Results 1 to 1 of 1
Thread: Rebalanced (& Psionic) Gith
- Join Date
- Oct 2017
Rebalanced (& Psionic) Gith
This page on the Homebrewery
I'm a bit upset about the Githzerai, and have been working on 5e psionics. Primarily, I've made the base race less barren, balancing out the two gith races.
Ability Score Increase
Your Intelligence score increases by 2.
Gith reach adulthood in their late teens and live for about a century.
Gith are taller and leaner than humans, with most a slender 6 feet in height. Your size is Medium.
Your base walking speed is 30 feet.
You can speak, read, and write Common and Gith.
You learn one language of your choice, and you are proficient with one skill of your choice. In the timeless city of Tu'narath, githyanki have bountiful time to master odd bits of knowledge. In the ordered citadels of limbo, the githzerai dedicate the time they have instead.
Ability Score Increase
Your Strength score increases by 1.
Githyanki tend toward lawful evil. They are aggressive and arrogant, and they remain the faithful servants of their lich-queen, Vlaakith. Renegade githyanki tend toward chaos.
You are proficient with light and medium armor and with shortswords, longswords, and greatswords.
You know the Mystic Hand talent, and don't need concentration to maintain the talent until their next turn. When you reach 3rd level, you can manifest the Wind Step power as if with 2 psi points once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can manifest the Step of a Dozen Paces power as if with 3 psi points once with this trait, and you regain the ability to do so when you finish a long rest. Intelligence is your psionic ability for these powers. When you manifest with this trait, you don't require or create a display.
Ability Score Increase
Your Wisdom score increases by 1.
Githzerai tend toward lawful neutral. Their rigorous training in psychic abilities requires an implacable mental discipline.
You have advantage on saving throws against the charmed and frightened conditions. Under the tutelage of monastic masters, githzerai learn to govern their own minds.
All Githzerai recieve monk training early in life. You recieve a +1 AC bonus while not wearing armor or using a shield.
You know the Mystic Hand talent, and don't need concentration to maintain the talent until your next turn. When you reach 3rd level, you can manifest the Defensive Step power once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can manifest the View Aura power once with this trait, and you regain the ability to do so when you finish a long rest. Wisdom is your manifestor ability for these powers. When you manifest with this trait, you don't require or create a display.
I've also written a pair of feats, one for githyanki and one for githzerai:
Prerequisite: Gith (Githyanki)
Some pick up martial training particularly quickly even among githyanki, and train themselves as elite shock troops. You gain the following benefits:
- Your Strength increases by 1, to a maximum of 20.
- You gain proficiency with heavy armor.
- On a hit, you can deal an additional 2d4 radiant damage. You can use this ability once per long or short rest.
Prerequisite: Gith (Githzerai)
Some pick up defensive training particularly quickly even among githzerai, and train themselves as elite defenders. You gain the following benefits:
- Your Wisdom increases by 1, to a maximum of 20.
- You still gain the benefits of your Monastic Tradition bonus while wearing light armor or using a shield.
- Your Monastic Tradition bonus increases to a +2 AC bonus while not wearing armor or using a shield.
The psionic abilities, from my psionics overhaul:
Spoiler: PsionicsMystic Hand
You can use your action to manipulate or move one object within 30 feet of you. The object canít weigh more than 10 pounds, and you canít affect an object being worn or carried by another creature. If the object is loose, you can move it up to 30 feet in any direction. This talent allows you to open an unlocked door, pour out a beer stein, and so on. The object falls to the ground at the end of your turn if you leave it suspended in midair, unless you use your concentration to maintain the talent until the start of the next turn, at which point you can use your action to manifest the talent again. If you do not use your action to manifest the talent again, the object fall to the ground.
Wind Step (1Ė7 psi). As part of your move on your turn, you can fly up to 20 feet for each psi point spent. If you end this flight in the air, you fall unless something else holds you aloft.
Step of a Dozen Paces (1Ė7 psi). If you havenít moved yet on your turn, you take a bonus action to teleport up to 20 feet per psi point spent to an unoccupied space you can see, and your speed is reduced to 0 until the end of the turn.
Defensive Step (2 psi). When you are hit by an attack, you can use your reaction to gain a +4 bonus to AC against that attack, possibly turning it into a miss. You then teleport up to 10 feet to an unoccupied space you can see.
View Aura (3 psi; conc., 1 hr.). As an action, you study one creatureís aura. Until your concentration ends, while you can see the target, you learn if itís under the effect of any magical or psionic effects, its current hit point total, and its basic emotional state. While this effect lasts, you have advantage on Wisdom (Insight) and Charisma checks you make against it.