D&D Monsters Of The Multiverse 5e PDF

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Mordenkainen Presents Monsters Of The Multiverse Dungeon Dragons Book PDF Free Download

Monsters Of The Multiverse

GITHYANKI

Once members of a people who escaped servitude to mind flayers, githyanki split from their cousins,githzerai, and fled to the Astral Plane.

At that timeless, silvery realm, githyanki honed their psionic

powers and built a great city called Tu’narath.

They have since spread throughout the multiverse, starting in outposts outside the Astral Plane, called creches, where time passes and their children can reach adulthood.

A lanky people with skin tones of yellows, greens, and browns, githyanki complement their physical prowess with psionic might, instilled in them by mind flayers and cultivated over aeons in the Astral Plane.

Now all githyanki can use their psychic bond with that plane to access splinters of knowledge left
behind by beings who travel, live, and die among the silver astral clouds.

Githyanki who reside in the Astral Plane can live indefinitely.

GITHYANKI TRAITS

Astral Knowledge. You can mystically access a reservoir of experiences of entities connected to the Astral Plane.

Whenever you finish a long rest, you gain proficiency in one skill of your choice and with one weapon or tool of your choice, selected from the Player’s Handbook, as you momentarily project your consciousness into the Astral Plane.

These proficiencies last until the end of your next long rest.

Githyanki Psionics. You know the mage hand cantrip, and the hand is invisible when you cast the
cantrip with this trait.

Starting at 3rd level, you can cast the jump spell with this trait.

Starting at the 5th level, you can also cast the misty step spell with it.

Once you cast jump or misty step with this trait, you can’t cast that spell with it again until you finish a long rest.

You can also cast either of those spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast the with this trait (choose when you select this race).

None of these spells requires spell components when you cast them with this trait.

Psychic Resilience. You have resistance to psychic damage.

GITHZERAI

Githzerai migrated to the Everchanging Chaos of Limbo after the ancient schism that split their
ancestors from their cousins, githyanki.

Limbo is a roiling maelstrom of matter and energy, collapsing and reforming without purpose or direction until a creature exerts deliberate will to stabilize it.

Through their potent psionic power, githzerai carved a home for themselves amid the chaos.

As the ages passed, githzerai explorers ranged out to other planes and worlds of the multiverse.

Githzerai is generally slender, with speckled skin in shades of yellow, green, or brown.

Aeons of cultivating their mental powers within the endless chaos of Limbo have imbued githzerai with the ability to shape psionic energy to protect themselves and probe minds.

Githzerai Psionics.

You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait.

Starting at 3rd level, you can cast the shield spell with this trait. Starting at the 5th level, you can also cast the detect thoughts to spell with it.

Once you cast a shield or detect thoughts with this trait, you can’t cast that spell with it again until you finish a long rest.

You can also cast either of those spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spell-casting ability for these spells when you cast them with this trait (choose when you select this race).

None of these spells requires spell components when you cast them with this trait.

Mental Discipline.

Your innate psychic defenses grant you an advantage on saving throws you make to avoid or end the charmed and frightened conditions on yourself.

Psychic Resilience. You have resistance to topsy-chic damage.

GOBLIN

A subterranean folk, goblins can be found in every corner of the multiverse, often beside their bugbear and hobgoblin kin.

Long before the god Maglubiyet conquered them, early goblins served in the court of the Queen of Air and Darkness, one of the Feywild’s archfey.

Goblins thrived in her dangerous domain thanks to a special boon from her- a supernatural knack for finding the weak spots in foes larger than themselves and for getting out of trouble.

Goblins brought this fey boon with them to worlds across the Material Plane, even if they don’t remember the fey realm they inhabited before Maglubiyet’s rise.

Now many goblins pursue their own destinies, escaping the plots of both archery and gods.

Author
Language English
No. of Pages291
PDF Size20 MB
CategoryGaming
Source/Creditsdrive.google.com

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