The Races

The major races include Humans, Halflings, Dwarves, Gnomes, and Elves. Each of these races lays claim to a significant area of land, which the other major races (more or less) respect. The table below lists each major race and some details about them. Though they hold no land, Tieflings, Aasimar, and Genasi are also listed below by virtue of being descendents of the major races. Hybrid races, such as half-Orcs and half-Elves (though more exist), are not listed. Note that "foes" are to be killed on sight; less intense feuds, such as that between Dwarves and Elves, are not considered.
Major RaceNative LandNative LanguageFriendsFoes
HumanAtaseveralHalflingsOrcs
OrcAtaOrcishEnemy orcs
HalflingThe PyrmiesHobbitishHumans
Halfling, caveAtaHobbitishCave soraska
DwarfGabroriaDwarvishGnomesGoblins
GnomeGabroriaGnomishDwarvesGoblins
ElfVerdaniaElvishSea soraska
DracaskanDragon IslandDraconicEnemy dracaska
Soraskan, caveAtaCave SoraskanCave halfling
Soraskan, seaVerdaniaSea SoraskanElves
All other races are considered minor races. They either are nomadic or settled on land claimed by a more powerful race. The table below lists all the minor races.
Minor RaceNative LandNative LanguageFriendsFoes
GoblinGabroriaGoblish, Deep GoblishDwarves, Gnomes
Ixilitdeep seaIxian
SalamanderGabroria
GoliathGabroriaGoliathAarakocra
FirbolgVerdaniaElvish, Sylvan
WarforgedGnomishGnomesGoblins
There are more races, including Gith, Pixies, Sprites, Satyrs, Lizardfolk, Yuan-ti, Grung, Bugbears, and Shifters. These races are either too isolated, too few in number, or too timid to have any impact beyond their immediate territory (if any). Some of these races have yet to be discovered.

History

Much of Human and Halfling history has been forgotten due to the destruction caused by the Primordials. Dwarves and Gnomes retained more thanks to their long lifespans and strong oral traditions. Elves, being unaging and also great storytellers, remember most of their history. Their records go back to nearly 18,000 years ago. It is believed all the other major races have similarly long, if forgotten, histories.

Game Mechanics

Below is a list of all races.

Dracaskan

Size
Varies
Speeds
Walk 30 ft.
Old Age Threshold
Varies
Languages
Draconic
Senses
Darkvision 60 ft.
Aging Rate
1 year

Traits

Fire Conversion. You have resistance to fire damage, and you partially absorb its power and accumulate the energy within yourself. This energy is represented by fire charges, which you can expend to fuel other features. You have a number of fire charges equal to your level.
You automatically gain or lose fire charges in the ways listed below. There is no upper limit to the number of charges you can have.
  • You gain 1 fire charge at the end of your turn if the number of charges you have subceeds your level and you haven't spent any fire charges since the end of your last turn.
  • You lose 1 fire charge at the end of your turn if the number of charges you have exceeds your level.
  • When you take fire damage, you gain a number of fire charges equal to half the damage you took.
  • When you take cold damage, you lose a number of fire charges equal to half the damage you took (to a minimum of 0 charges).

Subraces

Select one of the subraces below.

Lesser Dracaskan

Small Size. Your size is Small.
Short Lifespan. Your old age threshold is 30 years.
Diminutive. Your particularly small stature enables you to move through the space of any creature that is at least one size larger than you (instead of the usual two sizes). You also have advantage on ability checks made to free yourself from being restrained while stuck.
Explosive Fervor. After you make an attack roll, ability check, or saving throw—but before you know the outcome—you can expend all of your fire charges, and add half the number of charges expended (rounded up) to the check. When you do so, you can also cause each creature within 5 feet of you to take fire damage equal to the number of charges expended. Once you use this feature, you stop gaining fire charges at the ends of your turns until you finish a short or long rest.
Burning Haste. You can galvanize yourself with your inner heat. When you take the Dash action, you can expend a number of fire charges up to your proficiency bonus. If you do so, you can immediately move a number of feet equal to 5 times the number of charges expended. The extra movement from this feature doesn't provoke opportunity attacks.

