Outsiders
The world you know is not the only one to exist.
These race options are unusual, as they have many more powerful traits than other races, as well as plenty of downsides. These downsides may hinder you at key moments, potentially even leading to your death. Know this when selecting one of these races.
Starchild
The last of their race, starchilds are the only survivors of a planet destroyed by war and natural disasters. As a last ditch effort, some scientists sent themselves and groups of others off in spacecraft heading in random directions, in the hope that the death of their planet would not lead to the death of their race. One of those spacecraft crashed just south of Panren on the uninhabited arctic continent around 100 years ago.
They currently reside on the southern arctic continent, near where they first landed. Rarely do they adventure towards others, but when they do it is often for the purpose of research and to gather books to bring back. Once they have learned enough about the various societies that inhabit this new world, they plan to try and join society and share what they know with these people.
The name they use comes from their word for alien, translated into elvish and then common. They adopted the new name after learning languages from books they had acquired.
Starchilds are a bit shorter and lighter than elves. They have eyes without pupils, which come in many different bright colors. Their hair is always the same color as their eyes. Their skin color is usually a dark blue, but it changes with heartrate, becoming purple when heartrate is high and a grayish blue when sleeping. They also have two antennae on their head, which can detect sound like ears would on a normal humanoid, but they also can sense nearby vibrations in the air. Because of this, they have no ears. Their most notable feature is six slim, retractable tentacles.
Suggested Ability Score Increase. Your Intelligence score increases by 2, and your Strength score increases by 1.
Age. Starchilds can speak full sentences a week after hatching and are physically and mentally mature within a year. They typically live for around 750 earth years on their home planet. On this planet, they can live up to 1000 years due to the health benefits of the increased nitrogen in the air, but they haven't been on this planet long enough to know that.
Size. The average starchild is around the height of an elf or cho'l, not counting antennae. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Hybrid Nature. You have two creature types: humanoid and aberration. You can be affected by a game effect if it works on either of your creature types.
Outsider. Due to your origins, you suffer the following penalties:
- You have disadvantage on Intelligence (Appraisal, History, Nature, and Religion) and Wisdom (Animal Handling, Medicine, and Survival) checks. You are new to this world and its lore.
- You have disadvantage on Wisdom (Insight) and Charisma (Deception) checks made towards creatures other than aberrations. You don't understand the thought process of normal people.
- You have disadvantage on Charisma (Persuasion) checks made towards humanoids. Most humanoids are uneasy around you due to your awkward mannerisms.
Abnormal Biology. Creatures without expertise in Medicine and an Intelligence of 17 or higher automatically fail Wisdom (Medicine) checks made towards you, due to your strange biology, including completely different organs. A creature can still use a healer's kit to close mortal wounds, but anything more complicated requires a scientist.
Darkvision. You can see in dim light within 90 feet of yourself as if it were bright light, and in darkness as if it were dim light. You can discern colors in that darkness.
Keen Senses. As long as you aren't deafened, you gain the following benefits:
- You have proficiency in the Perception skill.
- You have advantage on Wisdom (Perception) checks made to detect creatures within 15 feet of you.
- When an invisible creature leaves your reach, it must succeed on a Dexterity (Stealth) check against your passive Wisdom (Perception). If it fails, you can make an opportunity attack against it, and you do not have disadvantage on this attack.
Arctic Planet. You have resistance to cold damage.
Weakness to Disease. You have disadvantage on saving throws against disease. While diseased, you are also poisoned.
Retractable Tentacles. You have six retractable tentacles that extend from your forearms or back that you can use to interact with objects, although they can all only interact with one thing at a time. They have a reach of 10 feet, and they can each lift a number of pounds equal to three times your Strength score. You can use them to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; make an unarmed strike; make a melee spell attack; or deliver a touch spell. Your DM might allow other simple tasks to be added to that list of options. It can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.
When you use your tentacles to grapple a creature, you can roll a d4 and add the total to your Strength (Athletics) check. When you reach 17th level, the die increases to a d6.
Tentacle Attacks. Your tentacles are natural melee weapons with the reach property, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Because you always have access to a reach attack, creatures don't provoke opportunity attacks from you if they move from 5 feet to 10 feet away from you.
Grappling Strike. As an action, you can make a special unarmed attack against a creature within your reach using all of your tentacles. On a hit, the attack deals bludgeoning damage equal to 1d10 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike, and immediately after hitting, you can try to grapple the target or shove it prone as a bonus action. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Pop Up. As a bonus action, you can use your tentacles to end the prone condition on yourself without expending any movement. You must have at least four tentacles free to do so.
