D&D homebrew Planescape Races Table Top

Planar Possibilities

Every game where the players level up is just an excuse to eventually run a Planescape game. Of course, you can also just start a character with that intent. Part of the appeal of Planescape is the beautiful weirdness of the people. Outside of the normal races, Planescape bustles with squirrel people, people covered in living blades, goat people, descendants of celestial beings, descendants of demons and devils, people of the elemental planes, and even descendants of the slaadi. It’s a weird ass place. Below is a sample of what these races might look like, including going back to the stranger roots of the tieflings.

Aasimar

While tieflings have the blood of a creature from the lower planes running through their veins, the aasimar have the blood of the upper planes coursing through their bodies. Instead of horns, tails, black eyes, fangs, and reddish skin, the aasimar carry the traits of the upper planes. They have metallic-colored hair, eyes of unnatural color purity, fair and luminous skin, and features of the animals and beings of the upper planes.

Aasimar are raised by their human parents in communities of other aasimar. The celestial beings try and maintain contact with their children, unlike their demonic or devilish counterparts. This leads to a lot of resentment between the aasimar and the tieflings, who are typically orphaned and abandoned. Aasimar often masquerade as humans or half-elves, but they often struggle, as they tend to take up causes and crusades more readily and frequently than is otherwise normal.

Aasimar Traits

Ability Score Increase: Your Charisma score increases by 2, and your Strength score increases by 1.

Age: Aasimar mature at the same rate as humans, but live a few years longer.\

Alignment: Who cares?

Size: Medium

Speed: Your base walking speed is 30 feet.

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.

Keen Senses: You have proficiency in the Perception skill.

Plane-Touched Heritage: You have advantage on saving throws against the charmed and frightened conditions.

Celestial Ancestry: You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the searing smite spell once per day as a 2nd level spell. Once you reach 5th level, you can also cast the daylight spell once per day. Charisma is your spell casting ability for these spells.

Bariaur

Bariaur often remind primes of centaurs. They have human torsos and arms atop of goat-like bodies. They often have something of a lion in their facial features, though men sport great, curling ram horns. Bariaur are nomadic people, prone to wanderlust and travel. Bariaur are raised in a tribal society, and it is expected a bariaur will leave the herd during the approach to adulthood for many years before eventually returning.

Bariaur are social, easygoing, and generally disposed to friendship upon meeting new people. Despite their meticulous and fussy natures when it comes to their appearance and actions, bariaur are not flighty or frivolous. To make a friend of a bariaur is to make a loyal, sturdy companion for life.

Bariaur Traits

Ability Score Increase: Your Strength score increases by 1, your Intelligence score increases by 1, and your Constitution score increases by 1.

Age: Bariaur mature at the same rate of humans, though they are generally twice as long-lived.

Alignment: Who cares?

Size: Medium

Speed: Your base walking speed is 30 feet. When using the Dash action, the base speed is instead 40 feet.

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.

Ramming Dash: When using the Dash action, you may make a ramming attack as a bonus action. You gore your opponent with your horns for 1d4 + Strength Modifier damage. For every 10 feet beyond your base movement speed that you travel in a straight line, you gain an additional 1d4 of damage on this attack. This damage increases to 1d6 at 5th level, and 1d8 at 11th level.  Strength is your ability for this attack

Pack Constitution: You have advantage on saving throws against non-magical poisons and disease.

Bladelings

Enigmatic and secretive people from the eternal battlefield of Acheron, Bladelings call the fourth layer of Acheron, Ocanthus, their home. Ocanthus, like the rest of Acheron, is comprised of iron shapes of various size that float through air-filled, infinite space. Unlike the rest of Acheron, the iron shapes of Ocanthus are not regular shapes, but are instead shard-like solids with razor-sharp edges. Bladelings serve as the soldiers and assassins for the Cabal Macabre, the organization ruled by the goddess Wee Jas. The Cabal Macabre operates out of a huge and intricate castle of black ice that exists on a possibly infinite shard of black ice that exists at the bottom of Ocanthus.

Bladelings appear as metallic humanoids of various shades with vibrantly colored eyes, and blood the texture, consistency, and color of oil. As the name suggests, blade-like protrusions jut from their body, most noticeably on their hands and bony extremities. Bladelings tend to gravitate towards positions of law, authority, and order, but there are always exceptions. Bladelings do not often leave Ocanthus, but those that do have usually been sent on a mission or exiled for one reason or another.

Bladeling Traits

Ability Score Increase: Your Constitution score increases by 2, and your Dexterity score increases by 1.

Age: Bladelings mature at the same rate as humans, and live roughly the same life span.

Alignment: Who cares?

Size: Medium

Speed: Your base walking speed is 30 feet.

Unnerving Presence: You have advantage on all Intimidation and Persuasion skill checks.

Natural Defenses: You naturally know the Parry and Riposte maneuvers. You have one superiority die, which is a d6. This die is used to fuel your maneuvers. A superiority dice is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain an extra superiority die at 3rd level. These dice increase to d8s at 5th level. These superiority dice may only ever be spent on these two maneuvers.

Genasi

As aasimar have heritage linking them to the upper planes, and tieflings are connected to the lower planes, Genasi have heritage linking them to one of the elemental planes. It is often unclear what lineage from those planes the Genasi claims, as there are many intelligent races that call the elemental planes home. Genasi are considered aliens and outsiders even on the planes, and it is unlikely to find any community of Genasi anywhere. Genasi are often believed to have an aura of superiority about them, even if this is not always the case. It is also typical for Genasi not to get along with their own kind, not just those Genasi claiming opposing elemental heritage. The are seen as people beholden to their blood, be it the volatile nature of fire, or the plodding methodical nature of earth.

