Githvyrik - The Third Gith

by Spartan127

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Githvyrik

When the "Pronouncement of Two Skies" fractured the forerunner people of the Gith race into the githyanki and the githzerai, there existed a separate sect of freedom fighters who sought to pursue freedom no matter the cost - with or without their brethren.

These individualists are known as the Githvyrik - which loosely translates into "those who wander from gith" - and they are descended from the select few gith who fled from the conflict that waged in the wake of the pronouncement of two skies. These Githvyrik saw the inherent flaws in both sides of their warring brothers, and took the opportunity to seize the true freedom they so rightfully gained by overthrowing their captors - and not by engaging in needless war with their kin.

Their flight has earned them the title of "coward" to the Githyanki, and "betrayer" to the Githzerai, and have found little welcome in either sect of their brethren as they wander the outskirts of the multiverse in their pursuit of freedom and intellectual gain.

The Sojourner

"The laws of the universe are tumultuous as they are powerful; a chaotic entropy with patterns inherent. True freedom is the ability to harness those natural patterns."

--- The Dictates of Vhostym, the Sojourner

One of the most renowned members of the Githvyrik is the psycho-arcanist known as Vhostym, the Sojourner; an incredibly intelligent individual who sought the truths inherent in the laws of nature and the cosmos itself - seeking enlightenment through theory, experimentation and solution.

A celebrated, immortal archmage and master mystic, Vhostym worshiped no god or goddess, as he saw the gods as nothing compared to the utter randomness and enormity of the universe. The only order and predictability that the universe had to offer him was its perfect Mathematics - which he used to bolster his spellcraft, making him near unrivaled by any but the gods themselves.

Vhostym resolved through his increase in power that the only true law in the universe was that those who are weak should suffer the will of the powerful, and that morality - whether good or evil - was merely a fiction created by sentient beings to bring purpose to the entropic meaninglessness of the cosmos.

The powerful Gith went on in his youth to build and use his strength for his own desires, razing forgotten worlds, slaughtering thousands perhaps millions of creatures, and gathering the resources necessary to provide for outposts of fellow Githvyrik - who he looked upon with abject comfort and a sense of responsibility.

Vhostym took no pleasure from the suffering of others, while not hesitating to wipe out civilizations and worlds for his whims and gain. He neither loved nor hated any being in a universe so inherently unpredictable. The only times his hand would remain stayed was when the lives of the Githvyrik were on the line - as their survival would ensure his teachings live on through the ages.


Rules of Nature

Vhostym's study of natural phenomena and alchemical augmentation allowed him to expand his natural lifespan well past 10,000 years without the need for divine will through the form of worship or faith - an aspect of the gods he considered to be fickle and unnatural.

Although the details of this ritualistic augmentation process are unknown, it is thought that a record of this experiment he performed upon himself exists still within the written word and mental records he left behind - trapped behind centuries upon centuries of cipher, scribble and code.

Disease and Dream

In his later life, Vhostym contracted an extraplanar disease that caused his body to decay rapidly while within the light of any sun or star. Through his intensive study of magic and natural formulas of physical augmentation, he was able to hinder the progression of the disease, yet remained unable to prevent it from slowly consuming him over a span of a few hundred years.

Seeing his inevitable demise, he began to conceive of a plot where he could again walk upon the material plane within his own physical body, without succumbing to the fatal star sensitivity that stemmed from his diseased condition. He started calling himself "The Sojourner" and began preparations to cast one of the greatest spells the multiverse would ever see.

A Crowning Achievement

One of the final acts of Vhostym's life was a star-system wide congregation of natural anomalies, outsider life energies, and magical experiments intended to bring about a natural magic nexus to pull forth a meteor from its normal path to create an artificial eclipse over the world of Abeir-Toril - an act of spellwork he had named the "Crown of Flame".

In his last moments, his body succumbed to the wither and decay of the extraplanar disease as he lay upon the silty sands of an ancient moon, staring up towards the corona of the eclipse he had created - and as it shattered and spelled doom for the world below, Vhostym smiled, knowing he had succeeded where even the gods had failed ... A victory of nature against fate itself.

Hidden Existence

"Without the guidance of the Sojourner, our kind would still be lost within the darkness of ignorance, of fear and faith in those who would sooner exploit us than allow us to outgrow our restraints and exercise true power."

--- Shraak Roepict, Githvyrik Exemplar

Although the Githvyrik have existed since the pronouncement of two skies, the majority of their kind was restricted to isolated pockets of wanderers and vagabonds who clung to lives of solitary complacency within their hidden compounds in the deepest recesses of the multiverse.

More often than not, these conclaves would take the form of fleets of spelljammer ships repurposed for extensive life in space. Very rarely, more sedentary conclaves (known as sanctuaries) could be found in areas uninhabited by other sentient races - such as the underdark, upon abandoned planets and moons within wildspace, or even in extradimensional demiplanes.

