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Orishas are divine beings who protect the Mortal Plane, presiding over different aspects of nature and mortal life. They are spoken of in legend throughout the world for their extraordinary powers and feats of strength.


Ability Score Increase. Your Wisdom score increases by 2, and your Charisma score increases by 1.

Age. Orishas emerge in an adult form. They do not age.

Alignment. Existing to support nature and protect other creatures, especially other people, orishas are lawful good.

Rarity. Mythical.

Size. An orisha appears to be a well-proportioned human. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Heritage (Celestial). You are humanoid, but you are considered to be a celestial whenever it is detrimental for you.

Life Magic. You know the druidcraft and spare the dying cantrips. Also, you can cast bless as a I st-level spell without material components. You regain the ability to cast bless each time you finish a short or long rest. Wisdom is your spellcasting ability for these spells.

Nature Affinity. You have proficiency in the Nature and Survival skills.

Orisha Movement. You seem to float just above the ground. Double the distance you can jump. Your spiritual buoyancy also allows you to reduce the cost of moving through difficult terrain by 2 feet per foot you move. When you crawl, you can do so at full speed.

Orisha Resistance. You have resistance to necrotic and radiant damage.

Orisha Senses. You have proficiency in the Medicine and Perception skills. When you look at any creature, you can tell how healthy it is by succeeding at a DC 15 Medicine check. If you do, you know what’s wrong with an unhealthy creature, including curses, poison, disease, and any loss of ability points or hit points. In addition, you sense major changes in reality with a range proportional to the change. It’s up to the GM what triggers this trait. However, the arrival of an extraplanar creature or casting of a powerful spell 60 feet away should do so, while the death of thousands or the arrival of a godlike entity might be sensed from hundreds of miles away. An existential threat to your domain might also be sensed.

Spirit Form. Using your action, you can discorporate into a spiritual form, appearing translucent and causing everything you’re wearing and carrying to transform with you. This form lasts while you focus on it, as if you are concentrating on a spell. You have a flying speed of 30 feet, and you can enter and occupy the space of another creature. Other creatures can enter and occupy your space. You can move through any opening air can flow through. In this form, you can’t manipulate objects, attack, or cast spells, and objects that transformed with you can’t be interacted with. You can use this ability again only after you finish a long rest.

Languages. You speak, read, and write Common, Celestial, and Sylvan. Orishas often have fluency in other planar languages such as Shadowtongue and Elemental.

Orisha Ascension. When your character finishes a campaign, you can work with your GM to make the character a deific otherworldly NPC. If your GM agrees, your orisha ascends, becoming a patron of their domain in the campaign world, possibly acting as a source of power for and influence on future PCs. The NPC orisha acts much as they did while a player character.

Orisha Domain. As an orisha, you exemplify a domain. The subclass you choose guides your domain choice. A barbarian might select wrath (Path of the Berserker), a bard could choose secrets (College of Lore), a cleric would follow a divine domain, a druid might pick a particular terrain type (Circle of the Land), a fighter could select prowess (Champion), a monk might choose enlightenment (Way of the Open Hand), a paladin could pick devotion (Oath of Devotion), a ranger might select hunting (Hunter), a rogue could choose thievery (Thief), a sorcerer might pick dragons (Draconic Bloodline), a warlock could select deviltry (the Fiend), a wizard might choose destruction (Evocation).

Work with your GM to choose this domain, which can aid you in selecting other traits for your character, including your alignment and personality traits.

Section 15: Copyright Notice
Tales of Arcana Race Guide © 2021 Arcanomicon, LLC Author(s) Matt Knicl, Chris S. Sims