Greater Dracaskan

Medium Size. Your size is Medium.
Typical Lifespan. Your old age threshold is 70 years.
Powerful Build. You have the Powerful Build trait.
Dragon's Breath. You can unleash your reserves of elemental power with your breath. As a minor action, you can expend a number of fire charges up to your proficiency bonus and force each creature in a 15-foot cone to make a Constitution saving throw. The DC is 8 + your proficiency bonus + your Strength or Constitution score (your choice). A target takes 1d6 fire damage per charge expended on a failed save, or half as much on a success.

Dwarf

Size
Medium
Speeds
Walk 25 ft.
Old Age Threshold
200 years
Languages
Your clan's dialect of Dwarvish
Senses
Darkvision 60 ft.
Aging Rate
5 years

Traits

Dwarven Fortitude. You have advantage on saving throws against being poisoned, and you have resistance to poison damage. Furthermore, your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Unencumberable. You ignore the cumbersome property of armor and shields. Furthermore, you have advantage on saving throws against being pushed or knocked prone.
Subrace. Choose Cinder, Deep, Fjord, Hill, or Mountain Dwarf as your subrace.

Subraces

Select one of the subraces below.

Fjord Dwarf

Ice Diver. Naturally more buoyant than other dwarves and adapted to freezing water, you have resistance to cold damage and a swim speed equal to your walking speed.

Mountain Dwarf

Ore Taster. As a standard action, you can taste a rock or alloy to identify its composition. You learn what minerals or metals are present, and in what quantities.
Crag Climber. Your tough nails and strong hands allow you to climb stone with ease, granting you a climb equal to your walking speed. You also have resistance to damage from falling.

Hill Dwarf

Powerful Build. You have the Powerful Build trait.
Unbreakable Bones. Bludgeoning damage you take is reduced by 1. This reduction is applied after any resistances and vulnerabilities.

Deep Dwarf

Cave Senses. Your ancestors rarely left the safety of their cavern homes. Your darkvision has a range of 120 feet instead of 60 feet. You also have blindsight (10 ft.), and you always know the grade of the ground you stand on.

Cinder Dwarf

Volcano Dweller. As a descendant of dwarves who lived on the slopes of active volcanoes, you have resistance to fire damage and immunity to the effects of low doses of volcanic gas.

Elf

Size
Medium
Speeds
Walk 35 ft.
Old Age Threshold
70 years
Languages
Varies
Senses
Darkvision 60 ft.
Aging Rate
5 years

Traits

Enhanced Darkvision. Your innate darkvision allows you to see in starlight as if it were bright light regardless of the actual light level, but distances beyond 60 feet are lightly obscured as if by mist. Most things take on shades of gray under starlight, but certain plants, animals, and minerals exhibit spectacular colors that only elves can see.
Trance. Elves don't sleep, and are immune to falling unconscious by magic (physical trauma, such as being reduced to 0 hit points, can still knock you unconscious). You must enter a state of meditation called a trance to gain the usual benefits of sleep. Each hour of a trance counts as two hours of sleep.
It takes you 1 minute to enter a trance. While in a trance, you are incapacitated and have disadvantage on Perception checks, but you remain partially aware of your surroundings. You can end your trance at any time (no action required), but it takes a moment to collect your bearings; after you end your trance, you are dazed until the end of your next turn.

Subraces

Select one of the subraces below.