Regardless of the form in which a conclave takes, one fact remains true: Life as a Githvyrik is a lonely and dangerous existence where everyday is a fight for survival.

Limited Life

Members of these conclaves would only leave the safety of their hidden sanctuaries for the sole purpose of hunting out resources and supplies necessary to keep their fellow Githvyrik alive and functioning.

The Githvyrik's top priority is the survival and sustainability of their Conclacve. Most of their laws and customs revolve around this goal. It is illegal for couples to have more than one child at a time, so that the conclave can maintain zero population growth (if the population begins to shrink, this rule is temporarily lifted, and incentives may be provided to encourage multiple births). Too many Githvyrik at once draws the attention and ire of not only the local sentients who catch wind of their existence, but of Illithid and other Gith as well. Families are thus very small and close-knit. Because every Githvyrik depends on their fellow conclave members to survive, they are much more community-minded than the other sects of Gith.

Loyalty, trust, and cooperation are highly prized qualities amongst conclaves of Githvyrik, and they often enjoy storytelling as a means of escape from their often trying lives within their conclaves, and are known to hold lorekeepers, scientists, and inventors in high esteem.

Flight for Survival

Because of a Conclave's limited resources, Githvyrik often send out groups of individuals whose sole intention is the gathering of resources for their respective conclave. These groups are sometimes outfitted with a ship to strip-mine moons, comets, and meteors they pass by - as well as loot derelicts and abandoned ruins for supplies and valuables - which often puts them at odds with any species currently settled within the area.

Often times when a conclave has drawn too much attention to defer onlookers and would-be assailants, their main contingency plan is to vacate the area and "Jump Ship" - taking all evidence of their existence with them. This means that all conclaves function with the express purpose of transport via multiple means - whether through teleportation, flight, mobile ground units or rapid deconstruction - this has often led to seemingly "false sightings" of Githvyrik conclaves flotillas in star systems or on the edge of civilization.

The unpopularity of the Githvyrik, and the fact that an entire conclave typically travels and works as one, makes most Githvyrik quite insular, caring only about the continued survival of the Conclave and themselves. Their nomadic life and exclusion from most civilized societies mean that the concerns of the other races don't particularly interest or impress them.

Life within the Conclave

"The Conclave holds you within guarded grasp,

her hands which tremble with every gasp.

As you look below, so too above,

for through your life, she draws her love."

--- Githvyrik Conclave Motto

Life as a Gitvyrik is one consisting of notably fleeting moments of safety and security amidst the conflict and entropy inherent in the universe - a constant fight for survival against fate itself which the Githvyrik revel within.

Because of their survivalist lifestyle and individualist mindset interwoven with a conclave-centric system of goals, members of the Githvyrik participate in a system of near-tribal, feudal law. This system of governance has a trickle-down form of oversight which flows as shown below:

  • Overguard
  • Vanguards
  • Wayfarers

Overguard

Because of the isolated nature of Githvyrik conclaves, no particular central form of governance exists between separate conclaves. Instead, the Githvyrik Vanguard who has benefited the conclave with at least ten separate occasions in regards to resources, discoveries, or accomplishments gains the ranking of "Overguard".

Conclave Overguards are incredibly powerful Githvyrik elders responsible for overseeing the overarching plans and goals of the conclave, their continued existence, supply distribution, as well as their course of action should a decision affect the conclave as a whole. In addition, when a crime has been committed by a member of the Conclave, the offender is brought forth on trial with the Overguard acting as judge.

The Overguard confers with the trusted council of Vanguards to oversee immediate issues within the Conclave itself. When many conclaves meet in one area, the Overguards of each Conclave meet in counsel with one another to determine what course of action must take place for the continued integrity of their individual conclaves.

Vanguards

Those who have undergone incredible hardships and accomplishments - but currently not overreaching those of the currently leading Conclave Overguard - represent the council of "Vanguards". Vanguards are trusted individuals akin to honored knights and hardened adventurers, each with at least one notable benefit they have brought forth for the benefit of the Conclave.

These Vanguards are often times charged with the goal of leading adventuring parties consisting of groups of 3-5 other Githvyrik Wayfarers to venture forth and accomplish important requests and objectives set forth by the Overguard.

More often than not, these Vanguards are meant to oversee small collections of Githvyrik families and to deliberate, police and regulate more menial - yet important - issues amongst the members of the Conclave.

Wayfarers

The last rung of the governing ladder of the Githvyrik are the individuals known as "Wayfarers". These eager and intuitive Gith seek to prove themselves to their superiors through the completion of vital goals, the upkeep of the conclave, and pursing training in their physical, mental, and magical prowess.

