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Sidereal

Sidereals, also called star genasi or aether genasi, are humans touched by the mystical energies of the Aether. Sidereal births occur everywhere in Orphan, but as their various names would imply, they’re far and away most common in the Astral Sea itself. This has led to a great deal of prejudice towards them; to some particularly parochial minds, sidereals are barely even human.   Human or not, they’re certainly strange. Some sidereals have silvery skin and glowing eyes; some do not need sleep; most are inured to humankind’s instinctive horror of the Aether. They have a reputation for being capricious harlequins who will make light of even the darkest matters—a broad generalization which is nonetheless sometimes true.  
sidereal traits:
  • Aetherborn (2). You automatically succeed on Intelligence checks made to traverse the Aether. In addition, you have advantage on saving throws made to avoid or end the frightened condition on yourself as a result of hazards and effects native to the Aether.
  • Astral Trance (2). You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a semiconscious state of trancelike meditation.
  • Bloodline Magic (1/2/3). You can take this trait up to three times; each time you do, you gain access to a new “tier” of spells, as detailed below. Intelligence is your spellcasting ability for these spells.
    1. You know one of the following cantrips: dancing lights, mage hand, or minor illusion.
    2. Choose one of the following spells: detect magic, magic missile, or unseen servant. Starting at 3rd level, you can cast that spell as a 1st-level spell once per long rest.
    3. Choose one of the following spells: blur, detect thoughts, or misty step. Starting at 5th level, you can cast that spell as a 2nd-level spell once per long rest.
  • Damage Resistance (1). You have resistance to psychic damage.
  • Darkvision (2). 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.
  • Magic Resistance (5). You have advantage on saving throws against spells and other magical effects.
  • Twist of Fate (3). When you make a saving throw, you can choose to gain advantage on the roll. Once you use this trait, you can’t use it again until you finish a long rest.

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