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Races from the Relay

Mind Meld
The ability to exchange nerve pulses through skin contact has
shaped asari culture and reproduction. The mind meld can be
used to transfer thoughts, feelings, and information, as well as
for reproduction. Melding is a symbol of intimacy in asari
culture, though not all melds are acts of affection. The ease of
transferring knowledge through a meld allows them to quickly
teach others, and the ability to send emotions is a crucial step
for children to learn the strong sense of empathy of the asari.
Universal Mothers
Asari reproduction is, at its basic level, is a modified method
of parthenogenesis. When a meld for reproduction is initiated,
the asari accesses her partner's genes and subconsciously
uses them as an algorithmic seed to remap genes into a
unique set of DNA. The child does not actually inherit genes
from their "father", the non-birthing partner, but some traits
can be passed down through the gene remapping. Curiously,
when asari mate with their own kind, there is a small chance
of a birth defect which causes the child to unintentionally
overload their partner's nervous system when they meld,
causing unconsciousness or, in extreme cases, permanent
brain death. These offspring are known as "Ardat-Yakshi". Due
to this, asari prefer to mate with members of other races.
Demons of the Night Winds
Ardat-Yakshi are only born to pureblood asari; those formed
from the union of 2 asari parents. Though the defect is rare, it
is not curable and highly dangerous. When diagnosed, the
ardat-yakshi is given a choice to live in isolation or to be
executed. This is because ardat-yakshi develop an addiction to
the power and feel intense compulsion to meld. The addition
only grows stronger with each meld, and so a life of monastic
celibacy allows asari to leave in peace with a controllable
desire. Those who are able to avoid isolation and execution,
Asari however, quickly become psychopathic in their intense lust for
the destructive melding.
Asari are a race of elegant, mono-gendered humanoids. The Maiden, Matron, Matriarch
asari resemble female humans with blue or purple skin and a
crest of rigid tentacles in place of hair. Despite their feminine Asari categorize life into 3 important stages, each marked by
appearance, asari have little use for gender or gender roles, physiological changes like hormones, and psychological
though they often use female pronouns and gendered changes. The first is the maiden stage, which starts during
language when speaking Common. They possess a unique puberty and is defined by a desire for adventure and
method of reproduction initiated by a "mind meld" which links exploration. The matron phase follows, approximately at 350
the asari's nervous system with a partner-even one of a years of age, and is the primary child-rearing stage. At around
different race-to randomize genes to create asari offspring. 700, asari enter the matriarch stage where they serve the
Asari have an innate ability to magically manipulate the mass community as advisors and sages, sharing their wisdom with
of objects and many asari focus on enhancing the arcane all who will listen. Most asari adventurers are in their maiden
magic within them. period, though it is possible for matriarchs to also adventure
in service of their society.
Diplomatic Warriors
As a whole, the asari are very charismatic and diplomatic. Asari Names
Perhaps due to their reliance on other species for genetic Asari are given a personal name by their parents and take the
diversity, asari prefer cooperation and compromise over surname of their mothers, even if the child has 2 asari
conflict. However, they do not fear conflict and will do what is parents. Outside of asari communities, they normally do not
necessary, even if it includes violence. In fact, asari are quite use their surnames and prefer to introduce themselves with
capable in battle, using a mixture of traditional martial arts their personal name only.
and their aptitude for magic to overwhelm foes. Races
contacted by asari need not fear, however, as asari often reach
out to foreign races with benevolence, seeking allies instead of
Matriarchs are addressed as "Matriarch" but other titles may
be used for matriarchs in prestigious positions. Feats
Personal Names: Aeian, Aethyta, Aleena, Alestia, Aria,
Batha, Benezia, Dahlia, Falere, Irissa, Jona, Liara, Lidanya, Mass Manipulator
Liselle, Mallene, Morinth, Nassana, Nyxeris, Pelessaria, Rana, Prerequesite: Asari
Rila, Samara, Sarissa, Shiala, Tela, Tevos, Treeya You've further developed your ability to manipulate the
Surnames: Ateyne, B'Sayle, Calis, D'Layne, D'Nava, mass of targets. You learn the mage hand cantrip, and your
D'Ysesan, Dantius, Iallis, Iasava, Janieri, Kelis, M'Loari, mage hand is invisible. You also learn levitate and fly spells,
M'Taros, Makenus, Nuwani, Sedela, Sederis, T'Goni, T'Loak, each of which you can cast once without expending a spell
T'Soni, Thanoptis, Theris, V'Lanis, V'Nato, V'Tizor, Vasir slot. You regain the ability to cast these two spells in this way
when you finish a long rest. Charisma is your spellcasting
Traits ability for all three spells.
Your asari character has a number of traits in common with
all other asari. Ardat-Yakshi's Kiss
Ability Score Increase. Your Charisma score increases by Prerequisite: Ardat-Yakshi Variant Asari, 10th level
2 and your Wisdom score increases by 1. Ardat-Yakshi, after many melds, can learn to dominate the
Age. Asari are very long lived and can reach ages of over minds of others even without melding. You learn the dominate
1000 years. person spell and can cast it as once a 5th-level spell, using
Alignment. Asari are biased towards goodness, but asari Charisma as your spellcasting ability. You cannot cast the
exhibit a range of alignments not dissimilar to humans. spell again until you finish a long rest.
Size. Asari have builds incredibly similar to female
humans. Your size is Medium.
Speed. Your base walking speed is 30 ft.
Affect Mass. You can cast feather fall once without
expending a spell slot. At 3rd level, you can cast earthbind
once without expending a spell slot. Charisma is your
spellcasting ability for these spells. Once you cast either spell,
you can't cast it again with this trait until you finish a long rest.
Mind Meld. You can touch a willing creature and initiate a
mind meld. Melding with a creature allows both participants
to freely transfer memories, information, emotions, and
thoughts. Participants do not need to share a language to
communicate through a meld. Both members of the meld are
paralyzed and unaware of their surroundings for the duration.
Natural Diplomat. You have proficiency in the Persuasion
Languages. You can speak, read, and write Common,
Thessian, and one extra language of your choice. Thessian is
a very smooth and romantic language with a cursive script of
elegant, flowing shapes.

