Every New Race In D&D 5e's Spelljammer Setting, Explained – CBR – Comic Book Resources

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Dungeons and Dragons: 5th Edition released its new Spelljammer sourcebook complete with fantastic new races like the autognome, giff, and hadozee.
Wizards of the Coast has stunned fans with new Dungeons and Dragons features, including Spelljammer: Adventures in Space's release and the One D&D announcement following WotC's acquisition of D&D Beyond. Fans have long anticipated Spelljammer, a setting that combines science fiction and high fantasy elements.
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Spelljammer has finally offered new playable races, including giff, autognomes, and thri-kreen. Each new race has unique skills, abilities, and traits, and fans are excited to play them in their next campaign. For example, thri-kreen speak telepathically, and giff can deal extra force damage thanks to Astral Spark. There is much to love about these new character options.
There are many incredibly strong wizards in D&D, and one of them created the hadozee when they visited Yazir. By feeding them a specific elixir, hadozee became self-aware, larger, and bipedal. It also heightened their already impressive instincts, such that they are more alert in dangerous situations, allowing them to stave off some damage during combat.
While hadozee owe their current form to a wizard, they are not inherently magical creatures. They don't have innate spells, nor do they have telepathic or telekinetic abilities.
Hadozee have another interesting feature: the ability to glide by stretching out the skin flaps that attach to their arms and legs. These bits of skin also serve other purposes. For example, hadozee use them as cloaks by wrapping themselves with the skin.
Furthermore, the Hadozee have opposable thumbs on both their hands and feet, allowing them a climbing speed equal to that of their walking speed (30 feet). For a creature that does not inherently have magical abilities, they have many useful traits players find exciting.
There are many tips for DM-ing a sci-fi campaign, and including robot-like creatures is one way to bring the world to life. In Spelljammer, the playable race fitting this trope is the autognome. Autognomes are not real gnomes but are constructs created by rock gnomes. Yet, they frequently take on parts of their creator's appearance.
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Autognomes can live as long as gnomes (500 years) and have many amazing abilities, including Built for Success, Healing Machine, Mechanical Nature, Sentry's Rest, and Specialized Design. With so many benefits, fans may find it hard to resist playing an autognome.
Spelljammer is one of the top D&D game settings known for its unique creatures. One such species are the giff, hippopotamus-like beings with a penchant for firearms. For those who enjoy beefier builds, the giff is the optimal choice.
This race automatically gets the ability Firearms Mastery, which gives giff inherent proficiency with these weapons and makes the firearm's loading negligible. Spelljammer's lore states that giff obtained this skill from their deities, who loved such weapons. On top of that, giff have a mystical connection to their gods, who exist in the Astral Sea but are largely extinct. Thus, they can add extra damage to their attacks. This trait is called Astral Spark.
Giff are not all serious, though. There are a few quirks the creators gave to this fantastic race. Firstly, the pronunciation of "giff" is a contentious topic for these creatures, and many an argument has broken out over it. Like the moving memes, gifs, Spelljammer's giff fight over whether to pronounce the race's name with a hard or soft g.
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Giff have never seen their home world, and while the consensus is that giff came from one world, there is little to no hard evidence. This fact gives giff a tragic side that quirks such as the name's pronunciation help to balance.
One of the best monster types in D&D, and now players can be one in a game. Like other oozes, plasmoids can squeeze through small openings, change their form, and eat by absorbing food (for plasmoids, this is via osmosis).
Despite not having organs or traditional eyes, plasmoids have darkvision and can take a humanoid silhouette, though they are still considered an ooze creature type. They can also hold their breath for up to an hour, making them an ideal race to play in the Wildspace setting.
Oozes make the funniest D&D monsters, and this is due to their Amorphous trait. When plasmoids sleep, they turn into pile-shaped blobs. They can use their undefined shape to escape being grappled and can choose to assume a humanoid figure. They can also stiffen their outer layer to wear clothing and accessories.
Plasmoids can also use a pseudopod to pick up objects characterized as Tiny and can do small actions like shutting doors. They can also change their color and are resistant to acid and poison damage.
There are many cool creatures in D&D's Spelljammer, including the insect-like playable race, Thri-Kreen. Like plasmoids, they can change their carapace's color (Chameleon Carapace), giving them a durable base Armor Class, boosting their Stealth, and allowing them to take the Hide action when blending into their surroundings.
Since thri-kreen communicate in their native language using their mandibles and antennae, it's nearly impossible for other creatures to learn thri-kreen. Furthermore, thri-kreen must use telepathy to speak languages that don't rely on those insect-like features.
Among the Astral Sea and Wildspace's many inhabitants are the astral elves. These creatures live as long as regular elves (around 750 years) but can live even longer if living in the Astral Sea, where time doesn't work linearly.
According to the sourcebook, the astral elves' longevity makes them somber people. For these creatures, time ceases to carry the weight it does on the Prime Material and similar planes. One of D&D's weirdest bits of Spelljammer lore is that people become attached to the vessel after enough time adventuring on a Spelljammer. This fact likely also contributes to these elves' nature.
There are tons of cool locations in published D&D campaigns, but the Astral Sea is one of the most intriguing settings. The astral elves arrived there from the Feywild in a bid to reach the gods. As a result, they obtained a "divine spark" that changed the whites of their eyes to a dark black and their irises to a starry yellow.
A unique and powerful ability astral elves get from their connection to the Silver Void is the Astral Trance, which allows them to gain proficiency in one tool or weapon until completing their next long rest.
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Brooke Thomas lives and writes out of Houston, TX. She has an MA in English Literature and works as an Anime List Writer for CBR.com. When she is not watching anime, drawing her own comics, and writing, you can find her playing catch with her dog and rock climbing.
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