Blessed Elf

Languages. You are proficient in Elvish and one human language of your choice. Most blessed elves know Sonnern, the language used for most arcane study and the basis for the modern Elvish alphabet. You can also read and write the Old Script, in which each glyph is topologically unique.
Blessed. The ancient Blessing of your kind ever protects you from senescence. You are immune to the effects of old age, and your old age threshold and aging rate are both infinity.
Innate Spellcasting. You know one cantrip of you choice from the wizard or druid spell list. Choose Intelligence or Wisdom as your spellcasting ability for it.
Mystic Trance. You can replenish your magical reserves by spending 1 hour in your trance, which may be during a short rest. You regain one 1st-level spell slot. Once you use this feature, you can't use it again until you finish a long rest.

Sea Elf

Languages. You are proficient in one dialect of Marese, the native language of sea elves.
The King's Wish. You have a swim speed equal to your walk speed, and you can breathe air and water.
Sirenic Voice. Your voice carries the weight and depth of the sea itself. You know the siren's song spell and can cast it once with this feature. You regain the ability to do so when you finish a long rest.

Deep Elf

Languages. You are proficient in Malese. Malese is the native language of the deep elves and is closely related to Marese.
The King's Wish. You have a swim speed equal to your walk speed, and you can breathe air and water.
Twisting of the Deep. The crushing influence of Lolugo, aberrant overlords, and the sea itself has warped the bodies of deep elves. Pick one of the abyssal mutations from the table below, or roll a d10 to randomly determine it (not recommended). Deep elves can be afflicted with innumerable other mutations, but these are the prevalent ones that affect game mechanics.
Abyssal Mutations
d10Mutation
1Angler's Lure. A bioluminescent lure hangs above your brow. You can turn it on or off as a free action. It sheds light (10/20 ft.) while on. The light winks off if you die.
2Crab Claw. In place of one of your hands is a massive crab claw. When used to make an unarmed strike, the claw does 1d6 piercing damage on a hit. When used to make a grapple attack, the claw does 1d4 bludgeoning damage on a hit, and you can use a minor action to deal 1d4 bludgeoning damage to a creature grappled by the claw.
3Enlarged Eyes. Your huge eyes make up half your face. The range of your darkvision is 300 feet.
4Fish Fins. You have fins in place of feet, and a fish tail. You have no walk speed, but your swim speed is 50 feet.
5Mucosal Skin. Your skin protects itself with a thick layer of slime. You automatically succeed on ability checks made to escape being grappled, and whenever you succeed on a saving throw made to resist being moved by a grapple, you also escape the grapple.
6Spiny Bones. Dozens of spiny bone spurs, short and long, protrude from your skin. You gain two benefits while not wearing armor. First, you can calculate your base AC as 12 + your Dexterity score. Second, each time a creature hits you with an unarmed attack, the attacker takes 1d4 piercing damage.
7Sunlight Sensitivity. Comfortable only in the darkness of the sea, you have the Sunlight Sensitivity trait.
8Tentacle Arm. In place of one of your hands is a long tentacle. Unarmed attacks made with the tentacle have the reach (10 ft.) property.
9Transparent Flesh. Your skin and muscles are transparent, and even your bones and organs let some light through. You can remain hidden from a creature even when you aren't heavily obscured or behind cover relative to it.
10Vestigial Lungs. You can't breathe air for longer than 10 minutes at a time.

Fey Elf

Languages. You are proficient in Sylvan and High Sylvan. High Sylvan branched off from Elvish long before the Blessing and is spoken only by the aristocracy of the Feywild, including most fey elves. Sylvan is the vulgar form of High Sylvan and is spoken by common denizens of the Feywild.
Fey Ancestry. Your creature type is Humanoid, but you also register as Fey to abilities that detect Fey. Additionally, you have advantage on saving throws against being charmed.
Glamour. As a standard action, you can create an illusion to make yourself look different. The illusion lasts until you use a standard action to end it or to make a new illusion. The illusion doesn't affect your clothing or equipment and you can't change your height or body shape, but otherwise the extent of the illusion is up to you.
The illusion fails to hold up to physical inspection. For example, if you use this feature to add horns to your head, objects pass through the horns, and anyone who touches them would feel nothing or would feel your head and hair.
To discern that you are disguised, a creature can use the Search action to inspect your appearance and make an Investigation check. The DC is equal to 8 + your proficiency bonus + your Charisma score.
Fey Step. As a minor action, you can teleport up to 30 feet to an unoccupied space you can see. Once you use this feature, you can't use it again until you finish a short or long rest.
Feybound. Your soul is tied to the Feywild, which is your native plane. You age half as quickly in the Feywild and can sense a creature's karma, but you can't cast spells or use magic outside of it.