Many of the tasks undertaken by Wayfarers include those of educational or functional purpose, such as leading the role of a teacher to pre-adolescent Githvyrik, a medical practitioner, scribe, mechanic, or various other non-lethal professions (at least in regards to the tasks undertaken by the Vanguards). Most other Githvyrik who are not Wayfarers are traditionally civilians or children.

More often than not, Wayfarers are those who have piqued the interest of a Vanguard as one who has the potential to offer some benefit to the Conclave - through what means only time can tell.

Other Social Roles

Within Githvyrik society, not all roles fit any particular area of the feudal ladder.

Exemplars

One of the key aspects of life within a Githvyrik conclave is not only maintaining the conclave, but the idea of creating, discovering, or developing a new way to improve the lives of their fellow Githvyrik. Because of this, artificers, druids and wizards are all highly encouraged vocations.

Mathematics, natural sciences, magical studies, and manufacturing are some of the most fundamental skills that are taught amidst the conclaves. Those that have achieved great accomplishments in regards to grand inventions or discoveries gain the honorific title of "Exemplar" and often have their names and life history archived within a conclave's library, using their memories to teach future generations.

Amongst these memorable Exemplars, the teachings of Vhostym remain some of the most celebrated studies for all Githvyrik - as his lessons on universal truths, individualistic mindsets, preternatural mathematics and intensive manipulation of magic remain essential to Conclave life.

Exiles

When a member of Githvyrik society has committed a crime seen as absolutely unforgivable within the eyes of the Conclave, the offending member is cast out to seek refuge on their own accord - no longer permitted to find sanctuary within any Githvyrik conclave.

Before being omitted from the Conclave, the "Exile" is branded by the Overguard with a sigil scar of a slashed eye; a sign to other Githvyrik that their crime is so heinous as for all Conclaves to turn their sights away from their words and deeds.

It is a rare occurrence for a Githvyrik to commit a crime against the Conclave so heinous - and rarer still for one to be forgiven for it.

Githvyrik within the Verse

"As we wander the stars and spheres of this vast cosmos, indeed do we feel the grander scope of existence more than our close-minded brethren - yet we shall hold out for the night where the two skies blend upon the horizon; where we all shall sail past into the void beyond."

--- Daro Breziah, Githvyrik Overguard and Sha'Sal Khou

Unlike the Githyanki who reside in the city of Tu'narath within the Astral Plane, and their Githzerai kin who hold Shra'kt'lor as their main fortress in Limbo, Githvyrik hold no particular plane, star-system, or world to call their home. Instead, they make their home amidst the stars and planar pathways that web throughout the multiverse, never staying in one spot for long.

Githvyrik life is one where constant travel is the only assured fact of their existence - one which they embrace as the main price for their untethered freedom.

Conclave Flotillas

Almost all Githvyrik conclaves wander about the multiverse through collections of various vessels and spelljammer ships called Flotillas. Conclave Flotillas are fleets of repurposed and modified ships that house the various families of Githvyrik - where each able bodied member of those families are expected to serve as crewmates or support positions within the ship they live, making life a constant struggle.

Conclave Flotillas typically consist of an Overvessel, 4-6 Wardships, and one-to-two dozen Kinships. The Flotilla drifts between star systems looking for any resources that can bolster or upgrade their ships, with many vessels being centuries old with modern or state-of-the-art enhancements.

Overvessel. The head spelljammer ship of the Concalve Flotilla is called the Overvessel, aptly named as it holds the Conclave's Overguard, who supervises the actions of the Flotilla itself, rarely ever leaving the safety of the well-guarded Overvessel.

The Overvessel is always the most heavily modified and armored ship in the flotilla - to protect not only the Overguard, but the Conclave's historical records which contain hundreds of generations worth of studies and information. Wherever the Overvessel goes, it is Conclave Law that the rest of the Flotilla follow.

 

 

Wardships. Wardships are the heavily armed spelljammer ships that reside upon the outside edge of the conclave flotilla itself - representing the first defense and offense against oncoming threats to not only the Overvessel, but the multiple Kinships which cling to the safety of the Overvessel.

Each Wardship is captained by a Vanguard and maned by a crew of seasoned wayfarers who oversee the coordination efforts of not only their personal Wardship, but a collection of Kinships which they zealously guard with fervor and stalwart determination - knowing full well that those families onboard are within their charge and protection, and if they fail, those families will perish.

Wardships are the first to respond to overwhelming danger to the flotilla - and all crew onboard recognize the duty they uphold, and if necessary, they would charge headfirst into danger to buy time for the Conclave to escape, even at a cost of their lives.

Kinships. The various, ramshackle vessels which make up the "cloud" of ships which surround the Overvessel, Kinships contain the majority of civilians and non-combatants within the Githvyrik Conclave. Kinships generally contain a useful function or necessary profession such as a medical facility, agricultural area, or manufacturing unit - which Githvyrik from other kinships may visit by teleportation or utilizing a skiff to go from ship-to-ship.