Ardat-Yakshi Variant Traits

If you would like to play an Ardat-Yakshi, you can
choose to replace the Alignment and Mind Meld
traits with the following.
Alignment. Ardat-Yakshi often develop
psychopathy. Ardat-Yakshi are normally evil, but can
also be neutral.
Mind Break. You can touch a willing creature and
initiate a mind meld. If the creature is charmed, the
effect immediately ends and if the target is
unwilling, the meld does not continue. The creature
must make a Charisma saving throw (DC 8 + your
proficiency bonus + your Charisma modifier) or be
rendered unconscious for 1d4 hours as your
nervous system overwhelms theirs. Once you use
this trait, you can't use it again until you finish a
long rest.

Magic from Mechanus
The quarians decided to channel magic from the Outer Plane
of Mechanus to power their creations. Mechanus is a plane of
absolute law and order inhabited by constructs. The
"Creators", as the geth aptly call the quarians, believed this
magic would create a perfectly obediant golem, and so
funneled the power of the plane into crystal cores.
Unfortunately, the quarians underestimated the influence of
the Material realm on the geth. As the geth advanced in
design, they eventually gained self-awareness and sapience.
The quarians, terrified of the thought of their creations with
free will, attempted to exterminate them.
The Morning War
"Does this unit have a soul?" asked the geth. That question
would change the relationship of quarians and geth forever.
The quarians responded with an attempted termination of all
geth. The newly sentient geth resisted the genocide of their
masters in a war dubbed "the Morning War". As many geth
were designed as tools of war, the quarians were quickly and
easily defeated. Because the constructs were acting out of self
defense, when the enemy began retreating from their
homeland of Rannoch, the geth did not pursue, and allows
their masters to leave in peace.
Incomprehensible Mind
Geth minds are quite anomolous. As they were designed to
follow predetermined steps and commands, and with their
minds powered from the strictly-lawful plane of Mechanus,
their way of thinking is essentially unique and different than
the chaotic organic minds of humanoids. Their thoughts can
be compared to a program or process which systematically
follows steps to come to a conclusion, run many times in
different ways, until the geth comes to a consensus of the
correct course of action. Geth do not experience emotion or
desire-not in the same way a humanoid does, anyway.
Geth Additionally, due to their innate ability to network with other
geth, geth see themselves as a unit of a larger and more
Former automatons build by the quarians to function as complex whole, and even the individual processes that make
soldiers and laborers, geth are constructs that have up a single geth as being equal constituents that contribute to
unintentionally consciousness and sentience. Geth, meaning that geth unit.
"servant of the people" in the quarian language of Khelish, are Beyond the Veil
golems imbued with permanent animating magic focused by a
special crystal embedded in their chassis. These constructs Geth primarily remain in the land of Rannoch, protected by
are fundamentally different than others, such as Warforged, the Perseus Veil: a mysterious cloud that spans around the
designed with humanoid thought and emotion in mind, and borders of Rannoch. They live in peace, but some geth find
think, feel, and experience the world in a totally unique way. themselves seeking knowledge of what is beyond their realm.
The primary motivation of the geth who leave Rannoch is to
Construction acquire and compile information, though some geth pursue
Geth are built as golems, normally built from resilient other quests.
materials like stone, metal, and crystal. They possess a solid Geth Names
framework which holds a focusing core in the center. A
network of fluid-filled veinous analogs are intertwined through Geth have no use for names among themselves, however they
their body to provide several advantages to aid in movement will adopt names for the sake of interacting with other races.
and flexibility. The core acts as a brain to the geth, though However, the geth do not often see themselves as individuals.
their thoughts are completely foreign to humanoid creatures. Many geth use plural pronouns such as "us" and "we". As a
Quarians designed the geth to be able to interact and network result, the names geth take are normally synonyms or words
with other nearby geth for seamless work. for groups. Geth with individuality, especially those who have
been separate from their kind for an extended time, do exist.
Those geth still use words for names, though they give
themselves a more personally fitting name.
    Geth Names: Armada, Army, Batallion, Brigade, Cabal,
Caucus, Congregate, Coterie, Guild, Horde, Host, Legion,
Myriad, Phalanx, Proletariat, Throng, Troop, Union Living Construct Variant Trait
'Individual' Geth Names: Alpha, Apex, Beta, Centurion, Geth are designed with their distinctly construct
Enigma, Eternity, Genesis, Obelisk, Oblivion, Omega, Oracle, nature in mind. The following trait can replace the
Pinnacle, Terminus, Vortex, Zenith Construct Nature and Repair Protocol traits for
those who prefer geth to be repaired by healing
Traits magic.
Living Construct. Despite being constructed, you
Your geth character has a number of traits in common with are a living creature. You do not need to eat, drink,
other geth. or breathe and you are immune to disease.
Ability Score Increase. Your Constitution score increases Instead of sleeping, you enter a hibernation state
by 2 and your Intelligence score increases by 1. for 4 hours each day. In this state, you are unaware
Age. Geth do not age, as they are constructs, and live as of your surroundings, but can be aroused from
long as their bodies are not destroyed. hibernation.
Alignment. Geth are uniquely powered by magics from the Geth Resurrection
plane of Mechanus and thus are naturally lawful neutral. While geth cannot be revived by spells (if using the
However, as geth are fully sapient, they have the ability to default traits), your DM may allow your geth
choose their own alignment independent of their natural character to be resurrected with an alternative
inclination. method. Provided is a suggestion.
As long as the geth's crystal core exists, the
Size. Your size is Medium. geth's consciousness can be transferred to a new
Speed. Your base walking speed is 30 feet. construct body. A ritual must be performed, using a
Construct Nature. You are a construct, instead of gem or crystal worth at least 1000 gp, to transfer
humanoid. You do not need to eat, drink, or breathe and you the geth's mind to the new crystal and embed it in
are immune to disease. the new body. The ritual takes 1 hour.