Ending the Bond

Some individuals have found ways of severing their tie and restoring their ability to use magic. One way (but not the only way) you can accomplish this is with the Severed Bonds feat.

Gnome

Size
Small
Speeds
Walk 25 ft.
Old Age Threshold
60 years
Languages
Varies
Senses
Aging Rate
10 years

Traits

Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Creative Spark. When you make an ability check, you can attempt to do so in an unconventional way. Make the check and roll a d6. If the result of the d6 is even, add it to the check; otherwise, subtract it.

Subraces

Select one of the subraces below.

Rock (Tinker) Gnome

Language. You are proficient in one dialect of Gabrorian Gnomish. Gabrorian Gnomish has many dialects–more than one per city–and some are only barely mutually intelligible.
Powerful Build. You have the Powerful Build trait.
Alert to Magic. You know the identify spell and can cast it as a standard action without material components a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.

Rot Gnome

Language. You are proficient in the Tiris Vale dialect of Gabrorian Gnomish. This dialect is extreme and incorporates lisps into some words, as Rot Gnomes often have speech impediments.
Partially Undead. Your creature type is Humanoid, but you also register as Undead to abilities that detect undead. Additionally, healing that can't normally affect an Undead creature restores half as many hit points to you.
Darkvision. Your undead nature grants you darkvision (60 ft.).
Undead Resilience. You have advantage on saving throws against being poisoned and diseased, and you have resistance to poison and necrotic damage.
Dead Flesh. Some of your body is decayed and unfeeling. Whenever you take damage of a type other than radiant or psychic, reduce that damage by 1 after applying any resistances and vulnerabilities. However, your hit point maximum decreases by 1, and it decreases by 1 every time you gain a level. This can't reduce your hit point maximum below 1.

Sand Gnome

Language. You are proficient in Sand Gnomish. Sand Gnomish is a close cousin to standard Gabrorian Gnomish but lacks Dwarvish influence.
Illusion Sense. Illusion magic leaves a distinctive impression on your mind. You have advantage on Perception and Investigation checks to identify magical illusions as such.
This ability allows you to faintly see magically invisible things within 5 feet of you. You have disadvantage on Perception checks to see them, however.
Calloused Mind. You have resistance to psychic damage.

Fey Gnome

Languages. You are proficient in Fey Gnomish and Sylvan. Sylvan is the common language of the Feywild and shares some vocabulary with Fey Gnomish.
Fey Ancestry. Your creature type is Humanoid, but you also register as Fey to abilities that detect Fey. Additionally, you have advantage on saving throws against being charmed.
Slip Away. When a creature you can see is about to attack you, you can use a reaction to turn invisible until the end of your next turn, potentially causing the attack roll to have disadvantage. The invisibility ends early if you attack or cast a spell. You can use this feature once, regaining the ability to do so after a short or long rest.
Born Prankster. You know the prestidigitation cantrip. Fey Gnomes are known to use this spell to great effect in practical jokes.
Feybound. Your soul is tied to the Feywild. You age half as quickly in the Feywild and can sense a creature's karma, but you can't cast spells or use magic outside of it.

Ending the Bond

Some individuals have found ways of severing their tie and restoring their ability to use magic. One way (but not the only way) you can accomplish this is with the Severed Bonds feat.

Forest Gnome

Language. You are proficient in either Verdanian Gnomish or a unique dialect of Fey Gnomish depending on whether you grew up in Verdania or Gabroria, respectively. Like Fey Gnomish, Verdanian Gnomish has many words in common with Sylvan.
Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. You have advantage on Animal Handling checks made on such beasts.
Natural Illusionist. You know the minor illusion cantrip and can cast it without material components. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race).

