Spellwarp – Races of the Warp


We recommend using the variant rules found in Tasha’s Cauldron of Everything. Because they are a variant, we are presenting traditional stat blocks that you can modify easily following that formula. These should reflect general trends, not absolutes.  


Mechnically, humans in Spellwarp use the same statistics as the humans from the Player’s Handbook. Humans, elves, dwarves, gnomes, and any of the races descended from the original explorers are collectively known as Torilfolk. 


Dwarves in Spellwarp exist, but are a minority faction within human society. The ones that exist today are descendants of those first dwarves who helped build the original ships. As such, the only dwarven subraces appropriate in a Spellwarp game is the Warp Dwarf. Since Half-dwarves are not feasible, dwarves are incredibly rare. As such, the few dwarves who remain take intense pride in dwarven culture. 

Warp Dwarf

  • Ability Scores: +1 Int
  • Helmsman’s Intuition: You gain proficiency in Arcana and Insight checks.
  • Shipwright: You gain proficiency with two kinds of artisan’s tools of your choice. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. In addition, whenever you make an Intelligence (History) check, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Elemental Infused 

Originally, quite a surprise, after a few generations in the Warp, some humans were born with elemental traits. Their physical characteristics are identical to the Gensai in the Elemental Evil Player’s Companion, except that they are human born, not extraplanar, and do not learn primordial. 


Gnomes in spellwarp are an outside faction. During the exploration, their ancestors heard about the mythical Warp Gate, and in spite of being specifically not invited on the journey, managed to stow away aboard the first ships. When the gate collapsed, with the explorer’s trapped on the other side, the gnomes revealed themselves. Their usefulness in maintaining a ship with the barest of castoff scrap proved their value. Now, Warp Gnomes are valued on many Toril ships as mechanics and crew. Unlike the elves, whose population faded over time, the Warp Gnomes seem to be thriving, and have greatly increased their population over the years in the Void. 

Warp Gnome

  • Ability Scores: +1 Int
  • Spark of Intuition: You gain proficiency in Perception and Investigation skills. In addition, once per long rest you can gain a flash of insight in regards to what may be broken aboard a voidship. You can determine intuitively if any system is broken, and which system it is. If there are multiple broken, you know of one, randomly determined, and that there are probably more. You cannot use this ability on the same ship, until the detected fault is repaired, by you or someone else. 
  • Engineer: You gain proficiency with tinker tools and have automatic advantage on any roll involving repair or construction of a voidship.


Elves existed for a time in the Warp, but after generations living alongside, and intermarrying with, the other Torilfolk, a full elf is quite rare. Most are half, quarter, sixteenth, and so on elves. The ones that exist today are descendants of those first few elves who braved the journey with the original human, dwarven, and gnomish explorers. Your DM may let you play one of the last true elves in the Void, or you can play what is known as a Warp Elf, the common name for half-elves in the Spellwarp setting.

Half-Elf (Variant; Warp Elf)

  • Ability Scores: Cha +2, +1 to any other
  • Fey Ancestry: Warp Elves have lost their connection to the fey.
  • Warp Connection: As a bonus action, you can magically teleport up to 15 feet to an unoccupied space you can see. Once you use this ability, you can’t use it again until you finish a short or long rest.
  • All other abilities as normal. 


Warforged in Spellwarp use the same game statistics as normal for a game set in the Forgotten Realms. That said, they are a convergent discovery. A group of sentient automatons, built in a completely different manner, and only sharing the mechanical characteristics of their Toril bound brethren. 

In Spellwarp, Warforged are a result of advanced technology, given life with magical energy. While an automaton without genitalia, they will often still pick a gender that feels appropriate for themselves and generally stay with it, adopting pronouns as needed. 

Spellwarp Warforged are not the rough hewn, bulky mechanical creatures of terrestrial Toril. Instead, they are sleek, smooth, polished metallic beings operating with an unearthly grace. 