Most Kinships are captained by a Wayfarer whose main charge is to ensure the kinship survives, and takes orders directly from the Vanguard of their corresponding Wardship.

Less Pirates, More Scavengers

While the Githvyrik have been known to engage in piracy from time to time, most Conclave Flotillas only do so when supplies are incredibly low and desperation is high. The reasons for being adverse to partaking in raids is due to attempting to avoid drawing unwanted attention to the Flotilla.

This being said, if a Flotilla is resorting to open raiding parties in lieu of scavenging or salvaging operations, it means the Conclave is in a state of absolute emergency.

Wandering Enterprise

Githvyrik Conclaves make a habit of never staying in one place for very long, as their desire for discovery as well as their need to remain ever-moving makes it difficult to keep track of the Flotilla.

One of the most captivating aspects of the Githvyrik is their propensity to experience the edges of the cosmos in ways very few ever have the privilege of considering.

Travel and Discovery. Usually, a Conclave Flotilla will anchor itself on the darkside of a nearby moon or within the shadow of a planetoid, where they will send out one to two Wardships and a few Kinships to scour the nearby worlds for resources. Through these scouting and salvage missions, many Githvyrik find themselves on new and alien worlds, and they often wander these exotic locations to not only experience it for themselves, but to record it for stories, songs, and studies.

The strange, bizarre, alien, and otherworldly are as commonly accepted by Githvyrik as the concept of matter - these things do not strike them as odd in such ways as other races may be affected by seeing something unexplainable; To the Githvyrik, that is everyday life.

Wanderers. At times, while on missions requested by their Overguard, some Githvyrik will become enamored by the things they experience and split off from the Conclave to pursue their own interests.

These individuals are not exiles, but they are usually attempting to either educate themselves in matters they find interesting, find objects, items or artifacts that would benefit the conclave, or to simply find a life of their own. Regardless of the reasoning, these Githvyrik are always welcomed back into the Conclave whenever they choose to return - but it merely a matter of finding the conclave after they have left the system.

Often times, these stragglers will not always be able to find their way back to the Conclave, but over time may wander the cosmos in search of them - sometimes waiting in areas the Flotilla has been to before, or in locations they would visit. Ironically enough, they may come across other Githvyrik in their travels, sometimes banding together to create their own Conclave which wanders the cosmos.

Flotilla Emergency Jump. All Conclave Flotillas are outfitted with the means to spontaneously perform an emergency teleportation maneuver. Doing so links all flotilla ships into a singular teleport spell that transpositions the entire conclave to a previously visited location in the Overvessel's star charts.

The emergency jump can only be utilized once every 24 hours, and expends a great deal of either physical fuel, or mental energy to link all ships into one singular jump. So it is usually only used as a last resort when coming across overwhelming jeopardy - and requires immediate resupplying, lest the Flotilla become adrift and derelict.

Sanctuaries

In the untold millennia since the Pronouncement of Two Skies took place, and when the Githvyrik first began to take to the stars in their flotillas, an aspect of their existence has revolved around the concept of finally discovering a home of their own.

To this end, many Conclaves have attempted to set up permanent fortresses in the far corners of the multiverse - places untouched or unknown to other sentient lifeforms (or by the grace and cooperation of some friendly or useful enough to lend their aid).

Unfortunately, many of these Sanctuaries have been left abandoned or forgotten throughout time; befalling tragedies such as raids, diseases, natural disasters or self-destruction. Many Conclave Flotillas will attempt scavenging operations upon those they come across, desperately trying to recover any lost knowledge and valuable resources from their long-dead kin.

Kalach'a'Vah. Legends tell of a Sanctuary utilized by Vhostym, the Sojourner which remains undiscovered since his self-induced death. The Sanctuary's name translates to "Shard of the Star" and is said to be amongst one of the first Githvyrik sanctuaries created by the original Gith who fled from the Proclamation of Two Skies.

If stories are to be believed, the Sanctuary itself resembles a massive metallic column which revolves around a barren world set in a pulsar star system. The reasoning for Kalach'a'Vah being constructed - let alone in an incredibly dangerous system - is unknown, but presumably it was created in such traumatizing conditions to deter the enemies of the Githvyrik.

Rumors abound that the final teachings of Vhostym reside within a vast library of knowledge alongside the original stories of the Gith Forerunners, Zerthimon's secret tomes, and the dictates of Gith herself.

Gith Characters

At the DM's option, you can create a gith character, using the following traits.

Gith Traits

Your character shares the following traits with other gith.

Ability Score Increase. Your Intelligence score increases by 1.

Age. Gith reach adulthood in their late teens and live for about a century.

