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Spelljammer Races: What you gonna be?

By Yolanda Stopforth

EGG_FF2023_Spelljammer Push_Elf Article

ASTRAL ELF TRAITS

Creature Type: You are Humanoid.

Size: Medium.

Speed: Walking speed is 30 feet.

Astral Fire: You know one of the following cantrips. Your choice. Sacred Flame, Dancing Lights or Light.

Use either your Intelligence, Wisdom or Charisma as your spell casting ability. You get to choose when becoming an Astral Elf.

Dark Vision: You can see 60 feet in dim light as if it were bright. You can see in darkness as if it were dim light but colours fade to greys.

Fey Ancestry: You have advantage on saving throws you make to avoid or end a charmed condition on yourself.

Keen Senses: your proficiency in Perception Skill.

Starlight Step: As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can sue this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Astral Trance: Lucky you, you don’t need sleep. Magic also can’t put you to sleep. You can finish a long rest in 4 hours if you spend it in a trancelike state of meditation during which you remain conscious.

AUTOGNOME TRAITS

Creature Type: You are a Construct.

Size: You are small.

Speed: Your walking speed is 30 feet.

Armoured Casing: You are encased in thin metal or some other durable material. While you aren’t wearing armour, your base Armour Class is 13 + your Dexterity Modifier.

Built for Success: You can add one d4 to one attack roll, ability check, or saving throw you make and can do so after seeing the d20 roll but before the effects of the roll are resolved. You can use this trait a number of times equal to your proficiency bonus and will regain all expended uses when you finish a long rest.

Healing Machine: If the mending spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier. (min one hit point)

In addition, your creator designed you to benefit from several spells that preserve life but that normally don’t affect constructs: cure wounds, healing word, mass cure wounds, mass healing word, and spare the dying.

Mechanical Nature: You have resistance to poison damage and immunity to disease and you have advantage on saving throws against being paralyzed or poisoned. You don’t need to eat, drink or breathe.

Sentry’s Rest: You don’t sleep, but rather spend 6 hours in an inactive, motionless state. In this state you appear inert but remain conscious.

Specialized Design: You gain two tool proficiencies of your choice, selected from the Player’s Handbook.

EGG_FF2023_Spelljammer Push_Gnome Article
EGG_FF2023_Spelljammer Push_Hippo Article

GIFF TRAITS

Creature Type: Humanoid.

Size: Medium.

Speed: Walking and swimming 30 feet.

Astral Spark: Your psychic connection to the Astral Plane enables you to mystically access a spark of divine power, which you can channel through your weapons. When you hit a target with a simple or martial weapon, you can cause the target to take extra force damage equal to your proficiency bonus. 

You can use this trat a number of times equal to your proficiency bonus, but you can use no more than once per turn. You regain all expended uses when you finish a long rest.

Firearms Mastery: You have a mystical connection to firearms that traces back to the gods of the Giff, who delighted in such weapons. You have proficiency in all firearms and ignore the loading property of any firearm. In addition, attacking at long range with a firearm doesn’t impose disadvantage on your attack roll.

Hippo Build: You have advantage on Strength based ability checks and Strength saving throws. In addition, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

HADOZEE TRAITS

Creature Type: Humanoid

Size: Medium or small. You choose when selecting this race.

Speed: Walking and climbing 30 feet.

Dexterous Feet: As a bonus action, you can use your feet to manipulate an object, open or close a door or container, or pick up or set down a Tiny object.

Glide: If you are not incapacitated or wearing heavy armour, you can extend your skin membranes and glide. When you do so, you can perform the following aerial manoeuvres:

  • You can move 5 feet horizontally for every 1 foot you descend in the air, at no movement cost to you.
  • When you would take damage from a fall, you can use your reaction to reduce the fall’s damage to 0.

 

Hadozee Resilience: The magic that runs in your veins heighten your natural defences. When you take damage, you can use your reaction to roll a d6. Add your proficiency bonus to the number rolled and reduce damage you take by an amount equal to that total (min 0 damage).

You can use this trait a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

EGG_FF2023_Spelljammer Push_Chimp Article
EGG_FF2023_Spelljammer Push_Blob Article

PLASMOID TRAITS

Creature Type: Ooze

Size: Medium or small, you pick when you select this race.

Speed: Walking is 30 feet

Amorphous: You can squeeze through a space as narrow as 1 inch wide provided you’re not wearing or carrying anything. You have advantage on ability checks you make you initiate or escape a grapple.

Darkvision: You can see 60 feet in dim light as if it were bright. You can see in darkness as if it were dim light but colours fade to greys.

Hold Breath: You can hold your breath for 1 hour.

Natural Resilience: You have resistance to acid and poison damage, and you have advantage on saving throws against being poisoned.

Shape Self: As an action you can reshape your body to give yourself a head, one or two arms, one or two legs, and makeshift hands and feet, or you can revert to a limbless blob. While you have a humanlike shape, you can wear clothing and armour made for a Humanoid of your size.

As a bonus action, you can extrude a pseudopod that is up to 6 inches wide and 10 feet long or reabsorb it into your body. As part of the same bonus action, you can use the pseudopod to manipulate an object, open or close a door or container, or pick up or set down a Tiny object. The pseudopod contains no sensory organs and can’t attack, activate magical items or lift more than 10 pounds.

THRI-KREEN TRAITS

Creature Type: Monstrosity

Size: Medium or Small. You pick when selecting this race.

Speed: Walking 30 feet

Chameleon Carapace: While not wearing armour or carapace gives you a base Armour Class of 13 + your Dexterity Modifier.

As an action you can change the colour of your carapace to match the colour or texture of your surroundings, giving you advantage on Dexterity (Stealth) checks made to hide in those surroundings.

Darkvision: You can see 60 feet in dim light as if it were bright. You can see in darkness as if it were dim light but colours fade to greys.

Secondary Arms: You have two slightly smaller secondary arms below your primary arms. The secondary arms can manipulate an object, open or close a door or container, or pick up or set down a Tiny object, or wield a weapon that had the light property.

Sleepless: You don’t need to sleep and can remain conscious during a long rest. You must however, refrain from strenuous activity during that time to gain the benefits of the rest.

Thri-Kreen Telepathy:  Without magical assistance you can’t speak the non-Thri-Kreen languages you know. Instead you use telepathy to convey your thoughts. You have the magical ability to transmit your thoughts to willing creatures you can see within 120 feet of yourself. A contacted creature doesn’t need to share a language with you to understand your thoughts, but it must be able to understand at least one language. Your telepathic link with the creature is broken if you and the creature move more than 120 feet apart, if either of you mentally breaks the contact. (no action required).

EGG_FF2023_Spelljammer Push_Insectoid Article

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