TEXT: THE PRIMAL GITH 
  A LOST RACE REDISCOVERED
   
     BY CHRISTOPHER M. CEVASCO
  A playable race representing the githyanki and githzerai progenitor 
  along with new classes, spells, backgrounds, feats, items, and monsters
  
  THE PRIMAL GITH 
  A LOST RACE REDISCOVERED
  The ancestral race common to githyanki and githzerai has been shrouded in mystery and conflicting 
  rumors for as long as Dungeons & Dragons has existed. Having now reemerged from a dimension 
  beyond time, the primal giths' secrets can at last be revealed! This supplement contains everything 
  you need to play a primal gith character, but that's not all. Also included are three new 
  subclasses common among primal gith but available to any character! Customization options for 
  warlocks who choose the ghostly primal gith leader as patron! Nine new psionic spells! Three new 
  backgrounds! Eleven new feats! New magic items! New monsters! And more! 
  by Christopher M. Cevasco 
  Apart from those images obtained through DMs Guild Creator Resource artpacks, all illustrations and artworks herein 
  are in the public domain (or composed by the author from modified elements from one or more works in the public domain)  
  or are the author's own artistic creations, unless otherwise stated immediately below. 
  Images appearing on pages 4 and 8 Courtesy NASA/JPL-Caltech (Public Domain). 
  Thought Eater image (page 40): Adapted by the author from modified elements of two images: one by Materialscientist  and one 
  by Tiia Monto, each  under the Creative Commons Attribution-Share Alike 3.0 Unported license (https://creativecommons.org/
  licenses/by-sa/3.0/legalcode). As per the terms of that license, my resulting image is hereby distributed under the same license. 
  Nautillith image (page 38) Constitutes artwork by Ekaterina Tutynina adapted by Christopher M. Cevasco under the Creative 
  Commons Attribution-Share Alike 3.0 Unported license (https://creativecommons.org/licenses/by-sa/3.0/legalcode). As per the 
  terms of that license, my resulting image is hereby distributed under the same license. 
  The page backgrounds are from Cole Twogood's old paper resource available at DMs Guild. 
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  ON THE COVER: Digital alteration by the author of Japanese Priest by Russian artist Vasily Vereshchagin (1842 - 1904) 
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  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under 
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  All other original material in this work is copyright 2019 by Christopher M. Cevasco and published under the Community Content 
  Agreement for Dungeon Masters Guild. 
  Not for resale. Permission granted to print or 
  photocopy this document for personal use only.
  
  Contents
  Preface ..................................................................................3 
  Ch. 1: Primal Gith Lore ..................................................4 
  Mind Flayer Menace .......................................................4 
  A World Apart ....................................................................5 
  Escape (Return of the Gith) ..........................................6 
  Ch. 2: Character Race Options ...................................7 
  The Primal Gith .................................................................7 
       Primal Gith Names .....................................................8 
       Primal Gith Traits .......................................................8 
       Primal Gith Tables ......................................................9 
  Racial Feats .......................................................................10 
  Ch. 3: Character Class Options ................................12 
  Monk ...................................................................................13 
       Way of the Planar Wind .........................................13 
  Ranger .................................................................................16 
       Diplomatic Conclave ...............................................16 
  Sorcerer ..............................................................................19 
       Psionic Magic Origin ...............................................19 
  Warlock .............................................................................22 
       Undying Patron: Adlishar Rizaian  
            Customization Options .....................................23 
  Ch. 4: Backgrounds and Psionic Feats .................26 
  Backgrounds ....................................................................26 
       Arcane Shipwright ...................................................26 
       Diplomat ......................................................................28 
       Refugee .........................................................................30 
  Psionic Feats .....................................................................31 
  Ch. 5: Magical Miscellany .........................................32 
  New Psionic Spells .........................................................32 
  New Magic Items ............................................................35 
  Bestiary ..............................................................................37 
       Ethereal ooze ..............................................................37 
       Nautillith ......................................................................38 
       Swarm of nautilliths ...............................................39 
       Swarm of psychic echoes ......................................39 
       Thought eater ............................................................40 
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  The Primal Gith: A Lost Race Rediscovered
  
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  The Primal Gith  |  Preface
  The gith have always been a part of D&D. They 
  can be traced back to the original Fiend Folio 
  published in 1981, and the githyanki were 
  actually introduced two years earlier in White 
  Dwarf magazine. Since then, the githyanki and 
  githzerai have been a part of every edition of 
  D&D, up to and including monster stat blocks 
  and official playable race details for 5th Edition. 
  From that first Fiend Folio appearance, there's 
  also been speculation as to the mysterious gith 
  origins. Some speak of a forgotten race of "fore-
  runners" from which the gith subraces descen-
  ded. Others name the forerunners humans from  
  an unknown crystal sphere, altered during illi-
  thid enslavement. The wildest claims posit the 
  illithids created the gith, merging various huma-
  noids with arcane Far Realm powers. 
   Now at last, with the primal gith having re-
  emerged in spectacular fashion, the truth is 
  known! Along with traits and other character 
  options for this playable race, this supplement 
  includes related subclasses, spells, feats, back-
  grounds, and items available to any characters, 
  and monsters with a connection to the gith. 
   All material herein is designed to seamlessly 
  integrate with 5th Edition rules, but players 
  and DMs should feel free to modify or ignore 
  any material so as to better suit the needs of 
  your campaign. Enjoy!
  The venerable Ulraunt, Keeper of the Tomes of Candlekeep, bid me write 
  these prefatory remarks given my unique link to the primal gith. It is 
  the least I can do for the Old Buzzard; Ulraunt took me in and let me swear 
  myself among the Avowed, an honor never before extended to an illithid  
  (not even to a so-called renegade like myself). I share my monastic brothers  
  and sisters' love of books and was indeed returning from Oryndall's thought  
  basins when the disaster you'll read of below occurred. My Elder Brain had sent me to 
  absorb all knowledge in Oryndall's encephalic fluid relevant to gith or psionics. But 
  before I could return, my link to the Brain was severed as my asteroid colony was 
  destroyed. I came instead to Candlekeep, where I now spend my days transcribing the 
  vast knowledge accessed in Oryndall into qualith and other more accessible forms.  
       I've been told some doubt the veracity of the primals' claim to be the fabled precursor 
  race of all githzerai and githyanki. It is indeed a startling claim. But as one wrapped 
  up in their history, I assure you it's all true. In some sense, my colony was directly 
  responsible for preserving the racial stock of the gith progenitor. True, that was not our 
  intention, but perhaps this psionically fascinating race's survival expiates my past 
  sins in some small way. If not, then I accept that too.  
       My life is peppered with torments, not least of which is severance from my Elder 
  Brain. While freeing me to thrive as an individual, severance is also anguish to any 
  illithid. It accounts for my sickly jaundice (saddling me with the offensive nick-
  name Aristul 'the Yellow' notwithstanding attempts to restore a healthy lavender com-
  plexion with theatrical greasepaint). I live with the fear that one day I'll come in con-
  tact with another elder brain and lose the free will I now cherish. It is the selfsame fear 
  all races enslaved by my kind must have felt, so I suppose it's no more than I deserve.  
       Whatever my fate, I fervently hope the gith know how sorry I am. For everything. 
  Aristul of the Avowed, 
  renegade illithid and master of planar lore
  ARISTULY.
  T YE L L
  Preface
  About This Book
  
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  Primal Gith  |  Chapter 1  |  Primal Gith Lore
  ONG MILLENNIA AGO, THE GITH  
  thrived on the only world they had 
  ever known. Theirs was an orderly, 
  peaceable society, and all gith were 
  capable of astounding mental feats 
  given their strongly psionic physiology. The gith 
  channeled their powers into creating wondrous 
  works of art, philosophy, music, and literature. 
  In short, they led a wholly idyllic existence. 
  Idyllic, that is, until the day a vast nautiloid 
  fleet appeared in their heavens… 
  On that fateful day when their nautiloids 
  appeared over the gith homeworld, the mind 
  flayers (also known as illithids), were the most 
  powerful race in the Inner Planes. They ruled 
  from strongholds on the Astral and Ethereal 
  planes, and their empire spanned an untold 
  number of worlds whose indigenous popula-
  tions they enslaved or consumed (by eating  
  their brains). For a more de-
  tailed mind flayer history and a 
  closer look at their physiology and 
  culture, see Chapter 1 of Volo's Guide to 
  Monsters.  
   
  As inevitably followed from mind flayer con-
  tact with most populations, the gith too became 
  one of the illithids' enslaved races. As a psion-
  ically endowed race themselves, the mind flayers 
  took a particular interest in the gith, finding 
  them both fascinating and potentially threaten-
  ing. In most cases, the elder brains who con-
  trolled individual mind flayer colonies system-
  atically slew those gith whose mental abilities 
  were strong enough to pose a threat. They 
  stripped lesser gith of their powers through ago-
  nizing psionic attacks that left them shattered. 
  Selective breeding and painstaking genetic 
  manipulation also changed the surviving gith 
  over the long centuries of their enslavement. 
  These diminished gith were then shipped off as 
  slaves to the far corners of the illithid empire.  
   
  But this approach was not used in all cases. 
  One particular elder brain of singular cunning 
  decided that gith minds were a resource too 
  valuable to destroy; why not exploit them and 
  learn from them? The elder brain saw to it that 
  some ten thousand gith were transported to the 
  Chapter 1: 
   Primal Gith Lore
  L
  Mind Flayer Menace
  
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  Primal Gith  |  Chapter 1  |  Primal Gith Lore
  Tears of Selûne, an asteroid cluster that 
  followed the moon in its orbit around the planet 
  Toril. One huge asteroid had been converted 
  into an illithid colony capable of housing 
  thousands of gith prisoners below its surface. It 
  boasted docks for nautiloid ships, a substantial 
  defensive stronghold, and advanced research 
  facilities overseen by the elder brain itself.  
   
  Recognizing these gith prisoners posed a 
  potential threat and also fearing prevailing 
  illithid wisdom might frown upon the research 
  taking place within the asteroid, the elder brain 
  used arcane mind flayer technology to pull the 
  asteroid temporarily into a pocket dimension so 
  that it seemed to vanish from the Tears of 
  Selûne. Safely hidden away in this demiplane, 
  the elder brain's goal was to study the gith and 
  master their unique forms of psionic power. 
   
  Confident the prisoners could be kept sub-
  dued through its own substantial power and 
  the colony's psionic forcefields, the brain regu-
  larly summoned the gith's elder representative 
  to private meetings in which he probed the 
  gith's mind. This representative was Rizaian, a 
  venerable gith of astonishing mental prowess, 
  whom the gith called adlishar, meaning "first 
  among many." One day, however, the elder 
  brain grew lax, or perhaps Adlishar Rizaian had 
  merely been biding his time as he himself 
  studied his inquisitor. On that day, Rizaian 
  broke free from the brain's control and released 
  a massive psionic shockwave.  
   
  The elder brain descended briefly into mad-
  ness before dying in a synaptic explosion that 
  sent out a discharge of psychic energy so great 
  it simultaneously killed very illithid in the 
  colony, each of whom had been linked to the 
  brain's thoughts. Unfortunately the discharge 
  also killed Rizaian, but some combination of his 
  own substantial will and sense of unfinished 
  business, the shockwaves of psychic energy, 
  and the arcane influence of the illithid 
  technology maintaining the pocket dimension 
  contrived to trap Rizaian's spirit in the Material 
  Plane. The gith leader had been transformed 
  into a ghost (see Monster Manual). 
  As for the rest of the thousands of gith on the 
  asteroid, they remained trapped in the 
  demiplane and in fact trapped within the 
  asteroid's bowels as no illithids were left alive 
  up above to release them from their captivity, 
  Adlishar Rizaian
  A World Apart
  
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  Primal Gith  |  Chapter 1  |  Primal Gith Lore
  The Githyanki and the Githzerai were so 
  profoundly scarred by their enslavement
  to my fellow mind flayers that they 
  forgot they were one race, united. Having
  won their freedom, they wage war against
  each other with a hatred none can fully
  comprehend. It is my fervent hope the 
  reemergence of the primal gith might 
  one day quell that hatred and put an end
  to the ongoing war. 
  — Aristul of the Avowed
  I've heard tell of this renegade mind 
  flayer, Aristul the Yellow, who now 
  calls himself one of the Avowed of 
  Candlekeep. And while his rhetoric is 
  very pretty, it seems a thinly veiled 
  attempt to assuage his own guilty 
  conscience over the fact that he 
  played a direct hand in what was 
  done to the gith. He says he would 
  like to see our peoples reunited, but 
  even were such a thing to come to 
  pass... An end to war? Our war is not 
  only between githzerai and githyanki 
  but against the scattered remains of 
  the Illithid Empire. United or not, 
  there will be no end to warfare 
  until the last illithid is stamped out 
  of existence. And I include Aristul 
  firmly among their number.  
             — Zetch'r'r, githyanki warlord
  let alone use the colony's technology to return 
  the asteroid to the Tears of Selûne. Their capti-
  vity persisted for centuries, during which time 
  the gith survived, continuing to be fed through 
  automated technology and facing little in the 
  way of danger beyond the verminous nautilliths 
  (see Bestiary in Ch. 5 below), which now over-
  ran the derelict colony without mind flayers to 
  trap them and keep them in check. Moreover, 
  the gith found that they did not age and could 
  not reproduce, as the demiplane seemed to 
  exist outside of time's flow, much in the way 
  time has no sway on the Astral Plane. 
   
  In the asteroid's caverns, they kept their lore 
  alive, honed their psionic abilities to the extent 
  the environment allowed, and they abided. 
  Through all the long centuries, the ghost of 
  Adlishar Rizaian remained with them, guiding 
  and encouraging them, sharing his newfound 
  insight into ethereal existence, and generally 
  keeping up morale as they waited… 
  Year by year, the asteroid's technology began to 
  fail and eventually to break down. In the end, 
  the forcefields keeping the gith imprisoned were 
  disrupted by the nautilliths' ever expanding 
  nest-building activities. When the restraining 
  fields of magic vanished, the gith emerged into 
  the upper levels of the colony. In time, they 
  taught themselves to master the surviving 
  technology and, reversing the arcane process 
  that had brought them into the demiplane, they 
  reemerged in the belt of asteroids over Toril.  
   
  Using the derelict nautiloid ships, they 
  traveled first to where they believed their home 
  planet had been, but either they no longer 
  retained accurate memories of its location or it 
  had been utterly destroyed by the illithids or in 
  some other devastation that had taken place in 
  their long absence. Whatever the reason, they 
  had no home, and so the gith instead began to 
  settle down here, there, and everywhere—
  setting up colonies and negotiating for territory 
  of their own wherever the locals were willing to 
  accept refugees—including on Toril and other 
  worlds and planes.  
   
  Tragically, however, they found that they 
  could not easily settle among either the 
  githzerai of Limbo or the githyanki of the Astral 
  Plane, as allying themselves with one was seen 
  as an act of open hostility by the other. In this 
  regard, far more disturbing to Rizaian's 
  followers even than the loss of their home, was 
  discovering the descendants of those gith slaves 
  who had not been imprisoned with them were 
  now a sundered people. Although having de-
  feated their old enemies in a spectacular upris-
  ing that brought about the destruction of the 
  illithid empire, the githzerai of Limbo and the 
  githyanki of the Astral Plane—descended from 
  the primal gith race to which Rizaian's people 
  belonged—had come to consider themselves 
  separate races, and bitter enmity and centuries 
  of warfare formed a gulf between them. Full 
  details of the history and culture of the 
  githyanki and githzerai appear in Chapter 4 of 
  Mordenkainen's Tome of Foes.
  Escape (Return of the Gith)
  
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  Primal Gith  |  Chapter 2  |  Character Race Options
  UCH LIKE THE RACES PRESENTED 
  in Volo's Guide to Monsters, the 
  character race presented in this 
  chapter is rather distinctive and 
  far more rare in the D&D 
   — Uweya, primal gith envoy to Silverymoon 
  the mind flayers came, we called ourselves 
  simply 'anchla,' meaning 'people' in our tongue. 
  The githyanki and githzerai name themselves for 
  their support or disdain for Gith, who was born, 
  lived and vanished during our long absence. But 
  we're all one people, and so we too now name 
  ourselves gith to reinforce that connection.
  The primal gith now refer to those centuries of 
  imprisonment on the mind flayer asteroid as 
  ir'zharn (a term in the gith tongue roughly 
  translating to "recall pain") or sometimes 
  merely as "the lost years." For the most part, 
  however, they don't like to talk about it at all 
  and look instead to the future of all githkind. 
  The primal gith have no home base like the 
  githyanki's city of Tu'Narath on the Astral Plane 
  or the githzerai capital of Shra'kt'lor formed 
  from the chaos-stuff of Limbo. Moreover, they've 
  discovered that their very presence in either of 
  those cities makes the inhabitants uncomfort-
  able enough that none of the primal gith have 
  permanently settled in either place. Instead 
  they've become wanderers, sometimes settling 
  down for a stretch when circumstances permit, 
  but typically forced to move on again when 
  those circumstances change. 
   