Size. Gith are taller and leaner than humans, with most a slender 6 feet in height.

Speed. Your base walking speed is 30 feet.

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

Subrace. There are two common kinds of gith: the githyanki and githzerai. The third is the Githvyrik, which is listed here.

Githvyrik

Those that wander the horizons and limnal spaces, the Githvyrik are outfitted for speed and skill.

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

Alignment. Githvyrik tend towards neutral. Their detachment from morality and self-serving natures make them standoffish and distant.

Darkvision. Accustomed to the liminal dark and the starry void of space, 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.

Supernatural Wards. You have a +2 bonus on saving throws against spells and other magical effects. Taught the inherent preternatural mathematics of the cosmos has yielded great magic defenses.

Psychic Resilience. You have resistance to psychic damage.

Githvyrik Psionics. You know the Mage Hand cantrip, and the hand is invisible when you cast the cantrip with this trait.

When you reach 3rd level, you can cast the Mage Armor 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 cast the Borrowed Knowledge spell once with this trait and you regain the ability to do so when you finish a long rest.

Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they don’t require components.

Githvyrik Names

Githvyrik utilize the same naming scheme as their brethren kin, but end their name with the title of their family's ship to state their upbringing - but will drop the ship name while in the presence of other races.

Male Names: Galo, Hanik, Hiloc, Keenah, Lemc, Prazzi, Saath, Veeto, Ysin, Zono

Female Names: Amith, Brezi, Elani, Fedee, Jurai, Izera, Laele, Meeri, Tali, Uweya

Ship Names: Honorata, Idenna, Moreh, Neema, Novarra, Rayaya, Roepict, Tesileni, Tonbay, Ulnay, Usela

 

Sha'Sal Khou Sympathists

Despite holding a detached view of other races and the innerworkings of their lives or struggles, Gitvyrik hold the war between the Githyanki and the Githzerai as something incredibly close to their hearts - as they wish for their warring kin to cease their petty conflict and join them in the discovery of the cosmos.

Because of their intense desire for unification, they welcome the radicals and rebels from both sides into their ranks whenever their ideals are proven true - and will lend as much aid in their personal objectives as their solitary lives will allow.

Githvyrik Character Origins

Utilize these tables when wanting to add additional flavor to your Githvyrik character. Any of the options presented here replace the options of your background if you choose them.

Githvyrik Personality Traits
d4 Trait
1 The cosmos is a vast and terrifying thing, but all corners are worth discovering.
2 What is exciting in life is what makes a good story.
3 Work before play, sleep before day, never go astray.
4 Those who you hold close are the only things worth living - and dying - for.
Githvyrik Ideals
d4 Trait
1 Flow. One's ability to adapt to change is what sets them apart from the weak and stagnant.
2 Balance. All existence relies upon a perfect mixture of substance and energy - maintain it.
3 Duty. It is each of our responsibilities to keep the Conclave functioning.
4 Freedom. No strong soul should be enslaved. Better to die first than live as another's puppet.
Githvyrik Bonds
d4 Bond
1 I live by the scientific laws of Vhostym, the Sojourner.
2 My Overguard saw potential in me where others did not, I strive to prove them right.
3 I will one day make a discovery or creation that will mark me as an Exemplar.
4 My family and friends died during an assault on my Conclave, I live to remember their names.
Githvyrik Flaws
d4 Flaw
1 Everything is so beautiful and profound to me, and I take an exorbitant amount of time experiencing it all.
2 Stillness is painful to me; I can never stop moving.
3 I am an exile from my Conclave, and as improbable as it is, I wish to earn my right to come back home.
4 I desperately chase the idea of continuously outdoing my peers and superiors.

Githvyrik Monster Blocks

While every member of a Githvyrik Conclave Flotilla is a unique individual, many of these individuals carry general functions that allow them to work within the set of necessities to keep the flotilla running.

Many of these Githvyrik can be represented by the following monster statblocks.

Githvyrik Ship-Kin

Many Conclave members lack the agency or power to allow them to become anything more than shiphands - yet they still bear the remarkable ability to aid their fellow people in flotilla life.


Githvyrik Ship-Kin

Medium humanoid (gith), neutral


  • Armor Class 13 (16 - mage armor)
  • Hit Points 44 (8d8 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12(+1) 16(+3) 14(+2) 16(+3) 12(+1) 10(+0)

  • Saving Throws Dex +5, Con +4, Int +5
  • Skills mechanics +5, perception +3
  • Damage Resistances Psychic
  • Senses Darkvision 60 ft, passive Perception 13
  • Languages Common, Gith
  • Challenge 3 (700 XP) Proficiency Bonus +2

Innate Spellcasting (Psionics). The Gith's innate spell casting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). They can innately cast the following spells, requiring no material components:

  • At will: mage hand (the hand is invisible)
  • 1/day each: mage armor, borrowed knowledge

Supernatural Wards. The Ship-Kin has a +2 bonus on saving throws against spells and other magical effects.