Human

Size
Medium
Speeds
Walk 30 ft.
Old Age Threshold
70 years
Languages
Any two languages of your choice, at least one of which must be a human language
Senses
Aging Rate
5 years

Subraces

Select one of the subraces below.

Common Human

Personal Calling. Humans are known for dedicating themselves to a skill or trade and perfecting it. You gain expertise in one skill or tool of your choice.
Perfected Skill. Before making an ability check that the expertise granted by your Personal Calling applies to, you can opt to not roll the d20. If you do, treat the check as if you had rolled a 15. If the roll would have been made with advantage or disadvantage, instead treat the check as if you had rolled a 20 or 10, respectively.
Once you use this feature, you can't use it again until you finish a long rest.
Adaptable Talent. Pick an ability score for each of the following categories: saving throws, attack rolls, and ability checks. You gain a +1 bonus to a d20 roll if it uses the ability score you chose for its category.
Each time you level up, or by training for 40 hours over the course of 5 days, you can change the chosen ability score of one category.

Ogof

Darkvision. Your unusually large eyes confer darkvision (60 ft.).
Sunlight Sensitivity. You have disadvantage on attack rolls and on Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Soulsight. You can sense the presence and location of magic within 30 feet of you when you are not incapacitated. This ability can't penetrate through 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead.
As a standard action, you can focus your attention on magic you can sense in this way. If you do so, you magically see a faint aura outlining the shape of the creature, object, or area bearing the magic, and you learn its school of magic, if any. You can use this action a number of times equal to your proficiency bonus, regaining expended uses after a long rest.
Heightened Casting. When you cast a spell of 1st to 5th level, you can can increase the level of the spell by 1. The resulting spell level can't exceed half your level (rounded up). You can't use this feature again until you finish a short or long rest.

Goliath

Size
Medium
Speeds
Walk 35 ft.
Old Age Threshold
150 years
Languages
Goliath
Senses
Aging Rate
5 years

Traits

Blood of Giants. Your creature type is Humanoid, but you also register as a Giant to abilities that detect giants.
Powerful Build. You have the Powerful Build trait.
Mountain Born. You have resistance to cold damage. You're also acclimated to high altitude, including elevations above 20,000 feet.
Natural Thrower. Like stone giants, goliaths can hurl rocks to great effect. You are proficient with improvised thrown weapons.
Stone's Endurance. Blows occasionally glance off your stone-like body. When you take damage other than psychic damage, you can use a reaction to reduce that damage by 1d12 plus your Constitution score.
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Unflinching. If you are concentrating and you take damage, you do not have to make a Constitution saving throw to maintain concentration unless the damage exceeds your level.

Orc

Size
Medium
Speeds
Walk 30 ft.
Old Age Threshold
65 years
Languages
Your clan's dialect of Orcish
Senses
Aging Rate
5 years

Traits

Relentless Endurance. When you would be reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Protective Instincts. When an ally you can see takes damage, you can use a reaction to gain temporary hit points equal to 1d8 + your Constitution score and move up to your speed towards a space within 5 feet of that ally.
Once you use this feature, you can use neither it nor Aggressive Instincts until you finish a short or long rest.
Aggressive Instincts. When a creature you can see takes damage, you can use a reaction to move up to your speed towards that creature and make a melee weapon attack against it. If the attack hits, it deals extra damage equal to your level.
Once you use this feature, you can use neither it nor Protective Instincts until you finish a short or long rest.

Subraces

Select one of the subraces below.

Cave Orc

Darkvision. You have darkvision (60 ft.).

Ice Orc

Cold Resistance. You have resistance to cold damage.

Wood Orc

Forest Camouflage. You have advantage on Stealth checks made to Hide in vegetation, and you only need to be lightly obscured to do so.
Keen Smell. You have supersmell (5 ft.).