Cetations have no homeworld of their own. Or maybe they are more like the Torilfolk, and just lost it. Regardless, they have no grand empire. Instead, Cetations are born in the warp, die in the warp, and most importantly to them, live in the warp. Cetations all have a thick grey hide, and are known for their gregarious nature. The various subspecies differ on cultural norms here and there, but all strive to find enjoyment in what they do. 

  • Ability Scores: +2 Con
  • Size: Cetations are a rotund, medium sized race, ranging from 5’8’’ to 7’’ and 250 to 400lbs.  
  • Speed: 30 ft.
  • Age: Cetations reach adulthood 18, age very similarly to humans, topping out at under 100 years.
  • Alignment: Cetation society is fairly strict and ordered, with most aspects of Cetation society governed by rank. When encountering a new group, the Cetation will attempt to ascertain the leader, and work handily to become the second in command. Never first.
  • Insulation: Your naturally thick hide creates an insulating thick layer of protection. While unarmored your AC is 12 + dexterity modifier. You can use a shield and gain this benefit. In addition, you gain advantage on saving throws against cold effects, and resistance to cold damage. 
  • Imposing Presence: You have proficiency in one of the following skills of your choice: Intimidation or Persuasion.    
  • Linguist: You gain the linguist feat at first level.  
  • Sedentary: You have advantage against effects that would force you to move, if you otherwise do not want to.
  • Amphibious: You can breathe air and water
  • Languages. You can speak, read, and write Common. Due to their secondary nature, the Cetations have long forgotten their native tongue. 
  • Cetation Sub-Races
    • Rhis: The Rhis are the most aggressive of the Cetation species, gravitating to military enrollment, or mercenary groups. They love a good fight, and relish a chance to test their martial skill against another.
      • Ability Scores: +1 Str
      • Horn: Your horn is a natural melee weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
      • Goring Rush: Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.
    • Proba: The Proba see themselves as planners, and do what they can to instill themselves as advisors to the powerful. They will often engage in tactical mock battles or strategy games just to test wits. 
      • Ability Scores: +1 Wis
      • Trunk: You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your trunk can’t wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.
      • Specialized Training: You gain proficiency in two of the following skills. Arcana, History, Insight, Nature, Religion, or Medicine. 
    • Choer: The Choer see themselves as companions, and work to ensure a lively social circle. Choer parties are the stuff of legends, and should never be passed up. Their toothy grin is one of the biggest in the galaxy, and they show it off with pride. 
      • Ability Scores: +1 Cha
      • Reveler: You have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice.
      • Alluring Presence: You know the friends cantrip and can cast it without material components.


The Cyclops hail from a single homeworld on the edge of the charted space known as Sacred Eye.  Cyclops society is guided by prophecy and devotion to the tending of their own world.  Their seeming neutrality was shattered about a decade ago when they took to space with a single minded goal towards the destruction of the Mindflayers.  Physically the Cyclops are unmistakable, having only a single large eye (centered on the forehead) along with a horn atop their bald heads.  The Cyclops are born with one of three vibrant eye colors, which grants them a special ability.    