Hold Breath. You breathe by absorbing nitrogen through your skin, instead of having lungs. As an action, you can inhale a surplus of nitrogen into your skin. When you do so, you can hold your breath for a number of hours equal to your Constitution modifier.
Laser Commando. You are proficient with energy-based weaponry. Starchilds only own one weapon per person, due to the limited supply and manufacturing not being set up yet.
Starchild Telekenisis. You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait. You also know the telekenitic launch cantrip
Starting at 3rd level, you can cast the catapult spell at a level equal to your proficiency bonus with this trait. Starting at 5th level, you can also cast levitate with it. Once you cast catapult or levitate with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). None of these spells require spell components when you cast them with this trait.
Languages. You can speak, read, and write Starchild, Deep Speech, and one other language of your choice.
Dreamwalker
Cho'l legends tell of another world. A world located entirely within the dreams of their slumbering god. This is all unproven to them, however the evidence lies scattered around the multiverse, in the form of the 5 or so strange-eyed, slightly glossy people.
Dreamwalkers are the inhabitants of the dream world, a realm of complete nonsense. In the dream world, a door doesn't always lead to the same place. Inanimate objects sometimes wander around. No means yes and yes means no. The dream world has no sun or moon, and is illuminated by the objects and buildings of the world. Every object in the dream world, aside from clothes oddly enough, is entirely black, with a neon glowing outline. Because everything has this outline, the world is shrouded in a near-permanent dim light.
The journey from the dream world to the real world is one almost none have been able to begin, let alone complete. To manually get from one to the other, you would need to find a specific area where the fabric of reality is thin, fall through the world into the area between worlds, and then walk thousands of miles in a timeless, endless maze and hope you find somewhere to cross into the other world. Nobody has ever successfully made this journey. The dreamwalkers in the real world were all sent here by their god, either as punishment or as a reward. Some see this new world as a place to explore and learn new information, and others see it as simply a dream, and they will awaken back where they came from once it is over.
Many dreamwalkers are curious and eager to learn. The majority end up spending most of their lives in libraries or schools, learning new information until their life comes to an abrupt end. After around 30 years outside of the dream world, they slowly turn to ash and fade away over the course of a few hours.
Dreamwalkers don't have a name for themselves. They appear as humans, just with a slight glossy sheen to their skin and hair and black eyes with a colored gradient emanating from where a pupil would be. They think of themselves as normal humans, despite these minor differences.
Suggested Ability Score Increase. Your Intelligence, Charisma, and Luck scores each increase by 1.
Age. Dreamwalkers do not age in the dream world, but if left in the normal world for around 30 years they begin to turn to dust.
Alignment. Dreamwalkers can be mischievous or gentle, but regardless of personality traits all dreamwalkers are neutral good or chaotic good without exception.
Size. Dreamwalkers appear almost exactly the same as a human, with the only difference being their eyes and slight shine on their skin and hair. They also weigh significantly less Your size is Medium.
Speed. Your base walking speed is 25 feet in the real world and 40 feet in the dream world and the area between worlds.
Hybrid Nature. You have two creature types: aberration and celestial. You can be affected by a game effect if it works on any of your creature types.
Outsider. Due to your origins, you suffer the following penalties:
- You have disadvantage on Intelligence (Appraisal, History, Nature, and Religion) and Wisdom (Animal Handling, Medicine, and Survival) checks. You are new to this world and its lore.
- You have disadvantage on Wisdom (Insight) and Charisma (Deception) checks made towards creatures other than aberrations. You don't understand the thought process of normal people.
- You have disadvantage on Charisma (Persuasion) checks made towards humanoids. Most humanoids are uneasy around you due to your awkward mannerisms.
Alien Mind. You are immune to madness and the charmed and frightened conditions.
Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight, due to your world not having a sun.
Eternal Twilight. Dim light doesn't impose disadvantage on your Wisdom (Perception) checks.
From Beyond the Beyond. When you die, your soul is destroyed, as it cannot return home and this world is unable to process it. Resurrection magic fails when cast targeting you. Not even divine intervention can bring you back from the dead.
You are also immune to the banishment spell and similar effects that would send you to your home plane, but not to ones that would send you to a harmless demiplane.
Lack Of Biology. If a creature tries to make an Intelligence or Wisdom (Medicine) check towards you, it instead must make an Intelligence or Wisdom (Arcana) check. Creatures without expertise in Arcana and an Intelligence of 17 or higher automatically fail this check, due to your strange anatomy, including a lack of organs and blood, only being full of stardust and light. A creature can still use a healer's kit to close mortal wounds, but anything more complicated requires a scientist.