  Nonetheless, the primal gith are an adaptive 
  race whose members find it easy to see the 
  proverbial silver lining. As of old, they delight in 
  using their psionic powers to beautify whatever 
  place they call home, continuing their long tra-
  dition of making unique forms of art and music, 
  and famed for their philosophers and scholars
  —both those from among the now-aging popu-
  lation who endured the "lost years" and those of 
  the next generation born since reemergence 
  from captivity in the timeless beyond. 
  As the primal gith have expanded through the 
  multiverse and been forced to negotiate their 
  own refugee status, they've found they are par-
  ticularly adept at diplomacy. With increasing 
  frequency, they've even been called upon to use 
  uncanny powers of insight and persuasion to 
  help settle long standing disputes among other 
  peoples living in the locations where they settle. 
   
  Tragically, however, this knack has proven 
  unequal to the task of reconciling their own 
  kind. Although it is Adlishar Rizaian's most 
  fervent wish that the githyanki and githzerai be 
  Chapter 2: 
   Character Race Options
  A Refugee Culture
  Empathic Diplomats
  multiverse than the options in the Player's 
  Handbook. As always, players should consult 
  with their DM before using this race. 
  The Primal Gith
  WHAT'S IN A NAME? IN THAT FAR-OFF TIME BEFORE 
  M
  
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  Primal Gith  |  Chapter 2  |  Character Race Options
  A Common Foe
  reunified, mistrust has made many among the 
  descendant subraces reluctant even to believe 
  the primal gith are who they claim to be. A 
  popular theory among githzerai is that the 
  primal gith are part of a mind flayer plot to lull 
  the gith into complacency and then crush them. 
  Many githyanki believe something similar but 
  see the plot as one contrived by the githzerai to 
  get close enough to spy on them. 
  In the end, the one thing all gith have in com-
  mon might be what brings them together: their 
  shared loathing for the mind flayers. Much like 
  their githzerai and githyanki cousins, the primal 
  gith harbor a deep and abiding hatred for the 
  surviving illithids and will stop at nothing to 
  see the destruction of every last shred of the 
  collapsed empire. It might well take war, then, 
  to bring about a gith peace. 
  Many popular names among the primal gith 
  reflect earlier etymological variants of modern 
  githyanki and githzerai names. Others are 
  unique among the primal gith, either having 
  faded from use among the two descendant 
  subraces over the centuries or having 
  developed in the relatively short span since the 
  primal gith reemergence. 
  Female Primal Gith Names: Azivyl, Bynoor, 
  Ejelya, Fenevir, Pahyzel, Uweya, Vayra, 
  Vlaakith, Vythka, Vyzith 
  Male Primal Gith Names: Dakk, Du'urth, Firz, 
  Kith, Rizaian, Xamodas, Zaerith, Zerthimon, 
  Zhasal, Zizsh 
  Your primal gith character has the following 
  racial traits. 
   
  Ability Score Increase. Your Charisma 
  score increases by 2, and your Intelligence 
  score increases by 1. 
   
  Age. Much like other gith, primal gith reach 
  adulthood in their late teens, but they live 
  slightly longer, often two to three decades 
  beyond a century. 
   
  Alignment. Primal gith tend toward lawful 
  alignments owing both to the mental discipline 
  arising from their psychic abilities and to their 
  deep reverence for tradition and honor. They 
  are not an aggressive people and typically favor 
  diplomacy over brute force, but that does not 
  mean they are not capable of and willing to 
  employ impressive martial prowess when the 
  need arises. Beyond their overall lawful 
  attitude, however, much as with humans, they 
  tend toward no particular morality; there are 
  good, neutral, and evil individuals among the 
  primal gith.  
   
  Size. Like their two racial descendants, the 
  primal gith average about 6 feet in height and 
  have sinewy, slender builds. 
  Speed. Your base walking speed is 30 feet. 
   
  Mental Fortitude. You are resistant to 
  psychic damage. 
  Martial Ceorl. You are proficient with 
  quarterstaffs and sickles. 
   
  Primal Gith Psionics. You know the friends 
  and mage hand cantrips, and with the latter, 
  the hand is invisible when you cast the cantrip 
  with this trait. 
   
  Psionic Blast. You can use your action to 
  release a wave of brain force in a 15-foot cone. 
  When you do so, each creature in the cone 
  Primal Gith Names
  Primal Gith Traits
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  Primal Gith  |  Chapter 2  |  Character Race Options
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  Primal Gith  |  Chapter 2  |  Character Race Options
  must make either a Wisdom or Intelligence 
  saving throw (whichever provides a higher 
  bonus). The DC for this saving throw equals 8 + 
  your Charisma modifier + your proficiency 
  bonus. A creature takes 2d6 psychic damage 
  on a failed save and half as much damage on a 
  successful one. If the saving throw fails by 5 or 
  more, the creature is also stunned until the 
  start of its next turn. The damage increases to 
  3d6 at 6th level, 4d6 at 11th level, and 5d6 at 
  16th level. 
   
  After you use your psionic blast, you can't 
  use it again until you complete a short or long 
  rest. 
   
  Languages. You can speak, read, and write 
  Gith, and you are capable of telepathy (as 
  defined in the Introduction to the Monster 
  Manual) to a range of 120 feet. 
  This section provides tables useful for players 
  and DMs wishing to create primal gith charac-
  ters. Roll or simply choose from among the 
  possible results on these tables, or use them as 
  inspiration to generate your own customized 
  characteristics.
  RANDOM PRIMAL GITH HEIGHT AND WEIGHT 
    Base 
  Base 
  Height  
  Weight 
    Height 
  Weight 
  Modifier  
  Modifier 
    4'11" 
  95 lb. 
  +2d12
  x (1d8) lb. 
  Height = Base Height + Height Mod. (in inches) 
  Weight = Base Weight + (Height Mod. x Weight Mod.)
  Primal Gith Tables
  PRIMAL GITH PERSONALITY TRAITS 
    d6 Personality Trait 
     1  Discipline in all things. Never let distractions or  
  laziness blur your focus. 
     2  I strive always to gain a deeper understanding of  
  existence and of my place in the multiverse. 
     3  Violence is often the easiest path, but tread that  
  path reluctantly and with care lest it lead to ruin. 
     4  Emotions temper the intellect and strengthen the  
  will but must never overwhelm either. 
     5  Patience in all things. If you do something, take  
  the time to do it right. 
     6  Boredom is a mere lack of initiative; the multiverse  
  is full of experiences waiting to be savored.
  PRIMAL GITH IDEALS 
    d6 Ideal 
     1  Knowledge. All information is of value. 
     2  Fidelity. The worth of an individual is measured by  
  the vows that they keep. 
     3  Duty. The needs of all gith take precedence over  
  the needs of any one gith, including my own. 
     4  Freedom. No strong soul should be enslaved.  
  Better to die than live as another's puppet. 
     5  Courage. The mind can master anything if it is  
  unfettered by fear. 
     6  Compassion. I never turn down a plea for help.
  PRIMAL GITH BONDS 
    d6 Bond 
     1  One day all gith shall be reunited as one race, and  
  I strive to hasten us toward that day. 
     2  Adlishar Rizaian provides an example of conduct  
  and stoicism that I strive to emulate. 
     3  Poetry, music, and art are indispensable elements  
  of a life well lived. 
     4  I hope one day to discover the fate of the gith  
  homeworld. 
     5  One of my parents was sundered from his/her  
  family during the "lost years." I hope one day to  
  track down those familial descendants among the  
  githzerai or the githyanki. 
     6  I will not rest until the last elder brain is  
  vanquished.
  PRIMAL GITH FLAWS 
    d6 Flaw 
     1  I see mind flayer schemes behind every threat. 
     2  I know all gith are one, but I secretly struggle to  
  see githyanki/githzerai as anything but different  
  from us. 
     3  I sometimes confuse the echo of others' thoughts  
  with my own. 
     4  I have a fear of being confined in small spaces and  
  tend to panic when so confined. 
     5  I often miss obvious solutions in my search for  
  complicated ones. 
     6  Now that we've returned to the multiverse, I enjoy  
  its delights a little too much.
  
   10
   
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  Primal Gith  |  Chapter 2  |  Character Race Options
  SOME DMs PERMIT THE USE OF FEATS TO CUS-
  tomize characters as set forth in the optional 
  rule in chapter 6, "Customization Options," of 
  the Player's Handbook. The following racial 
  feats allow you to further explore your 
  character's race, and at your DMs discretion 
  they may be added to those racial feats listed in 
  chapter 1 of Xanathar's Guide to Everything.  
   
  A racial feat signifies either a strengthening 
  connection to your race's culture or a physical 
  metamorphosis that links you more closely to 
  some aspect of your race's heritage. The 
  particular racial feats listed here all feature 
  some deepening proficiency with psionics and 
  are each associated with one or more gith 
  subrace as summarized below. 
   
  The feats are presented below in alphabetical 
  order. 
  Prerequisite: Primal Gith 
  You manifest a psionic affinity with animals. 
  ∙ Increase your Charisma or Wisdom score by
  1, to a maximum of 20.
  ∙ You can cast the beast bond spell at will,
  without expending a spell slot or requiring
  components. You also master the animal
  telepathy* and dominate beast spells, each of
  which you can cast once without expending a
  spell slot or requiring components. You regain
  the ability to cast these two spells in this way
  when you finish a long rest. Charisma is your
  spellcasting ability for these spells.
  Prerequisite: Primal Gith 
  You become psionically hyperaware of your 
  plano-dimensional locus, granting you powers 
  of spatial manipulation. 
  ∙ Increase your Charisma, Intelligence, or
  Wisdom score by 1, to a maximum of 20.
  ∙ You have advantage on any saving throw
  made to resist being moved to another
  dimension or plane against your will.
  ∙ You master the rope trick and dimension door
  spells, each of which you can cast once with-
  out expending a spell slot or requiring compo-
  nents. You regain the ability to cast these two
  spells in this way when you finish a long rest.
  Prerequisite: Primal Gith 
  Your innate psionic abilities deepen so as to 
  grant you heightened awareness of and 
  uncanny insight into emotional resonances. 
  ∙ Increase your Charisma, Intelligence, or
  Wisdom score by 1, to a maximum of 20.
  ∙ At will, you can use an action to focus your
  mind on any one creature you can see within
  30 feet of you and make a Wisdom (Insight)
  check to which you may also add either your
  Intelligence or Charisma bonus. If the check
  fails or the creature you choose has an
  Intelligence of 3 or lower or doesn't speak any
  language, you detect nothing. Otherwise, you
  learn the emotional state and vague surface
  thoughts of the creature—
  what is most on its mind
  in that moment in a very
  general sense.
  ∙ You also master the object
  reading* and detect psychic
  echo* spells, which you
  can cast once each with-
  out expending a spell slot.
  You regain the ability to
  cast these two spells in
  this way when you finish
  a long rest. Charisma is
  your spellcasting ability
  for casting both of these
  spells.
  Racial Feats
  RACIAL FEATS 
    Gith Subrace  
  Feat 
    Any 
  Gravitational Savant 
    Githyanki 
  Relentless Mind 
    Githyanki or Githzerai Primal Echo 
    Githzerai 
  Psionic Awareness 
    Primal 
  Animal Whisperer 
    Primal 
  Dimensional Savant 
    Primal 
  Empathic 
    Primal 
  Shielded Mind
  Animal Whisperer
  Dimensional Savant
  Empathic
  * See New Psionic Spells in Chapter 5, below.
  
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  Primal Gith  |  Chapter 2  |  Character Race Options
  Prerequisite: Any Gith race 
  You develop the ability to manipulate the 
  effects of gravity with the power of your mind. 
  ∙ Increase your Charisma, Intelligence, or
  Wisdom score by 1, to a maximum of 20.
  ∙ You can cast the feather fall spell at will,
  without expending a spell slot or requiring
  components. You also master the levitate and
  water walk spells, each of which you can cast
  once without expending a spell slot or
  requiring components. You regain the ability
  to cast these two spells in this way when you
  finish a long rest. Your spellcasting ability for
  these spells is your existing psionics spell-
  casting ability (Charisma for primal gith; In-
  telligence for githyanki; Wisdom for githzerai).
  Prerequisite: Githyanki or Githzerai 
  You manifest additional psionic traits that 
  hearken back to your primal gith ancestry. 
  ∙ Increase your Charisma or Intelligence score
  by 1, to a maximum of 20.
  ∙ You gain telepathy (as defined in the Monster
  Manual's Introduction) to a range of 60 feet.
  ∙ You gain proficiency in any two of these skills:
  Deception, Insight, Intimidation, Performance,
  or Persuasion.
  ∙ You master the psionic shield* spell, which
  you can cast once without expending a spell
  slot. You regain the ability to cast it in this
  way when you finish a long rest.
  Prerequisite: Githzerai 
  You develop a psionic sixth sense that height-
  ens your awareness. 
  ∙ Increase your Charisma or Wisdom score by
  1, to a maximum of 20.
  ∙ You gain blindsight to a range of 10 feet.
  ∙ You gain proficiency in the Perception skill. If
  you already have this proficiency, then you
  gain expertise with that skill, which means
  your proficiency bonus is doubled for any
  ability check you make with it (provided you 
  are not already benefiting from a feature that 
  doubles your proficiency bonus). 
  ∙ You can cast the alarm spell (mental only) at
  will, without expending a spell slot or requir-
  ing components. You also master the see
  invisibility spell, which you can cast once
  without expending a spell slot or requiring
  components. You regain the ability to cast it
  in this way when you finish a long rest.
  Prerequisite: Githzerai 
  Your psionic fortitude increases, allowing you 
  to use your mind both as a weapon and as a 
  shield against the effects of exhaustion. 
  ∙ Increase your Charisma or Intelligence score
  by 1, to a maximum of 20.
  ∙ As a bonus action on your turn, you can cast
  mind spike once at its lowest level, without
  expending a spell slot or requiring compo-
  nents. Once you do so, you cannot use this
  trait again until you finish a long rest. Wis-
  dom is your spellcasting ability for this spell.
  ∙ Whenever you are suffering Exhaustion, you
  gain a -1 reduction of your Exhaustion level,
  suffering only those effects that would result
  from the reduced level (or no effects if you
  were only suffering 1 level of Exhaustion
  before the reduction).
  Prerequisite: Primal Gith 
  You develop the ability to weave protective 
  psionic mantles around yourself. 
  ∙ Increase your Charisma, Intelligence, or
  Wisdom score by 1, to a maximum of 20.
  ∙ When you take psychic damage, you can use
  your reaction to reduce the amount of damage
  to 0. Once you use this ability, you can't use
  it again until you finish a long rest.
  ∙ You gain the ability to cast nondetection on
  yourself at will, without expending a spell slot
  or requiring components.
  ∙ You have advantage on Constitution saving
  throws that you make to maintain your con-
  centration on a spell when you take damage.
  Gravitational Savant
  Primal Echo
  Psionic Awareness
  Relentless Mind
  * See New Psionic Spells in Chapter 5, below.
  Shielded Mind
  
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  Primal Gith  |  Chapter 3  |  Character Class Options
  T THE HEART OF ANY CAMPAIGN ARE 
  the player-created characters. Each 
  primary character class in the 
  Player's Handbook offers a defining 
  choice at 1st, 2nd, or 3rd level that 
  allows the character to gain special features 
  unavailable to the wider class. This chapter 
  provides novel choices in the form of new sub-
  classes for three of the primary classes along 
  with customization options for an existing 
  warlock subclass appearing in the Sword Coast 
  Adventurer's Guide. 
   