  • Ability Scores: +2 Wisdom
  • Size: Medium, Cyclops stand anywhere from 6ft and 8ft tall. They range from 250lbs to 350lbs. 
  • Speed: 30 ft
  • Age: Cyclops reach adulthood at 18 years, with the eldest living as long as 250 years.
  • Alignment: The Cyclops are a lawfully aligned people, tending to favor good over evil.
  • Depth Perception – The Cyclops have a -1 to passive perception and can not begin with bow/crossbow weapon proficiencies.  
  • Mind Shield – Cyclops gain advantage to saves versus mind affecting magic.
  • Gore! – The horn of any Cyclops is both extremely durable and sharp.  Immediately after you use the Dash action on your turn and move at least as far as your speed, you can make one melee attack with your horns as a bonus action. This attack deals 1d8+Str piercing damage. If a horn were to break, it can regrow back in 1D4 days.
  • Languages. You can speak, read, and write Common & Giant. Surprisingly, their variation of the Giant language appears to be based off of ancient dwarven script.
    • Ruby – Characterised by their scarlett eye, the Ruby are known for their ability to see truth where others cannot.
      • Ability Score: +1 Constitution
      • Sacred Eye: As a bonus action, the Ruby can gain Truesight 30ft.  This power lasts for 10 minutes and can only be used again after a long rest.
      • Intuition: Ruby gain proficiency with insight.
    • Amber – Commonly known as “dawn-eyed,” the Ambers are known for their bright orange eye, and fearsome battle prowess.
      • Ability Score: +1 Strength
      • Glower: As an action, target one creature that you can see within 30ft.  Target must make a DC 8+proficiency bonus Wisdom save or gain the paralyzed condition until they pass a saving throw at the end of their turn. This ability can be used once per short rest. 
      • Heroic Strength: Amber have advantage for any strength rolls related to manipulating, opening or breaking an object.
    • Amethyst- Characterised by a vibrant purple eye, the Amethyst are known for their connection to the Arcane.
      • Ability Score: +1 Intelligence
      • Beaming Gaze: As an action, you can fire a beam of energy in a line 30 feet long and 5 feet wide blasts from your eye. Each creature in the line must make a Dex saving throw DC 8+proficiency bonus. A creature takes 3D6 force damage on a failed save, or half a successful one.  Once activated this power can only be used again after a short rest.
      • Wellspring: Amethyst have advantage to Arcana skill checks made to recall lore about eldritch symbols, and magical traditions.


The Jura homeworld is in a state of constant warfare, which the rest of the warp probably considers a good thing. The Jura mercenary clans wage contant war over the planet’s 8 continents, passing control from one another fairly frequently. On occasion a band decides that the worntorn hellscape that is their homeworld isn’t worth fighting over, and their fleet expands to one of the nearby moons or habitable planets in the Jura system. As such, these are also generally in a constant state of war, and even more rarely, a Jura fleet leaves the system entirely seeking conquest elsewhere. 

  • Ability Scores: +2 Str
  • Size: the Jura push the bounds of medium size, standing well over 7ft, and 250lbs. 
  • Speed: 30 ft.
  • Age: Jura reach adulthood at 18, but can live as long as 300 years, leading to lots of young adults, with power consolidated at a few long lived elders. 
  • Alignment. The Jura are lawfully aligned and their aggression makes them tend towards good or evil.
  • Vicious Attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.  
  • Weapons Training: A Jura is proficient with all simple and martial weapons, and all armors as part of their upbringing.  
  • Leathery Hide: A Jura without armor has an ac of 14 + Dex mod due to their thick, leathery skin. They can still benefits from a shield while using this ability.  
  • Languages. You can speak, read, and write Common and Jura.
  • Jura Sub-Races
    • Triceratons: The Triceratons are known for their size and their impressive tri-horned cranial ridge. Some variations exist with singular horns, 5 horns, and even the rare 7 horn, but broadly, all are considered Triceraton. Triceratons are relatively rare, and usually use their size and strength to demand leadership roles in the clans. 
      • Ability Scores: +1 Con
      • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
      • Goring Rush. Immediately after you use the Dash action on your turn and move at least as far as your speed, you can make one melee attack with your horns as a bonus action. This attack deals 1d8+Str piercing damage.
    • Raptorians: Raptorians are lithe and fast, and known for their speed and viciousness. They may be the smallest Jura species, but their mobility and numbers make them lethal in teams. The Raptorians are the most common Jura, and typically make up the bulk of a clans membership. 
      • Ability Scores: +1 Dex
      • Move Speed: 40ft
      • Balancing Tail: Raptorians can use their tail to balance, and gain proficiency in the acrobatics skill. 
    • Stegonauts: The stocky Stegonauts are known for their careful planning, and quick reactions. Stegonauts are usually given advisor, logistics, and planning roles within a Jura clan. 
      • Ability Scores: +1 Wis 
      • Quick to Act: A Stegonaut adds their proficiency bonus to initiative checks. 
      • Tail Swipe: If a creature moves into flanking with a Stegonaut, the Stegonaut can take a reaction to make a melee attack against them.