Dream to Create. Whenever you finish a long rest, you can gain proficiency with a tool of your choice. You mystically acquire this proficiency by drawing it from your creator, and you retain it until you finish your next long rest.
Godsight. You have truesight and blindsight, both with a range of 5 feet. Within that range, your truesight allows you to effectively see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, you can see into the Ethereal Plane within this range. Your blindsight allows you to use this truesight even when blinded.
Creatures within 5 feet of you cannot successfully hide from you, unless they are behind full cover.
Manifest Dream. You can use your bonus action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 5 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is completely black aside from a neon colored outline, radiating dim light out to 5 feet.
The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage. If you or another creature attempts to use the item as material components for a spell, the item is destroyed and you take 1d4 psychic damage.
Distort Reality. You can use your action to violently bend space around a creature you touch, pushing it away from you. Make a melee spell attack against a creature within 5 feet of you. On a hit, the creature takes 1d12 force damage and is pulled 10 feet away from you. This ability’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
The spell attack bonus equals your proficiency bonus + your Intelligence, Wisdom, Charisma, or Luck modifier (choose when you select this race).
Hello! And... good-bye! As an action, you can touch a creature within reach and attempt to gently warp reality around it. The target must succeed on a Charisma saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within 60 feet of you. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze. The DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, Charisma, or Luck modifier (choose when you select this race).
After you use this trait, you can’t use it again until you finish a short or long rest.
Dream World Glow. You know the dancing lights and faerie fire spells. You can cast faerie fire without expending a spell slot, and you must finish a long rest before you can cast it this way again. You can also cast this spell using any spell slots you have.
Intelligence, Wisdom, Charisma, or Luck is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race)
Twilight Absorption. You don't eat, drink, or breathe. Instead, you absorb nutrients from dim light instead of eating or drinking. If you spend at least 1 hour in dim light, you don't need to use this ability to replace eating and drinking for 24 hours. If you finish a short rest in dim light, you regain hit points equal to your proficiency bonus.
Will of the Creator. You can use the spark of the divine and your connection to Paxelzoyce to awaken the god of wishes. You can cast wish without expending a spell slot. After casting this spell with this feature, you begin to turn to dust. You gain 1 level of exhaustion at the end of each of your turns until you die. Constitution, Intelligence, Wisdom, Charisma, or Luck is your spellcasting ability for this spell when you cast it with this trait (choose when you cast the spell).
Languages. You can speak, read, and write Common. The Common you speak is slightly different, yes means no and no means yes.
Dream World Magic. If you have the Spellcasting or the Pact Magic class feature, the spells on the Dream World Magic table are added to the spell list of your spellcasting class. They don't require material components for you.
Dream World Magic
| Spell Level | Spells |
|---|---|
| cantrip | shooting stars |
| 1st | guiding bolt |
| 2nd | branding smite |
| 3rd | slow |
| 4th | starfall |
| 6th | crown of stars |
| 8th | reality break |
| 9th | wish |
Synthetic Humanoid
Artifical humanoids were not born. They were constructed, bone by bone, assembled together, coated in flesh, and given life. They are assembled from parts grown in vats, genetically modified for various reasons. They can sometimes show animal or monstrous traits, although most appear outwardly as normal humans, half-elves, or similar races. They are biologically based mostly on humans, since their ability to crossbreed with so many creatures gives them very maliable genetics.
Synthetic humanoids are not something most people know exist. Occasionally a strange person will appear, such as someone with four arms or a person covered partially in scales. These people either lack memories or contain ones that don't always line up with modern reality. Despite this, they typically become accepted by their community due to their kindness and positive outlook on life from their naïveté.
Due to all synthetic humanoids having either false memories or no memories, nobody knows where they come from. With what little testing was able to be done on the few found, nothing about them appears to be magical.
Ability Score Increase. Your Constitution score increases by 2, and one ability score of your choice increases by 1.
Age. Artifical humanoids are typically built as adults and do not age. You cannot be magically aged or die of old age.
Size. Artifical humanoids are based on humans but with traits of other creatures. These traits can make them appear closer to half-elvess or such. They also weigh much more due to additional organs and body parts. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Hybrid Nature. You have three creature types: humanoid, construct, and monstrosity. You can be affected by a game effect if it works on any of your creature types.
