWORLDLY PATRON:
  THE LICH-QUEEN
  
  Monastic Tradition:
  Way of the Still Mind
  The contemplative nature of githzerai society has led to a
  large number of monks among their kind. Many follow the
  Way of the Open Hand with its emphasis on mastery of the
  body while others pursue the Way of the Four Elements,
  surrounded as they are by the forces of the Elemental Chaos.
  A distinctly githzerai tradition has formed, however, stressing
  discipline of the mind and the overcoming of physical
  barriers through sheer willpower.
  Still Mind Technique
  Starting when you choose this tradition a 3rd level, you can
  direct your enemy’s ki to influence their mind. Whenever you
  hit a creatuer with one of the attacks granted by your Flurry
  of Blows, you can impose one of the following effects on that
  target:
  It must succeed on a Wisdom saving throw or be deafened
  for one round.
  It must succeed on a Wisdom saving throw or be blinded
  for one round.
  It must succeed on an Intelligence saving throw or
  become confused for one round. While confused, attacks
  against the creature have advantage.
  It must succeed on a Charisma saving throw or suffer
  disadvantage on its attacks for one round.
  It can’t take reactions until the end of your next turn.
  Restoration of the Self
  At 6th level, you gain the ability to regain your mental balance
  even when assaulted by outside effects. When you are
  suffering from a condition that can be ended with a saving
  throw you can use a free action to make a saving throw
  immediately. If you do this at the beginning of your turn, the
  effect ends immediately and you can act normally this turn.
  You can use this ability a number of times equal to your
  Wisdom modifier (minimum once). When you take a long
  rest, you regain all expended uses.
  Rejuvenate Ki
  Beginning at 11th level, you know the secret to rejuvenating
  your ki and others. You gain the ability to cast bless a number
  of times equal to your Wisdom modifier (minimum once).
  When you take a long rest, you regain all expended uses.
  Touch of Sleep
  Beginning at 17th level, you know how to affect the flow of ki
  in your enemy’s mind, how to enhance it or halt it. When you
  hit a creature with an unarmed strike you can spend 3 ki
  point to inflict one of the following effects:
  Halt Ki: The target must immediately make a Wisdom
  saving throw. If it fails it is unconscious for a number of
  rounds equal to your monk level, even if it is slapped,
  shaken, or dealt damage. Healing magic which restores
  hit points can also restore the target to consciousness if it
  succeeds in another Wisdom save.
  Increase Ki:
  Increase Ki: You heighten the target’s consciousness
  rather than halt it, making their perception of the world
  terrifyingly intense. The target must immediately make an
  Intelligence saving throw. If it fails it is frightened of you
  for a number of rounds equal to your monk level. If they
  cannot see you for an entire round they can make another
  saving throw to end the effect earlier.
  Prestige Class: Rrathmal
  The slavery of the mind flayers is a wound that still burns for
  the gith races. They won their freedom through Gith’s
  leadership but that did not settle the score by any means.
  Some gith devote their lives to hunting down and killing
  illithids, honing their minds to resist the creatures’ foul
  abilities. Called rrathmals (“avengers”) these warriors are the
  subject of legendary tales among the gith and their warbands
  (a rrakma or “vengeance”) are treated with respect and awe.
  A githzerai Rrathmal, for example, is probably one of the only
  members of their race who could encounter a band of
  githyanki and not be killed immediately. There are only a few
  rrathmals alive and they pass their secrets on only to those
  worthy of them.
  This is a prestige class for any gith, using the guidelines
  found in the Unearthed Arcana article from the Dungeons &
  Dragons website. If you don’t have access to that article, you
  can still make use of this class following the directions for
  multiclassing found on page 163 of the Player’s Handbook.
  Prerequisites
  In order to advance as a Rrathmal, you must meet the
  following prerequisites (in addition to the multiclassing
  prerequisites for your existing class): Gith Race. Only
  githyanki and githzerai may follow the path of the Rrathmal.
  Other races may hate the illithids but that hatred runs
  through the veins of the gith races.
  Strength 13. Rrathmals must journey long distances
  through dangerous terrain. There is no room for
  weakness.
  Wisdom 13. The mental powers of the mind flayers are
  potent and those with weak wills do not last long in their
  hunt.
  Proficiency in the Arcana skill. Anticipating the traps
  and schemes of the mind flayers requires knowledge of
  arcane mysteries.
  Character level 5th. No untested youngling is admitted to
  a rrakma band. You prove yourself through deeds before
  becoming a Rrathmal and you must be a 5th-level
  character before you gain levels in the Rrathmal prestige
  class.
  Find a mentor. The secrets of the Rrathmal are handed
  down from veteran to student. Among the githyanki this is
  a strict military hierarchy while the githzerai treat it more
  like a spiritual calling. Either way, Rrathmal have the
  prerogative to decide whom they will teach so you must
  find a Rrathmal NPC and convince them to accept you as
  a student before advancing in this class. Once you have
  committed to it, they will teach you for a while and then
  send you off while they pursue their own hunts. When
  they are free again, they expect you to return for more
  instruction.
  8
  MONASTIC TRADITION: THE WAY OF THE
  STILL MIND
  