One of the first warp faring races, the Neogi have spread far and wide throughout the Warp. Their quest for wealth drives them, and they can be found in almost any system. 

  • Ability Scores: +2 Cha
  • Size: Small. Neogi are between 2’6’’ and 3ft tall, and surprisingly lightweight, at 15lbs on average. 
  • Speed: 20 ft.
  • Age: All Neogi are hermaphroditic, spawned from an adult Neogi known as a Broodmother. At 50, a Neogi is considered a Broodmother, and begins to continually spawn a horde of tiny, fist sized, neogi that crawl all over it. It will not hesitate to throw these spawn at an attacker, eat them if hungry, or treat them in all manner of disposable ways. If one of those Neogi can survive to the point where it is too big or cumbersome for the Broodmother to carry, it will discard it. This Neogi is now considered an adult, and the process usually takes about 5 years. Once a Neogi becomes a Broodmother, it may suddenly die from unexplained causes at any time, and acts in a highly irrational manner because of this, they are not suited for PCs from this point onward. When a Broodmother dies, the brood will consume them, and any that survive the feeding frenzy are considered adults… or eaten.
  • Alignment. Neogi are Lawful Evil, as a society, and preach strict economic freedom. In practice, they will uphold a deal to the letter of the law, provided the deal can be enforced. They don’t put stock in written word, and generally value verbal agreement (and are not above remembering it differently to suit their needs). Neogi have little concept of property, and personal accountability. If they want something, and can take it, they will. Neogi who have interacted with the Torilfolk often assimilate, and can be taught compassion. These Neogi often undergo a small procedure that limits their brood to a few singular spawn at a given moment, and greatly extends their lifespan. In fact, many Neogi, in the right society, form loving and lasting relationships with one another, Torilfolk, and even their offspring.  
  • Sweeten the Deal: 3/Day you can cast Charm Person as though you were a sorcerer. You cast this spell with Charisma. 
  • Mental Fortitude. The Neogi has advantage on saving throws against being charmed or frightened, and magic can’t put the neogi to sleep.
  • Spider Climb. The Neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Languages. You can speak, read, and write Common. The Neogi have long lost their personal language, in favor of Common, which allows for the most trade options. While they don’t place much value in the written word from a contracts perspective, they do see value in labeling objects, or identifying them. So they generally learn to read and write. 
  • Neogi Sub-Races
    • Latrodarions: Latrodarion’s are known for their venomous bite, as much as they are for their distinctive black and red chitin. Lats, as they are called, are crafty negotiators, and the saying “buyer beware” goes double here. 
      • Ability Scores: +1 Int
      • Venomous Bite: A Latrodarion gains a bite attack which can be used to deal 1d4+str piercing damage, and 1d6 poison damage. 
    • Theraphosidor: Theraposidor, or Theros for short, are larger than their siblings and were originally the warrior caste of their homeworld. Now they serve as guards and soldiers for the various Neogi traveling merchant fleets.
      • Ability Scores: +1 Str
      • Size: Medium
      • Speed: 30
      • Reticulating Spines: A Theraphosidor can launch the spiny hairs which cover its thorax at an opponent. These spines function as javelin, and up to 6 can be thrown in a given day.
    • Aranedor: An Aranedor’s natural divination abilities make them invaluable on a ship. The Negoi believe this is doubly so on a merchant ship. They often gain answers about potential double crosses, or whether or not a target would fall for one of their own. 
      • Ability Scores: +1 Wis
      • Web of Mystery: 1/Day you can cast Web, and Augury as though you were a sorcerer. At level 8, you can also  cast Divination and Commune 1/day. You cast these spells with Charisma and replace the material components with small amounts of web you extrude from your mouth. At the completion of the divination spells, you have a humanoid fist sized ball of web, from which you can divine your answers.