Instead of sleeping, you enter a hibernation state for 4
hours each day. In this state, you are unaware of your
surroundings, but can be aroused from hibernation.
Disparate Mind. You have advantage on saving throws Feats
against being charmed or frightened.
Golem Armor. You are crafted out of hard, inorganic Advanced Repair Protocol
materials. When you aren't wearing armor, your AC is 13 + Prerequisite: Geth, Repair Protocol trait
your Dexterity modifier. You can use your golem armor to You gain an additional number of hit dice equal to your
determine your AC if the armor you wear would leave you with character level divided by 4 (minimum 1). These bonus hit
a lower AC. A shield's benefits apply as normal while you use dice are d8s, regardless of your class.
your golem armor.
Linked Consciousness. You can telepathically Construct Resistance
communicate with any other geth within 60 feet. Prerequisite: Geth
Repair Protocol. As a construct, you cannot be healed or As a construct, you're more resistant to certain damage and
revived by divine magic such as cure wounds or raise dead. effects that affect organics. You gain the following benefits:
Instead, when you expend hit dice during a short rest, you
or an ally can use tinker's tools, smith's tools, or mason's tools You have resistance to poison damage and psychic
to repair your body. Make an Intelligence check, using the damage.
tools. The DC equals 10 + the number of hit dice you spent. You have advantage on saving throws against the poisoned,
On a success, you regain the maximum number of hit points paralyzed, and exhaustion conditions.
for all hit dice spent. On a failure, you roll the hit dice and add
your Constitution modifier as normal. Spells
In addition, as an action on your turn or when an ally casts
the mending cantrip targeting you, you can expend a number Repair Construct
of hit dice up to your Constitution modifier to regain hit 1st-level transmutation
points. You roll the hit dice and add your Constitution modifier
to each roll to determine the hit points restored. Casting Time: 1 action
You also regain all spent hit dice at the end of a long rest, Range: Touch
instead of the usual amount. Components: V, S
If you drop to 0 hit points, you must be stabilized with an Duration: Instantaneous
Intelligence (Arcana) check, instead of a Wisdom (Medicine) You magically repair damage to a construct. The construct
check. regains hit points equal to 1d8 + your spellcasting ability
Languages. You can speak, read, and write Common and modifier. This spell has no effect on creatures other than
Khelish, the language of the quarians. You can also constructs.
communicate with nearby geth telepathically. At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the healing increases by 1d8 for
each slot level above 1st.
A wizard spell.
Curiously, the krogan also possess redundant organs; a
second set of major organs in case of failure or injury. These
traits make krogan exceptionally difficult to kill, but the
perhaps what makes krogan so dangerous is an adaptation
known as "Blood Rage."
Blood Rage
The blood rage is a legendary state of pure violence. When
krogan enter a blood rage, they become nearly mindless
killing machines, fighting through all injury and even death.
Blood rage is due to an enormous flood of adrenaline and
suppression of serotonin, which numbs the krogan to all pain.
This state, combined with their plated hide, and redundant
organs, allows the krogan to defeat creatures many times his
size or power.
Climb Atop the Dead
Krogan's value one thing above all else: strength. Krogan
society is built upon this hierarchy, where the strong rule and
the weak perish. They live in clans lead by a Warlord, and
those clans constantly war for resources and for power. Even
within these clans, treachery and distrust run rampant.
Krogan often fight for dominance within these clans, and will
sacrifice their clan for personal gain without a second
thought. Females are considered prizes and trophies and live
in clans separate from the males, except for the unlucky who
become property of the male clans. Clans are little more than
means of survival for a krogan.
Rites and Rituals
The krogan culture is steeped in rituals. When a krogan is
born, he suffers the Rite of Life. When wishes to join his first
clan, he undergoes the Rite of Passage. If he wishes to be
considered for breeding, he must take the Rite of Honor.
When facing a new enemy, the Rite of Firsts is invoked.
A Krogan clan also has a shaman, who has endured the
Rite of Insight. The rituals endured by a shaman are lengthy
and torturous; most krogan who attempt the rite perish.
Those who survive become the most respected member of
their clan and are rarely challenged. The shaman is a clan's
spiritual leader and guide and is believed to see into the spirit
world itself.
Krogan Thirst for Blood
The krogan are large, reptilian humanoids native to a harsh Krogan who leave Tuchanka cannot quench their lust for
land known as Tuchanka. Tuchanka is a land of harsh violence among the krogan. Either the krogan is too weak to
environments and scarce resources. The krogan evolved and compete with his peers, or reaches the top of the hierarchal
thrived in the unforgiving land. The krogan are vicious beasts ladder and becomes bored. These krogan depart in search of
that seek to conquer what they can. Krogan legends claim new enemies to kill, to find a being worthy of their power, and
their race are descendants of the legendary tarrasque, and the then to conquer them. Though it is rare for female krogan to
creature slumbers beneath the wasteland, waking and rising leave the safety of their clans, some seek to prove their worth
in Tuchanka before rampaging onwards to destruction. as krogan, and not simply breeding stock.
Biologically Impervious Krogan Names
Krogan biology reflects the conditions from where the come. Krogan names are fairly simple: a clan name followed by a
The krogan are armored nearly head to toe in thick, chitinous given name, which is normally bestowed upon them by their
plates which protect the krogan from the hazards of their father.
homeland. They possess a hump which can store water, for Male Names: Archuk, Brood, Charr, Drax, Fortak, Grunt,
the resources in Tuchanka are scare. Guld, Jarrod Nax, Okeer, Skarr, Strux, Uvenk, Wreav, Wrex
Female Names: Bakara, Chormi, Derge, Hazka, Jonde
Kesh, Khorga, Kherake, Morda, Tegash, Vruxa, Zrogoga
Clan Names: Garbon, Gatatog, Jorgal, Khutarum, Nakmor, Warlord's Blood Rage  
Srarkan, Traash, Urdnot, Verbok, Weryloc, Wudark
Prerequisite: Krogan
Traits Your blood rage is exceptionally deadly, rivalling those of the
Your character krogan has a number of traits in common with krogan warlords in Tuchanka. You gain the following benefits
