Farscape Races for D&D

Banik, Nebari, and Sheyang races from Farscape for Dungeons & Dragons 5e.

Stark's_glow
Banik
Jim Henson Productions

Baniks

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

Size. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Ethereal Escape. When an attack that you can see or hear would reduce you to 0 hit points, as a reaction before taking the damage, you vanish from your current plane of existence and appear in the Ethereal Plane. You return to the plane you originated on at the end of your next turn within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can’t use this feature again until you finish a long rest.

Mind Shield. Whenever you make a Wisdom saving, roll a d4 and add the result to the total. You also have resistance to psychic damage.

Unity. Choose calm emotions or detect thoughts. You can cast the chosen spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Wisdom is your spellcasting ability for this spell.

Nebari
Nebari
Jim Henson Productions

Nebari

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

Size. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. 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.

Elastic Skeleton. You have advantage on Dexterity saving throws and can jump twice as high or twice as far as your Strength would normally allow.

Sheyang
Sheyang
Jim Henson Productions

Sheyangs

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

Size. Your size is Medium.

Speed. Your base walking speed is 25 feet.

Darkvision. 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.

Fire Breath Weapon. You can use your action to exhale destructive energy. When you use your breath weapon, each creature in a 15 ft. cone must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 fire damage on a failed save, and 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. After you use your breath weapon, you can’t use it again until you complete a short or long rest.

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

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