What are the races in Spelljammer Astral Adventurer’s Guide?
The Spelljammer Astral Adventurer’s Guide is a 64-page hardcover book that presents the Astral Plane as a campaign setting and introduces new magic, items, enemies, subclasses, and races. In this article, we will delve into the six races that can be found in this book.
The Six Races of Spelljammer
The Spelljammer Astral Adventurer’s Guide features six races that players can choose from. These races are:
• Astral Elves: A mystical and ancient race that is connected to the Astral Plane.
• Autognomes: A subterranean race that is native to the underdark regions of the Astral Plane.
• Giff: A reptilian race that is known for their cunning and magical abilities.
• Hadozee: A humanoid race that is native to the treetops of the Astral Plane.
• Plasmoids: A gaseous race that is composed of pure energy.
• Thri-kreen: A humanoid insectoid race that is known for their ferocity and cunning.
Racial Traits and Abilities
Each of these races has its own unique racial traits and abilities. Here are some of the key features of each race:
• Astral Elves: Darkvision: Astral Elves have darkvision, allowing them to see in dim light within 60 feet of them as if it were bright light. Astral Senses: Astral Elves have a bonus to their Perception skill when sensing the presence of magic or the emotions of others.
• Autognomes: Underdark Adaptation: Autognomes are resistant to poison and have advantage on saving throws against poison. Tunnel Running: Autognomes are skilled at navigating tunnels and caverns, gaining advantage on Wisdom (Survival) checks to navigate these environments.
• Giff: Scaly Skin: Giffs have a natural armor class of 16. Tongue-Lashing: Giffs can use their tongues to deal damage to enemies within 5 feet of them.
• Hadozee: Tree Stride: Hadozees can use their speed to move through the space of other creatures. Treetop Camouflage: Hadozees have a bonus to their Stealth skill when hiding in treetops.
• Plasmoids: Etherealness: Plasmoids can move through other creatures and objects as if they were ethereal. Gaseous Form: Plasmoids can change their shape to move through tight spaces or to avoid attacks.
• Thri-kreen: Claws: Thri-kreen have sharp claws that deal an additional 1d4 damage when they attack. Insectoid Camouflage: Thri-kreen have a bonus to their Stealth skill when hiding in insectoid shapes.
Conclusion
The Spelljammer Astral Adventurer’s Guide offers a range of unique and fascinating races that players can choose from. Each race has its own set of abilities and traits that set it apart from the others. Whether you’re looking for a mystical and ancient race like the Astral Elves or a reptilian and cunning race like the Giff, there’s something for everyone in this book.