all other krogan while using your Blood Rage trait:
Ability Score Increase. Your Constitution score increases Once per turn when you roll damage for a melee weapon
by 2 and your Strength score increases by 1. attack, you can reroll the weapon’s damage dice and use
Age. Krogan often live centuries due to their natural either total.
hardiness. As a bonus action, you can move up to your speed toward
Alignment. Krogan are highly predisposed towards chaos, an enemy of your choice that you can see or hear. You must
as their culture is violent, selfish, and brutal. While evil is end this move closer to the enemy than you started.
more common among krogan, those of good and neutral When you score a critical hit with a melee weapon attack,
alignments do exist among them. Good krogan especially find you can roll one of the weapon’s damage dice one
it difficult to thrive in Tuchanka and krogan society. additional time and add it to the extra damage of the
Size. Krogan stand at over 7 feet tall and weigh close to critical hit.
400 pounds. Your size is Medium.
Speed. You have a base walking speed of 30 feet. Your
speed is not slowed by heavy armor.
Blood Rage. When you kill an enemy, you can use a bonus
action to enter a mindless blood rage. Blood rage lasts for 1
minute or until you end it as a bonus action. For the duration,
you must move towards and attack an enemy on your turn and
you cannot concentrate on spells. While in blood rage, are
immune to being charmed or frightened and you gain
temporary hit points equal to your Constitution modifier at the
start of each of your turns. When blood rage ends, you lose
any remaining temporary hit points from blood rage.
You must finish a long rest before you can enter blood rage
Extremophile. Your body is naturally acclimated to live in
the harshest environments. You have advantage on
Constitution saving throws to resist exhaustion due to
environmental hazards such as extreme heat or cold.
Additionally, you can go twice as long without food or water
before you suffer exhaustion.
Powerful Build. You count as one size larger when
determining your carrying capacity and the weight you can
push, drag, or lift.
Toughness. Your hit point maximum increases by 1, and it
increases by 1 every time you gain a level.
Languages. You can speak, read, and write Common and
Krogan. Krogan is a rough and guttural language normally
written with crude hieroglyphics.
Cranial Bruiser
Prerequisite: Krogan
Krogan are notorious for using any weapon within reach--
even the armored plates that cover their foreheads. You gain
the following benefits:
You can attack with a headbutt, which is a natural weapon
that you can use to make unarmed strikes. If you hit with it,
you deal 1d6 + your Strength modifier bludgeoning
When you use the Dash action during your turn, you can
make a melee attack with your headbutt as a bonus action.
When you use the Attack action during your turn to make a
melee attack, you can attempt to shove a creature with
your headbutt as a bonus action. You cannot use this shove
attempt to knock a creature prone.
Forced out of their homeland by sapient constructs of their
own creation, quarian are exiled nomads that now sail the
seas in search of a new homeland.
Exotic Fashion
Identifying a quarian is easy. All quarians wear enviro-suits,
which are multipurposes outfits that protect them from
foreign pathogens and diseases as well as acting as diving
suits for scavenging or repair. Rannoch's ecosystem featured
microorganisms very different from the lands they've traveled
to. Thus, the quarians infuse magic into the weave of special
suits and helmets to protect themselves from these new lands.
The enviro-suits have moved beyond function, however, and
into their culture. A quarian is rarely, if ever, seen without their
suit and helmet, and when they return from their pilgrimage
as adults, they are expected to modify their suit to fit their
personal reflection of their status as a productive member of
the Flotilla.
Exiles of their Own Creations
Quarians have a long and deep history with animating objects
and creating constructs. These constructs were built to serve
and protect the quarians, and most quarian families had at
least one golem servant, while the quarian military consisted
of these autonomous beings. These constructs were named
the "Geth", and were the shining achievement of the quarians.
The quarians sought to constantly improve their creation
with more advanced and more mysterious magics. Eventually,
the golems gained sapience and began to question their
masters. The quarians attempted to exterminate them, but
after forming so much dependence on the geth, the quarians
were swiftly defeated. With many exterminated, the remaining
quarians fled their homeland of Rannoch.
Golemancers turned Artificers
When young quarian rejoin the flotilla after their pilgrimage,
Though the quarians have abandoned their long history of they are expected to join the crew of another vessel to ensure
construct animation, they put their knowledge of imbuing the genetic diversity of an already small population.
inanimate with magic to create enhancements to embed in
their own bodies to augment themselves. These augments are The Pilgrimage
crafted by artisans who have descended from or studied under
those who originally worked with golemancy to perfect the During quarian adolescence, they are subjected to a rite of
geth. The implants themselves are normally small, no larger passage known as the pilgramage. When young adulthood is
than the size of a palm, and when properly inserted give the reached, quarians are expected to leave the Migrant Fleet and
quarian enhanced ability compared to those without. A experience life outside of their culture. To rejoin the flotilla,
quarian chooses an augment before they leave for the the young quarian must bear a gift to the captain of a new
Pilgrimage, and the implantation of the device is part of their vessel. This gift can be tangible, such as resources, or
sending off ceremony. intangible such as information. Most quarian adventurers are
those on their pilgrimage, though there are those who decide
Migrant Fleet never to return to the fleet, or those who were rejected from
The nomads travel together in a collective of ships known as
the Flotilla or the Migrant Fleet and consists of those who Quarian Names
escaped death by the geth. The Flotilla contains thousands of
vessels collectively searching for a new land to settle. Some Quarian names are composed of three parts—the quarian's
ships decide to depart the fleet to pursue their own goals, but given name and family name separated by an apostrophe, and
normally return to the fleet. the name of their vessel preceeded by a title-'nar' to denote
their birth ship, and 'vas' to denote their post-pilgrimage ship.
For example, nar Rayya or vas Neema.