  This chapter follows the same overall format 
  as that in Chapter 1 of Xanathar's Guide to 
  Everything, inasmuch as some of the new 
  subclasses are presented with suggestions on 
  how to add depth and customized detail to your 
  character's backstory and personality. You 
  should feel free to use any tables or other 
  guidelines in these sections as inspiration, or 
  you can roll a die on any table to randomly 
  determine a result. 
   
  As mentioned, customization options are also 
  provided for an existing warlock subclass (the 
  Undying), and with your DM's permission these 
  can be used to augment or modify your 
  character's subclass to give it a unique twist. 
  None of these options should significantly alter 
  the overall strength of the subclass.  
   
  Each of these subclasses reflects a path fre-
  quently followed by the pimal gith, but they are 
  also open to characters of other races. 
   
  The table below identifies each new or 
  augmented subclass presented in this guide. 
  Chapter 3: 
   Character Class Options
  NEW SUBCLASSES
  Level 
    Class 
  Subclass 
  Available 
  Description 
    Monk 
   Way of the Planar Wind 
  3rd 
  Channels ki to psionically harness the powers of the planes 
    Ranger 
   Diplomatic Conclave 
  3rd 
  Negotiates treaties, mediates disputes, and wards envoys  
    Sorcerer 
   Psionic Magic 
  1st 
  Wields innate psychic powers arising from an extraordinary mind 
  CUSTOMIZATION OPTIONS FOR EXISTING SUBCLASS 
    Warlock 
   The Undying  
  1st 
  Optional abilities bestowed by psionic ghost Adlishar Rizaian
  A
  
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  Primal Gith  |  Chapter 3  |  Character Class Options
  GITHZERAI MONKS WIELD INCREDIBLE PSIONIC 
  powers and are masters of planar magic. They 
  build entire monasteries with their minds out  
  of the chaos-stuff of Limbo, capable of matter 
  and energy manipulation rivaled only by the 
  great anarchs who create and maintain the 
  magnificent adamantine citadels and even form 
  mountains, lakes, and massive foundations 
  upon which sprawling githzerai communities 
  exist within Limbo's formlessness. While I was 
  studying with these monks in Limbo, their 
  adamantine citadels inspired me to create the 
  magnificent mansion spell I count among my 
  crowning achievements. 
  — Mordenkainen, Oeridian archmage 
  All monks harness an energy called ki, which 
  flows through every living body. This allows 
  them to manifest a variety of magical effects 
  and physical feats while at the same time 
  blocking ki's flow through their foes so as to 
  hinder their abilities. Monks generally retreat 
  from the world, at least for a time, cloistering 
  themselves in monasteries where they can 
  focus their minds to further develop their 
  powers. Some monks excel at open-handed 
  martial arts or particular stylistic approaches to 
  fighting, others develop an affinity for Kensei 
  weapons, and still others learn to harness the 
  elements themselves through ki or to channel 
  the radiance of the 
  sun or the stealth 
  of dark and 
  shadows. There 
  are even monks 
  who make a careful 
  study of death and 
  dying so as to more 
  efficiently defeat their 
  opponents when 
  fighting. Whatever 
  tradition a monk 
  follows, the way 
  forward requires great 
  discipline of mind and 
  body. 
  At 3rd level, a monk gains the Monastic 
  Tradition feature. When choosing a tradition, 
  your DM might wish to let you consider the 
  following new Way of the Planar Wind among 
  those traditions offered in the Player's 
  Handbook, Xanathar's Guide to Everything, and 
  the Sword Coast Adventurer's Guide. 
  Monks who follow the Way of the Planar Wind 
  have learned to psionically attune their ki to 
  the very breath and pulse of the multiverse. 
  Much as a divining rod is drawn to water or an 
  arcane focus channels magic, these monks use 
  the power of their own minds to find openings 
  in the barriers between the planes of existence, 
  opening  pathways of interplanar and extra-
  dimensional travel and even allowing them to 
  siphon and use some of the distinctive energy 
  characteristic of other planes. 
  Only characters of a gith race or subrace or 
  those who are psionically predisposed can 
  choose the Way of the Planar Wind. A non-gith 
  character is considered psionically predisposed 
  if he or she has a score of 13 or higher in two of 
  the following three abilities: Charisma, Intelli-
  gence, Wisdom; and the third of these ability 
  scores must be no less than 10.  
   
  As always, however, your DM can lift this 
  restriction to better suit your campaign.  
  Monastic Traditions
  Way of the Planar Wind
  Restriction: Psionically Predisposed
  Monk
  
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  Primal Gith  |  Chapter 3  |  Character Class Options
  Some monks of this tradition find they become 
  particularly attuned to the psionic resonance of 
  a specific plane or dimension that reacts 
  strongly with their own ki. Many such monks 
  develop one or more minor physical charac-
  teristics and/or personality traits reflecting this 
  psychic connection. If you wish, you may roll 
  on the following table or simply choose from 
  among the listed planes. If your DM uses the 
  optional rule of Psychic Dissonance with regard 
  to the Outer Planes (see Ch. 2 of the Dungeon 
  Master's Guide), you are unaffected by any 
  dissonance on the plane to which you are 
  attuned regardless of your alignment. 
  Planar Attunement
  PLANAR ATTUNEMENT 
   d30 Plane/Effect 
     1  Acheron. You delight in battle. Every tenth time you  
  reduce a creature to 0 hp, you gain 1 temporary hp. 
     2  The Abyss. When it's quiet, you sometimes hear a  
  faint whispering at the edge of thought. The more 
  creatures you kill, the more you enjoy killing... 
     3  Arborea. If given a choice of means to achieving an  
  end, your first instinct is always to use violence. 
     4  Arcadia. Your complexion is flawless and your hair  
  lustrous. When making a saving throw against  
  disease, first roll a d6, and if you roll 6 you're  
  immune; otherwise save as usual. 
     5  Astral Plane. From certain angles, your eyes shift  
   color and flicker like radiant, spinning coins. 
     6  The Beastlands. If possible, you always sleep out- 
   
   doors and eat game meat or foraged food rather  
  than cultivated, farm-raised, or processed food. 
     7  Bytopia. Regardless of your alignment, whenever a  
   creature seeks help with a task whose accomplish- 
   
   ment would require you to use tools with which  
  you have proficiency, you respond to the request as  
  if your alignment were neutral good, and if you  
  accomplish the task, you derive deep satisfaction. 
     8  Carceri. Once you enter a place—be it a town, a  
  building, or a room—you only leave it reluctantly.  
  But you are obsessed with making sure every place  
  you enter has a means of escape. 
     9  Elemental Chaos. Your moods and emotions are  
  highly mercurial and tend toward the extremes. 
    10 Elysium. You live joyfully, finding contentment even  
   in the most trying or upsetting circumstances. 
    11 Ethereal Plane. Intermittently, portions of your  
  body appear slightly translucent.
   d30 Plane/Effect 
    12 The Far Realm. Your sleep is filled with landscapes  
  that defy geometry; you awaken from sleep  
  gasping and murmuring about eyes and tentacles. 
    13 Feywild. When all is silent, you and those within 5  
  feet of you become aware of a faint music of pipes  
  and chimes at the very edge of hearing 
    14 Gehenna. You find it difficult to trust anyone. 
    15 Hades. Your hair and eyes turn ash-gray, and your  
  complexion pales. Should you ever reach 6 levels  
  of exhaustion, rather than die, you transform into a  
  larva (see stat block in Ch. 2 of the DMG)  
    16 Limbo. After every long rest, roll a d4: on a 1, your  
  eye color changes; 2, you grow 1d2 extra fingers  
  lasting 24 hours; 3, if you're female you become  
  male, if male you become female; 4, you have a  
  50/50 chance of losing or gaining 1" in height. 
    17 Material Plane. When anywhere other than this  
  plane, your clothing and hair billow slightly. 
    18 Mechanus. Whenever you are on a plane governed  
  by time, you're able to accurately measure its 
  passage even in the absence of visible signs. 
    19 Mount Celestia. Your sleep is always deep and un- 
   
   troubled by nightmares. When you finish a long 
  rest, you gain 1 temporary hp that lasts 30 minutes. 
    20 Negative Plane. You emit a faint odor of decay.  
  When you finish a long rest, roll a d4. You suffer 1  
  hit point of necrotic damage on a roll of 4. 
    21 Nine Hells. You develop ruby red eyes and are  
  driven to advance your rank, influence, or station. 
    22 The Outlands. No discernible effect. 
    23 Pandemonium. Whenever you finish a short rest,  
  roll a d20. On a roll of 20, you gain 1 temporary hp  
   but also suffer from 1 rolled result on the short- 
   
   term madness table in Ch. 8 of the DMG. 
    24 Plane of Air. Objects lighter than parchment paper  
  blow away from you unless weighted down. 
    25 Plane of Earth. Unless you trim them short, a fine  
  brown silt accumulates beneath your fingernails. 
    26 Plane of Fire. Your skin is unusually hot, and you  
  shave your hair and eyebrows, or they smolder. 
    27 Plane of Water. In stormy weather, your pores  
  expel rainwater like perspiration. 
    28 Positive Plane. After a short rest, you regain 1 extra  
  hp if you spent any hit dice during that rest. 
    29 Shadowfell. Your eyes turn gray, your hair black.  
  Melancholy colors your personality and speech. 
    30 Ysgard. In battle, you're driven to test your mettle  
  against the foe you believe to be the strongest. 
  
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  Primal Gith  |  Chapter 3  |  Character Class Options
  When you choose this tradition at 3rd level, you 
  gain truesight to a range of 10 feet, and you 
  also gain proficiency with the Perception skill 
  When you reach 6th level in this class, you 
  learn psionic disciplines that harness the power 
  of the planes. Use of each discipline requires an 
  action. Some of these disciplines allow you to 
  cast spells, which follow the general rules of 
  spellcasting but for the fact that none of the 
  spells requires components as you cast them 
  all merely with the power of your mind. If a 
  particular discipline require you to spend ki 
  points when you use it, that will be set forth 
  parenthetically in the descriptions presented 
  alphabetically below, and you must have 
  reached a monk level that provides you with a 
  sufficient number of ki points for any given 
  discipline before you are able to use it; those 
  with no ki points set forth may be used at will, 
  much like cantrips.  
   
  Akadi's Unbounded Breeze (3 ki points). 
  You cast the freedom of movement spell on 
  yourself. 
   
  Aspect of the Displacer Beast (2 ki points). 
  You displace light so as to appear to be several 
  feet away from your true location, causing 
  attack rolls against you to have disadvantage. If 
  you are hit by an attack, the effect is disrupted. 
  An attacker is immune to this effect if it doesn't 
  rely on sight, as with blindsight, or can see 
  through illusions, as with truesight, or if you 
  are incapacitated or have a speed of 0. 
   
  Dance of the Phase Spider (4 ki points). 
  As a bonus action, you shift from the plane you 
  currently occupy to the border ethereal plane. If 
  you have any movement left on that turn, move-
  ment in the border ethereal is governed by the 
  rules in Ch. 2 of the Dungeon Master's Guide. 
  At the beginning of your next turn, you return 
  to the plane you originated from in the spot you 
  currently occupy. If you occupy the same spot 
  as a solid object or creature, you are shunted to 
  the nearest unoccupied space you can occupy 
  and take force damage equal to twice the 
  number of feet you are moved. 
   
  Fire of Phlegethos. You cast the produce 
  flame cantrip. 
   
  Mechanusian Hiatus (17 ki point). You 
  cast time stop. 
   
  Radiance of Mount Celestia You cast the 
  light cantrip. 
   
  Sagacity of the Couatl (1 ki point). You 
  cast detect evil and good. 
   
  Stride of the Blink Dog (2 ki points). You 
  cast misty step. 
   
  Wind in the Door (4 ki points). You cast 
  dimension door. 
  When you reach 11th level in this class, you 
  master the psionic art known as jez'rathki (from 
  a gith term translating as "seeping through the 
  cracks"). You can use an action to transport 
  yourself to a different plane of existence as per 
  the transport rules governing the plane shift 
  spell. If you wish to bring other willing crea-
  tures with you when you transport yourself in 
  this way, you can spend ki points to do so (2 ki 
  points for each additional creature). 
   
  One you use this feature, you can't do so 
  again until you finish a long rest. 
  At 17th level, you gain the ability to push crea-
  tures into another plane. When you hit a crea-
  ture with an unarmed strike, in addition to the 
  strike's usual damage you can immediately 
  spend 3 ki pts to cast banishment on that 
  creature without expending a spell slot or 
  requiring components. Note that you need to 
  maintain concentration on this spell as per the 
  spell description. If the creature succeeds on its 
  saving throw to avoid being banished, it instead 
  takes 3d10 psychic damage.
  Disciple of the Planes
  Jez'rathki
  Banishing Palm
  WAY OF THE PLANAR WIND FEATURES 
   Monk Level 
  Feature 
   3rd 
  Psionic Awareness  
   6th 
  Disciple of the Planes 
  11th 
  Jez'rathki 
  17th 
  Banishing Palm
  Psionic Awareness
  OPTIONAL RULE: POWER OF THE MIND ON LIMBO 
  If your campaign uses the optional rule allowing 
  characters to mentally move, alter, or stabilize 
  matter on Limbo (see DMG Ch. 2), Planar Wind 
  monks make these Intelligence checks as follows: 
  • Non-gith. Add half proficiency bonus, rounded up
  • Githyanki. Add proficiency bonus
  • Primal. Add proficiency bonus; roll with advantage
  • Githzerai. Add double proficiency bonus; roll with
  advantage; automatic success on rolls with a DC
  of 10 or lower
  
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  Primal Gith  |  Chapter 3  |  Character Class Options
  in the Player's
  Handbook and 
  Xanathar's 
  Guide to Every-
  thing). When 
  choosing a con-
  clave, your DM 
  might wish to let 
  you consider the 
  following new 
  Diplomatic Con-
  clave among those 
  offered in the Player's 
  Handbook, Xanathar's Guide 
  to Everything, and the Sword 
  Coast Adventurer's Guide. 
  As a ranger of the Diplomatic Conclave, you are 
  adept at negotiating matters related to treaties, 
  cease fires, territorial disputes, reparations, pri-
  soner exchanges, hostage crises, and similar 
  circumstances. If you are a primal gith or a gith-
  zerai or githyanki member of the Sha'sal Khou, 
  you might be engaged in diplomatic attempts to 
  unify all gith or might have negotiated refugee 
  status for groups of primal gith who've settled 
  on Toril, Eberron, Ravnica, or other planets or 
  planes, perhaps on or near territory belonging 
  to other races, kingdoms, guilds, or city-states.  
   