  The Rrathmal
  Level
  Features
  1st
  Hateful Strike, Illithid Sense
  2nd
  Noxious Thoughts
  3rd
  Mental Resistance
  4th
  Hidden Mind
  5th
  Bastion of Iron Will
  Class Features
  As a Rrathmal, you gain the following class features.
  Hit Points
  Hit Dice: 1d10 per Rrathmal level
  Hit Points per Level: 1d10 (or 6) + your Constitution
  modifier per Rrathmal level after 1st.
  Proficiencies
  Armor: All armor, shields
  Weapons: Simple weapons, martial weapons
  Tools: None
  Saving Throws: Wisdom
  Skills: None
  Equipment
  The Rrathmal prestige class does not grant any special
  equipment; warriors are expected to find their own weapons.
  Hateful Strike
  You channel your people’s hatred for the illthids into your
  blow, dealing a powerful strike and disrupting their influence.
  When you hit an aberration, you can choose to deal 1d8 extra
  damage to the target (2d8 if the target is a mind flayer) as
  well as sending out a psychic pulse which affects all of your
  allies within 30 feet.
  If any of the allies within the pulse’s radius are suffering
  from an effect which can be ended with an Intelligence,
  Wisdom, or Charisma saving throw (including yourself) they
  can immediately make a saving throw to end the effect.
  You can use this feature a number of times equal to 1 +
  your Wisdom modifier. When you finish a long rest, you
  regain all expended uses.
  Illithid Sense
  Starting at 1st level, a Rrathmal can tell when an illithid is
  nearby. As an action, you can open your mind to detect the
  discordant psychic energies of mind flayers. Until the end of
  your next turn, you know the location of any illithids within
  90 feet and any other aberrations within 60 feet. You can tell
  what sort of creature you are sensing (illithid, aboleth, or
  nothic, for example) but not the individual creature’s identity
  (such as “the mind flayer Geddeil of the Abysmal Creed”).
  You can use this feature a number of times equal to 3 +
  your Wisdom modifier. When you finish a long rest, you
  regain all expended uses.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Illustration by Wayne Reynolds
  Noxious Thoughts
  You poison your thoughts, making them harmful to anything
  attempting to use psychic powers against you. If you are hit
  with an ability that requires you to make an Intelligence,
  Wisdom, or Charisma saving throw and you succeed, you can
  make a reaction to target the creature in response. It must
  succeed in a Wisdom saving throw (DC 15 + your Wisdom
  modifier) or take 1d10 psychic damage (half damage on a
  successful save).
  These noxious thoughts are particularly potent against
  mind flayers trying to devour your brain. If a mind flayer uses
  their Extract Brain action (see Monster Manual, p. 222) on
  you they only deal half the normal piercing damage and the
  mind flayer must make an Intelligence save afterwards (DC
  15 + your Wisdom modifier). If they fail this saving throw they
  are stunned for one round and the grapple is automatically
  broken.
  Mental Resistance
  You have resistance against psychic damage.
  9
  RRATHMAL
  
  Hidden Mind
  When a creature uses a spell or ability to find you (including
  detect thoughts) then you can resist the spell with a Wisdom
  saving throw against the creature’s spell saving throw DC. If
  you succeed, it appears to the caster that you are not within
  range of the spell, that you are dead, or that you otherwise are
  not a valid target. If the effect is ongoing (such as scrying) you
  must make a save every minute or your Hidden Mind ability
  fails. A new casting of the same spell also requires you to
  make another saving throw.
  Spells which do not need to know your exact location (such
  as sending or dream) or spells that you choose to allow
  through this resistance (including beneficial spells such as
  Rary’s telepathic bond) are unaffected.
  Bastion of Iron Will
  You gain advantage on all Wisdom, Intelligence, or Charisma
  saving throws against magical and psionic effects that impose
  conditions or deal damage. This includes the saving throw for
  Hidden Mind described above.
  10
  RRATHMAL
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Non-Publisher Titles/Gith Handbook.pdf