Planescape Next Races

See also: Revised Planetouched (by me, on Planewalker.com)

Tiefling

Traits1

As a tiefling, you have all the following racial traits.
Ability Score Adjustment: Your starting Charisma score increases by 1.
Size: Medium.
Speed: 30 feet.
Low-Light Vision: You can see in dim light as well as you do in bright light.
Deceitful: You have advantage on Charisma (Deception) checks.
Fiendish Heritage: Choose a fiendish heritage. Several heritages are described here: arcanoloth, cornugon, gelugon, glabrezu, kyton, marilith, osyluth, pit fiend, succubus, and ultroloth.

Arcanoloth

Ability Score Adjustment: Your starting Intelligence increases by 1.
Language: You can speak, read, and write Common and Infernal.
Shield: Once per day you can cast the shield spell.
Cantrip: You know one cantrip of your choice from the mage's spell list. You can cast this spell at will. Intelligence is your magic ability for this spell.

Cornugon

Ability Score Adjustment: Your starting Constitution increases by 1.
Language: You can speak, read, and write Common and Infernal.
Fire Resistance: You have resistance to fire damage.
Bane: Once per day, you can cast cause fear. Charisma is your magic ability for this spell.

Gelugon

Ability Score Adjustment: Your starting Constitution increases by 1.
Language: You can speak, read, and write Common and Infernal.
Cold Resistance: You have resistance to cold damage.
Heart of Cania: Once per day, you can channel infernal cold to crush the will of your enemies. Choose a creature within 25 feet that you can see. It must make a Constitution saving throw. It takes 3d8 cold damage on a failed save, and half as much damage on a successful one.

Glabrezu

Ability Score Adjustment: Your starting Intelligence increases by 1.
Language: You can speak, read, and write Common and Abyssal.
Chaos Ward: When you succeed on a saving throw against an effect that deals acid, cold, electricity, fire, thunder, or poison damage, you gain resistance to the damage dealt by that effect. This resistance lasts for 10 minutes, and you can not use chaos ward again while it is still active.
Abyssal Wrath: Once per day you can cast thunder wave. Charisma is your magic ability for this spell.

Kyton2

Ability Score Adjustment: Your starting Dexterity increases by 1.
Language: You can speak, read, and write Common and Infernal.
Cold Resistance: You have resistance to cold damage.
Chain Mastery: You have proficiency with the flail and whip.
Dancing Chains: Once per day, you can command any length of chain five feet or longer to animate and attack a creature. The chain cannot move, but it can wrap itself around any creature of a creature within 5 feet of its location. That creature is entangled. That creature must succeed in a Strength contest with you, opposed by your Charisma, or be restrained. The creature can spend an action on its turn to attempt this contest again. If the chain is not currently restraining a creature, you can attempt to entangle a creature as part of your action. This animation ends after one minute.

Marilith

Ability Score Adjustment: Your starting Intelligence increases by 1.
Language: You can speak, read, and write Common and Abyssal.
Lightning Resistance: You have resistance to lightning.
Combat Reflexes: During the first round of combat, you have advantage on attack rolls against any target that has lower initiative than you.

Osyluth

Ability Score Adjustment: Your starting Dexterity increases by 1.
Languages: You can speak, read, and write Common and Infernal.
Poison Resistance: You have resistance to poison damage.
Cause Fear: Once per day you can cast cause fear. Charisma is your magic ability score for this spell.

Pit Fiend

Ability Score Adjustment: Your starting Intelligence increases by 1.
Languages: You can speak, read, and write Common and Infernal.
Fire Resistance: You have resistance to fire damage.
Command: Once per day you can cast command. Intelligence is your magic ability score for this spell.

Succubus

Ability Score Adjustment: Your starting Intelligence increases by 1.
Language: You can speak, read, and write Common and Abyssal.
Fire Resistance: You have resistance to fire damage.
Charm Person: Once per day you can cast charm person. Charisma is your magic ability score for this spell.

Ultroloth

Ability Score Adjustment: Your starting Intelligence increases by 1.
Language: You can speak, read, and write Common and Infernal.
Poison Resistance: You have resistance to poison damage.
Darkness: Once per day you can cast darkness.

Bariaur

Traits

As a bariaur, you have all the following racial traits.
Size: Medium.
Speed: 35 feet.
Ability Score Adjustment: Your starting Strength and Wisdom scores increase by 1.
Low-Light Vision: You can see in dim light as well as you do in bright light.
Quadruped: Your carrying capacities are twice the normal limits, and you have advantage on checks made to avoid falling prone. You have disadvantage on checks made to climb a vertical surface, squeeze into small spaces, or similar activities.
Bariaur Weapon Training: You can wield weapons as if you were mounted.
Horns: Your ram horns can be used in combat. Treat your unarmed attacks as a weapon that you are proficient with that deals 1d8 bludgeoning damage.
Bariaur Charge: When you hit with an attack while performing the charge action, you may intiate a knock down (see page 18 of the "How to Play" document) as part of your action.
Language: You can speak, read, and write Common and either Elven or Einherjal (your choice).

Gith

Traits

As a gith, you have all the following racial traits.
Size: Medium.
Speed: 30 feet.
Ability Score Adjustment: Your starting Dexterity score increases by 1.
Awakened Mind: You have advantage on saves to resist being charmed or stunned.
Danger Sense: You gain a +4 bonus to initiative checks.
Language: You can speak, read, and write Common and Githjad.
Two Skies: Choose a subrace. Two subraces are described here: githyanki and githzerai.

Githyanki

Ability Score Adjustment: Your starting Constitution score increases by 1.
Warrior Culture: You gain one martial feat of your choice at 1st level as a bonus feat. You must meet all the feat's prerequisites.

Githzerai

Ability Score Adjustment: Your starting Wisdom score increases by 1.
Centered Clarity: Once per day, you may automatically succeed on one saving throw.

Genasi

Traits

As a genasi, you have all the following traits.
Size: Medium.
Speed: 30 feet.
Ability Score Adjustment: Your starting Constitution score increases by 1.
Elemental Manifestation: Choose an elemental manifestation. Four manifestations are described here: air, earth, fire, and water.

Air

Ability Score Adjustment: Your starting Dexterity score increases by 1.
Electricity Resistance: You have resistance to electricity damage.
Airy Step: Your base speed increases by 5 feet while you are unencumbered and while you are wearing light armor or no armor.
Storm Soul: You can cast the gust of wind spell once per day.
Wind Scion: You have advantage on all Wisdom checks made to listen.

Earth

Ability Score Adjustment: Your starting Strength score increases by 1.
Darkvision: You can see in darkness within 60 feet of you as if it were dim light. When you do so, your vision is in black and white.
Acid Resistance: You have resistance to acid damage.
Resistance: You gain a +1 bonus on all saving throws.

Fire

Ability Score Adjustment: Your starting Charisma score increases by 1.
Fire Resistance: You have resistance to fire damage.
Flame Scion: As an action, you can cause a nonmagical fire within 10 feet of you to diminish to the level of coals or flare to the brightness of daylight and double the normal radius of its illumination. This ability does not change the heat output or fuel consumption of the fire source, lasts 5 minutes, and may be done a number of times per day equal to your Charisma bonus (minimum 1).

Water

Ability Score Adjustment: Your starting Wisdom score increases by 1.
Cold Resistance: You have resistance to cold damage.

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