Great Orc

Powerful Build. You have the Powerful Build trait.
Siegebreaker. Your unarmed strike deals 1d8 bludgeoning damage, or 1d12 bludgeoning damage against a target that is at least one size larger than you. Your melee weapon attacks do double damage to objects and structures.

Goblin

Size
Medium
Speeds
Walk 30 ft.
Old Age Threshold
30 years
Languages
Varies
Senses
Aging Rate
2 years

Traits

Nimble Escape. You can take the Disengage or Hide action as a minor action on each of your turns.

Subraces

Select one of the subraces below.

Common Goblin

Language. You are proficient in your clan's dialect of Goblish.
Darkvision. You have darkvision (60 ft.).
Resilient to Disease. You have advantage on saving throws against becoming diseased, and being diseased doesn't cause you to have disadvantage on Constitution saving throws.
Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.
You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a short or long rest. You can use this trait no more than once per turn.

Dark Goblin

Language. You are proficient in Dark Goblish.
Superior Darkvision. You have darkvision (120 ft.).
Sunlight Sensitivity. You have disadvantage on attack rolls and on Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Inured to Horrors. You have advantage on saving throws against being frightened.
Shadow Camouflage. You have advantage on Stealth checks made to Hide in dim light or darkness.

Ungoblin

Aberrant Body. Your creature type is Humanoid, but you also register as an Aberration to abilities that detect aberrations.
Eyeless. You are have no sense of sight, as you lack eyes. You have blindsight (10 ft.).
Bendable Bones. Your bones are malleable. You can squeeze through a space as narrow as 2 inches wide.
Long Fingers. You have a climb speed of 20 feet.
Touch of Minds. You have mindsense (60 ft.). This mindsense can detect creatures with a Intelligence of -6 or higher, even ones that lack a language.
Additionally, you can communicate telepathically with any creature within 60 feet of you that you can see (by sensing its mind, for instance). You can transmit and receive words, images, sounds, and other sensory messages, allowing communication whether or not you share a common language. You can speak telepathically in this way to only one creature at a time.
Insidious Assault. You know the mind sliver cantrip and can cast it without components. Your spellcasting ability score for the spell is Intelligence. When you target a creature with this spell that's still affected by the last time you cast this spell against that creature, the target is dazed until the end of your next turn in addition to the spell's usual effects on a failed save.

Salamander

Size
Medium or Small
Speeds
Walk 25 ft. (20 ft. below 0°F; 30 ft. above 100°F)
Old Age Threshold
?
Languages
Dwarvish (cinder dwarf dialect)
Senses
Aging Rate
?

Traits

Creature Type. Your creature type is Elemental, but you also register as a Humanoid to abilities that detect humanoids.
Volcanic Immunities. You are immune to fire damage and the poisoned and diseased conditions, and you have resistance to poison damage.
Water Susceptability. When you are doused in at least 1 gallon of water (or acid), you take 1d4 cold damage and some of the water boils away. This damage ignores resistance and immunity. Once you take this damage, you can't take it again until the start of your next turn.
Magmatic Glow. You shed bright light in a 5-foot radius and dim light for an additional 5 feet.
Superheated Body. When a creature comes into direct contact with your body, it takes 1d4 fire damage. It can't take this damage again until the start of your next turn. Additionally, you ignite any flammable object you touch for more than 6 seconds.
Elemental Nature. You don't need to eat, drink, breathe, or sleep.