Actions

Multiattack. The Ship-Kin makes two attacks.

Pistol. Ranged Weapon Attack: +5 to hit, Range 30/90, one target. Hit: 9 (1d10 + 3) piercing damage plus 6 (1d10) psychic damage.

Unarmed Strike. Melee Weapon Attack: +3 to hit, Reach 5 ft, one target. Hit: 4 (1d4 + 1) bludgeoning damage plus 6 (1d10) psychic damage.

Githvyrik Wayfarer

The Wayfarers of Githvyrik Flotillas are learned Ship-Kin, given rank and title to facilitate specific roles within flotilla life, such as: education, medical studies, mechanic expertise, and various other professions.

Often times, Wayfarers are called upon to participate in scavenging or scouting missions on planets and worlds that the Flotilla pass by. Because of this, many wayfarers are skilled in both combat as well as support roles.


Githvyrik Wayfarer

Medium humanoid (gith), neutral


  • Armor Class 14 (17 - mage armor)
  • Hit Points 90 (10d8 + 30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13(+1) 18(+4) 16(+3) 18(+4) 14(+2) 12(+1)

  • Saving Throws Dex +7. Con +6, Int +7
  • Skills mechanics +7, perception +5, survival +5
  • Damage Resistances Psychic
  • Senses Darkvision 60 ft, passive perception 15
  • Languages Common, Gith
  • Challenge 7 (2,900 XP) Proficiency Bonus +3

Innate Spellcasting (Psionics). The Gith's innate spell casting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). They can innately cast the following spells, requiring no material components:

  • At will: mage hand (the hand is invisible)
  • 3/day each: clairvoyance, mage armor, borrowed knowledge
  • 1/day each: mislead, plane shift

Supernatural Wards. The Wayfarerer has a +2 bonus on saving throws against spells and other magical effects.

Actions

Multiattack. The Wayfarer makes two attacks.

+1 Pistol. Ranged Weapon Attack: +8 to hit, Range 30/90, one target. Hit: 15 (2d10 + 4) piercing damage plus 11 (2d10) psychic damage.

Enchanted Bayonet. Melee Weapon Attack: +5 to hit, Reach 5 ft, one target. Hit: 6 (1d6 + 2) slashing damage, or 7 (1d8 + 2) slashing damage if used with two hands, plus 11 (2d10) psychic damage.

Githvyrik Vanguard

Vanguards are the hardened bulwarks of the Conclave; acting as a fusion of guard and captain over their Ships and fellow Ship-Kin. Most Vanguards are captains of at least one ship.

The Flotilla Vanguards are powerful fighters and have honed their strategic skills through the myriad of scouting and combat missions bestowed upon them by the Overguard.


Githvyrik Vanguard

Medium humanoid (gith), neutral


  • Armor Class 15 (reinforced cloak) (18 - mage armor)
  • Hit Points 127 (15d8 + 60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14(+2) 19(+4) 18(+4) 19(+4) 16(+3) 14(+2)

  • Saving Throws Dex +8, Con +8, Int +8
  • Skills mechanics +8, perception +7, survival +7
  • Damage Resistances Psychic
  • Senses Darkvision 60 ft, passive Perception 17
  • Languages Common, Gith
  • Challenge 10 (5,900 XP) Proficiency Bonus +4

Innate Spellcasting (Psionics). The Gith's innate spell casting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). They can innately cast the following spells, requiring no material components:

  • At will: mage hand (the hand is invisible)
  • 3/day each: blink, clairvoyance, mage armor, borrowed knowledge
  • 1/day each: fabricate, mislead, plane shift

Supernatural Wards. The Vanguard has a +2 bonus on saving throws against spells and other magical effects.

Gunner. The Vanguard ignores the loading property of firearms, and being within 5 feet of a hostile creature doesn't impose disadvantage on their ranged attack rolls.

Actions

Multiattack. The Vanguard makes three attacks.

+2 Pistol. Ranged Weapon Attack: +10 to hit, Range 30/90, one target. Hit: 17 (2d10 + 6) piercing damage plus 11 (2d10) psychic damage.

Enchanted Bayonet. Melee Weapon Attack: +7 to hit, Reach 5 ft, one target. Hit: 7 (1d6 + 3) slashing damage, or 8 (1d8 + 3) slashing damage if used with two hands, plus 11 (2d10) psychic damage.

Bonus Actions

Rally the Troops. As a bonus action , the Vanguard can psionically end the charmed and frightened conditions on itself and each creature of its choice that it can see within 30 feet of it.

