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Qual'Ath Race by Clockwork Dragon
Qual'Ath Race by Clockwork Dragon
PDF compiled, edited and designed to ressemble the official Player’s Handbook by ClockWork Dragon
Qual’Ath Traits Natural Psionics. You can use the power of your mind
to replicate the effect of certain spells. Beginning at 3rd
The Process of Ceremorphosis alters the mind and body
level you can cast the following spells at their lowest
of the host in drastic and irreversible ways. You gain the
level: Sending, Detect thoughts. Your spellcasting ability
following traits
for these spells is Intelligence. Spells cast using this
feature do not require components and are treated as
Ability Score Increase. Your Inteligence score
psionic abilities rather than magical effects. You can
increases by 2
use this ability a number of times equal to 1/2 your
Age. Once a host has undergone ceremorphosis, the
proficiency bonus, and regain the ability to do so when
alien biology of the symbiote prevents any further aging,
you finish a long rest.
making the Qual’Ath effectively immortal.
Outsider. More accustomed to the telepathic sensations
Alignment. Qual’Ath are as diverse in their alignment as
of your own race than the facial expressions of others,
any other race, but their concept of morality is as alien
You have disadvantage on Insight checks against
as the Qual’Ath themselves.
members of other races.
Size. Qual’Ath average somewhat taller than most
Tentacles Four cephalopod like tentacles extend
humanoids, at around 7 ft, But this can vary depending
from your face, often serving as additional arms. Your
on your host race. Your size is medium or small,
tentacles can stow or retrieve an item on your person
depending on your host race. Your host race cannot be
weighing no more than 5 pounds as a free action on
tiny.
your turn, or to take the Use Object action as a bonus
Speed. Your base walking speed is 30 feet.
action.
Darkvision. Accustomed to life on a sunless home-
Telepathic Communication. You can speak
world, you have superior vision in dark and dim
telepathically to any creature you can see within 60
Conditions. You can see in dim light within 60 feet of
feet of you. You don’t need to share a language with the
you as if it were bright light, and in Darkness as if it
creature for it to understand your telepathic messages,
were dim light. You can’t discern color in Darkness, only
but the creature must be able to understand at least one
Shades of Purple.
language or be telepathic itself.
Arcane Dissidence Your separation form the world
Languages. You can speak, read, and write Common,
of the arcane makes it difficult to comprehend arcane
Qualith, Deep Speech, And and one language of your
magics. You treat magic items not created by your race
choice known by your host race.
as Alien technology (dmg pg 268), and require twice as
long to copy new spells into a spell book or ritual book .
Alien Biology. Your extraterrestrial physiology lacks the
powerful immune system of most terrestrial races. You
have disadvantage on saving throws against poison and
disease
Illithid Thoc’Rah
Also known as Mind-Flayers, Illithid have forgone the Far outnumbered by their Illithid counterparts,
mutual symbiosis in favor of enslaving other races to Thoc’Rah take their name from the first colony to take
serve as hosts. An Illithid’s Host is nothing more than an stand against the Illithea experiments, and the first
empty shell, who’s brain has long since been consumed to fall during the Great Divide. Thoc’Rah hold true to
by the Qual’ath master. Despite these origins, and their the ancient traditions of their race, and bond only with
drug-like dependance on consuming more brains, not willing creatures as hosts. Once bonded, a Thoc’Rah
all Illithid are cruel and inhuman monsters. One cannot share’s their life in equal with the creature serving as
choose the circumstances of one’s birth, but with effort, their host, often learning as much from the host as the
sometimes those circumstances can be overcome. host learns from them.
Ability Score Increase. Your intelligence score Ability Score Increase. One ability score of your choice
increases by an additional 1 (based on your host race) increases by 1
Empowered Psionics. Consuming the brains of Dual Mind. When you make a Wisdom saving throw,
sentient humanoids boosts your natural psionic powers. you can use your reaction to gain advantage on the roll.
You can use your Natural Psionics racial trait to cast You can use this trait immediately before or after you
the following spells: Command, Charm person, Levitate. roll, but before any of the roll’s effects occur.
Additionally, you may expend a use of your Natural Mutualistic Bond. You and your host share your body
Psion feature to project a powerful blast of psionic equally, and aid each other when needed. You gain
energy. Each creature in a 15 ft cone in front of you two Racial traits of your choice from your host race
must succeed on an Intelligence saving throw or take (excluding ability score increases). Additionally, you may
1d6 psychic damage, and the first time it makes a saving attune to magic items as if you were a member of your
throw before the end of your next turn, it must roll a Host Race (this Supersedes your Arcane Dissidence
d4 and subtract the number rolled from the save. This racial trait).
damage increases by 1d6 when you reach 5th level
(2d6), 11th level (3d6), and 17th level (4d6).
Arcane Resistance. Arcane magic is the greatest threat Thor’Reih
to any Illithid colony, and as such, Illithid have learned In the thousands of years since the enemies of the
to protect themselves. You have advantage on saving illithid migrated across the universe in search of a new
throws against Spells and other magical effects. home, a new faction has arisen among these peaceful
Grey-Matter Dependance. Your powerful psionic outcasts. Ashamed of their parasitic nature, and seeking
abilities come at a morbid price. In order to sustain to free themselves from the need for symbiotic hosts,
yourself, you must feed on the whole brain of a sentient The colony of Thor’Reih spent centuries tinkering not
humanoid with an intelligence score of 8 or greater at only with the genetics of other species, but with their
least once every 7 days. For each day beyond the 7th own, to make themselves compatible with otherwise
that you go without fulfilling this requirement, you must lifeless, lab-grown hosts. Created from samples of
succeed on a constitution saving throw with a DC of changelings and other highly addaptive races, the bio-
15+your current level of exhaustion or suffer one level of engineered Thor’Reih are adapt at blending in among
exhaustion. others, end entire colonies often exist on world who are
none the wiser.
A Special thanks
To My friends and players, who have helped me playtest
and fine-tune this class
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