5E Spelljammer (5e Campaign Setting)/Races (5E Spelljammer Setting)

From Dungeons and Dragons Wiki
Jump to: navigation, search
Incomplete Article
Incomplete.png
This page was tagged as incomplete and may not be useable in its current form. The article must remain under active development until it is completed. If it is left without edits for 3 days or more, it will be deleted in accordance with our policies. The following areas must be completed or removed for the article to be considered complete, at which point this template may be removed:

Orphaned page, needs to be a subpage of the main page


If you feel this article does not deserve the incomplete notice and that no changes need to be made, please discuss the issues further on the talk page. See our Homebrew Content Requirements and our Deletion Policies for additional information.


Back to Main Page5e5E Spelljammer (5e Campaign Setting)

In addition to the races in the Player's Handbook, the following spacefaring races are available for a PC


Dracon

Dwarves While many groundling dwarf clans and kingdoms are in decline, the dwarves of wildspace thrive. Within the myriad of asteroids and moons, the dwarves have build vast kingdoms that at times eclipse those found on terrestrial worlds. The wildspace dwarves have come to call themselves the Starforged Clans. The least of their kingdoms are built into flying castles called citadels. Even greater kingdoms can be found on larger, immobile asteroids and moons.

Wildspace Dwarf Lands: Asteroids are the primary home of the Starforged Clans. These range from stark, barren boulders only a few hundred feet across to huge rocks that could qualify as small worlds. Many citadels have been abandoned or lost over the millennia, and wildspace is littered with these enormous structures—many of which have be inhabited by non-dwarves.

Adventurers: By their nature, starforged dwarves are somewhat nomadic, and many of their number head out to scout out prospective asteroids. It is not a far leap from scout to adventurer—many a dwarven adventurer began his career as an asteroid prospector.

Elves The elves of wildspace are a powerful, yet aloof race in command of the largest single fleet in the Known Spheres. The delicate crystalline ships of the elven fleet are greatly feared throughout the spheres. They enjoy the finer things in life, such as art, poetry, and fine wine. Though they are slow to act, when roused into action they are a force not to be taken lightly. Wildspace Elf Lands: With the backing of their powerful navy, wildspace elf colonists have claimed many forested planets and asteroids. Commonly, wildspace elves will serve in the Elven Imperial Navy for several centuries before retiring to some unclaimed forest at the frontier of the Known Spheres with their family and retainers. It is in this way that wildspace elves have spread themselves throughout a multitude of worlds and spheres. Adventurers: Despite their aloof nature, wildspace elves are born adventurers. Many live their entire lives never stepping foot on any world larger than an asteroid. They have a natural wanderlust that takes them to the farthest corners of the Known Spheres and beyond. As not every elf can join the Elven Fleet, many are forced to join the crews of non-elven ships.


  • Giff

Gnomes Common terrestrial gnomes are almost unheard of in wildspace, since their natural habitats—living earth in wooded areas—are in short supply. A new gnomish subrace, descendants of Krynnish tinker gnomes, has taken readily to the void, and is much more common. Wildspace Gnome Lands: The few common gnomes in space tend to live near elven lands, digging in wherever they can. Adventurers: With the lack of their natural habitat in wildspace, most common gnomes become adventurers. Some search for a new home, while others have accepted the wandering lifestyle.

Humans By far, humans are the most numerous race in wildspace. They are pioneers, explorers, pirates, and merchants in countless ports throughout the Spheres. Humans build many common ships of wildspace, as well as cities that are hubs of trade and commerce. Wildspace Human Lands: Humans have settled countless worlds, moons, and asteroids, and can be found almost anywhere. Their cities are magnets for those seeking to deal with humans or non-humans on neutral grounds. Adventurers: Humans have an insatiable desire to explore, to discover, to know. Humans form the backbone of many adventuring companies, and many more serve as hirelings of all sorts aboard many spelljammers.


Lizardfolk It is a well known stereotype that the scalykind (as they are sometimes known) are primitive, stupid brutes.  It is believed that the first lizardfolk brought into wildspace were much the same, and legends say (when there are no lizardfolk around, of course) that the only reason they made it into space at all was because of their usefulness as expendable troops for illithid or human slave-masters.  However, that all changed.  In time, the space-faring lizardfolk became smarter, faster, and more adaptable than their slave parents.  Many reasons for this have been put forward, but the most commonly accepted reason actually blames it on the sun.  Lizardfolk who were born on ships and bases that were closer to a sun or other celestial fire body were marginally smarter than their kinfolk.  In time, this led to a few tribes of enslaved lizardfolk who became quite cunning and learned much of civilization and technology from their unsuspecting masters.  In time, these tribes freed themselves from slavery, and began developing incubator ships whose sole purpose was to bring their eggs closer to a sun during gestation.  After only a few generations, the lizardfolk have become full partners in many wildspace societies.  However, they are still short-tempered and emotional, with some bestial traits remaining (voracious appetites and lack of table manners being the most commonly commented on).


  • Chattur