FTL Races

by meganekun

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FTL:5E

FTL: the game

FTL: Faster Than Light is a space role-playing video game with roguelike elements developed by Subset Games. The player controls a spacecraft with crew that intercepts an important data packet from the Rebel Fleet. The goal is to deliver the data to the Federation Fleet, which is waiting a long distance away.

This is totally unofficial

Not sure this needed to be said, but this is a fanmade project and was not created in any official capacity or for any monetary gain. An attempt was made for the options here to be balanced, but this was done by a single individual, and so may not be up to par with other options found in the internet.

New Skills and Proficiencies

The following are additional skills that characters can be proficient in in the world of FTL:

Piloting (Dex)

The ability to steer spaceships and other advanced vehicles.

Science (Int)

The knowledge of the natural world and its workings. Includes, but is not limited to, astronomy, basic biology, chemistry, mathematics, and physics.

Technology (Int)

The knowledge about different electronic and computer systems. Used in attempting to figure out or use complicated machinery and ship systems.

Xeno (Int)

Extensive knowledge of alien races. This includes their biology, tradition, customs, and culture.

Tool proficiency - Engineer's kit

An engineer's kit contains everything an engineer needs to maintain and repair a ship or some other vehicle or large machinery.

Tool proficiency - Hacking Tools

Hacking tools are used to bypass or override a system's security and modify the behavior of electronic devices.

Languages

Each new race has their own language - Engi, Mantis, Rockman, Slug, Lanius, and Zoltan.

Races of FTL:5e

From Screen to Tabletop

The races in FTL have some interesting abilities in the video game that can't be fully transferred as they are into the D&D 5e system without extensive rebalancing, like the Rockmen's innate immunity to fire, humans' speed in learning skills, among others. The traits listed here is an attempt at a balanced rendition of their original abilities as seen in the video game.

Customising your Origin

Races presented here still have designated Ability Score increases in their list of traits, but you may treat these as merely archetypical representations of a race's physical characteristics. You may reassign these increases in the ability scores of your choice, keeping in mind that if you have multiple ability score increases, you may not assign them both in the same ability score, and you can't raise an ability score above 20.

Humans

Hailing from Earth, Humans are one of the most common races in the galaxy. Humans comprise the majority of the Galactic Federation and all the Rebellion. They have a knack for learning skills faster and have no notable weaknesses.

Traits

All humans have the following traits.

Ability Score Increase. Three ability scores of your choice each increase by one.

Age. Humans reach adulthood in their late teens, but due to advancements in medicine and technology, they now can live up to 150 years.

Alignment. The sheer variance of human beings lead to humanity as a whole leaning towards no particular alignment.

Size. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Common and one additional language of your choice.

Factions. In addition, humans in FTL fall into two broad cultural categories in FTL. Choose one faction between the Federation and the Rebel Fleet.

Federation

Human members of the Galactic Federation are more open to cooperation and intermingling with the other races of the galaxy. This has exposed them to a wide range of cultures.

Skill Versatility. You gain proficiency in two skills of your choice.

Extra Language. You can speak, read, and write one additional language of your choice.

Cultural Uplift. You gain proficiency in one artisan's tools of your choice.

Xeno Relations. Whenever you make a Charisma skill check involving a nonhuman sapient creature, you may roll a d4 and add the number rolled to the check's total.

Rebel Augment

The Rebel Fleet are an extremely xenophobic faction of humans who wish to overthrow the Federation and push their humanocentric agenda. You are an augmented human artificially grown in one of the Rebel Fleet's hidden laboratories.

Ability Score Increase. One additional ability score of your choice increases by one. You may assign this to an ability score that has already been assigned an ability score increase from the base Human trait.

Augment Education. You have proficiency in one of the following skills of your choice: Athletics, Deception, Piloting, or Stealth.

Martial Training. You have proficiency in two simple or martial weapons of your choice.

Xenophobic Conditioning. When you damage a nonhuman creature with an attack or a spell, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.

Engi

Though their inhabited worlds are well known, the origins of the emotionless Engi are a mystery. The majority of their bodies are made from nanomachines, giving the illusion of a silvery metallic 'skin', and their faces are similar to a green-lit screen.

Traits

The Engi have the following traits.

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

Age. Engies are presumably fully functional adults when one spawns. Their largely synthetic bodies allow them to theoretically live extended lives, exceeding 300 years.

Alignment. Engies are usually lawful and non-evil.

Size. You are Medium or Small. You choose the size when you pick this race.

Speed. Your base walking speed is 30 feet.

Inorganic Biology. Your nanomachine-infused Engi biology gives you the following benefits:

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You are immune to disease.
  • You don’t need to eat or drink, though you still need to breathe.
  • You don't need to sleep, and magic can't put you to sleep.

Engi Trance. When you take a long rest, you must spend at least four hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Technological Knack. You have proficiency in the Technology skill, and you gain proficiency in one tool of your choice. Your proficiency bonus is doubled for any ability check you make that uses either skill or tool.

