Protoss

Protoss

The protoss, Firstborn are a sapient humanoid species native to Aiur. Their advanced technology complements and enhances their psionic mastery. The main protoss cultural groups are the Khalai, who adhere to the communal Khala, and the Nerazim, who reject the Khala

They have two glowing eyes that blink normally, digitigrade legs, semi-permeable skin covered in scales, and toes, broad chests and shoulders, and narrow waists with slim midsections. Extending back from the crown of the head, protoss have a bony crest. Beneath it, emerging from the back of the head, are the nerve cords, allowing them to access their racial psionic gestalt. This gestalt is the basis of the Khala. Aside from their eyes, protoss possess no other orifices on their bodies. Protoss hands are notable for their variation, with some protoss having two fingers and two thumbs, and others having three fingers and only one thumb. This is a random hereditary trait among the protoss.

Quick Build

You can make a protoss quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Dexterity or Constitution. Second choose the Aiur born background.

HIT POINTS

  • Hit Dice: 1d8 per protoss level
  • Hit Points at 1st Level: 12 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per protoss level after 1st

Firstborn

Starting at 1st level, choose a Firstborn that designates your creation process. Each Firstborn acts differently from one another and is where your skills advance. Choose one from the the following, Dark Templar, Templar, Zealot, Your choice grants you additional features at 1st level and then again at 3rd,      9th, 13th, and 17th level. .

  • Dark Templar
  • Templar
  • Zealot

Plasma Shield

At 1st level, you have a Plasma Shield connected to you. It grants you temporary hit points equal  to 1/4 of your maximum hit points. This shield cannot resist any damage type. During a short rest your Plasma Shield recharges back to full. 

Psionic Power

As a Firstborn of the Protoss race, you have a conncetion that allows you to use Psionic abilities.

Simple Psionic

At 1st Level, you know three Simple Psionic of your choice from the Simple Psionic list. 

Psionic Connection

At 1st Level, you have a small connection to your Psionic abilities and gain three 1st-level Psionic Abilities of your choice based on your Firstborn Subclass.

Casting Psionic Abilities 

The table shows how many Psionic Slots you have to cast your Abilities of 1st Level and higher. To cast one of these Abilities, you must expend a slot of the Psionic level or higher. You regain all expended Psionic Slots when you finish a Long Rest.

Psionic Ability Modifier

Wisdom is your Psionic Ability for the Templar, Charisma is your Psionic Ability for Dark Templar and Dexterity is your Psionic Ability for the Zealot. You use your Ability Modifier whenever a Psionic Ability refers to your Psionic Ability Modifier. In addition, you use your ability modifier when setting the saving throw DC for a Psionic Ability you cast and when Making an Attack roll with one.

Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier

Psionic Ability Attack modifier = your Proficiency Bonus + your ability modifier

Learning Psionic Abilities of 1st Level and Higher

You gain additional Psionic Abilities as you level up shown on the table. Each of these Psionic Abilities must be of a level for which you have Psionic Slots, as shown on the table. 

My Life For Aiur

Starting at 2nd level, your able to return to the nearest safe protoss location when you are critically wounded or killed. When your hit points drop to 0 make a Constitution saving throw. DC is equal to 5 + the damage taken. On a success, you manage to restrain yourself from being teleported away. On a failure, you are teleported to the nearest Protoss safe haven. You can willing fail this check. 

Ability Score Improvement

When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Psionic Mastery

At 18th level, you have achieved such mastery over certain Psionic Ability that you can cast them at will. Choose a 1st-level Psionic Ability and a 2nd-level Psionic Ability that you know. You can cast those Psionic Ability at their lowest level without expending a Psionic slot. If you want to cast either Psionic Ability at a higher level, you must expend a Psionic slot as normal.

By spending 8 hours in study, you can exchange one or both of the Psionic Ability you chose for different Psionic Ability of the same levels.