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Gith

Traits

  • Ability Score Increases: +1 Intelligence
  • Size: Gith are taller and leaner than humans, with most a slender 6 feet in height. Your size is Medium.
  • Speed: Your base walking speed is 30 feet.
  • Languages: You can speak, read, and write Common and Gith.
  • Origin Town: Isperia

Mental Discipline: You have advantage on saving throws against the charmed and frightened conditions. Gith have learned to govern their own minds.

Gith Psionics: You know the Mage Hand cantrip, and the hand is invisible when you cast the cantrip with this trait.

When you reach 3rd level, you can cast the Shield spell 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 cast the Detect Thoughts spell once with this trait, and you regain the ability to do so when you finish a long rest.

Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they don’t require components.

Physical Appearance

Gith are tall and emaciated-looking humanoids. They have pale yellow skin, sometimes with greenish or brownish tones. Their skulls are long and angular, with deep-set eyes, flattened noses, and long pointed ears. Typical hair colors include black, red, russet, and sometimes gray.

General Personality

Since their hard-won victory against the mind flayers, the gith became ascetics and philosophers, pursuing self-knowledge in the face of adversity. As a splinter group of an oppressed race, they are extremely distrustful of outsiders and are devoted to their self-preservation. Since arriving on Avensuna most gith have stuck only to Isperia, and focus their time on self improvement and research.

Origin Town:

Isperia

The gith arrived in Avensuna, along with the tabaxi, upon their vessel. Avensuna is a material plane that easily lets outsiders in, but curiously is very difficult to leave. The gith found a northern human settlement filled with wizards and scholars that suited their needs, and co opted as their new home. Eventually it became the town of Isperia. The gith devote themselves to studying the cosmology of Avensuna and finding a way to leave the plane. In their spare time though they leave out lures to drag in unsuspecting Illithid parties that they then kill.

Bonuses:

Ability Scores: +2 points between Dexterity, Constitution, Intelligence, and Charisma

Skills: Proficiency in the Aracana, History, or Investigation skill.

Cold Acclimation: You have advantage on saving throws against effects that deal cold damage. You resist the environmental effects of extreme cold.

Wizard School: You know the Message cantrip.