    Male Names: Golo, Han, Hilo, Kal, Kar, Keenah, Kenn, Ability Score Increase. Your Dexterity score increases by
Lemm, Les, Prazza, Rael, Seeto, Shio, Veetor, Ysin, Zaal, Zer 1.
Female Names: Ceni, Daro, Elan, Feda, Jura, Laele, Lia, Overclock Unit. You can activate your muscular augments
Meeri, Minn, Reen, Saesa, Shala, Shuni, Tali, Yosi, Zohe, for a burst of speed. When you move on your turn in combat,
Family Names: Breizah, Dannah, Gazu, Gerral, Hodda, Jaa, you can double your speed until the end of the tum. Once you
Koris, Leth, Mal, Mekk, Nara, Raan, Reegar, Shaal, Shiya, use this trait, you can't use it again until you recharge the unit
Vael, Xen, Zorah by moving 0 feet on one of your turns.
Vessel Names: Honorata, Idenna, Moreh, Neema, Novarra, Peak Fitness. You have proficiency in either the Acrobatics
Qwib Qwib, Rayya, Tesleya, Tonbay, Ulnay, Usela or Athletics skill.
Traits Ocular
Your quarian character has a number of traits in common with Quarians with ocular augments replace their eyes with
all other quarian. enchanted orbs that allow their sight to persist even in the
most unfavorable conditions.
Ability Score Increase. Your Intelligence score increases Ability Score Increase. Your Wisdom score increases by 1.
by 1 and your Dexterity score increases by 1. Darkvision. You can see in dim light within 60 feet of you
Age. Quarians have lifespans similar to humans. as if it were bright light, and in darkness as if it were dim light.
Alignment. Quarians are very community minded and You can’t discern color in darkness, only shades of gray.
prioritize the survival of their race over the individual. They Clarity Unit. You have advantage on saving throws against
are usually good, but those of evil alignments tend not to be being blinded.
welcomed back to the Flotilla. Additionally, you can see in an area within 30 feet of you
Size. Quarians have builds similar to humans. Your size is that is lightly obscured as if it were unobscured, and can see
Medium. in an area within 15 feet of you that is heavily obscured as if it
Speed. Your base walking speed is 30 feet. were only lightly obscured.
Enviro-suit. An enviro-suit consists of a reinforced skin-
tight body suit and a helmet enchanted with purifying magics. Visceral
While wearing the enviro-suit helmet, you can breathe Quarians with visceral augments have implants inserted
normally in any environment and you have advantage on within the organs to enhance the body's natural healing
saving throws made against harmful gases and vapors (such ability, protecting the body from toxins and injury.
as cloudkill and stinking cloud effects, inhaled poisons, and Ability Score Increase. Your Constitution score increases
the breath weapons of some dragons). by 1.
While wearing the enviro-suit body, you are immune to Detoxification Unit. You have advantage on saving throws
contracting any disease. As the body suit is skin-tight, you can against poison, and you have resistance against poison
wear armor over it. damage.
If you are not wearing your enviro-suit body and helm, you
automatically fail saving throws against disease.
When you are the victim of a critical hit that does piercing Feats
or slashing damage, your enviro-suit is punctured. While the Additional Augment
suit is punctured, you have disadvantage on saving throws
against disease. You can repair the suit with 1 hour of work Prerequisites: Quarian
with tinker's tools or with the mending cantrip. Choose an augment as listed in the Augmented trait. You
Salvage. You know the mending cantrip. Intelligence is gain all features of that augment, in addition to your current
your spellcasting ability for this spell. one.
Languages. You can speak, read, and write Common and
Khelish. Khelish script is written in rune-like letters. Golemancer
Augmented. Quarians enhance their organic bodies with Prerequisites: Quarian
implants infused with magic. Choose one of these augments. Despite your race's abandonment of golemancy, you choose
to embrace it.
Cerebral implants are embedded in the brains of quarian to You learn the tiny servant and animate object spells, each of
enhance mental prowess and to protect against mind-altering which you can cast once without expending a spell slot. When
effects. you cast animate objects with this feat, you can only animate
Ability Score Increase. Your Intelligence score increases up to five objects, instead of ten. You regain the ability to cast
by 1. these two spells in this way when you finish a long rest.
Intelligence is your spellcasting ability for these spells.
Mind Shielding Unit. You have advantage on saving throws
against mind-altering effects (such as being charmed,
confused, compelled, frightened, or put to sleep) by magic.
In addition, your mind cannot be read by magical means.
Muscular augments are implants placed strategically at the
shoulders and hips to direct pulses of magic through muscle
fibers, allowing for bursts of speed, strength, and flexibility.
Boredom, the Mother of Invention
Salarians minds are constantly racing at miles per minute,
and without proper mental stimulation a salarian becomes
bored. Tinkering and experimenting are natural solutions to a
restless mind. The ability to plow through ideas, situations,
and possibilities makes them natural inventors. Salarians
have perhaps some of the most advanced technology,
especially in alchemy and engineering, but a salarian can
become an expert at whatever craft he puts his mind to.
Knowledge is Power
Invention is not the only outlet of a salarian's mind. As many
as those who invent prefer to gather information and
knowledge. Observation, research, study, and espionage are
other areas at which salarians tend to excel. A photographic
memory with a high capacity for information makes salarians
who dabble in information trading very skilled and valuable.
Knowledge gained from a salarian is highly prized as nearly
infallible, and so these trades are viable life paths.
One Mother Among Sons
Salarian reproduction is curious in that fertilized eggs hatch
as females and unfertilized eggs hatch as male. According to
ancient societal codes and law, fertilization of eggs is strictly
regulated and thus 90% of the population is male. Romantic
and sexual relationships are nearly nonexistent among
salarian, and any sexuality is strictly for reproduction. As
females are so rare, they normally stay within salarian
colonies where they possess positions of political power in a
complex matriarchal government.
Matriarchal Feudalism
Salarians have a layered system of government, ultimately
ruled by a matriarch known as a dalatrass, with her daughters
serving in noble positions beneath her. A noble family headed
by the dalatrass controls a massive territory known as a
march that is further divided into duchies, baronies, and
Salarian fiefdoms. Dalatrasses and their noble matrilinear lines will
make political alliances with other families through
interbreeding. A salarian is loyal through a biolotical process
Salarians are a warm-blooded amphibious species from a known as imprinting to their parents and to their dalatrass,
jungle known as Sur'Kesh. The salarian possess a super- which keeps the feudal society stable.
charged metabolism which causes them to function at a much
higher speed than other races, while requiring less rest. Intense Curiousity
Additionally, they have an exceptional capability for
observation, recollection, and innovation. They are constantly Despite imprinted loyalty to their family and dalatrass, male
tinkering, experimenting, inventing, and researching and value salarians are free to leave the colony at any time. Females,
intelligence and knowledge above all else. however, due to their noble blood and political power, almost
always stay within the confines of salarian territories, though
Hyperactive Metabolism some do venture out for other political positions such as
ambassadors or emissaries. Salarian curiousity and pursusit
The speed at which a salarian metabolizes is a marvel of of knowledge often leads them past the jungles of Sur'Kesh, if
evolution. The race only requires only two hours of sleep a even only for a brief time. Many find new lives far from
night, and still they have more energy and alertness than other Sur'Kesh, though they rarely truly abandon their family and
races. Everything a salarian does seems to be faster. They talk dalatrass.
fast, think fast, move fast, eat fast, and even sleep fast. The
large amount of available energy has advanced their Salarian Names
intellectual capabilities. They need near constant stimulation
for their fidgety, active bodies. Salarian names are quite complex. A full name includes - in
order - the name of a salarian's march, duchy, barony, fiefdom,
family, and finally, the given name.