Outsider. Due to your origins, you suffer the following penalty:
- You have disadvantage on Intelligence (Appraisal, History, Nature, and Religion) and Wisdom (Medicine and Survival) checks. You are new to this world and its lore.
Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:
- You have advantage on saving throws you make to avoid or end the poisoned condition on yourself.
- You have resistance to poison damage.
- Your body can produce its own oxygen as long as you have food, water, and are physically well. While you have 0 levels of exhaustion, you don't need to breathe.
- You are immune to disease.
Soulless. You have no soul. Magical effects which require you to have a soul, including resurrection magic, fail when cast targeting you. Not even divine intervention can bring you back from the dead.
Languages. You can speak, read, and write Common and your choice of Draconic, Elvish, Infernal, or Cho'l.
Enhancements. Your body has been altered to incorporate certain characteristics of other creatures. These mutations can take time to become apparent and grow. At 1st, 7th, and 11th level, you gain a Tier One Enhancement. At 3rd level and 9th level, you gain a Tier Two Enhancement. at 5th level, you gain a Tier Three Enhancement.
Tier One Enhancements
- Acid Spit. As an action, you can force a creature within 30 feet of you to make a Dexterity saving throw (DC 8 + your Constitution modifier + your proficiency bonus) or take acid damage equal to 1d8 + your Constitution modifier. This damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.
- Goliath Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself, and magic can't put you to sleep.
- Gliding Wings. When you fall at least 10 feet above the ground, you can use your reaction to glide horizontally a number of feet equal to your walking speed, and you take 0 damage from the fall. You determine the direction of the glide.
- Photosynthesis. You can absorb nutrients from sunlight instead of eating. If you spend at least 1 hour in direct sunlight, you don't need to eat for 24 hours. If you finish a short rest in direct sunlight, you regain hit points equal to your proficiency bonus. You also only need to drink half as much as a normal humanoid.
- Retractable Spiked Limb. You have a special spiked limb which protrudes from behind your shoulder and can be retracted into your body. As an action, you can make one unarmed strike with this natural weapon. You can use Strength or Constitution for the attack and damage rolls of this natural weapon, which deals 1d10 piercing damage on a hit. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
- Sea Elf Adaptation. You have a swimming speed equal to your walking speed.
- Stone Camouflage. You have advantage on Dexterity (Stealth) checks to hide in rocky terrain.
Tier Two Enhancements
- Darkvision. 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.
- Extra Eyes. You cannot be surprised while you are conscious.
- Fey Hover. When you take the dash or disengage action, you ignore difficult terrain until the end of your turn, as you hover a few inches above the ground.
- Ghostwise Mind. You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.
- Kuo-Toa Slipperiness. You have advantage on ability checks and saving throws made to escape a grapple.
- Natural Armor (Dex). When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
- Natural Armor (Con). When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
- Nimble Climber. You have a climbing speed equal to your walking speed.
- Thri-kreen Carapace. As an action, you can change the color of your carapace to match the color and texture of your surroundings, giving you advantage on Dexterity (Stealth) checks made to hide in those surroundings.
- Wood Elf Speed. Your walking speed increases by 5 feet.
Tier Three Enhancements
- Boneless. You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing.
- Bugbear Limbs. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
- Dragon Scales. Your skin in places is covered by dragon scales. You gain a +1 bonus to AC when you're not wearing heavy armor.
- Extra Arms. You have two extra arms growing alongside your normal arms. Each one is a natural weapon, which you can use to make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can't wield weapons, magic items, or other specialized equipment, but can perform simple tasks.
- Regeneration. Whenever you roll dice to determine how many hit points you recover, you can roll the dice twice and use the higher roll. Additionally, whenever you finish a long rest, you regain an additional hit die.
- Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
- Tiefling Resistance. You have resistance to fire damage.
Clockwork Elf
Clockwork elves, sometimes known as machine elves or fractal elves, are silvery, tall elves native to the ethereal plane. Despite their name, clockwork elves are not constructs. People on drugs just see their reflectively shiny skin make strange patterns. Almost nobody has seen them, and thus most people who have heard of them don't believe they exist. The main cause of people seeing them is gaining sight into the ethereal plane due to hallucinogenics, which doesn't help them sound more trustworthy. Even then, the fact that under 20 clockwork elves exist makes it so even creatures with truesight can go their whole life without seeing one.
As a clockwork elf, you left the rest of your race of ethereal travelers for one reason or another. Clockwork elves have the following traits, in addition to the traits they share with other elves.
Suggested Ability Score Increase. Your Wisdom score increases by 1.
