Superions are the sole survivors of a lost civilization that destroyed itself experimenting with volatile magics. Stored within magical gems, infant superions are raised by those who find and free them. Though millennia have passed since their homeland’s destruction, superion infants are being discovered to this day. As adults, superions gain power from the sun, which gives them increased strength and the ability to fly. Superions hide their true identities by subtly refracting light around their faces.


Ability Score Increase. Your Strength score and your Constitution score each increase by 2.

Age. Superions age as humans until they are in their twenties and then age at a slower rate, typically living to slightly over 200.

Alignment. Superions try to hide their nature from others. Many are lawful good or neutral good, but they act neutral so as to not bring attention to themselves.

Rarity. Unknown.

Size. Superions resemble humans, though they have a naturally athletic build. Your size is Medium.

Speed. Your base walking speed is 40 feet.

Green Weakness. While you are within 5 feet of 1 ounce or more of emerald or jade, you are poisoned, take a 10-foot penalty to your speed, and lose your resistance to necrotic damage. You must also succeed on a DC 10 Constitution check to cast any spells you have from your Superion Movement trait.

Natural Disguise. Your true appearance is hard to discern even with the simplest disguise. You can add your proficiency modifier to Intelligence checks to disguise yourself. If you have proficiency with a disguise kit and use it, you double your proficiency bonus for this purpose.

Necrotic Resistance. You have resistance against necrotic damage. Also, you can add your proficiency bonus to saving throws against necrotic damage. If you have proficiency in such a check or saving throw, your proficiency bonus is doubled for this purpose.

Slam. Your unarmed strikes deal ld4 bludgeoning damage. They have the light and finesse weapon properties, and you have proficiency with them.

Solar Powered. To benefit from a long rest you must have been exposed to sunlight for 1 hour within the past 72 hours.

Superion Movement. Double the distance you can jump. Also, you can take the Dash action as a bonus action. As you grow in power, the solar-infused Essence in your body also allows you to cast innate spells without using material components and targeting only yourself. Once you reach 3rd level, you can cast feather fall. You regain the use of this spell each time you finish a short or long rest. At 5th level, you can cast levitate once per day. When you reach 7th level, you regain the use of levitate each time you finish a short or long rest. Also at 7th level, you can cast fly once per day. Starting at 11th level, you regain the ability the use of fly each time you finish a short or long rest. Charisma is your spellcasting ability for these spells.

Languages. You speak, read, and write Common and one other language of your choice.

Section 15: Copyright Notice

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

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