However, few salarians use their full name unless necessary
and prefer to go by their family and given name. Feats
Example Full Names: Rannadril Ghan Swa Fulsoom
Karaten Narr Eadi Bel Anoleis, Gorot II Heranon Mal Dinest Alchemist
Got Inoste Ledra Prerequisite: Salarian
Given Names: Beelo, Chorban, Esheel, Ish, Jarroth, Jarun, You've put additional research into brewing potions,
Jondum, Kallo, Kirrahe, Maelon, Mordin, Morlan, Padok, especially potions of healing. You gain the following benefits:
Palon, Rentola, Schells, Solik, Tazzik, Tolan, Valern, Zevin
Family Names: Aenarth, Aulaw, Bau, Erkoln, Faergow, You gain proficiency with alchemist's supplies and
Gurji, Heplorn, Inoste, Irheth, Jath, Jowar, Marhall, Raeka, herbalism kit.
Sernik, Solus, Tann, Vass, Venirn, Vodol, Wiks, Yosann You can use your Technician racial trait to brew a potion of
healing over the course of a long rest, expending 25 gp of
Traits raw materials. You must spend all light activity time during
Your salarian character has a number of traits in common the long rest brewing the potion.
with all other salarian. When brewing potions of healing during downtime, you
Ability Score Increase. Your Intelligence score increases make twice as many potions for the same time worked. You
by 2 and your Dexterity score increases by 1. must expend raw materials for both potions. (see Xanthar's
Age. Salarians have an extremely high metabolism that Guide to Everything p. 130 for rules on brewing potions of
causes a short life span. Salarians rarely reach ages over 40 healing)
years of age. When crafting other items with alchemist's supplies or
herbalism kits, you halve the amount of time it takes to
Alignment. Salarians can have dubious morals, especially craft those items. Divide the item's gold cost by 100,
when it comes to experiments and advancing technology. instead of 50, to determine the time required to craft the
Neutrality is a common alignment for salarians. item.
Size. Salarians are tall with elongated bodies, with a height
between 6 and 7 feet yet a weight below 100 lbs. Your size is Scribe
Speed. Your base walking speed is 30 feet. Prerequisite: Salarian
Amphibious. You can breathe air and water. Salarians value documentation of research, and you extend
Deductive. You have advantage on saving throws and ability this practice to documenting your spells for others to use. You
checks to discern or resist illusions. gain the following benefits:
Observant. You have proficiency in the Investigation skill. You gain proficiency with the calligrapher's kit and the
Rapid Metabolism. Due to their fast metabolic rate, Arcana skill.
Salarians need only 2 hours of sleep and 6 hours of light You can use your Technician racial trait to scribe a magical
activity to gain the benefits of a long rest. scroll of a cantrip or 1st-level spell over the course of a
Technician. When you craft or use tools you are proficient long rest, expending 25 gp materials. You must provide any
with, you can perform up to twice as many special use tasks material components required for the casting of the spell
during a short rest, or three times as many during a long rest. and must have the spell prepared, or it must be among
Each special use takes 30 minutes during a short rest and 2 your known spells, in order to scribe a scroll of that spell.
hours during as long rest. (see Xanthar's Guide to Everything You must spend all light activity time during the long rest
p.78 for rules on using tools and special uses.) scribing the scroll.
Technician's Tools. You gain proficiency with one artisan’s When scribing scrolls of 2nd-level of higher during
tools of your choice: alchemist's supplies, tinker's tools, downtime, the cost and time required is halved. (see
poisoner's kit, or theives' tools. Xanthar's Guide to Everything p. 130 for rules on scribing
Languages. You can speak, read, and write Common, scrolls)
Salarian, and one other language of your choice. Salarian
script is composed of blocks and lines of various sizes and Special: Salarian Nimbleness
shapes. Prerequisite: Salarian
You can take the Squat Nimbleness feat (Xanthar's Guide to
Xanthar-Free Technician Everything p.75)
Don't have Xanthar's Guide to Everything? You can
replace the 'Technician' trait with the following.
Technician. During a long rest, you can perform
up to three of the the following activities in any
combination: brewing one vial of acid, brewing one
flask of alchemist's fire, brewing one vial of
antitoxin, creating and setting a hunting trap, or
repairing a mundane item. To perform a task you
must use an appropriate tool and must expend half
of the item's value in raw materials. Each task takes
2 hours to complete.