The Primator rule their system from their homeworld of Primus, and the senate has broadly agreed that colonization is in their best interest. As such, they have colonies on all habitable masses within the Primator system, including both solid planets, three oxygen rich moons, and a thriving asteroid colony. The Primator people favor law, order, and philosophy, and place reason above all else. Physically, Primators are generally humanoid shaped, but covered in a thick layer of fur, negating the need for much clothing. Instead, they prefer nudity, with formal, elaborately decorated, togas worn on special occasions. 

  • Ability Scores: +2 Wis
  • Size: Primators are medium sized, ranging from 5’5’’ to 6’4’’ and 140 to 230lbs.  
  • Speed: 30 ft.
  • Age: Primator reach adulthood 18, age very similarly to humans, topping out at under 100 years.
  • Alignment: Primator society is very strict and lawful, and generally good aligned. An individual Primator may be rash and prone to outbursts, but as a whole, the society frowns on it, and they are expected to control their emotions. 
  • Climb Speed: All Primator have a climb speed of 20ft, and never need to make checks for climbing in normal circumstances. 
  • Specialization: You have proficiency and can begin play with a tool of your choice.    
  • Linguist: You gain the linguist feat at first level.  
  • Languages. You can speak, read, and write Common. Primator take great pride in their use of language and often learn as many as they can. 
  • Primator Sub-Races
    • Gorr: The strongest and most aggressive subrace of Primator, the Gorr tend to occupy positions within the military. 
      • Ability Scores: +1 Str 
      • Weapons Training: You are proficient with all simple and martial weapons, and all armors.
      • Languages: Gorr
    • Panz: Wild and carefree, the Panz are the entertainers of the Primator homeworld. Within the Primator circus, Panz almost always occupy top billing. 
      • Ability Scores: +1 Dex
      • Prehensile Tail: You can use your tail in a prehensile manner. You can carry objects up to your light load in it, and hang from it leaving both hands free. You cannot use it to make attacks or carry a shield effectively. 
      • Climb Speed: 30ft.
      • Languages: Panz 
    • Orangutoa: The Orangutoa are the thinkers, debaters and philosophers of the Primator homeworld, and are often in political or religious roles. 
      • Ability Scores: +1 Int
      • Serenity: You have advantage on saving throws against being charmed or frightened.
      • Languages: Orangu
    • Babon: The Babon are business leaders and traders in Primator society. They favor aggressive expansion for financial reasons, and the chief proponents of the asteroid mines are all Babon. 
      • Ability Scores: +1 Con
      • Menacing. You have proficiency in the Intimidation skill.
      • Languages: Babo
    • Lemar: Lemar are the social elite, and nobility of the supposedly egalitarian Primator society. For whatever reason almost every spouse of a rich or famous person turns out to be one of the Lemar. 
      • Ability Scores: +1 Cha
      • Standing Leap. Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.
      • Small Size: Lemar are small sized. 
      • Languages: Lem


The Roden are a colonization focused species, whose environmental policies and destruction left not only their homeworld, but their system devoid of life. Now, Roden ships sail the Warp as scavengers and raiders, stealing what they can, without regard to the impact or consequence. 