  Drawing upon a ranger's martial skill, mem-
  bers of your conclave also frequently serve as 
  escorts for trade envoys, diplomatic missions, 
  ambassadors, or clerics wishing to bring healing 
  into war-torn lands. They also patrol refugee 
  camps, areas of recent devastation arising from 
  nature, magic, or war, and other regions of up-
  heaval where political or jurisdictional disputes 
  are likely to arise and where opportunistic 
  slavers, thieves, and flimflam artists often seek 
  to exploit the attendant uncertainty, rudimen-
  tary defenses, and ignorance of local customs.
  Diplomatic Conclave
  Ranger
  I HAVE NOT SEEN MY HOME OR FAMILY IN NEARLY  
  thirty years, but all that I do is for them. My lot 
  is to prowl the farthest reaches of Limbo, the 
  vastness of the Astral Plane, and any other cor-
  ner of the multiverse where even the hint of gith-
  yanki aggression or mind flayer scheming makes 
  itself known. By taking the fight to them, I keep 
  it from those I love. Such a life has its challenges, 
  requiring tireless focus and resolve, but as 
  Menyar-Ag teaches, challenge is the fire that 
  tempers us, readying us for Zerthimon's return. 
   — Adakeya, githzerai horizon walker ranger 
  Rangers prowl the outlands and borders of 
  civilization, hunting those monsters and 
  marauders that threaten these regions. Expert 
  trackers, survivalists, and foragers, rangers are 
  effective both as independent wanderers and as 
  part of a group of adventurers for whom they 
  make fine scouts. For purposes of this guide, 
  the ranger class used is the one in Unearthed 
  Arcana: The Ranger, Revised rather than the 
  generally less satisfying one in the Player's 
  Handbook.  
  Ranger Conclaves
  At 3rd level, a ranger gains the Ranger Conclave 
  feature (also referred to as Ranger Archetypes 
  DIPLOMATIC CRISIS IN SALTMARSH 
  Recently, rangers of the Diplomatic Conclave have 
  been summoned to the Mere of Dead Men in the 
  shadow of the Sword Mountains following violent 
  protests and political unrest in the fishing village of 
  Saltmarsh. If anyone can mediate the ongoing dis-
  putes among the town's intractable traditionalists, 
  the newly arrived loyalists, and the opportunistic 
  Scarlet Brotherhood, it is the rangers.
  
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  Primal Gith  |  Chapter 3  |  Character Class Options
  Any ranger of the Diplomatic Enclave excels at 
  reconciling differences and negotiating alliances, 
  but not all such rangers do so for the same 
  reasons. One's alignment typically dictates 
  one's motive and diplomatic style, and the 
  following table provides suggestions that might 
  help you develop an approach that works best 
  for your character.  
  Starting at 3rd level, you learn an additional 
  spell when you reach certain levels in this 
  class, as shown in the Diplomatic Spells table. 
  The spell counts as a ranger spell for you, but it 
  doesn't count against the number of ranger 
  spells you know. 
  At 3rd level, you also gain access to the mes-
  sage cantrip, which you can cast at will. Addi-
  tionally, you gain proficiency in both the Insight 
  and Persuasion skills and with either 
  calligrapher's supplies or 
  cartographer's tools.  
  Finally, you learn one 
  additional language  
  of your choice. 
  DIPLOMATIC SPELLS 
   Ranger Level Spell 
   3rd 
  detect evil and good 
   5th 
  calm emotions 
   9th 
  tongues 
  13th 
  precognition* 
  17th 
  Rary's telepathic bond 
  * See New Psionic Spells in Ch. 5, below.
  A Ranger for All Seasons
  ALIGNMENT AND DIPLOMACY 
  Lawful Good. The backbone of a functional world is 
  adherence to its laws and treaties and respect for socie-
  tal norms governing property, sovereignty, privacy, and 
  rights. Conflict arising from the juxtaposition of these 
  must be expeditiously resolved in accordance with law. 
  Neutral Good. When folk are suffering as a result of 
  conflict between polities, one should do all one can to 
  help resolve those conflicts in a way that relieves the 
  greatest amount of overall suffering. The needs of those 
  whose suffering is greatest should be prioritized. 
  Chaotic Good. When conflict arises, conscience dictates 
  the best course. Any resolution must put fairness first 
  and be guided by what seems morally right to you. 
  Lawful Neutral. The resolution of diplomatic disputes 
  must look to the law but cannot ignore long-standing 
  cultural or local tradition even if that tradition runs 
  counter to the law. 
  Neutral. The best way to resolve any conflict, be it 
  diplomatic or otherwise, is to seek the course that feels 
  right regardless of questions of law, morality, or the 
  identity of the disputants. Follow your gut. 
  Chaotic Neutral. The best diplomatic solution is the one 
  that strikes you as the most interesting, exciting, or 
  inspiring in the moment. Never discount the power of 
  impulse to chart the best course. 
  Lawful Evil. Diplomacy is all about using laws, treaties, 
  and traditions to achieve the most advantageous 
  outcome for your own kind or for allies who will thereby 
  help you achieve the ends you desire. If others are 
  disproportionately hurt by the outcome, so be it. 
  Neutral Evil. If there is a way to get around the laws of 
  diplomacy or to pervert those laws to achieve what you 
  want, you will gladly do so if you can get away with it, 
  regardless of whether your actions hurt others or 
  undermine social order. 
  Chaotic Evil. The most effective form of diplomacy is de-
  livered at sword point. A treaty signed under threat of 
  violence is still a treaty, so long as you have the strength 
  to enforce it. And if the treaty fails, you still have your 
  sword.
  DIPLOMATIC FEATURES 
   Ranger Level Feature 
   3rd 
  Diplomatic Magic, Negotiator 
   5th 
  Extra Attack 
   7th 
  Empathically Attuned 
   11th 
  Unflappable 
   15th 
  Tireless Mediator
  Diplomatic Magic
  Negotiator
  
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  Primal Gith  |  Chapter 3  |  Character Class Options
  Beginning at 5th level, you can attack twice, 
  instead of once, whenever you take the Attack 
  action on your turn. Note: This assumes use of 
  the Unearthed Arcana revised ranger paradigm; 
  if using the Player's Handbook's ranger, you 
  already get this extra attack, and no additional 
  subclass feature is granted at 5th level. 
  Beginning at 7th level, you have developed an 
  uncanny, nearly psionic ability to read surface 
  emotions and thoughts. If you use an action to 
  focus your mind on any one creature you can 
  see within 30 feet of you, provided it has an 
  Intelligence higher than 3 and speaks at least 
  one language, you learn what is most on its 
  mind in that moment along with its overall 
  emotional state. 
   
  Once you use this ability, you cannot use it 
  again until you finish a short or a long rest. 
  Beginning at 11th level, you are immune to the 
  charmed and frightened conditions. You also 
  have advantage on skill checks to resist 
  Deception or Intimidation. Finally, you learn 
  another additional language of your choice. 
  Beginning at 15th level, a single short rest can 
  cure you of 1 level of exhaustion and restore a 
  number of hit points to you equal to a third of 
  your hit point maximum without having to 
  spend hit dice. This same short rest also 
  confers three instances of advantage: these 
  advantages must be used before your next rest 
  (short or long) or be lost, and they can only be 
  used on Charisma or Wisdom saving throws or 
  on Charisma- or Wisdom-based ability checks. 
   
  Once you've used this feature, you cannot 
  use it again until you've completed a long rest.
  Extra Attack
  Empathically Attuned
  COMPATIBLE FEATS 
  It bears mentioning that both the Diplomat and the 
  Empathic feats appearing in Unearthed Arcana: 
  Feats for Skills would be highly compatible with 
  this ranger subclass. With your DMs permission, 
  you might consider choosing one of these feats in 
  lieu of a level-based Ability Score Improvement (or 
  even choosing both in lieu of two ASIs).
  Unflappable
  Tireless Mediator
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  Primal Gith  |  Chapter 3  |  Character Class Options
  WE GITHZERAI PRIDE OURSELVES ON OUR ABILITY TO 
  precisely regulate our minds and bodies. So it 
  was a source of great distress when I manifes-
  ted Wild Magic sorcery as a teenager; chaotic 
  eruptions are particularly dangerous in Limbo. 
  But I entered a monastery where my brother and 
  sister monks helped me learn to focus my mind 
  in ways that keep my wildest excesses at bay. I 
  have even come to appreciate my personal 
  struggle as a microcosm of the wider challenge 
  my people face in taming the chaos of Limbo. 
  What doesn't destroy us strengthens us. 
  — Vithka, githzerai sorcerer and monk 
  Unlike other practitioners of magic who must 
  learn and pursue their arcane skills, a 
  sorcerer's magic is innate. For some this is an 
  uncontrolled magic that erupts from the forces 
  of chaos; for others it arises from a draconic or 
  giant-touched bloodline, from connection to a 
  divine source, from the elemental power of 
  storms, or from some touch of the Shadowfell. 
   
  All sorcerers must learn to control the magic, 
  which seems almost to overflow from their 
  being and requires release. 
  At 1st level, a sorcerer gains the Sorcerous 
  Origin feature. When choosing a Sorcerous 
  Origin, your DM 
  might wish to let 
  you consider the 
  following new 
  sorcerous origin—
  Psionic Magic—
  among those options 
  offered in the Player's 
  Handbook, in 
  Xanathar's Guide to 
  Everything, and in the  
  Sword Coast Adventurer's 
  Guide. 
  Psionic ability—the power to shape reality with 
  one's mind—is a trait that might arise in any 
  individual with sufficient mental faculty. But in 
  you, the trait runs deeper and stronger, the 
  product of a mind so uncannily ablaze with 
  psychic capability that it defines who you are. 
  You might be a primal gith (or trace your 
  lineage back to the primal gith), in whom 
  psionics always burns strongly; you might have 
  been exposed to some psychic magic so massive 
  in impact that it unlocked a hitherto dormant 
  region of your brain; perhaps you were caught 
  in a hurricane-level astral storm while being 
  transported through the Astral Plane; or maybe 
  you merely experienced some mundane head 
  trauma that had unforeseen consequences… 
   
  Whatever the source of your powers, once 
  you learn to tap into that wellspring and bend 
  it to your will, you have the potential to mani-
  fest truly astonishing feats of mental prowess. 
  Only characters of a gith race or subrace or 
  those who are psionically predisposed can 
  choose the Psionic Magic sorcerous 
  origin. A non-gith character is con-
  sidered psionically predisposed if he 
  or she has a score of 13 or higher in 
  two of the following three abilities: 
  Charisma, Intelligence, Wisdom; and  
  the third of these ability scores must be 
  no less than 10.  
   
  As always, however, your DM 
  can lift this restriction to better 
  suit your campaign. 
  Sorcerer
  Sorcerous Origin
  Psionic Magic
  Restriction: Psionically Predisposed
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  Primal Gith  |  Chapter 3  |  Character Class Options
  Your psionic abilities give you access to a wider 
  range of spells than most sorcerers. The follow-
  ing list of psionic spells includes both sorcerer 
  and typically non-sorcerer spells, with the latter 
  spells appearing in bold. 
  PSIONIC SPELLS BY LEVEL 
  CANTRIP 
  Nondetection 
  Encode Thoughts 
  Sending 
  Water Walk 
  1ST LEVEL
  Absorb Elements 
  4TH LEVEL 
  Alarm (mental only) 
   
  Aura Alteration* 
  Beast Bond 
  Confusion 
  Cell Adjustment* 
  Dimension Door 
  Detect Evil and Good  
  Dominate Beast 
  Detect Magic  
  Greater Invisibility 
  Feather Fall 
  Polymorph 
  Jump  
  Precognition* 
  Molecular Manipulation* 
  Staggering Smite 
  Psionic Shield* 
  Shield   
  5TH LEVEL 
  Commune With Nature 
  2ND LEVEL
  Dominate Person 
  Animal Telepathy* 
  Far Step 
  Calm Emotions  
  Geas 
  Detect Thoughts 
  Modify Memory 
  Enlarge/Reduce 
  Synaptic Static 
  Invisibility 
  Telekinesis 
  Levitate  
  Rary's Telepathic Bond 
  Misty Step 
  Wall of Force 
  Mind Spike 
  Object Reading*  
  6TH LEVEL 
  Rope Trick 
  Mass Suggestion 
  See Invisibility  
  Mental Prison 
  True Seeing 
  3RD LEVEL 
  Body Control*   
  7TH LEVEL 
  Clairvoyance 
   
  Etherealness 
  Detect Psychic Echo* 
  Plane Shift 
  Feign Death 
  Reverse Gravity 
  Hypnotic Pattern 
  Teleport 
  * See New Psionic Spells in Ch. 5 of this guide
  8TH LEVEL
  9TH LEVEL 
  Demiplane 
  Astral Projection 
  Dominate Monster 
  Foresight (self only) 
  Feeblemind 
  Psychic Scream 
  Glibness 
  Time Stop 
  Mind Blank 
  Telepathy 
   
  When your spell-casting feature lets you 
  learn or replace a sorcerer cantrip or spell of 
  1st level or higher, you can choose the new 
  spell from either the sorcerer spell list or from 
  among the boldfaced spells on the above list. 
  You must otherwise obey all the usual 
  restrictions for selecting the spell, and it 
  becomes a sorcerer spell for you. 
   
  You also learn one additional spell, which 
  you may choose from among any of the 1st-
  level spells on the above list. It is a sorcerer 
  spell for you, but it does not count against your 
  number of sorcerer spells known. If you later 
  replace this spell, you must replace it with a 
  different 1st-level spell from the list.  
   
  Finally, when casting any of the spells on the 
  above list, they do not require components. 
  PSIONIC MAGIC FEATURES 
   Sorcerer 
  Level 
  Feature 
   1st 
  Psionic Spellcasting 
   6th 
  Metaphysical Adept 
  14th 
  Synaptic Rebuke 
  18th 
  Tower of Iron Will
  Psionic Spellcasting
  
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  Primal Gith  |  Chapter 3  |  Character Class Options
  At 6th level, you gain resistance to psychic and 
  force damage (if you already have permanent 
  resistance to one or both, then that resistance 
  becomes immunity). In addition, whenever  
  you start casting a spell of 1st level or higher 
  that deals psychic or force damage, psionic 
  magic erupts from you. This eruption  
  causes creatures of your choice that you  
  can see within 10 feet of you to take psychic  
  or force damage (choose each time this  
  ability activates) equal to half your sorcerer 
  level. 
  Beginning at 14th level, as a reaction whenever 
  you are directly targeted by a spell (whether  
  or not that spell is one capable of dealing 
  damage), you can spend 1 sorcery point to 
  direct a psionic pulse back along the magical 
  channels momentarily linking you with the 
  spellcaster. That spellcaster must make a 
  Wisdom saving throw against your spell save 
  DC. The spellcaster takes 2d8 psychic damage
  on a failed save, or half as much damage on
  a successful one. You can increase this
  extra damage by using additional sorcery
  points, dealing an additional 1d8
  damage per sorcery point used.
  Beginning at 18th level, you 
  have advantage on Constitution 
  saving throws that you make  
  to maintain your concentra-
  tion on a spell when you take 
  damage. Moreover, if the da-
  mage that provokes such a  
  roll is less than one fourth  
  of your hit point maximum,  
  you automatically succeed on the 
  roll. 
       You also have advantage on all 
  saving throws against either the 
  frightened or stunned condition. 
  If another permanent trait or  
  feature already gives you 
  advantage on saving throws 
  against one of these two  
  conditions, then you may instead add your 
  Charisma modifier to your advantaged saving 
  throw roll.  
       Finally, you cannot be magically put to 
  sleep.
  Metaphysical Adept
  Synaptic Rebuke
  Tower of Iron Will
  