The elemental nature of the Genasi is usually quite clear in appearance. Genasi appear mostly human, but with characteristics such as hair, skin color, a faint aura, or strange markings that identify them as their race.

Genasi Traits

Ability Score Increase: Your Charisma score increases by 1.

Age: Genasi reach physical maturity about the same time as human, but they often claim lifespans that stretch into the hundreds of years. They claim more in commonality with elves than humans, in this regard.

Alignment: Who cares?

Size: Medium

Speed: Your base walking speed is 30 feet.

Primal Attunement: You have advantage on Nature and Survival skill checks.

Alien Metabolism: You only require half as much food and water as a human of your same size.

Subrace: Genasi are divided into four types, along elemental lines: air genasi, earth genasi, fire genasi, and water genasi. Choose one of these subraces.

Air Genasi

Spirits of wind, djinn, slyphs, and other creatures sometimes take exception men and women to be their mates. The offspring of these unions are air genasi, often known as wind dukes. Air genasi see themselves as the rightful inheritors of their lineage – all things sky, wind, and air. Air genasi are the most readily accepted of the genasi, but they are still far from common. Air genasi often have light blue skin or hair, a seeming small, yet constant breeze about them, skin that is cool to the touch, or a strange, breathy way of speaking.

Ability Score Increase: Your Dexterity score increases by 1, and your Intelligence score increases by 1.

Air Attunement: You have resistance to Lightning damage.

Air Lineage: You take twice as long to suffocate.

Elemental Ancestry: Once you reach 3rd level, you may cast feather fall once per day. Once you reach 5th level, you may cast gust of wind once per day. Charisma is your spell casting ability for these spells.

Earth Genasi

The descendants of a mortal parent and an earth-being, usually a dao. Earth genasi are shunned by their earth parentage, who find flesh largely scandalous or distasteful. Earth genasi revel in their strength and decision-making prowess. Earth genasi are often known as stone princes. Earth genasi often have brown, leathery, almost stone-like skin, a metallic sheen to their hair and skin, thick torsos and limbs, black eyes, and deep, sonorous voices.

Ability Score Increase: Your Strength score increases by 1, and your Wisdom score increases by 1.

Earth Attunement: You resistance to Necrotic damage.

Earth Lineage: You have advantage on all crafting rolls.

Elemental Ancestry: Once you reach 3rd level, you may cast pass without trace once per day. Once you reach 5th level, you may cast meld into stone once per day.

Fire Genasi

Fire genasi often claim to be forged, rather than born. While this is untrue, it speaks to the tendency to wax metaphorical and dramatic that the flame lords possess. Unlike their brethren, to be a fire genasi is to have escaped the wrath of your fiery parentage, as efreets and fire spirits attempt to slay their mortal offspring without a second thought. Fire genasi are full of energy, high-strung, and quick to action. Fire genasi often appear with deep red or coal-like skin, dark red hair that seems to move of its own accord, a voice that cracks and pops as if it were a flame speaking, flesh always warm to the touch, or eyes that seem to smolder and glow.

Ability Score Increase: Your Intelligence score increases by 1, and your Strength score increases by 1.

Fire Attunement: You have resistance to all Fire damage.

Fire Lineage: You have advantage on saving throws against being Blinded or Restrained.

Elemental Ancestry: You know the fire bolt cantrip. Once you reach 5th level, you may cast flame blade once per day. Charisma is your spell casting ability for these spells.

Water Genasi

Water genasi are the rare offspring of a nereid, marid, or other watery elemental. Sea kings are considered the orphans of the sea and are often raised with a fierce independence, knowing they have no one to rely on. Water genasi are often heroic to the point of matyrdom, while many are untrusting of others and behave as if they have rarely had contact with intelligent beings. Water genasi often have blue-green skin or hair, blue-black eyes, light scales covering their skin, hair that continually appears wet and floating, cold, clammy flesh, and a muffled and indistinct voice.

Ability Score Increase: Your Dexterity score increases by 1, and your Constitution score increases by 1.

Water Attunement: You have resistance to all cold damage.

Water Lineage: You take twice as long to drown.

Elemental Ancestry: You know the ray of frost cantrip. Once you reach 7th level, you may cast control water once per day. Charisma is your spell casting ability for these spells.

Ratatoskr

Ratatoskr are the inhabitants of Yggdrasil, the world-spanning tree. Ratatoskr resemble giant squirrels, but they are intelligent beings that have partaken of the wisdom held within the tree. Ratatoskr are very comfortable with nature, and have a reverence for Yggdrasil that borders on worship. Ratatoskr are nimble, and often leap wildly from branch to branch as they scale the world tree. Ratatoskr leave Yggdrasil when they believe they have been given insight that they need to do so, thought it is often unclear what that insight might be. Ratatosk tend to have dreams and visions in complex detail and metaphor that they attribute to the world tree. Interpreting these dreams and visions is difficult, and consumes many Ratatosk fully.

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

Age: Ratatosk reach maturity around the age of 20, and live to around 200.

Alignment: Who cares?

Size: Medium

Speed: Your base walking speed is 35 feet.

Arboreal Expert: You have Advantage on all acrobatics and athletics checks.

Aerial Efficiency: If you are successful against a base DC 15 athletics check, you are under the effects of a feather fall spell while leaping from a height of at least 10 feet.

Yggdrasil’s Blessing: You know the cantrip guidance. Once you reach 3rd level, you may cast augury once per day. Once you reach 5th level, you may cast clairvoyance once per day.

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