Instinctive Repair. You know the mending cantrip, and your casting time for the spell is halved. In addition, you can be the target of the mending spell - you regain hit points equal to twice your level if the mending spell is cast on you. You can't regain hit points in this manner again until you finish a short or long rest.

Languages. You can speak, read, and write Common, Engi, and one other language.

Mantis

The violent and hostile Mantis resemble man-sized praying mantises, although they are much more aggressive than their namesakes. Where praying mantises kill prey merely to survive, the much larger and more intelligent Mantis race kill remorselessly to suit their own personal agendas — usually without survival as a concern, making for a pitiless and brutal insectoid warrior species.

Traits

The Mantis have the following traits.

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

Age. Mantis age quickly, maturing to adulthood at ten years. Mantis live to be around 80, but due to their violent way of life, most rarely manage to reach that age.

Alignment. Mantis fiercely believe in individual might, and are often chaotic.

Size. Your size is medium.

Speed. Your base walking speed is 35 feet, and you have a climbing speed of 30 feet.

Mantis Claws. Your Mantis claws are razor sharp and dangerous - they are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. They are also considered to have the finesse property.

Acid Spit. As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target must make a Dexterity saving throw against a DC of 8 + you proficiency bonus + your Constitution modifier. The target takes 1D10 acid damage if they fail. The damage increases to 2d20 at 5th level, 3D10 at 11th level, and 4D10 at 17th level. You can use this up to your Constitution modifier's worth of times per long rest.

Quadruped. When you fall prone, you may use your reaction to immediately stand back up. Once you use this trait, you can't use it again until you move only up to a total of half your movement on one of your turns.

Unnerving Presence. You have proficiency in the Intimidation skill. Additionally, when you or an allied creature makes an Intimidation skill check against a sapient creature and the target can see you, , you can roll a d4 and add the number rolled to the total ability check.

Unrefined Digits. With the majority of your forearms dedicated to combat, only a tiny fraction of it is used for fine motor control. Whenever you make a skill check that requires delicate hand movements, such as picking locks or making small precise adjustments in machinery, you must roll a d8, and subtract the number rolled from the check's total. This die is reduced to a d6 at 5th level, a d4 at 9th level, and is removed completely at 13th level.

Languages. You can speak, read, and write Common and Mantis.

Rockmen

Rockmen are nicknamed as such by humans because of their unique skin, which, according to scientific experiments, can be nearly as hard and rugged as solid rock. Additionally, the Rockmen are extremely well-conditioned and physically strong to compensate for their thick rock-like skin, giving them an astounding resilience.

Traits

The Rockmen have the following traits.

Ability Score Increase. Your Strength score increases by 1.

Age. Rockmen and Crystalmen mature at the same rate as humans, but they're considered young until they reach the age of 30. On average, they live about 200 years.

Alignment. Although some can be almost as xenophobic as human Rebels, Rockmen are fairly reserved, preferring neutrality over other extremes.

Size. Your size is medium.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Hard Skin. Your thick skin affords you an increased level of defense comparable to armor. When you aren't wearing armor, your AC is 12 + your Constitution modifier. A shield's benefits apply as normal while you use your natural armor.

Rockman Hardiness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Languages. You can speak, read, and write Common and Rockman.

Subrace. Choose between the more prevalent Rockmen or their evolutionary offshoot, the Crystal Men.

Rock Form

The 'Rockmen' of Vrachos IV are known for their fortitude. As they are generally not an adventurous race, and can only be consistently located within their own territories' borders, the Rockmen are liable to open fire on any ship they encounter that they aren't familiar with.

Ability Score Increase. Your Strength score and your Constitution score both increase by 1.

Speed. Your base walking speed is 25 feet.

Rockman Training. Rockmen are trained to use their bulk and their fists as weapons. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit.

Asbestine. You have resistance to fire damage.

Crystal Form

Descended from a splinter group of Rockmen who rejected their species' violent ways long ago, the Crystal Men are, only until very recently, completely unknown in the galaxy, having hidden from all other sentient life.

Ability Score Increase. Your Constitution score increases by 1, and one ability score of your choice that isn't Strength or Constitution increases by 1.

Speed. Your base walking speed is 30 feet.

Crystal Lock. When you take the Attack action, you may replace one of your attacks and instead fire shards of crystals at an area around you. Each creature within 10 feet of you must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). A target takes 2d4 slashing damage on a failed save, or half as much damage on a successful one. The damage increases to 3d4 at 6th Level, 4d4 at 11th level, and 5d4 at 16th level. In addition, all terrain within 10 feet become littered with crystalline shards, becoming difficult terrain until the shards disappear after 10 minutes. You are immune to this terrain effect.

You can use this feature a number of times equal to your Constitution modifier, and you regain all expended uses when you finish a long rest.

Slug

The Slugs developed on an ocean planet, whose general lack of visibility led to them evolving unique telepathic abilities — the telepathic powers of a Slug can be just as effective, if not more so, than any electronic system. These powers, as well as their penchant for exploiting hapless travelers who stumble into their systems, earned them the distrust of many in the galaxy.