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  Primal Gith  |  Chapter 3  |  Character Class Options
  I ONCE SLEW A RENEGADE MIND FLAYER WARLOCK 
  who had taken as its patron an aboleth—one of 
  those primordial creatures the githzerai hack 
  philosopher Vaqir Zekh'r famously postulated 
  helped shape the multiverse and are older than 
  the so-called gods. But such reverential awe for 
  the passage of centuries is pathetic. Time's flow 
  means nothing to the githyanki; our home in the 
  Astral Plane exists outside time, and our 
  dreaded lich queen Vlaakith has passed beyond 
  time's hold and made death itself her plaything. 
  Warlocks? Great Old Ones? Celestials? Ha! It's 
  all so laughable. 
  — Ja'adoc Quith, githyanki gish 
  Warlocks are seekers after arcane knowledge 
  who've made a pact with an otherworldly entity. 
  The pact's nature differs from one warlock to 
  the next, but in all cases, it unlocks secrets, 
  letting the warlock grow in power. In exchange, 
  the warlock vows to serve the patron, helping 
  achieve its goals or promotes its view of reality. 
  At 1st level, a warlock gains the Otherworldly 
  Patron feature. This is the moment at which a 
  warlock makes his 
  or her pact with one 
  of those other-
  worldly entities. 
  The nature of the 
  patron will greatly 
  dictate what sorts of 
  powers a warlock 
  manifests and how 
  the warlock 
  operates in the 
  world. Patrons fall 
  into one of several 
  overarching 
  categories: the Archfey, 
  the Celestial, the Fiend, the 
  Great Old One, the Hexblade, and the 
  Undying. Two new patron types are 
  also introduced in Fellozial's Ultimate Guide to 
  Poison: the Ascended Hero and the Transcen-
  dent Flora. Each of these broad patron types 
  brings with it a uniquely expanded spell list 
  and several other features as the warlock 
  advances in experience, all of which are  
  manifestations of the sphere of influence that is 
  the hallmark of that patron type. Archfey 
  patrons, for example, bestow features of a 
  beguiling and stealth-enhancing nature, 
  whereas Celestial patrons channel divine 
  radiance and confer features that protect life 
  and promote healing . 
  The Undying patron type and warlock subclass 
  is described fully in The Sword Coast Adventur-
  er's Guide, and such patrons have unraveled 
  the secrets of everlasting existence at the cost 
  of their lives and whatever afterlife might have 
  awaited them in death. These lifeless beings 
  offer their warlocks the accumulated wisdom of 
  the ages and answers to the very mysteries of 
  life and death. The aforementioned Fellozial's 
  Ultimate Guide to Poison provides details about 
  Warlock
  Otherworldly Patrons
  Undying Patrons
  
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  Primal Gith  |  Chapter 3  |  Character Class Options
  two powerfully noxious Undying patrons: Vyrrik 
  the Green Dracovampire and Hitotee the 
  Malison Mummy Lord. Your DM might wish to 
  let you consider yet another patron of the 
  Undying type, Adlishar Rizaian, who bestows 
  optional abilities (as set forth below) that allow 
  you to customize your warlock to fit the 
  patron's distinctive powers and lore. 
  IZIR THE ILITHILICH HAS A LONG HISTORY OF TAKING   
  on warlock apprentices to help him scour the 
  multiverse for new forms of magic. With the 
  sudden reemergence of the primal gith and 
  Adlishar Rizaian's own rise as an Undying 
  patron, Izir has grown resentful of this former 
  slave's infringement on his sphere of influence 
  and fears losing novel artifacts of a psionic 
  nature to an upjumped rival. Some confrontation 
  seems inevitable… 
   — Rykard Brent, tavernkeeper and 
   author  of  Rykard's Book of Patrons
  In life, Adlishar Rizaian was the venerable 
  leader of those enslaved gith taken by the 
  illithids to be imprisoned and experimented 
  upon on an asteroid colony hidden in a pocket 
  dimension. As set forth in greater detail in 
  Chapter 1 above, Rizaian eventually destroyed 
  the colony's elder brain in a psionic clash of 
  wills that reverberated strongly enough to kill 
  every linked illithid on the asteroid.  
   
  Unfortunately, the psychic trauma also resul-
  ted in Rizaian's death. But owing to an arcane 
  convergence of psychic energy, Rizaians own 
  powerful will, and perhaps even some influence 
  of the illithid's magical technology that had 
  transported the asteroid into the pocket 
  dimension, the elder gith's spirit remained 
  trapped in the Material Plane. This benevolent 
  psionic ghost continued to lead his people 
  during the "lost years" in which they remained 
  trapped, and Rizaian is still with them, guiding 
  them, caring for them, and arming them with 
  his wisdom now that they have at long last 
  escaped their dimensional prison and moved 
  out once again into the multiverse. 
   
  In his ghostly state, Rizaian has also found 
  he is able to confer warlock powers upon those 
  who turn to him as their Undying patron.  
  Foremost, Rizaian wishes to keep his people 
  safe, and he considers all gith to be one people. 
  Ultimately, it is his fervent desire that the now 
  sundered githzerai and githyanki be reunited 
  and reconciled as they were in the time before 
  the "lost years." Secondarily, like all gith, 
  Rizaian wishes to see the total destruction of 
  every last shred of the collapsed illithid empire 
  which enslaved his people and thereby brought 
  about all their long centuries of isolation, 
  conflict, and woe. 
  Given his goals, Rizaian considers it a 
  prerequisite that every one of his warlocks be 
  an active member of the secret society known 
  as the Sha'sal Khou. They must give whatever 
  aid they can to those githzerai and githyanki 
  who also count themselves members of this 
  group, which works behind the scenes to 
  advocate for gith unity. He also encourages his 
  warlocks to avoid the isolation typical of most 
  githzerai and githyanki; he believes such 
  isolation only fuels their mutual xenophobia 
  and that by instead mingling with and striving 
  alongside the multiverse's like-minded races,  
  Adlishar Rizaian, Psionic Ghost
  Patron's Goals
  Special Terms of the Pact
  Ghost of  
  Adlishar Rizaian
  
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  Primal Gith  |  Chapter 3  |  Character Class Options
  the gith race will be 
  strengthened, and its 
  future be secured. 
       With that in mind, 
  although it is far more 
  common for Rizaian's 
  warlocks to be of a gith 
  subrace, he is also willing 
  to take on warlock 
  apprentices of other races 
  should such individuals 
  approach him. He does, 
  of course, demand the 
  same terms of service 
  that he demands of his 
  gith warlocks. 
  Many of Rizaian's warlocks 
  acquire a gaunt, hungry 
  appearance, and some also 
  develop a faint bluish glow 
  around their eyes. When they perform feats of 
  warlock magic, they find that their skin briefly 
  takes on a partially translucent nature, so that 
  their skulls become visible for the space of a 
  heartbeat, as if seen through a film of gauze. 
  Rizaian affectionately refers to his warlocks as 
  gi'varsh, which is a gith term that literally 
  translates as "student of the caretaker." He is 
  able to initiate two-way telepathic communica-
  tion with his warlocks wherever they are in the 
  Material Plane, the Shadow Fell, the Feywild, 
  the Ethereal Plane, or one of the Inner Planes, 
  but he only does so rarely and typically only if 
  he needs to assign them a crucial, time-
  sensitive task. 
  Rizaian's warlocks may add the following spells 
  to those on the Undying Expanded Spells list.  
  Binding Marks  
  and Traits
  Warlock Interactions
  Optional Abilities
  OPTIONAL ADDITIONS TO EXPANDED SPELL LIST 
   Spell Level Spells 
  1st 
  wrathful smite 
  2nd 
  phantasmal force 
  3rd 
  meld into stone 
  4th 
  phantasmal killer 
  5th 
  dominate person
  Further, when his warlocks reach 15th level in 
  this class, they may add the mind blank spell to 
  those 8th level spells from which they may 
  choose an arcanum. 
   
  Rizaian's warlocks also gain access to five 
  eldritch invocations that channel both psionic 
  and ghostly magic. When a class feature lets 
  you choose eldritch invocations, you may, with 
  DM approval, include these among those from 
  which you choose (subject to any prerequisites). 
  Book of Incorporeal Esoterica
  Prerequisite: 12th level, Pact of the Tome feature 
  You may inscribe either the encode thoughts or 
  thaumaturgy cantrip and either the animate 
  objects or mislead spell into your Book of 
  Shadows, and these do not count against the 
  number of spells and cantrips you know. With 
  your Book of Shadows in hand you can cast the 
  cantrip at will and the chosen spell using a 
  warlock spell slot.  
  Cerebral Smite
  Prerequisite: 15th level, Pact of the Blade feature 
  Once per long rest, when you hit a creature 
  with your pact weapon, you can use a bonus 
  action to channel psionic dissonance through 
  your weapon to blast the intellect of that 
  creature along with any other creatures within 
  10 feet of it. Creatures that have an Intelligence 
  score of 2 or lower are unaffected. Each 
  creature must make an Intelligence saving 
  throw against your spell save DC. On a failed 
  save, the target creature hit with your weapon 
  takes 10d6 psychic damage and is stunned, 
  and any other creature of your choice within 10 
  feet of it takes 5d6 psychic damage. On a 
  successful save, the damage to all creatures is 
  halved. If a target is killed by this damage, its 
  head explodes, assuming it has one. A stunned 
  target can make an Intelligence saving throw at 
  the end of each of its turns. On a successful 
  save, the stunning effect ends.  
  Minions of Thought and Vapor 
  Prerequisite: 9th level, Pact of the Chain feature 
  Provided you have not cast the find familiar 
  spell to summon your pact-of-the-chain famil-
  iar subsequent to completing your last long rest, 
  you can summon either 1d4 ethereal oozes or 
  1 lesser swarm of psychic echoes (see Best-
  
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  Primal Gith  |  Chapter 3  |  Character Class Options
  iary in Ch. 5 below for both, but the swarm has 
  half its usual hit points) which remain(s) under 
  your control for 1 minute before vanishing. Dur-
  ing that time, the creatures will attack foes at 
  your telepathic command or take any other 
  actions you demand within their capabilities. If 
  you die or lose consciousness before the minute 
  elapses, the creatures vanish prematurely. Once 
  you use this feature, you can neither do so again 
  nor cast the spell to summon a new pact-of-the-
  chain familiar until you complete a long rest.  
   
  By way of clarification, your pact-of-the-
  chain familiar can be present in your active 
  service when summoning ethereal oozes or a 
  psychic echo swarm with this invocation, so 
  long as you cast the find familiar spell prior to 
  your last long rest. 
  Prerequisite: 9th level 
  You cast the etherealness spell on yourself 
  without expending a spell slot or requiring 
  components, but the spell requires concen-
  tration. If you lose concentration, the spell 
  ends, and you immediately return to the plane 
  you originated from as per the spell description. 
  Once you cast the spell in this way, you cannot 
  do so again until completing a long rest. 
  You can see 60 feet into the Ethereal Plane 
  when you are on the Material Plane, and vice 
  versa. 
   
  Finally, warlocks of Adlishar Rizaian who've 
  chosen the Pact of the Chain are granted two 
  additional special forms—nautilliths and 
  thought eaters—among those from which they 
  can choose when casting the find familiar spell 
  (with DM approval). Details about each creature 
  along with their stat blocks may be found in 
  Chapter 5 of this guide. These summoned 
  familiars are aberrations rather than one of the 
  monster types listed in the find familiar spell. 
   
  When summoned as a familiar, these crea-
  tures form a telepathic bond with their willing 
  master. The master can sense what the bonded 
  familiar senses as long as they are within 1 
  mile of each other. While bonded with a 
  nautillith, the master also shares its immunity 
  to effects that sense emotions, read thoughts, 
  or detect location when the creature is within 
  10 feet of it. While bonded with a thought eater 
  and within 10 feet of it, the master also shares 
  its resistance to psychic damage and immunity 
  to being surprised by thinking creatures within 
  60 feet of it. 
  Psionic Evanescence
  Spectral Sight
  VLAAKITH & MENYAR-AG AS WARLOCK PATRONS 
  The respective leaders of the two descendant gith 
  subraces might also be chosen as warlock patrons.  
       The githyanki lich queen, Vlaakith, would fit 
  squarely within the Undying patron paradigm and 
  might offer the following spells as additions to 
  those on the Undying Expanded Spell List: (1) inflict 
  wounds; (2) dragon's breath; (3) animate dead; (4) 
  confusion; (5) steel wind strike. 
       The Great Githzerai, Zaerith Menyar-Ag-Gith, 
  would be a quintessential example of the Ascended 
  Hero, a new patron type/warlock subclass intro-
  duced in Fellozial's Ultimate Guide to Poison. The 
  features, expanded spell list, and other details of 
  this subclass are set forth in that guide. As a patron, 
  Menyar-Ag might add the following spells to those 
  on the Ascended Hero Expanded Spell List: 
  (1) shield; (2) calm emotions; (3) slow; (4) Morden-
  kainen's private sanctum; (5) telekinesis. 
       Full details about the personalities, history, and 
  lore of these two gith leaders are available in Ch. 4 
  of Mordenkainen's Tome of Foes.
  
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  Primal Gith  |  Chapter 4  |  Backgrounds and Psionic Feats
  ACKGROUNDS AND FEATS ARE TWO 
  ways to add depth and distinctive-
  ness to your characters. The former 
  represents where a character came 
  from, and the latter represents some 
  You have sailed the empty wildspace of the cry-
  stal spheres and navigated the eddies of phlogi-
  ston beyond. Since childhood, you've stared at 
  the stars and planets and wondered what lay 
  between and beyond them, and when the op-
  portunity presented itself to take that journey, 
  you jumped at it. Perhaps you were apprenticed 
  to an archmage with a spelljammer of his or her 
  own, or maybe you discovered a crashed neogi 
  deathspider in the woods outside your village 
  and tinkered with it until its arcane engine 
  hummed to life. If you are a primal gith, you 
  skill learned or perfected by a character along 
  life's journey. 
  Backgrounds
  Details about backgrounds generally appear in 
  Chapter 4 of the Player's Handbook, and the 
  features of specific backgrounds may be found 
  in that rulebook as well as in the Sword Coast 
  Adventurer's Guide, Ghosts of Saltmarsh, Curse 
  of Strahd, Out of the Abyss, Princes of the Apo-
  calypse, Tomb of Annihilation, and the Guild-
  master's Guide to Ravnica. Three poison-centric 
  variants to existing backgrounds are also set 
  forth in Fellozial's Ultimate Guide to Poison.  
   
  During character creation, and with DM 
  approval, players may choose from among the 
  three new background detailed below: arcane 
  shipwright, diplomat, and refugee. Each of 
  these backgrounds is common among the 
  primal gith, but they are also available to 
  characters of other races. 
  Arcane Shipwright
  B
  Chapter 4: 
   Backgrounds and Psionic Feats
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  26
  
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  Primal Gith  |  Chapter 4  |  Backgrounds and Psionic Feats
  were one of those imprisoned for timeless 
  centuries before emerging to escape on a 
  derelict nautiloid, or you may subsequently 
  have been called upon to ferry your people 
  across the planes as refugees from one new 
  home to another. Whatever the circumstances, 
  your encounters with such vessels and other 
  forms of arcane technology, along with your 
  natural mechanical affinity (which might reflect 
  a latent psionic talent), put you in good stead 
  when encountering such artifacts on your 
  journeys. 
  Skill Proficiencies: Arcana, Investigation 
  Tool Proficiencies: Smith's tools or tinker's  
   
  tools (choose one) 
  Languages: Choose two of the following: Deep  
  Speech; Qualith (mind flayer tactile writing);  
   
  Gith (including written tir'su); Gnomish (in- 
   
  cluding dwarvish script); Neogi; Vedalken;  
  Modron; the Common tongue of another  
  world (choose Toril, Ravnica, Eberron, etc.) 
  Equipment: A set of tinker's tools or smith's  
  tools (whichever you choose proficiency  
  with), an abacus, a bag of ball bearings, a  
  block and tackle, a handwritten journal of  
  technical notes and sketches, an ink pen and   
  1 ounce of ink, a steel mirror, 1 spellcasting  
  focus, and a set of traveler's clothes.  
  You can intuit how to pilot even those magical 
  vehicles you encounter for the first time. Your 
  ability to do so draws upon both some latent 
  psionic ability and a knack for jury-rigging the 
  controls so as to mimic the abilities of a more 
  magically-endowed pilot. This skill covers a 
  wide range of vehicles, including but not limited 
  to mind flayer nautiloids, neogi deathspiders, 
  githyanki astral skiffs and planar raiders, 
  Eberron's elemental airships and lightning rail 
  trains, infernal war machines, and spelljammer 
  vessels generally. 
   