  • Ability Scores: +2 Dex
  • Size: The Roden are small sized, at 4ft, and 45 lbs.  
  • Speed: 30 ft.
  • Age: Roden reach adulthood early, at 16, and rarely live past 60. Typically born in a litter of at least 4 with a gestation period of only 4 months, it’s incredibly rare for a Roden to be an only child, and Orangutoan philosophers believe this may factor into their need for companionship.
  • Alignment: Roden society is chaotic evil. No home world to claim of their own, or none remaining, the Roden instead sail about space looking for Warp stations or transportation ships to salvage. 
  • Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Pack Tactics:You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.   
  • Disease Adverse: You gain advantage on all saving throws against disease.  
  • Languages. You can speak, read, and write Common.
  • Roden Sub-Races
    • Murin: The most common Roden, the Murin are easily identified by their jet black fur and long, hairless tail. 
      • Ability Scores: +1 Int
      • Diminutive Build. You count as one size smaller when determining how much space you occupy, whether allies can move through your space, or squeezing. You also gain proficiency in Stealth.
      • Wildspace Resistance: Murin only take 1d4 damage per round of wildspace exposure, not 1d6. 
    • Cavy: The large and friendly Cavy, is recognized as the oddball species of Roden, preferring trade and communal living to the Murin’s raids and murder.  
      • Ability Scores: +1 Cha
      • Medium Size: The Cavy is between 5 and 6 ft tall and a generous 200lbs.
      • Digestive Adaptation: A Cavy can eat just about anything, and is immune to ingested poisons. This makes their love of the culinary arts a gamble for their friends or family. 
      • Tool Proficiency: Chefs kit.   
    • Chiro: All Roden are stealthy, but the Chiro are the stealth assassins of a stealth based people. Their specialty is gliding in under cover of pitch black, making their kill and moving on. 
      • Ability Scores: +1 Wis
      • Flight: A Chiro has wings and a flight speed of 30ft. 
      • Blindsight: 30ft. 


Selachii are solitary loners with no homeworld to call their own. As far as any can tell, they were born in the Warp, and they seem to be at home there. They make their homes in asteroids, void ships and wherever others aren’t. Selachii usually find a small pod to travel with they call their own, under 20 at most. 

  • Ability Scores: +2 Wis
  • Size: Medium, Selachii stand anywhere from 4ft and 7ft tall and display a wide variety of physical variation. They range from 120lbs to 235lbs. 
  • Speed: 30 ft, 45 ft Swim. 
  • Age: Selachii reach adulthood 18, yet they appear to have an upper limit that could theoretically reach as old as 500 years. Their reclusive nature, and general lack of society makes this challenging to measure specifically.
  • Alignment: Selachii have minimal society, instead traveling alone or in small packs. They tend to be fairly loyal to their social groups, and are usually in the neutral alignment.
  • Blood Frenzy: A Selachii gains advantage on melee attack rolls against any foe below 10% of its maximum hit points. 
  • Jagged Teeth: The Selachii are known for their powerful bite attacks. You can use their teeth for unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • Languages. You can speak, read, and write Common. Due to their secondary nature, the Cetations have long forgotten their native tongue. 
    • Orcan: The Orcan are known for their black and white skin patterning as much as they are for their ruthlessness. Orcan are often hired as Warp Pirates.
      • Ability Scores: +1 Str
      • Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
      • Surprise Charge: If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your bite.
    • Sphyrna: Known for their iconic hammer shaped head, the Sphyrna are the thinkers and philosophers of the Selachii. Seeking solitude for contemplation. 
      • Ability Scores: +1 Int
      • Blindsight 30ft 
      • Sonar Pulse: 1/Long Rest, you can cast the true seeing spell with minor exceptions to your truesight.
        • You must still make a saving throw when you automatically detect a visual illusion. If you fail, you know the image is fake, but cannot see through it. It will obscure vision. 
        • You do not see the original form of shapechangers or creatures transformed by magic. You may still detect them by other means.
    • Charcha: Charcha know the effect their toothy grin has on other creatures, and use it to their advantage when possible.  
      • Ability Scores: +1 Cha
      • Blood Scent: Charcha can make any Wisdom (Survival) check to track any bleeding (defined as not at full health) creature with advantage. Furthermore, they can detect the presence or a wounded creature out to 100ft, gaining advantage on Wisdom (Perception) checks to find them. 
      • Feast: As a bonus action, you can make a special attack with your bite. If the attack hits, it deals damage equal to your Charisma modifier.

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