Traits

The Slugs have the following traits.

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

Age. Slugs mature at the same rate as humans, and generally live up to a century.

Alignment. The Slugs' tendency towards capitalistic opportunism leads them to hover between the neutrality of business transactions and the chaos lent by greed, slightly leaning towards the latter.

Size. Your size is medium.

Speed. Your base walking speed is 30 feet.

Telepathy. You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

As a bonus action when you're using this trait to speak telepathically to a creature, that creature can also speak telepathically telepathically to you until the start of your next turn. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.

You can also use your action to determine the presence of sentient creatures within a number of feet of you equal to five times your level, regardless of whether they are visible to you or not. When you do so, you learn their creature type, and their approximate location in relation to you.

Compartmentalized Mind. When you make an Intelligence, Wisdom, or Charisma saving throw, you may roll a d4 and add the number rolled to the check's total. The die increases to a d6 at 9th level.

Protective Mucus. Your smooth skin is constantly covered in a thin film of slime. You have advantage on skill checks and saving throws against being grappled, in escaping a grapple, or in escaping restraints.

Languages. You can speak, read, and write Common, Slug, and one other language.

Lanius

The Lanius are a metallic scavenger race, whose biological composition somehow drains oxygen from their immediate surroundings. Formerly dormant, reports of reawakened Lanius have appeared in many of the war-torn and abandoned sectors of Federation space. Their arrival has created panic as they indiscriminately seek out sources of metal — although more diplomatic individuals have suggested that they can be reasoned with.

Traits

The Lanius have the following traits.

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

Creature Type. You are a Construct.

Alignment. The Lanius's unique view on morality makes it difficult to categorize them in traditional terms.

Size. Your size is medium.

Speed. Your base walking speed is 30 feet.

Lanius Biology. Your metallic bodies give you certain advantages. You have resistance to poison damage and immunity to disease, and you have advantage on saving throws against being paralyzed or poisoned. You don’t eat or drink in the conventional way. You feed on metal instead of organic food, requiring roughly the same amount of mass on a daily basis. You don't need to breathe.

Innate Armor. When you aren't wearing armor, your armor class equals 14 + your proficiency bonus. 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.

Oxygen Absorption. Your very presence drains oxygen from the atmosphere around you. In one minute, you completely drain the oxygen in a 15-foot cube centered on you if it is in a closed space. You can use an action to accelerate this, draining the same area in one round. (Other non-Lanius creatures in an area without oxygen must hold their breaths or else start to suffocate.)

Unfathomable Mind. You have advantage on saving throws against being Charmed or Frightened.

Paradoxical Lifeform. Despite your inorganic nature, you still benefit from common spells that preserve life but that normally don’t affect Constructs, such as Cure Wounds, Healing Word, and Spare the Dying.

Languages. You can speak, read, and write Lanius, and one other language.

Zoltan

With their bodies composed of pure energy, the Zoltan are ambivalent towards the Galactic Federation. While a deeply officious and obtuse people, they generally favor diplomacy over acts of aggression and are known for being fair and just in their dealings with others. Being ingenious experts of technology, the Zoltan race pioneered a unique ship-based shielding technology which can be found on nearly every Zoltan vessel.

Traits

The Zoltan have the following traits.

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

Age. Zoltans age at much the same rate as humans, reaching adulthood at the age of 20. They live much longer than humans, however, often exceeding 150 years.

Alignment. Strict adherents to protocol, Zoltan tend towards lawfulness, though they have no natural tendencies towards good or evil.

Size. Your size is medium.

Speed. Your base walking speed is 30 feet.

Infrared Vision. 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. Everything you see in darkness is in a shade of green.

Zoltan Energy. You naturally emit energy, allowing you to do the following:

  • You can use an action to power up a piece of machinery that you can see that is lacking a power source. This machine must not be larger than a five foot cube, and must be able to utilize electric power or similar.
  • You can spend 10 minutes concentrating to recover expended Spell Slots, if you have any. The Spell Slots can have a combined level that is equal to or less than your Constitution modifier, and none of the slots can be 6th Level or higher. You can't use this feature again to recover expended Spell Slots until you finish a long rest.

Luminous Body. As beings of pure energy, Zoltans naturally glow with a greenish hue. While conscious, your body emits light, creating bright light in a 30-foot radius and dim light for an additional 30 feet. You can turn this on or off using a bonus action.

Energy Resistance. You have resistance to radiant damage.

Volatile Collapse. When you are reduced to zero hit points, you automatically cause an explosion of energy centered around you. Each creature within 10 feet of you must make a Dexterity saving throw. A target takes 2d6 radiant damage on a failed save, or half as much damage on a successful one. The damage increases to 3d6 at 6th Level, 4d6 at 11th level, and 5d6 at 16th level.

Once triggered, you can't use this feature again until you finish a long rest.

Languages. You can speak, read, and write Common, Zoltan, and one other language of your choice.

Credits

 

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