  Moreover, you are knowledgeable about any-
  thing a trained pilot of one of these vehicles 
  would be familiar with, such as information 
  about asteroids and other heavenly bodies, 
  assessing phlogistonic or planar "weather" (e.g. 
  astral storms), and proper docking procedures. 
   
  Finally, when piloting a vehicle that moves 
  freely in three dimensions, you can apply your 
  proficiency bonus to the vehicle's AC and 
  saving throws. 
  Provided you have access to your tinker's or 
  smith's tools as well as the necessary raw 
  materials, you can perform repairs on magical 
  vehicles. When you use this ability, the process 
  requires an hour's work, and you restore a 
  number of hit points to the vehicle equal to 5 x 
  your proficiency bonus. A vehicle can only be 
  repaired by you in this way once per long rest. 
  Your time in the lonely vacuum of space has 
  shaped you. You can roll on the following table 
  to determine its impact or choose an influence 
  that best fits your character. 
    d6 The Void's Influence 
     1  Cosmic Designs. You are drafting plans and sche- 
   
   matics for a new, very fast type of spelljammer  
  ship. You are driven to examine as many different  
  kinds of spacefaring vessels as possible to help  
  ensure your success. 
     2  Master of Armaments. You specialized in design- 
   
   ing and mounting arcane cannons and defenses  
  for the Giff navy operating out of the Tears of  
  Selûne. You easily recognize and determine the  
  quality of such items. 
     3  Friends and Foes. You once patched up an astral  
  brig for the githyanki, preventing an explosive  
  decompression. The githyanki military regards you  
  as a friend. 
     4  Low Places on High. You have contacts in the  
   smuggling outfits orbiting your world. You some- 
   
   times repair criminals' ships for coin and favors. 
     5  Spaceshocked. You once survived a neogi attempt  
  to magically implant a hatchling egg in your flesh.  
  Since then, you are reluctant to make first contact  
  with unknown beings in space. 
     6  Mysteries of the Far Realm. While drifting alone in  
  space, you encountered a vast, shapeless entity  
  that briefly crossed over from the Far Realm. Work  
  with your DM to determine a secret about the  
  structure of the multiverse that this entity revealed  
  to you.  
  Life in the Void
  Feature: Magical Vehicle Proficiency
  Feature: Occult Mechanic
  
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  Primal Gith  |  Chapter 4  |  Backgrounds and Psionic Feats
  As an arcane shipwright, you are also a 
  resourceful craftsman and designer, often 
  performing feats of mechanical ingenuity that 
  would impress even a rock gnome or master 
  artificer. To others, these feats seem almost 
  miraculous. 
  You have a background in diplomacy, having 
  devoted a portion of your life to negotiating 
  cease fires, resolutions to territorial disputes, 
  prisoner exchanges, hostage crises, or other 
  political knots requiring a deft touch to untie. If 
  you are a primal gith or a githzerai or githyanki, 
  you might have worked behind the scenes with 
  the Sha'sal Khou to unify all gith, or you might 
  have negotiated refugee status for primal gith 
  wishing to settled on Toril, Eberron, Ravnica, or 
  other planets or planes. You have a calming 
  way about you and a knack for finding common 
  ground, even between the most intractable foes. 
  Skill Proficiencies: Insight, Persuasion 
  Tool Proficiencies: Choose one from among:  
  calligrapher's supplies, cartographer's tools,  
   
  or a gaming set. 
  Languages: One of your choice. 
  Suggested Characteristics
  ARCANE SHIPWRIGHT PERSONALITY TRAITS 
    d2 Personality Trait 
     1  I live life like a feather on a breeze, letting it take 
  me where it will. 
     2  I thrive under pressure. 
     3  Ideas are a copper a dozen; results are what  
  counts. 
     4  I love sketching flying creatures and designing  
  objects that mimic them.
  ARCANE SHIPWRIGHT IDEALS 
    d2 Ideal 
     1  Creativity. Intellectual inertia causes half the  
  world's troubles. Innovation is the way forward.
  (Chaotic) 
     2  Curiosity. I can't stand an unsolved mystery or an  
  impassable portal. (Any) 
     3  Fun. One day, arcane piloting will kill me, but  
  there's nothing I'd rather do. (Chaotic) 
     4  Crew. If every hand pitches in, our hull will never  
  breach. (Good)
  ARCANE SHIPWRIGHT BONDS 
    d2 Bond 
     1  I'm convinced it was sabotage that destroyed my  
  first original spelljammer prototype and killed  
  many of my friends, and I seek revenge against  
  whoever did it. 
     2  One day I'll visit all the crystal spheres adrift in  
  phlogiston and behold the ships that fly there. 
     3  Anything of great technical craftsmanship is to be  
  protected, respected, and cared for. 
     4  I am willing to take risks to make a new discovery.
  ARCANE SHIPWRIGHT FLAWS 
    d2 Flaw 
     1  I'm incapable of admitting a flaw in my designs. 
     2  I find it hard to throw things away; you never know  
  when that rusted spring might come in handy. 
     3  I tend to ignore sleep for days when I'm tinkering  
  with a new ship. 
     4  Too fast is never fast enough when it comes to  
  piloting… until I crash.
  Diplomat
  
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  Primal Gith  |  Chapter 4  |  Backgrounds and Psionic Feats
  Equipment: A medal for distinguished 
  diplomatic service from the ruler of a major city 
  and an official letter conferring the right to 
  demand free room and board from any 
  establishment within the city, a magnifying 
  glass, 5 sheets of paper and 5 sheets of 
  parchment, an ink pen and a 1-ounce bottle of 
  ink, sealing wax, and a set of traveler's clothes.  
  During your time as a diplomat, you developed 
  a particular expertise in or discovered a natural 
  affinity for one specific area of diplomacy. Roll a 
  d10 or choose from the options in the table 
  below to determine this specialty: 
  If you spend 1 minute talking to someone who 
  can understand what you say, for the following 
  minute, you have advantage on your Charisma 
  (Persuasion) checks directed toward that 
  individual as well as your Wisdom (Insight) 
  checks made to discern the individual's 
  alignment, overall truthfulness, and general 
  attitude regarding the subject matter of your 
  conversation. 
  Even strangers find you easy to talk to, and you 
  converse easily with others, but you typically 
  measure your words before speaking.
  Specialty
  Feature: Silver-tongued, Eagle-Eyed
    d10 Specialty 
          d10  Specialty 
  1 
  Peace negotiations 
  6 
  Inheritance disputes 
  2 
  Commerce/contracts 
  7 
  Labor disputes 
  3 
  Hostage negotiations 
  8 
  Refugee status 
  4 
  Border disputes 
  9 
  Arms deals 
  5 
  Prisoner exchanges           10  Riparian rights
  Suggested Characteristics
  DIPLOMAT PERSONALITY TRAITS 
    d2 Personality Trait 
     1  Nobody stays angry at me for long, and I have a  
  similar knack for diffusing tension between others. 
     2  While I listen to what people say, I judge them by  
  their actions, not their words. 
     3  My strong sense of fair play always makes me look  
  for the most equitable solution to arguments. 
     4  I find that flattery often opens doors far better  
  than a battering ram… sometimes even better  
  than a key.
  DIPLOMAT IDEALS 
    d2 Ideal 
     1  Greater Good. My gifts are meant to be shared  
  with all, not used for my own benefit. (Good) 
     2  Evenhandedness. Emotional considerations must  
  not cloud our sense of what is right and proper.  
  (Lawful) 
     3  Instinct. When finding the resolution to a conflict,  
  fairness and tradition must be considered, but for  
  the most part I just go with my gut. (Neutral) 
     4  Greed. If I can resolve a situation in a way that  
  benefits me personally, that's always the best  
  solution. (Evil)
  DIPLOMAT BONDS 
    d2 Bond 
     1  My loyalty to my sovereign is unwavering, and all  
  that I do is motivated by that loyalty. 
     2  No matter how much stronger he or she might be,  
  I will never back down from a bully. 
     3  I hope to increase my family's power and  
  influence. 
     4  War ravaged my homeland when I was a child. I'll  
  do whatever I can to spare others from that same  
  hell.
  DIPLOMAT FLAWS 
    d2 Flaw 
     1  Although I never let it show, I remember every  
  insult I've received and nurse a silent resentment  
  toward anyone who's ever wronged me. 
     2  I'm incapable of deception. 
     3  I'm unable to distinguish between the letter and  
  the spirit of the law. 
     4  I can't resist poking my nose into other people's 
  business when I disagree with their approach.
  
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  Primal Gith  |  Chapter 4  |  Backgrounds and Psionic Feats
  Your life has been one of upheaval and change. 
  You still remember your homeland with 
  fondness, but it is a place to which you know 
  you can never return. Perhaps you fled some 
  natural disaster or insidious plague, or maybe 
  war or other forms of violence or oppression 
  drove you to find safer, more welcoming 
  pastures for yourself and your family. The 
  journey has been full of hardships and 
  obstacles, but your unflagging resilience and 
  the hope of a brighter tomorrow have pulled 
  you through, allowed you to adapt, and made 
  you stronger. 
  Skill Proficiencies: History, Survival 
  Tool Proficiencies: Vehicles (choose land or  
  water) and either one type of artisan's tools  
   
  or one musical instrument. 
  Languages: One Standard language of your  
  choice. 
  Equipment: A tool or musical instrument 
  unique to your homeland, a bedroll and 
  blanket, a candle, a two-person tent, a set of 
  traveler's clothes, and a pouch containing 5 gp. 
  As a refugee, you were forced to leave your 
  beloved homeland in order to escape some peril 
  that had grown too great to withstand. If you 
  are a primal gith, your refugee status is owing 
  to the enslavement of 
  your people by the 
  mind flayers and 
  your subse-
  quent escape 
  long centuries 
  after your 
  homeland was 
  lost in the fog 
  of history. All 
  other charac-
  ters can either 
  roll a d10 or 
  choose from 
  the options in 
  the table 
  below to 
  determine the 
  peril that you 
  fled: 
  You have learned to adapt to changing and 
  unfamiliar circumstances, and you excel at 
  improvising novel approaches to problem 
  solving, social interaction, and survival. 
  Between long rests, you can make three rolls of 
  your choice with advantage when making a 
  Charisma- or Wisdom-based skill check. 
  As a refugee, your personality traits, ideals, 
  bonds, and flaws mirror those associated with 
  the Far Traveler background (see details in 
  Chapter 5 of the Sword Coast Adventurer's 
  Guide). 
  Refugee
  Flight from Peril
   d10 Peril 
     1  A gnoll war band overran your homeland,  
  destroying and desecrating your village. 
     2  The oppression of your people by the despotic  
  government of your homeland escalated to  
  include baseless arrests, intimidation, and even  
  outright murder. 
     3  Ongoing war between sea elves and sahuagin  
  expanded to engulf your coastal village in constant  
  violence. 
     4  Years of drought and crop failures led to wide- 
   
   spread famine in your community. 
     5  It turns out the githyanki knights on red dragons  
  were only the first wave. Then came the astral  
  skiffs descending from a planar raider… 
     6  You were driven from your home by an over- 
   
   zealous order of paladins who found your religious  
  beliefs heretical. 
     7  The beholder boss running the thieves' guild in  
  your home city had grown so powerful that life was  
  untenable for anyone who refused to give in to  
  its extortion. 
     8  A githzerai adamantine citadel appeared in the  
  hills near your home, driving away wildlife and  
  withering plants, which proved disastrous for your  
  tribe's hunter-gatherer lifestyle. 
     9  A tarrasque erupted from the earth beneath your  
  town, wiping it from existence. You are among the  
  handful that escaped the earthquakes and the  
  beast's cavernous maw. 
    10 Your homeland was cursed by a mad god's divine  
  judgment.
  Feature: Resourceful
  Suggested Characteristics
  
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  Primal Gith  |  Chapter 4  |  Backgrounds and Psionic Feats
  SOME DMs PERMIT THE USE OF FEATS TO CUS-
  tomize characters as set forth in the optional 
  rule in chapter 6, "Customization Options," of 
  the Player's Handbook. A feat represents a 
  latent talent or emerging expertise that gives a 
  character special capabilities. When your class 
  grants you an Ability Score Improvement at 
  certain levels, you can instead forgo taking that 
  feature to take a feat of your choice instead. 
   
  The feats presented below are all psionic 
  feats—psychic abilities emerging or deepening 
  in a psionically predisposed character. In order 
  to take a feat, a character must meet any pre-
  requisites specified in that feat, and (as with 
  any feat) if you ever lose a feat's prerequisite, 
  you can't use that feat until you regain the 
  prerequisite. Among other prerequisites, each of 
  the feats below are limited to psionically 
  predisposed characters. For purposes of these 
  three feats, this is defined as follows: 
   
  Psionically Predisposed. A character of a 
  gith race or subrace or a non-gith with a score 
  of 13 or higher in two of the following three: 
  Charisma, Intelligence, Wisdom; the third of 
  these ability scores must be no less than 10. 
  Prerequisite: psionically predisposed 
  You manifest latent psionic powers. 
  ∙ Increase your Charisma, Intelligence, or
  Wisdom score by 1 to a maximum of 20.
  ∙ You learn the message cantrip and can cast it
  at will without expending a spell slot or
  requiring components.
  ∙ You master the psionic shield* spell, which
  you can cast once without expending a spell
  slot. You regain the ability to cast it in this
  way when you finish a long rest.
  ∙ Once per long rest, you can reach into the
  mind of one creature you can see within 60
  feet of you. The target must make a Wisdom
  saving throw, taking 3d6 psychic damage on a
  failed save, or half as much damage on a
  successful one. The damage increases by 1d6
  when you reach 5th level (4d6), 11th level
  (5d6), and 17th level (6d6). Your spell save DC
  for this ability is 8 + your proficiency bonus +
  your Charisma modifier.
  Prerequisite: Psionic Awakening feat and psi-
  onically predisposed 
  Your psionic powers expand and deepen. 
  ∙ Increase your Charisma, Intelligence, or
  Wisdom score by 1 to a maximum of 20.
  ∙ You can cast the cell adjustment* spell at will,
  without expending a spell slot. You also mas-
  ter the detect thoughts and clairvoyance spells,
  each of which you can cast once without ex-
  pending a spell slot or requiring components.
  You regain the ability to cast these two spells
  in this way when you finish a long rest. Char-
  isma is your spellcasting ability for the spells.
  Prerequisite: Psionic Evolution feat and psi-
  onically predisposed 
  ∙ Increase your Charisma, Intelligence, or
  Wisdom score by 1 to a maximum of 20.
  ∙ You gain one of the following: telepathy (60
  feet), blindsight (15 feet), or truesight (10 feet).
  ∙ You master two spells—one from List A, one
  from List B, and your choices are permanent
  —each of which you can cast once without ex-
  pending a spell slot or requiring components.
  You regain the ability to cast these two spells
  in this way when you finish a long rest. Cha-
  risma is your spellcasting ability for the spells.
  LIST A
  Aura Alteration*
  Commune with Nature
  Confusion
  Dimension Door
  Dominate Beast
  Dominate Person
  Far Step
  Geas
  Greater Invisibility
  Modify Memory   
  LIST B 
  Polymorph   
  Etherealness 
  Precognition* 
   
  Mass Suggestion 
  Rary's Telepathic Bond 
  Mental Prison 
  Staggering Smite 
  Plane Shift 
  Synaptic Static  
  Reverse Gravity 
  Telekinesis  
  Teleport 
  Wall of Force 
  True Seeing 
  Psionic Feats
  Psionic Awakening
  * See New Psionic Spells in Chapter 5, below.
  Psionic Evolution
  Psionic Master
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  Primal Gith  |  Chapter 4  |  Backgrounds and Psionic Feats
  31
  
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  Primal Gith  |  Chapter 5  |  Magical Miscellany
  AGIC—EVEN PSIONIC MAGIC— 
  takes many forms. This chapter 
  presents a wide array of new 
  psionic spells, which constitutes 
  its own "school" of magic only 
  available to those classes or races with a psion-
  ic trait or feature. A handful of new magic items 
  is also included, along with some magical beasts 
  that each has some connection to the primal 
  gith and to psychic phenomena generally. 
  Characters with psionic abilities have access to 
  some or all of the following psionic spells. Fore-
  most, these spells all appear on the spell list of 
  sorcerers of the Psionic Magic origin/subclass. 
  One spell—precognition—appears on the 
  expanded spell list of rangers who choose the 
  Diplomatic Conclave. Details of each of these 
  new subclasses are set forth in Chapter 3, 
  above. Several of the spells are also available 
  through the gith racial feats and psionic feats 
  in Chapters 2 and 4, respectively, of this guide.  
   