A highly militaristic race, turians are a force to be feared.

These warriors are easily distinguished by an appearance
containing a strange mix of insectoid and avian features. The
turian army is substantial, and every member of the turian
race is obligated to attend combat training in adolescence.
Even citizens and artisans are foes to be reckoned with.
Despite such an emphasis on combat, however, turians are an
honorable and noble race.
Discipline and Honor
The entire turian culture revolves around a strict code of
conduct which highly emphasizes strong discipline and
personal responsibility. Turians are highly inclined towards
self-sacrifice and will put the good of society over their own
personal desires. As such, they are passionate about public
and social service and make poor merchants and
entrepreneurs. They are taught to own their decisions, good
or bad, and if confronted with accusations it is considered
heinous to lie about their actions. Because of this, many races
attribute to them a "turian honor" seen rarely outside the
turian race.
Proud Warrior Race
At the center of turian society is their military. Turians are
sent to basic training in their teenage years, and are obligated
to serve a time in the military, if physically able. This develops
in every member a respect for authority as well as imparting
control and restraint among the turians. Though some turians
do not continue their service in the armed forces, they
continue to serve their community through other branches of
the military which serve the whole by providing public
Benevolent Empire
The strength of the turian military is proven time and time
again as they quash their enemies with their superior might.
Those who suffer the wrath of the turian army, however, are
often given the choice to join the Turian Empire before they Despite the ranked structure, turians entertain many
decimate the remains of that society. Those who join their freedoms as long as they preform their duties and do not
empire are given the protection of their military might in infringe on others freedoms or responsibilities.
return for providing services or goods. Turian honor prevents
any sort of exploitation and the client races of the Turian Reflective Carapace
Empire are treated well, though often as lesser than turians The homeland of the turians, Palaven, is flush with strange
due to their citizen social rank. Another race who climbs the vents in the ground that release a gas which erodes the
ranks of the meritocracy, however, is treated with equal atmosphere. The result is a high level of dangerous radiation
respect as a turian of that rank. that permeates through. Turians have evolved semi-metallic
carapaces that reflect the dangerous radiation, protecting
Hierarchal Meritocracy their inners from the solar rays. These exoskeletons, however,
Turian government is entwined with its military, as so many do not protect the turian from physical damage such as
parts of society are. There are tiers of citizenship, with the wounds and do not provide any natural armor.
lowest being a regular citizen, often held by client races and
children, climbing all the way up to the Primarchs which lead Mission or Desertion
each turian colony. Lower ranking citizens are expected to Most Turians who leave Palaven or another colony do so by
obey and support superiors while higher ranking ones are order of their superiors to accomplish special missions.
expected to lead and protect lower ranks. Promotion to a new Some, however, abandon the society for various reasons, most
tier is based on personal ability and merit and are given due to commonly a desire for freedom from the unyielding law and
assessments from ones superiors. command.