Ixilit

Size
Small
Speeds
Swim 20 ft.
Old Age Threshold
150 years
Languages
Ixian
Senses
Darkvision 60 ft.
Aging Rate
5 years

Traits

Alien Influence. Your creature type is Humanoid, but you also register as an Aberration to abilities that detect aberrations.
Hold Breath. While out of water, you can hold your breath for 10 minutes.
Water Breathing. You can breathe only underwater.
Dormant State. Instead of falling unconscious when you sleep, you go into a dormant state. In this state, you are incapacitated, are vulnerable to psychic damage, and your only sense is mindsense (30 ft.). You can end the dormant state at the end of your turn (no action required).
Telepathy. You can communicate telepathically with creatures you can see out to a range of 60 feet. This telepathy is two-way, but requires a common language.
Empath. You are very sensitive to the psychic energy given off by strong emotion. You have advantage on Insight checks against creatures that are within range of your Telepathy trait. Additionally, you can cast detect thoughts once with this trait without components, using Intelligence as your spellcasting ability. You regain the ability to cast the spell in this way again when you finish a long rest.
Psychic Arms. You don't have arms, but you can manipulate objects with your mind as if you had three arms. Each arm can do anything a normal hand can do within a range of 30 feet, including receiving tactile input. You can't move an object more than 30 feet at once with the Interact action.
You don't drop something you're holding with a psychic arm unless an effect specifically says you do. For example, being incapacitated doesn't cause you to drop something, but being unconscious does.
Your psychic arms don't make physical contact, so they can't be used to deliver spells with a range of touch or similar effects. You can use a fin for such effects. You also can't use a psychic arm to make an opportunity attack, unless the arm is holding a weapon and a creature leaves the weapon's reach.
When you use a psychic arm to perform a task that would normally require a Strength- or Dexterity-based ability check or attack roll, use your Intelligence instead. Your Intelligence score is capped at 3 for this purpose. If you use two psychic arms for the task, your Intelligence score is capped at 4 instead, and if you use three psychic arms, your Intelligence score isn't capped.
Water Bubble. You can use one of your Psychic Arms to maintain a bubble of water around your head, allowing you to breathe in air.
Levitation. At the start of each of your turns, you can use one of your psychic arms to give yourself a hover speed of 20 feet until the start of your next turn. This hover speed has an altitude limit of 5 feet. If your altitude exceeds 5 feet while using this hover speed, you fall at a rate of 60 feet per round until your altitude is 5 feet unless you have another means of staying aloft.

Soraskan

Size
Medium
Speeds
Walk 30 ft.
Old Age Threshold
50 years
Languages
Varies
Senses
Supersmell 10 ft.
Aging Rate
20 years

Traits

Poison Conversion. You have resistance to poison damage and advantage on saving throws against being poisoned. Additionally, you accumulate partially-neutralized toxins within yourself. These toxins are represented by poison charges, which you can expend to power other features. You have a number of poison charges equal to your level.
You automatically gain or lose poison charges in the ways listed below. There is no upper limit to the number of charges you can have. - You gain 1 poison charge at the end of your turn if the number of charges you have subceeds your level and you haven't spent any poison charges since the end of your last turn. - You lose 1 poison charge at the end of your turn if the number of charges you have exceeds your level. - When you take poison damage, you gain a number of poison charges equal to half the damage you took. - When you succeed on a saving throw against being poisoned, you gain 1 poison charge.
Venomous Claw. One claw on each of your hands can inject venom. When you hit a creature with an unarmed strike using your claws, you can expend a number of poison charges up to your proficiency bonus. The target takes 1d4 poison damage per charge expended.

Subraces

Select one of the subraces below.

Cave Soraskan

Language. You are proficient in Cave Soraskan.
Darkvision. Your eyes are adapted for caves. You have darkvision (60 ft.).
Prehensile Tail. Your tail and claws are built for climbing. You have a climb speed of 30 feet.
Quick Claws. When used to make an unarmed strike, your claws deal 1d6 slashing damage and have the light and finesse properties.

Sea Soraskan

Language. You are proficient in Sea Soraskan.
Hold Breath. You can hold your breath for up to 10 minutes.
Tail Fin. Using your finned tail and webbed hands and feet, you have a swim speed of 30 feet.
Long Claws. When used to make an unarmed strike, your claws deal 1d10 slashing damage and have the heavy property.