  For the general rules of spellcasting, please 
  refer to Chapter 10 of the Player's Handbook. 
   
  Psionic spells are broken down by spell level 
  below, and full spell descriptions follow in 
  alphabetical order by the name of the spell. 
  1ST LEVEL
  3RD LEVEL 
  Cell Adjustment 
  Body Control 
  Molecular Manipulation 
  Detect Psychic Echo 
  Psionic Shield  
  4TH LEVEL 
  2ND LEVEL
  Aura Alteration 
  Animal Telepathy 
  Precognition 
  Object Reading 
  2nd-level psionics 
  Casting Time: 1 action 
  Range: 240 feet 
  Components: None 
  Duration: 8 hours 
  You create a telepathic link between yourself 
  and one Beast of your choice within 240 feet of 
  you that you can see at the time you cast the 
  spell. If you move out of range after casting the 
  spell, it ceases to function until you and the 
  beast are again within 240 feet of each other. 
  The spell ends prematurely if you and the 
  target are no longer on the same plane. 
   
  Until the spell ends, you and the target beast 
  can instantaneously share images, sounds, and 
  other sensory messages with one another 
  through the link, and the target recognizes you 
  as the creature it is communicating with. The 
  spell also enables a beast with an Intelligence 
  score of at least 1 to understand the meaning of 
  any words you send through the link and to 
  take in the scope of sensory messages you send 
  to it, but it does not enable the beast to 
  respond with words of its own unless the beast 
  already has linguistic capabilities. The spell 
  also does not give you any particular influence 
  over the beast, nor does it curtail the beast's 
  free will or change its natural alignment, 
  behavior, or instincts. 
  4th-level psionics 
  Casting Time: 1 action 
  Range: Touch 
  Components: None 
  Duration: Special 
  This psionic power can be used in two different 
  ways. It can be used to change your own 
  New Psionic Spells
  M
  Chapter 5: 
   Magical Miscellany
  Psionic Spells by Level
  Animal Telepathy
  Aura Alteration
  
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  Primal Gith  |  Chapter 5  |  Magical Miscellany
  personal aura in such a way as to mimic the 
  effects of the Nystul's magic aura spell, but the 
  spell's duration is only 6 hours (rather than 
  24). Alternatively, it can be used to instantly 
  remove all curses affecting one creature other 
  than yourself, along with any other conditions 
  that would be removed via the remove curse 
  spell (e.g., the effect of a geas spell or a modify 
  memory spell). 
  3rd-level psionics 
  Casting Time: 1 reaction 
  Range: Self 
  Components: None 
  Duration: Varies 
  This psionic spell allows you to resist the 
  damaging effects of hostile environments or 
  elements or withstand substances or radiations 
  destructive to your body. When you are exposed 
  to any effect that would cause you acid, cold, 
  fire, poison, or radiant damage, this spell allows 
  you to deduct one damage die from the result-
  ant damage each round, beginning with the 
  round in which the triggering damage occurred, 
  and lasting for a total number of rounds equal 
  to your overall character level. The type of 
  damage you reduce can change from round to 
  round during the spell's duration, but you can 
  only deduct a single die of damage each round. 
   
  Alternatively, you can use this spell to 
  extend the amount of time you can survive in 
  airless environments. In this regard, you can 
  use this spell underwater or in the vacuum of 
  space, for example, but not merely in response 
  to another creature physically choking you or 
  to an airway blockage; the airlessness must be 
  environmental. If used in response to suffoca-
  tion under these circumstances, you can stave 
  off dropping to 0 hit points for the number of 
  turns left in the spell's duration (once the num-
  ber of rounds equal to your Constitution mod-
  ifier has passed, which is the standard time a 
  character can survive while suffocating as per 
  Ch. 8 of the Player's Handbook). 
  1st-level psionics 
  Casting Time: 1 action 
  Range: Touch 
  Components: None 
  Duration: Instantaneous 
  By means of psychic attunement to the cells of 
  an injured creature, you allow the creature to 
  regain a number of hit points equal to 1d4 + 
  your spellcasting ability modifier + half your 
  character level (rounded up). Alternately, you 
  can forgo restoring hit points and instead use 
  this spell to end one disease afflicting it. This 
  spell has no effect on undead or constructs. 
  3rd-level psionics 
  Casting Time: 1 action 
  Range: Self (30-foot radius) 
  Components: None 
  Duration: Concentration, up to 1 minute 
  Deaths and other highly traumatic events leave 
  a psychic residue in the very earth and stones 
  where they occur, sometimes lasting for cen-
  turies. This spell allows you to sense emotions 
  and receive brief visions of those who have died 
  or suffered a powerful emotional trauma in a 
  location within the spell's range. You can move 
  about so as to widen the spell's range, provided 
  that you maintain concentration. 
   
  If a traumatic occurrence or death took place 
  within range, the spell brings to your mind a 
  brief overview of the circumstances of that 
  occurrence as well as a glimpse into the 
  emotional state and surface thoughts of the 
  creature(s) who died or experienced the trauma 
  at the very moment of death or trauma.  
   
  You need not have any previous knowledge 
  of the occurrence, but the more information you 
  already have about it, the more precise and de-
  tailed the vision you receive. Additionally, more 
  recent events provide stronger insights than 
  those that took place decades or centuries ago. 
  1st-level psionics 
  Casting Time: 1 round (see spell description) 
  Range: 5 feet 
  Components: None 
  Duration: Concentration, up to 1 minute 
  Using the power of your mind, you can alter an 
  item's molecular arrangement so as to make it 
  weak and fragile (as easy to break as if it were 
  made of untempered glass). Your ability to do 
  so increases as you advance in overall charac-
  ter levels as per the table on the following page. 
   
  You must be able to see the item, and it 
  must remain in range while you are casting the 
  Body Control
  Cell Adjustment
  Detect Psychic Echo
  Molecular Manipulation
  
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  Primal Gith  |  Chapter 5  |  Magical Miscellany
  spell. The casting itself lasts until the start of 
  your next turn; during the period of casting, 
  you must maintain concentration on the 
  casting. If your concentration is broken before 
  the start of your next turn, the spell fails, but 
  you don't expend a spell slot. 
  2nd-level psionics 
  Casting Time: 1 action 
  Range: Touch 
  Components: None 
  Duration: Instantaneous 
  You touch an object and detect psychic impres-
  sions left on it by its previous owner. By hand-
  ling an object, you thus might be able to tell its 
  owner's race, alignment, and possibly even fate.  
   
  If the object had a long, storied history, you 
  also learn brief elements of the significant lore 
  about it along with visions of its past back 
  through history. Not all objects give off these 
  sorts of impressions, however. 
  . 
  4th-level psionics 
  Casting Time: 1 action 
  Range: Self 
  Components: None 
  Duration: Instantaneous 
  Using this psionic spell, you attempt to 
  estimate the best probable course of action or 
  the probable outcome of an undertaking. While 
  casting the spell, you mentally focus on a single 
  question concerning a specific goal, event, or 
  activity to occur in the future.  
   
  You simultaneously make an Insight check to 
  which the spell permits you to also add your 
  Intelligence and Charisma modifiers; moreover, 
  even if you do not have proficiency in Insight, 
  you may add your proficiency bonus to this 
  check. For questions concerning goals, events, 
  or activities that will occur more than 1 full day 
  in the future, you must apply a -1 penalty for 
  each day beyond the first (e.g. for something 
  occurring 5 days in the future, a -4 penalty is 
  applied). The DM should roll this check without 
  letting you know the result. If the check suc-
  ceeds, the DM offers you a truthful answer to 
  the best of his or her ability. If the check fails, 
  you receive no answer. If the check is a critical 
  failure, you receive a false or misleading answer. 
   
  Note:the spell does not take into account any 
  possible circumstances that might change the 
  outcome, such as the casting of additional 
  spells or the loss or gain of a companion. 
  1st-level psionics 
  Casting Time: 1 reaction (see spell description) 
  Range: Self 
  Components: None 
  Duration: 1 round 
  You erect a mental wall to protect your mind in 
  response to one of the following triggers: 
  • taking psychic damage
  • being forced to make a saving throw, the fail-
  ure of which would either cause you psychic
  damage or cause you to become frightened or
  charmed or to fall asleep
  Until the start of your next turn, you have a +5 
  bonus when making the above referenced sorts 
  of saving throws, and any psychic damage you 
  sustain is halved. These benefits apply to the 
  triggering effect as well.
   Character 
       Level 
  Able to manipulate the equivalent of 
  1 
  Thin cord 
  3 
  Thick rope or cord, leather strap, thin wire 
  5 
  Thick wire, 1-inch-thick wooden board 
  7 
  Light iron chain, 2-inch-thick wooden board 
  9 
  Heavy iron chain, light steel chain 
  11 
  Stock/shackles, 1-foot-thick wooden board 
  13 
  Iron bar (1-inch diameter), heavy steel chain 
  15 
  Iron bar (2-inch diameter), steel bar (1-inch) 
  17 
  2-foot thick stone wall (humanoid-sized hole)
  18* 
  Magical chain armor, magical dagger 
  19* 
  Magical shield, magical splint mail,  
  magical mace, axe, or flail 
  20* 
  Magical plate armor, magical sword 
  * Magical items targeted with this spell are entitled to a sav- 
   
  ing throw against the psionic caster's spell save DC, with
  each +1 magical bonus the item possesses giving a +2  
  saving throw bonus. For example, a +2 sword would have a  
  +4 bonus on its saving throw. The saving throw is also
  always made with advantage.
  Object Reading
  Precognition
  Psionic Shield
  
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  Primal Gith  |  Chapter 5  |  Magical Miscellany
  New Magic Items
  The Dungeon Master's Guide, Xanathar's Guide 
  to Everything, and the appendices of several 
  other campaign rulebooks contain many magic 
  items. This section introduces several new 
  magic items, each of which is either linked to a 
  particular gith subrace or is a psionically 
  charged item created by the primal gith. DMs 
  may add these items to campaigns  
  at their discretion when these  
  forms of magic fit the campaign's  
  overall flavor. 
  Wondrous item, uncommon (requires attunement) 
  These gloves, designed by primal gith empaths, 
  hold 3 charges. While wearing them, you can 
  use an action and expend 1 charge to cast the 
  object reading spell (see New Psionic Spells, 
  earlier in this chapter). The gloves regain 1d3 
  expended charges daily at dawn. 
  Weapon (greatsword), legendary (requires 
  attunement by a creature with psionic ability) 
  The first silver swords were forged eons ago by 
  primal gith, before the period of mind flayer 
  enslavement. They are now a favorite weapon of 
  githyanki knights. For a complete description of 
  the capabilities of such swords, see Chapter 4 
  of Mordenkainen's Tome of Foes. 
  Wondrous item, very rare (requires attunement) 
  These wondrous items were initially the bypro-
  duct of failed attempts by the primal gith to 
  create an artifact capable of strengthening 
  feelings of empathy and understanding between 
  individuals. This small hand mirror can be 
  used once per day. When a creature that can 
  see the mirror starts its turn within 30 feet of 
  you while you are wielding the mirror, you can 
  force it to make a DC 15 Charisma 
  saving throw. Unless surprised, the 
  creature can avert its eyes to avoid the 
  saving throw at the start of its turn. If 
  the creature does so, it can't see you or the 
  mirror until the start of its next turn, when 
  it can avert its eyes again. If the creature 
  looks at the you in the meantime, it must 
  immediately make the save. If the creature has 
  a number of hit dice greater than your 
  character level, it automatically succeeds on its 
  saving throw. 
   
  A creature that fails this saving throw meets 
  its own gaze in the mirror, and its mind and 
  yours swap bodies for up to 10 minutes. As a 
  bonus action, you can move your mind back 
  into your own body whenever you desire, which 
  returns the subject’s mind to its own body and 
  ends the mirror's effect. While your minds are 
  swapped, your life force occupies the creature's 
  body, and its life force takes over yours. You 
  can call upon the creature's rudimentary or 
  instinctive knowledge but not upon its acquired 
  or learned knowledge (such as skills or non-
  racial feats). The same is true for the creature's 
  possession of your body. 
   
  Specifically, the mind swap engenders the 
  following changes to each party: 
  • You gain the creature type of your new body.
  • You gain the Strength, Dexterity, and
  Constitution scores of your new body.
  • You gain the natural armor, natural attacks,
  movement, and other simple physical
  characteristics of your new body.
  • You gain the extraordinary special attacks
  and qualities of your new body, but you do
  not gain supernatural or spell-like abilities.
  • You gain the possessions and equipment of
  your assumed body.
  • You retain your own hit points, saving throws
  (possibly modified by your new ability scores),
  class abilities, supernatural and spell-like
  abilities, spells, skills, and feats (although
  skill checks use your new ability scores, and
  you may be temporarily unable to use feats
  whose requirements you do not meet in your
  new body). Supernatural abilities that require
  a certain body part, such as a dragonborn’s
  breath weapon or a beholder's eye rays, are
  unavailable in your new form.
  If either body is killed while the mind swap is in 
  effect, the other party also dies when the effect 
  Gloves of Object Reading
  Greater Silver Sword
  Mirror of Mindswapping
  
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  Primal Gith  |  Chapter 5  |  Magical Miscellany
  ends. If one party’s body becomes petrified, 
  magically restrained, banished, or incapacitated 
  in some other way, the other party will be 
  incapacitated in that way when the effect ends. 
  Casting dispel magic on either party causes 
  both minds to return to their original bodies. 
  Weapon (sickle), legendary (requires attunement 
  by a creature with psionic ability) 
  The first psionic sickles were forged from 
  meteoric adamantine by the primal gith in the 
  period before mind flayer enslavement. For 
  millennia, this skill was lost, but 
  with the reemergence of the 
  primal gith, new sickles are  
  being psionically forged. 
   This magic weapon grants 
  a +3 bonus to attack and 
  damage rolls made with it. Any time you hit 
  an object (rather than a creature) with the 
  weapon, the hit is also a critical hit. While 
  you hold the sickle, you are immune to 
  psychic damage, and you have advantage on 
  Intelligence, Wisdom, and Charisma saving 
  throws. 
  Weapon (quarterstaff), very rare (requires 
  attunement by a creature with psionic ability) 
  A favorite weapon among primal gith, this 
  quarterstaff grants a +1 bonus to attack and 
  damage rolls made with it. While holding the 
  quarterstaff, you are also immune to psychic 
  damage. Finally, whenever you attack with this 
  weapon and roll a 19 or 20 on the attack roll, 
  you can channel psionic energy through the 
  weapon to deal an extra 1d4 psychic damage 
  (in addition to any bonus critical hit damage). 
  Psionic Sickle
  Quarterstaff of the Mind
  SENTIENT MAGIC ITEMS 
  As set forth in Ch. 7 of the Dungeon Master's Guide, 
  some magic items possess sentience. While rare 
  generally, this occurs roughly twice as often with 
  psionic items such as those set forth herein. In 
  particular, if a magic item crafted by the gith is sen-
  tient, it often possesses the "Bane" special purpose, 
  seeking to defeat or destroy illithids.
  Not for resale. Permission granted to print or  
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  Primal Gith  |  Chapter 5  |  Magical Miscellany
  36
  
   37
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  Primal Gith  |  Chapter 5  |  Magical Miscellany
  Within this bestiary, you will find stat blocks, 
  information, and lore for five monsters 
  suitable for any D&D campaign. One of these 
  monsters—the thought eater—is a classic 
  creatures that can be traced back to the 
  original Monster Manual published in 1977, 
  although it actually saw its origins a year 
  earlier in Eldritch Wizardry, a supplementary 
  rulebook for the very first edition of Dungeons 
  & Dragons. The other monsters herein are 
  original to this supplement. 
   