Outsider. Due to your origins, you suffer the following penalty:
- You have disadvantage on Intelligence (Appraisal, History, and Religion) and Wisdom (Medicine and Survival) checks. You are new to this world and its lore.
Mistvision. Mist, smoke, fog, gas, and ash have no effect on your vision or breathing.
In addition, you can see 30 feet into the ethereal plane when you are on the material plane, and vice versa.
Mist Walker. You can attempt to hide even when you are only lightly obscured by mist, smoke, fog, gas, or ash, and you have advantage on saving throws against spells from the schools of chronurgy and illusion.
Ethereal Living. You don’t need to eat or drink.
Misty Visions. You know the minor illusion cantrip. When you reach 3rd level, you can cast the silent image 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 also cast the major image spell once with this trait, requiring no material components, and you regain the ability to do so when you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you select this race).
Random Height and Weight
| Race | Base Height |
Height Modifier |
⠀⠀ | Base Weight |
Weight Modifier |
|---|---|---|---|---|---|
| Starchild | 4'6" | +2d8 | 80 lbs | x (1d6) | |
| Dreamwalker | 4'8" | +2d10 | 56 lbs | x 1 | |
| Synthetic Humanoid | 4'9" | +2d10 | 120 lbs | x (2d8) | |
| Elf, Clockwork | 5'6" | +2d12 | 110 lbs | x (1d4) |
Background Feature
When selecting your background feature, you can select the following feature if you have spent at least 5 years living among other humanoids. If you're playing one of these strange races, you probably want to be a stranger to this world, but if not, here you go, loser.
- Integrated: After living among others for long enough, you have picked up on their behaviors and customs. While you still look unusual, your speech patterns and mannerisms are no longer out of the ordinary. While learning this, you also picked up information on general world history and lore. You no longer have the Outsider racial feature.
Racial Feats
Greater Telekenisis
Prerequisite: Starchild, 9th level
- You can cast the telekenisis spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (choose when you select this feat). If you have spell slots of 5th level or higher, you can cast this spell with them.
- As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier [choose when you select this feat]) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.
- When you cast mage hand, its range is doubled.
Mutant
Prerequisite: Synthetic Humanoid
You gain one additional Tier One Enhancement, Tier Two Enhancement, and Tier Three Enhancement.
You can select this feat multiple times.
Spark of Creativity
Prerequisite: Dreamwalker
Your Intelligence score increases by 1, to a maximum of 20.
Your desire to create has manifested as a supernatural ability to create contraptions. You have proficiency with tinker's tools.
Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.
When you create a device, choose one of the following options:
- Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
- Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
- Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.
- Alarm. This device senses when a creature moves to within 15 feet of it without speaking aloud a password chosen when you create it. One round after a creature moves into range, the alarm makes a shrill ringing that lasts for 1 minute and can be heard from up to 300 feet away.
- Calculator. This device makes doing sums easy.
- Lifter. This device can be used as a block and tackle, allowing its user to hoist five times the weight the user can normally lift.
- Timekeeper. This pocket watch keeps accurate time.
- Weather Sensor. When used as an action, this device predicts weather conditions in a 1-mile radius over the next 4 hours, showing one symbol (clouds, sun/moon, rain, or snow) for each hour.
Starchild Energy Weapons
Name Damage Weight Properties Beam Sword 2d6 force 3 lb. Bonus damage (1d10 fire), finesse, light, power on (10 ft.), versatile (2d8) Double-Bladed Beam Sword 2d4 force 5 lb. Bonus Damage (1d10 fire), double, finesse, power on (15 ft.), two-handed Energy Pistol (Blue) 1d12 lightning 3 lb. Bonus damage (1d10 fire), range (60/120) Energy Pistol (Red) 1d12 fire 3 lb. Bonus damage (1d10 lightning), range (60/120) Energy Sword 2d12 force 2 lb. Power on (5 ft.) Laser Pistol 2d10 fire 3 lb. Range (90/180) Laser Rifle 2d10 fire 6 lb. Range (150/300), two-handed Plasma Whip 2d4 force 2 lb. Bonus damage (1d8 fire), finesse, power on (10 ft.), reach Void Blade 8d10 force 2 lb. Finesse, power on (0 ft.) versatile (8d12)
Additional Weapon Properties & Special Weapons
The following weapon properties are added to the list found in the Player's Handbook and the Panren Player's Companion.
Power On. While grasping the hilt, you can use a bonus action to cause a blade of energy to spring into existence, or make the blade disappear. The sword's luminous blade emits bright light in a radius and dim light for an additional radius, as listed with the property.