Githvyrik High-Vanguard

Vanguards who have proven their value to the Conclave through brave or calculated acts of power are given the title of "High Vanguard" - which allows them direct council with the Conclave's Overguard, as well as sway over decisions that affect the Conclave as a whole.

High-Vanguard's are traditionally captains over their own ship, as well as the commander of up to a dozen others. These High-Vanguards are respected by the entirety of the Flotilla - for their exceptional skill, as well as serving on the front lines of Flotilla defense in the face of overwhelming threats.

When on the front lines with their fellow Flotilla members, they bolster their allies, provide strategic choke points, and reallocate raw materials into cover or ship repairs.



Githvyrik High-Vanguard

Medium humanoid (gith), neutral


  • Armor Class 18 (reinforced cloak, shield) (21 - mage armor)
  • Hit Points 153 (18d8 + 72)
  • Speed 30 ft., fly 60 ft (with Fly)

STR DEX CON INT WIS CHA
16(+3) 20(+5) 19(+4) 20(+5) 17(+3) 16(+3)

  • Saving Throws Dex +10, Con +9, Int +10
  • Skills arcana +10, mechanics +10, perception +8, survival +8
  • Damage Resistances Psychic
  • Senses Darkvision 60 ft, passive Perception 18
  • Languages Common, Gith, telepathy 60 ft
  • Challenge 15 (13,000 XP) Proficiency Bonus +5

Innate Spellcasting (Psionics). The Gith's innate spell casting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). They can innately cast the following spells, requiring no material components:

  • At will: encode thoughts, mage hand (the hand is invisible) mind sliver (4d6 psychic damage)
  • 3/day each: blink, borrowed knowledge, clairvoyance, fly (self only), mage armor
  • 1/day each: fabricate, mislead, plane shift

Adept Supernatural Wards. The High-Vanguard has a +3 bonus on saving throws against spells and other magical effects.

Gunner. The High-Vanguard ignores the loading property of firearms, and being within 5 feet of a hostile creature doesn't impose disadvantage on their ranged attack rolls.

Shield Master. If not incapacitated, the High-Vanguard can add 2 to any Dexterity saving throw it makes against a spell or other harmful effect that targets only it.

Actions

Multiattack. The Vanguard makes three attacks.

+3 Pistol. Ranged Weapon Attack: +13 to hit, Range 30/90, one target. Hit: 19 (2d10 + 8) piercing damage plus 11 (2d10) psychic damage.

Enchanted Bayonet. Melee Weapon Attack: +9 to hit, Reach 5 ft, one target. Hit: 8 (1d6 + 4) slashing damage, or 9 (1d8 + 4) slashing damage if used with two hands, plus 11 (2d10) psychic damage.

Bonus Actions

Rally the Troops. As a bonus action , the High-Vanguard can psionically end the charmed and frightened conditions on itself and each creature of its choice that it can see within 60 feet of it.

Shield Bash. After the High-Vanguard takes the Attack action on its turn, it can use a bonus action to try to shove a creature within 5 feet with its shield.

Reactions

Shield Cover. If the High-Vanguard is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it can use its reaction to take no damage if it succeeds on the saving throw, interposing its shield between itself and the source of the effect.

LEGENDARY ACTIONS

The High-Vanguard can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The High-Vanguard regains spent legendary actions at the start of its turn.

Move. The High-Vanguard moves up to 15 feet (or 30 feet while flying).

Attack (2 actions). The High-Vanguard makes one attack.

Quick-Psi (3 actions). The High-Vanguard utilizes one of it's at-will psionics.

Githvyrik Overguard

The Overguards are the most powerful individuals within the Githvyrik Conclave. These incredibly adept and versatile commanders are selected from a council of High-Vanguards to lead the Conclave in it's future exploits, and generally act as the unified head of the Githvyrik Conclave. Every Major decision that affects the conclave is brought before the Overguard and their council of High-Vanguards.

To reach the Rank of Overguard, a Githvyrik High-Vanguard must prove themselves to the rest of the Flotilla through decades of continuous outstanding service and incredible leadership. After a council oversight by the Conclave's High-Vanguards, an Overguard is selected to further the interests of the Flotilla - becoming the main voice and hands of their people.

As an Overguard, these Githvyrik are taught secret psionic techniques that have been passed down since the Sojourner himself - colloquially known as the "Horizon Arts".