  Whether old or new, these four monsters all 
  have some connection to the primal gith. They 
  are presented using the format in the 2014 
  Monster Manual and other 5th-edition rule-
  books. Those unfamiliar with the stat-block 
  format should consult the Monster Manual's 
  introduction before proceeding. There you'll 
  find explanations of terminology and general 
  rules for various monster traits; this 
  information is not repeated herein. 
   
  While lore and background information is 
  provided for each of the monsters that follow, 
  just as with other 5th-edition monsters, you 
  should feel free to change this lore or other 
  details to better suit your game. 
  Oozes are gelatinous creatures with no fixed 
  shape thought to be scattered fragments of the 
  demon lord Juiblex. General ooze characteris-
  tics are set forth in the Monster Manual. Eth-
  ereal oozes represent a distinctive form only 
  arising naturally in the Ethereal Plane—ether 
  turned liquid by chaos. When an ethereal ooze 
  moves, it does so in three dimensions, gliding 
  like liquid mercury unfettered by gravity. They 
  are nearly transparent, can pass into the Mat-
  erial Plane, and become incorporeal at will, let-
  ting them move through objects as they pursue 
  digestible matter (including living creatures).  
   
  If an ethereal ooze is summoned to another 
  plane (e.g. through an eldritch invocation 
  granted to Adlishar Rizaian's pact-of-the-chain 
  warlocks), it retains these movement capabili-
  ties, bringing something of the nature of the 
  Ethereal Plane with it. Such oozes rarely enter 
  the Material Plane voluntarily, however, 
  unless fleeing danger, preferring the ether.
  Bestiary
  Ethereal Ooze
  ETHEREAL OOZE
  Medium ooze, unaligned 
  Armor Class 8 
  Hit Points 13 (2d8 +4) 
  Speed 10 ft., fly 10 ft. 
  Skills Stealth +2 
  Damage Resistances acid; bludgeoning and piercing  
   from nonmagical attacks 
  Damage Immunities force, lightning, slashing, thunder 
  Condition Immunities blinded, charmed, deafened,  
  exhaustion, frightened, grappled, paralyzed, petrified,  
   prone, restrained 
  Senses blindsight 60 ft. (blind beyond this radius),  
  passive Perception 8 
  Languages — 
  Challenge 1 (200 XP) 
  Etherealness. As a bonus action, the ooze can enter the 
  Ethereal Plane from the Material Plane, or vice versa. 
  Incorporeal Movement. The ooze can become insubstan-
  tial at will, letting it move through other creatures and 
  objects as if they were difficult terrain. It takes 5 (1d10) 
  bludgeoning damage if it ends its turn inside an object. 
  Transparent. Eve when the ooze is in plain sight, it takes 
  a successful DC 15 Wisdom (Perception) check to spot 
  an ethereal ooze that has neither moved nor attacked. A 
  creature that tries to enter the ooze's space while 
  unaware of the ooze is surprised by the ooze. 
  ACTIONS 
  Pseudopod. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 10 (3d6) force damage, and the target 
  must succeed on a DC 12 Constitution saving throw or 
  become stunned until the end of its next turn. 
  REACTIONS 
  Split. When an ooze that is Medium is subjected to light-
  ning or slashing damage, it splits into two new oozes if 
  it has at least 10 hit points. Each new ooze has hit points 
  equal to half the original ooze's, rounded down. New 
  oozes are one size smaller than the original.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  7 (-2)
  14 (+2)
  5 (-3)
  6 (-2)
  3 (-4)
  
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  Primal Gith  |  Chapter 5  |  Magical Miscellany
  Nautilliths are vermin that often infest mind 
  flayer colonies and nautiloid ships. They 
  resemble aquatic nautiluses but for the 
  exposed, brain-like organ pulsating above 
  their eyes and dangling tentacles. Nautilliths 
  hover in the air even when sleeping, build 
  nests in hidden recesses, and move out to feed 
  when least likely to be detected (typically when 
  other creatures are asleep). They do not 
  require oxygen, allowing them to thrive in air, 
  under water, and even in space's vacuum. 
  They move as easily through phlogiston or 
  ether as through air or water. 
   
  It is possible that mind flayers created 
  these creatures intentionally by bombarding 
  aquatic nautiluses with psionic energy, but it 
  is equally likely that the creatures came into 
  being spontaneously merely through proximity 
  to an elder brain. If intentionally fashioned, 
  the illithids likely regret doing so, as these 
  creatures are as prone to eat their way 
  through arcane technology as to feed upon 
  living hosts. 
   
  During the centuries in which the primal 
  gith were imprisoned on the derelict illithid 
  asteroid colony, nautilliths were the only other 
  living creatures they saw. Seemingly, they can 
  breed even in timeless environments. Warlocks 
  of the ghostly primal gith leader, Adlishar 
  Rizaian, who choose the Pact of the Chain 
  sometimes summon a nautillith as a special 
  form for their pact familiar, perhaps to mem-
  orialize this shared history with the vermin.
  NAUTILLITH
  Tiny aberration, unaligned 
  Armor Class 13 (natural armor) 
  Hit Points 4 (1d4 + 2) 
  Speed 0 ft., fly 30 ft. (hover), swim 30 ft 
  Skills Perception +2, Stealth +4 
  Damage Resistances cold 
  Damage Immunities psychic 
  Condition Immunities prone 
  Senses darkvision 30 ft., passive Perception 12 
  Languages — 
  Challenge 0 (10 XP) 
  Anaerobic. The nautillith does not need to breathe, 
  allowing it to survive in air, under water, or in the 
  vacuum of space and other airless environments. 
  Telepathic Shroud. The nautillith is immune to any effect 
  that would sense its emotions or read its thoughts, as 
  well as to all divination spells. 
  ACTIONS 
  Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 1 (1d4 -1) psychic damage, and the 
  target is grappled (escape DC 10). Until this grapple 
  ends, the nautillith can't use its tentacles on another 
  target. Each round that the target remains grappled, it 
  suffers an additional 1 (1d4 - 1) psychic damage. When-
  ever the nautillith deals damage, it regains half as many 
  hit points (rounding down) up to its hit point maximum. 
       Owing to an anesthetizing toxin coating a nautillith's 
  tentacles, surprised targets fail to notice they have been 
  hit with an attack unless they succeed on a DC 14 Wis-
  dom (Perception) check, which must be made at disad-
  vantage. The grappled target can repeat this check at the 
  end of each of its turns. The target's allies might spot 
  the nautillith using their own powers of perception. 
  Obscuring Cloud (Recharges after a Short or Long Rest). 
  A 5-foot radius cloud of magical darkness extends all 
  around the nautillith. The area is heavily obscured for 1 
  minute. After releasing the cloud, the nautillith can use 
  the Dash action as a bonus action and does not provoke 
  opportunity attacks when dashing from the cloud's area. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4 (-3)
  15 (+2) 14 (+2)
  5 (-3)
  11 (+0)
  8 (-1)
  Nautillith
  
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  Primal Gith  |  Chapter 5  |  Magical Miscellany
  Psychic echoes are the disembodied spirits of 
  those who have died in the Ethereal Plane and 
  become trapped there. Singly, these undead 
  creatures are harmless, capable of little more 
  than inspiring a vague feeling of unease or 
  melancholy. When they gather in a frenzied, 
  swirling swarm, however, they become a far 
  SWARM OF NAUTILLITHS 
  Medium swarm of tiny aberrations, unaligned 
  Armor Class 13 (natural armor) 
  Hit Points 44 (8d8 + 8) 
  Speed 0 ft., fly 30 ft. (hover), swim 30 ft 
  Skills Perception +2, Stealth +4 
  Damage Resistances bludgeoning, cold, piercing,  
   slashing 
  Damage Immunities psychic 
  Condition Immunities charmed, frightened, grappled,  
   paralyzed, petrified, prone, restrained, stunned 
  Senses darkvision 30 ft., passive Perception 12 
  Languages — 
  Challenge 3 (700 XP) 
  Anaerobic. The swarm does not need to breathe, 
  allowing it to survive in air, under water, or in the 
  vacuum of space and other airless environments. 
  Swarm. The swarm can occupy another creature's space 
  and vice versa, and the swarm can move through any 
  opening large enough for a Tiny nautillith. The swarm 
  can't gain temporary hit points and can only regain hit 
  points through its tentacle action. 
  Telepathic Shroud. The swarm is immune to any effect 
  that would sense its emotions or read its thoughts, as 
  well as to all divination spells. 
  ACTIONS 
  Tentacles. Melee Weapon Attack: +4 to hit, reach 0 ft., 
  one target in the swarm's space. Hit: 14 (4d6) psychic 
  damage, or 7 (2d6) psychic damage if the swarm has 
  half its hit points or fewer, and the target is grappled 
  (escape DC 10). Each round that the target remains 
  grappled, it suffers an additional 7 (2d6) psychic 
  damage. Whenever the swarm deals damage, it regains 
  half as many hit points (rounding down) up to its hit 
  point maximum. 
  Obscuring Cloud (Recharges 4-6). A 5-foot radius cloud 
  of magical darkness extends all around the swarm. The 
  area is heavily obscured for 1 minute. After releasing the 
  cloud, the swarm can use the Dash action as a bonus 
  action and does not provoke opportunity attacks when 
  dashing from the cloud's area. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 15 (+2) 12 (+1)
  5 (-3)
  11 (+0)
  8 (-1)
  SWARM OF PSYCHIC ECHOES 
  Medium swarm of tiny undead, any chaotic alignment 
  Armor Class 12 
  Hit Points 55 (10d8 + 10) 
  Speed 0 ft., fly 60 ft. (hover) 
  Damage Resistances acid, bludgeoning, fire, lightning,  
   piercing, slashing, thunder 
  Damage Immunities cold, necrotic, poison 
  Condition Immunities charmed, exhaustion, frightened,  
  grappled, paralyzed, petrified, poisoned, prone, 
   restrained, stunned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages — 
  Challenge 6 (2,300 XP) 
  Evasion. If the swarm is subjected to an effect that 
  allows it to make a Dexterity saving throw to take only 
  half damage, the swarm instead takes no damage if it 
  succeeds and only half damage if it fails. 
  Flyby. The swarm doesn't provoke opportunity attacks 
  when it flies out of an enemy's reach.  
  Incorporeal Swarm. The swarm can occupy another crea-
  ture's space and vice versa, and it can move through 
  solid objects as if they were difficult terrain. The swarm 
  can't regain hit points or gain temporary hit points. 
  ACTIONS 
  Dreadful Barrage. One target in the swarm's space must 
  make a DC 11 Charisma saving throw, taking 27 (6d8) 
  psychic damage on a failed save or half as much on a 
  successful one; if the swarm has half its hit points or 
  fewer, the target instead takes 13 (3d8) psychic damage 
  on a failed save or half as much on a successful one. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 15 (+2) 12 (+1)
  6 (-2)
  10 (+0) 12 (+1)
  Swarm of Psychic Echoes
  
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  Primal Gith  |  Chapter 5  |  Magical Miscellany
  greater threat, dealing significant psychic 
  damage through a dreadful telepathic barrage 
  of voices, memories, and emotion. 
   Such swarms are incapable of leaving the 
  Ethereal Plane of their own will, but warlocks 
  who have made the pact of the chain and serve 
  the primal gith's ghost leader, Adlishar Rizaian, 
  as their patron, have access to an eldritch 
  invocation allowing them to summon a lesser 
  swarm of psychic echoes for up to a minute, 
  during which time the swarm obeys the 
  warlock's commands. Should a swarm so 
  summoned fail its saving throw against an 
  effect that turns undead, the entire swarm 
  immediately returns to the Ethereal Plane. 
  Thought eaters are bizarre creatures native to 
  the Ethereal Plane, but their awareness extends 
  into the Material Plane. If a thought eater 
  detects a thinking creature within 60 feet of its 
  current location on either plane, it stalks the 
  creature, passing freely between the planes. 
  When the creature is in reach, the thought 
  eater pounces to feed on its thoughts, draining 
  spellcasters of their spellcasting ability, monks 
  of ki, and others of their intellect. 
   Physically, the thought eater resembles an 
  emaciated, gray-hued cross between a large 
  house cat and a platypus. Its feline paws are 
  webbed, allowing it to "swim" through the ether, 
  and when possible it uses these to grip its prey, 
  but any contact between the thought eater and 
  its prey allows it to drain thoughts. 
   Although able to jaunt easily between the 
  planes, a thought eater can only spend up to 
  10 continuous rounds on the Material Plane 
  before its withered flesh dissipates altogether 
  and it dies. To avoid this, it often jumps back 
  and forth to the Ethereal Plane when feeding, 
  allowing it to gorge but avoiding the withering 
  effect (and thwarting counterattacks). If badly 
  wounded, a thought eater will escapes to the 
  Ethereal Plane rather than continuing to fight. 
   Pact of the Chain warlocks of Adlishar 
  Rizaian sometimes choose a thought eater fam-
  iliar, and the pact wards it against withering.
  Swarm of 
  Psychic Echoes
  Thought Eater
  In his seminal work, THE FAR REALM: REAL
  YET UNREAL, the githzerai philosopher 
  Vaqir Zekh'r labels thought eaters one
  of the multiverse's most terrifying 
  creatures, and I'd not gainsay him. I'd 
  rather loose a limb or even a tentacle to
  a dragon's maw than have my mind taken
  from me. 
   
   — Aristul of the Avowed
  
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  Primal Gith  |  Chapter 5  |  Magical Miscellany
  THOUGHT EATER 
  Small aberration, neutral 
  Armor Class 14 
  Hit Points 13 (3d8) 
  Speed 10 ft., fly 20 ft. (40 ft. in ether) (hover) 
  Skills Perception +5, Stealth +5 
  Damage Resistances psychic 
  Condition Immunities prone 
  Senses truesight 60 ft., passive Perception 15 
  Languages — 
  Challenge 1/4 (50 XP) 
  Etherealness. The thought eater can freely pass from the 
  Ethereal Plane to the Material Plane as part of its turn 
  movement and pass back again using a bonus action. 
  Psychic Defense. The thought eater adds its Wisdom 
  modifier to its AC (already included above). 
  Thought Awareness. The thought eater cannot be 
  surprised by any creature within 60 feet of it, provided 
  the creature has an Intelligence of 4 or higher, as it 
  detects the echo of that creature's thoughts. 
  ACTIONS 
  Eat Thoughts. Melee Spell Attack: +4 to hit, reach 5 ft., 
  one target. Hit: The thought eater absorbs the target's 
  thoughts, which manifests as follows: 
  • If the target has a spellcasting ability, its associated
  ability score is reduced by 1. Should the target have
  more than one spellcasting ability (e.g. owing to
  racially innate spellcasting or multiclassing), use the
  ability score associated with the greatest number of
  its spells.
  • If the target does not have a spellcasting ability but is
  a monk with 1 or more unspent ki points, its number
  of unspent ki points is reduced by 1.
  • Otherwise, the target's Int. score is reduced by 1.
  If a target's ability score is reduced to 0, it falls into a 
  coma-like stupor, rendering it Unconscious until that 
  score becomes 1 or higher. Lost ability score points are 
  regained at the rate of 1 point per long rest or per use of 
  lesser restoration, or are fully restored via greater restora-
  tion or wish. Note: the mind blank spell provides 
  complete immunity to this attack.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (-2)
  16 (+3) 11 (+0)
  7 (-2)
  12 (+1) 14 (+2)
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Non-Publisher Titles/The Primal Gith - A Lost Race Rediscovered.pdf