Let’s Get Me(n)tal

It’s character building time! We’re almost ready to start playing in the world of Exploration Age and I couldn’t be more excited. Last Thursday I posted my version of the svirfneblin, duergar, and shifter PC races and their unique stories in Exploration Age. There’s three more classic D&D races I’ve made available to my players and each has their own story twist for my campaign setting.


Githzerai just look so cool!

New to Verda by many other races’ standards, githzerai came to Verda to aid the tribes and tieflings with the incursion of their oldest foe – the githyanki. The githyanki violently invaded the Material Plane, looking for a place to lay their eggs as they cannot lay them in their home Astral Plane. For years they terrorized the tribes and tieflings, until the githzerai got wind of the invasion. They were old enemies of the githyanki and were driven from their Astral Plane home to the Swirling Chaos of Mispuria by the evil race. The githyanki heard the tales, knew the Material Plane was in need, and added their might to that of the tribes and the tieflings. Over 200 years later, some githzerai still remain in Verda because they enjoyed life in the Material Plane, or because they are still trying to hunt down every last githyanki. Many githzerai have been accepted into the tribes and some have even had offspring with humans.

Githzerai are the picture of calm and peaceful. They have seemingly endless patience and believe all the power an individual needs to find enlightenment lies within one’s self. As a result, they often serve as shamans and spiritual advisors to the tribes, giving council on all matters often whether or not their opinion was asked. The githzerai seem to share an unspoken superiority to the other races of the tribes, as they were instrumental in staving off the githyanki incursion.

Githzerai get along with just about anyone, but they can come off as condescending and superior, which is known to turn certain folks off. Githzerai adventurers could be monks on quests to find enlightenment, githyanki hunters, powerful shamans seeking the ways of the world, or anything you dream.

Githzerai Traits

Ability Score Increase. Your Dexterity score increases by 1 and your Wisdom score increases by 2.

Age. Githzerai reach adulthood around the same time as humans and live to be about 100 years old.

Alignment. Githzerai are pragmatic, sometimes to a fault, so they tend to be neutral. They fall all over the spectrum of law and chaos.

Size. Githzerai are between 6 and 6 and a half feet tall and weigh between 150 and 200 pounds. Your size is Medium.

Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Speed. Your base walking speed is 30 feet.

Mental Magic. You know the mage hand cantrip. When you reach 3rd level, you can cast the blur spell once per day. When you reach 5th level, you can also cast the haste spell once per day, but you may only target yourself with the spell. Wisdom is your spellcasting ability for these spells.

Mental Might. You have advantage on saving throws against charm effects.

Languages. You can speak, read, and write Common and Githzerai.


Even his hair floats!

I’ve already written about the story of the sweet, sweet kalashtar here. Now for the mechanics!

Kalashtar Traits

Ability Score Increase. Your Charisma score increases by 2 and your Wisdom score increases by 1.

Age. Kalashtar reach adulthood around the same time as humans, but can live to be 200 years old.

Alignment. Kalashtar are good-hearted and community-oriented so they tend to be lawful good.

Size. Kalashtar have the height and build of humans. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Bastion of Mental Clarity. You have advantage on saving throws against spells of the illusion school of magic.

Mental Might. You have advantage on saving throws against charm effects.

Subtle Psychic. Choose one of the follow skills: Deception, Intimidation, or Persuasion. You are proficient in that skill.

Telepathy. You can communicate telepathically with any creature within 60 feet of you that understands a language.

Languages. You can speak, read, and write Common and one other language of your choice.


It’s hard to beat an axe-arm.

The warforged generally fall into two camps; those who accept their slavery and those who rage against it. Invented less than half a century ago, warforged were built by Bragonay’s dwarves as machines with a purpose. The master craftsmen didn’t realize that they were actually creating sentient life.

Now the warforged can be found throughout Findalay and in parts of Verda. Free warforged have embraced their liberty fully and try to experience all parts of life. They are open to and seek out new experiences. Their thirst for the knowledge of other cultures and lands is unrivaled by by no other race. These free warforged have a fiery passion in their bellies for liberty and want to see slaves set free across Canus.

There are many warforged still enslaved in Bragonay. These warforged are content to serve their masters, but still have feelings, thoughts, and emotions of their own, and still share the passion for learning free warforged have. Then there are the warforged who cannot stand their bonds of slavery and spend their days plotting their escape.

Warforged reproduction is a touchy subject. The Creation Forges in Bragonay have been out of service since the uprising, though they still work and many debate whether or not the empress and warlords should turn these back on. A few free warforged have discovered ways to build their own offspring however, using pieces of their own body and expensive material components found throughout the land. To get the ritual and blueprints required however, one would need to speak to these warforged directly. These creators do not share their identities with just anyone, lest the plans be used to once again create beings to be used as slaves.

Warforged adventurers could be slave liberators, druids trying to figure out their own place in the circle of life, slaves spying on a liberation operation for their master, or anything you dream.

Warforged Traits

Ability Score Increase. Your Strength score and Constitution score increase by 2.

Age. Warforged are born as adults and do not age.

Alignment. Warforged tend toward lawful alignment, since they were designed to be soldiers and slaves. They usually do not bend either good or evil, since they are usually more focused on the task at hand than its moral implications.

Size. Warforged are between 6 and 6 and a half feet tall and weigh between 250 and 300 lbs. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Composite Plating. You gain a +1 bonus to Armor Class.

Construct Rest. Instead of sleeping, you enter a sleep‐like state. You need to remain in it for only 4 hours each day. You do not dream; instead, you are fully aware of your surroundings and notice approaching enemies and other events as normal. After resting this way, you gain the same benefits a human does from 8 hours of sleep.

Incredible Resolve. You can end any incapacitated, paralyzed, or stunned condition effecting you on the start of your turn. You must complete a short rest before you can use this ability again.

Living Construct. Even though you were constructed, you are a humanoid. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish.

Languages. You can speak, read, and write Common and one other language of your choice.

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