Those who desert their military post or other assigned Stalwart
position are exiled from Palaven, as this is seen as the
ultimate betrayal. Prerequisites: Turian
You've honed your militaristic discipline to become an
Turian Names unwavering pillar of self-control and restraint. You gain the
Turians are given personal names by their parents and take on following benefits:
a family name. High-ranking turian officers also include their You have advantage on saving throws against being
title in their names, either in addition to their full names or as charmed, frightened, compelled to act, or put to sleep.
a replacement of their personal name. Sometimes turians go While charmed or frightened, you can use a bonus action
by their family name only. on your turn to repeat the saving throw to end the effect.
Male Names: Adrien, Avitas, Castis, Chellick, Corinthus, This saving throw is not made with advantage.
Desolas, Garrus, Illo, Jacobus, Joram, Kuril, Lantar, Lilihierax,
Lorik, Macen, Mehrkuri, Nihlus, Quentius, Sapartus, Saren,
Septimus, Tarquin, Tiran, Tonn, Venari,
Female Names: Abrudas, Aciia, Aemicida, Alta, Banrae,
Caevea, Cicean, Duronea, Iciria, Juteia, Nyreen, Orinia, Pliras,
Quidas, Selone, Sidera, Sipia, Valevas, Vetra
Family Names: Actus, Arterius, Barro, Kandros, Kryik,
Nazario, Nyx, Oraka, Pallin, Qui'in, Rix, Sidonis, Talid,
Vakarian, Victus, Vyrnnus
Your turian character has a number of traits in common with
all other turian.
Ability Score Increase. Your Dexterity score increases by
2 and your Strength score increases by 1.
Age. Turians have natural lifespans comparable to humans.
Alignment. Turians are a highly militaristic and disciplined
race. Turians are born and raised in strict law and order and
as a result are inclined towards lawful alignments, but it is not
uncommon for neutral or chaotic turians to leave Palaven in
search of freedom from command.
Size. Turians are taller than humans, standing over 6 feet
tall. Your size is Medium.
Speed. You have a base walking speed of 30 feet.
Brothers-in-Arms. Your allies in battle give you great
resolve and you are determined not to fail them. If you miss
with an attack roll or fail an ability check or a saving throw,
you can gain a bonus to the roll equal to the number of allies
you can see within 30 feet of you (maximum bonus of +5).
Once you use this trait, you can't use it again until you finish a
short or long rest.
Reflective. Turian carapaces contain traces of metals which
deflect radiation. You have resistance to radiant damage.
Turian Martial Training. You are proficient with light
armor and two martial weapons of your choice.
Languages. You can speak, read, and write Common and
Inspiring Resolve
Prerequisites: Turian
When you rally yourself in the face of defeat, your allies are
inspired by your vigor and courage. Each ally that can see you
when you use your Brothers-in-Arms trait can add the bonus
added to your roll to a single missed attack roll or failed
saving throw until the start of your next turn.

<imc src="https://www.gmbinder.com/images/4eKsHny.png"

Document, Races, Feats, and Modified Lore:

StrayChowChow (/u/thestray)

Art: Andrew Ryan "Dragon Effect" Series (used

with permission)

Full Page Stains: Homebrewery Stains by


Additional Names: Fantasy Name Generators

Source Material: "Mass Effect Trilogy" developed

by Bioware, published by Electronic Arts, ©

With special thanks to Mass Effect Wiki for a

compiled source of lore, names, and some lore

Balanced with Detect Balance: a 5e Homebrew

Race Guide by Eleazzaar

Created for the Dungeons & Dragons 5th

Edition fantasy role-playing game by Wizards of
the Coast. This is unofficial Fan Content
permitted under the Fan Content policy and not
approved or endorsed by Wizards of the Coast.
Portions of materials used are properties of
Wizards of the Coast LLC ©