When you find a cause to give your all too, and lose, what do you have left?




Gith Traits

Former slaves of the illithids, the quick-bodied gith are split between the fierce, plundering githyanki and the disciplined, contemplative githzerai.
• Ability Score Increase. Your Dexterity score increases by 2.
• Age. Gith naturally live to be about one-hundred and fifty years old, reaching adulthood at the age of twenty. Githyanki can be much older than their apparent biological ages due to living in the timeless space of the Astral Plane, though this is somewhat curbed by their violent culture.
• Alignment. Most githyanki are of some evil alignment, and most githzerai are of some lawful alignment. Individuals avoiding these broad patterns exist, but often feel pressure to conform or leave their societies.
• Size. Gith are taller than most humans, standing six feet high or more. Their bodies very slender and emaciated, weighing much less than an average being of their stature, but their musculature is very well-developed. Your size is Medium.
• Speed. Your base walking speed is 30 feet.
• Reject Bondage. All gith share a cultural legacy of horror at being enslaved. If an effect would cause you to gain the charmed or restrained condition, you have advantage on all saving throws associated with it.
• Psionic Power. Gith were bred by the illithids as slaves, and possess some of their former masters’ advanced mental abilities. You know the mage hand cantrip, though the hand is always invisible. Once you reach 3rd level, you can cast the jump spell once per long rest. These abilities count as Psionic, and the spellcasting ability for these spells is determined by your subrace.
• Languages. You can speak, read, and write Gith and Common, though a gith of a subtype other than your own would consider you to have a very thick accent.
• Subrace. The gith race is divided into two culturally-distinct entities: the githyanki and the githzerai. Choose one of the two subraces.


• Ability Score Increase. Your Wisdom score increases by 1.
• Focused Mind. Githzerai revere discipline, and they teach their students to harness the power of the will to wield their natural psionics. Once you reach 5th level, you can cast the see invisibility spell once per long rest. Wisdom is your spellcasting ability for this spell and for the other spells you know from the Psionic Power ability.
• Contemplative Upbringing. You gain proficiency in either the History or the Persuasion skill.

The Way of the Immovable Forms

Monks of the Way of the Immovable Form have tuned their Ki to the motion of the world. In the beginning there was a first, or Prime Mover. This force set everything in the universe in motion. Monks of the this path have meditated and touched on the void beyond the first movement. This grants them the power over motion in the world. To master this difficult art they learn to channel their Ki into two fighting sticks. Using them like spell foci, just like a Wizard. Their fighting style makes use of traditional stick fighting movements combined with eliminating all motion from their foci sticks, giving them the effect of becoming absolutely immovable.

Master of the Immovable Style

Starting at 3rd level when you select this style you get the following benefits:
• You gain two fighting sticks called Bastions. They have been created by a higher level follower of the Immovable Way. How you earned the Bastions could be part of your background as they are extremely rare and as important to the Monk as a Silver Sword is to a Githzerai.
• You are a master of the two stick fighting style, this grants you the Dual Wielder feat. The fighting sticks have the same stats as a Mace for purposes of determining damage and they count as martial arts weapons for purposes of all other Monk abilities or features.
• You lose your proficiency bonus on any other attack made with any other melee or monk weapon. A monk dedicated to this path must dedicate all their time to the fighting art and using other weapons can disrupt the delicate connection to that time before the Prime Mover set the universe in motion. Your proficiency bonus still applies to any unarmed attack.
• As an action you can expend 2 Ki points and give one or both Bastions the same effect as the Immovable Rod magic item. You must be holding the sticks at the time to “lock” them in place, but once fixed in space you can let go and they will remain, just like an immovable rod. You can release the effect as an action, but must be touching the fixed rod at the time. The rods will remain fixed in space for one week from the time they are locked. If they are not released by the monk, they will release at this time back into the normal, motion filled world. If this occurs the monk immediately takes 10d10 force damage as a surge of force is released back into the monk. The damage is applied no matter where the monk is, even if he is on a different plane. The Bastions are destroyed when they release the force.
o The sticks become immovable relative to the largest mass closest to the monk. Typically, this will be the world, as opposed to the deck of a moving ship or a galloping horse. Should the monk use this ability in an environment that is moving relative the rest of the plane the sticks will appear to move, relative to the speed of the environment the monk is in.
• For 3 Ki points you can instantly lock the sticks in space as a parry to a successful physical attack against you. Your opponent must make a Strength Saving throw (DC 8+proficiency bonus+WIS modifier). On a failed save the opponent rolls damage as normal but instead the damage applies to the opponent, as the force of the blow is repelled by the immovable fighting stick back at the opponent. On a save the opponent is disarmed. For opponents that are using natural melee attacks such as bite or claw, the opponent takes full damage on a failed save and half on a success, as it pulls its attack back just in time. The sticks are immovable only during the moment needed to parry the blow. You must declare using this ability after the hit is successful but before damage is rolled.


Like most githzerai, Gyve was born in a monastery deep in the elemental plane of Limbo. He was a proud student and took to his studies with zeal. Even within the rigid society he was one of the true believers. The older monks marveled and we’re even a bit saddened by the young Gyve as he separated himself from peers to train and study. He was insufferable, even in a society ruled by order.

That changed when his home was attacked. They came without warning. The K’atun with their strange plane traveling airships and army of various fighters from across the planes made short work of the monks. True to their strange desires the K’atun captured the survivors and took them back to their realm.

Gyve watched as the mighty warriors he so admired fell around him. He lost hope when he couldn’t so much as fight back. All his training and rigidity meant nothing.

He was taken back to a world or fighting. His new captors seemed to collect monsters and people from across the planes to battle in their strange gladiator games and tournaments. It seemed to him that rather than watching the games for their own sake, the K’atun we’re watching and making matches to learn about the abilities and limitations of the different combatants.

Gyve grew strong and mastered his monk abilities. He eventually became unruly and caught the eye of a group gladiators that were planning a rebellion. The raw wound of losing his monastery and all he had ever known was torn open and he tried to fill it through revenge against his captors. He joined the rebellion and quickly became a leader within his cell.

The day came and the call was made. Gyve and his cell, his new clan which had become family with executed their plan. The rebellion only lasted a few hours. When it was put down by the over-powerful K’atun and their minions half of Gyve’s cell were executed in front of him. The other half were kept as slaves. He was cursed with a leather band around his neck, and uncomfortable reminder of his failure. Then he was set loose, told to wander the plains alone, knowing that if he ever killed again, the leather band around his neck would slowly, over weeks, strangle him to death. At the same time, his cell mates trapped and imprisoned would suffer the same fate. If he died, the means of his death would also be theirs.

His failure was complete and he live, trapped in a wall-less prison, waking every day to a unavoidable fate.


Portal Protectors of Tirrumus mgvperez1969 Coyote