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Voyager

Voyagers are an alien race thought to be the celestial guardians of space, much as angels protect the sky (though they are not from a higher realm). They have ambient energy shields and the ability to fly, fire energy pulses, and warp certain distances.

Though they are not of this world, they protect their adopted homeworld from natural disaster and other extraterrestrial threats.

Voyagers were conceived as a race with the powers and abilities commonly associated with spaceships in popular science-fiction television and movies.

Traits

Ability Score Increase. One ability score of your choice increases by 1.

Age. Voyagers reach adulthood in their late teens and live approximately 180 years.

Alignment. Voyagers do their best to respect the rules of other societies and not judge others’ actions, even if doing so would cause harm. They are neutral.

Rarity. Rare.

Size. Voyagers can stand as tall as 7 feet or as short as 5, with weight similar to humans of those heights. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Breathless. You need not breathe.

Tractor Beam. Starting at 5th level, using your action, you can pull a creature or object you can see within 60 feet of you up to 20 feet toward you. A creature can attempt a Strength saving throw (DC = 8 + your Intelligence, Wisdom, or Charisma [your choice] modifier + your proficiency bonus) to resist this movement. An object that weighs 200 pounds or less and isn’t being worn or carried is automatically moved. If the object is worn or carried, the creature wearing or carrying it receives a Strength saving throw to keep it. If the creature fails, you pull the object toward you.

Voyager Magic. Your nature imparts innate magic. You know the eldritch blast and mage hand cantrips, and you can cast mage armor, targeting only yourself, and shield. Although you can cast mage armor only once per day, you regain the ability to cast shield each time you finish a short or long rest. At 7th level, you can cast fly, targeting only yourself, once per day. Starting at 11th level, you regain the ability to cast fly this way each time you finish a short or long rest. Intelligence, Wisdom, or Charisma (your choice) is your spellcasting ability for these spells, and you need no material components for them.

Warp. Double the distance you can jump. Also, you can take the Dash action as a bonus action.

Languages. You speak, read, and write Common and Alien, including all unique languages of other alien races.

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