Githvyrik Overguard

Medium humanoid (gith), neutral


  • Armor Class 19 (ringed cloak, shield) (22 - mage armor)
  • Hit Points 218 (23d8 + 115)
  • Speed 30 ft., fly (hover) 60 ft

STR DEX CON INT WIS CHA
18(+4) 20(+5) 20(+5) 24(+7) 18(+4) 18(+4)

  • Saving Throws Dex +12, Con +12, Int +14
  • Skills arcana +14, mechanics +14, perception +11, survival +11
  • Damage Resistances Bludgeoning, piercing and slashing from nonmagical weapons
  • Damage Immunities Psychic
  • Senses Darkvision 120 ft, Truesight 60 ft, passive Perception 21
  • Languages Common, Gith, Telepathy 120 ft.
  • Challenge 23 (50,000 XP) Proficiency Bonus +7

Innate Spellcasting (Psionics). The Gith's innate spell casting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). They can innately cast the following spells, requiring no material components:

  • At will: encode thoughts, mage hand (the hand is invisible) mind sliver (5d6 psychic damage)
  • 3/day each: blink, borrowed knowledge, clairvoyance, fabricate, mage armor, mislead, plane shift
  • 1/day each: animate objects, choke (PM), teleport

Advanced Supernatural Wards. The Overguard has a +4 bonus on saving throws against spells and other magical effects.

Dimensional Disruption. Every time the Overguard arrives via blink, plane shift, teleport, or it's horizon step legendary action, every creature in a 5 ft radius must succeed on a DC 22 Intelligence saving throw or take 17 (3d10) psychic damage and be restrained until the start of the Overguard's next turn. On a success, a creature only takes half damage and is not restrained.

Gunner. The Overguard ignores the loading property of firearms, and being within 5 feet of a hostile creature doesn't impose disadvantage on their ranged attack rolls.

Mental Island. The Overguard's thoughts cannot be read by telepathy or other means unless it allows it. They always know when they are targeted by a divination spell.

Shield Master. If not incapacitated, the Overguard can add 2 to any Dexterity saving throw it makes against a spell or other harmful effect that targets only it.



Actions

Multiattack. The Overguard makes three attacks.

+3 Pistol. Ranged Weapon Attack: +15 to hit, Range 30/90, one target. Hit: 19 (2d10 + 8) piercing damage plus 17 (3d10) psychic damage.

Enchanted Bayonet. Melee Weapon Attack: +12 to hit, Reach 5 ft, one target. Hit: 9 (1d6 + 5) slashing damage, or 10 (1d8 + 5) slashing damage if used with two hands, plus 17 (3d10) psychic damage.

Horizon Slash (Recharge 5-6). The Overguard emits a wave of cosmic energy from their hands. Every creature in a 30-foot cone must succeed on a DC 22 Dexterity saving throw or take 33 (6d10) force damage and be teleported to an unoccupied space that it can see within 120 feet. That space must be on the ground or on a floor. On a success, a creature only takes half damage and is not teleported.

Bonus Actions

Rally the Troops. As a bonus action , the Overguard can psionically end the charmed and frightened conditions on itself and each creature of its choice that it can see within 120 feet of it.

Shield Bash. After the Overguard takes the Attack action on its turn, it can use a bonus action to try to shove a creature within 5 feet with its shield.

Reactions

Shield Cover. If the Overguard is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it can use its reaction to take no damage if it succeeds on the saving throw, interposing its shield between itself and the source of the effect.

LEGENDARY ACTIONS

The Overguard can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Overguard regains spent legendary actions at the start of its turn.

Attack. The Overguard makes one attack.

Quick-Psi (2 actions). The Overguard utilizes one of it's at-will psionics.

Horizon-Step (3 actions). The Overguard teleports to an area they can see within 30 feet. After teleporting, they gain a +5 bonus to their AC until the start of their next turn.

Githvyrik Exemplar of Vhostym

Truly unique and outstandingly powerful Githvyrik that have attributed great deeds and aid to the whole of the Githvyrik people are bestowed the title of "Exemplar" - considered a living example of the Sojourner, and a harbinger of the horizon.

An Exemplar can only be named by a majority council of the Githvyrik Overguards. When they are bestowed the title, their names and deeds are immortalized in the historical records of the Githvyrik - and are seen as the next reincarnation of Vhostym, the Sojourner.

All Exemplars are akin to psionic demi-gods, powerful martial experts, and incredibly knowledgeable individuals. Naming an Exemplar is a once-every-hundred-lifetimes occurrence - while encountering one in the flesh is nigh improbable, and incredibly dangerous.



Githvyrik Exemplar of Vhostym

Medium humanoid (gith), neutral


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str(Mod) Dex(Mod) Con(Mod) Int(Mod) Wis(Mod) Cha(Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Resistances Psychic
  • Senses Darkvision 60 ft
  • Languages Common, Gith
  • Challenge Challenge and Xp

Innate Spellcasting (Psionics). The Gith's innate spell casting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). They can innately cast the following spells, requiring no material components:

  • At will: mage hand (the hand is invisible)
  • 1/day each: mage armor, borrowed knowledge

Supreme Supernatural Wards. The Exemplar has a +5 bonus on saving throws against spells and other magical effects.

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description