Startouched (5e)

Startouched are Humanoids that have had their bodies changed by the latent magical energies of Wildspace. However, it is said that the first startouched was artificially made by a god to establish a thriving society in the otherwise airless void of Wildspace. From here, the magical precedent continued as the environment naturally transformed others who came to live in society’s first space colony. Today, most startouched reside in Wildspace or the Astral Sea, though a rare few make their home on terrestrial planets.

### Mark of the Stars

Changed by the winds of Wildspace, a creature is able to transform into a startouched. This can happen naturally over years or decades of living in this environment. Though a sudden concentrated burst of magical energy or an intense planar storm can also affect this change. A startouched is easily identifiable by the glittering stars that adorn its body, as if Wildspace itself was painted onto its body like a canvas. This effect seamlessly extends to any clothes and items they may be carrying, covering them like a starry cloak.

Such a phenomenon was the subject of many a tale recounted by spelljamming crews in the early days of Wildspace exploration. Aside from this physical effect, a startouched’s biology also changes, granting them a hardy resistance to the harsh environment, allowing them to live without breathing and even temporarily alter their form into something resembling the formless void of Wildspace itself.

### Startouched Origins

Almost all startouched can trace their origins back to Wildspace in the Astral Plane. The unique magical energy that permeates the environment, one that lacks air and is yet teeming with life, transforms creatures that repeatedly expose themselves to its potent magic. Settlements in Wildspace will often have startouched communities, and spelljamming ships may sport one or two startouched crew. However, on more conventional planetary bodies in more conventional earthbound settlements, their sightings are rare and often revered and feared in equal measure. The Startouched Origins table gives suggestions for the reasons your character has for turning into this lineage.

##### Startouched Origins

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### Startouched Traits

Your startouched character has the following traits.

***Creature Type.*** You are a Humanoid.

***Age.*** A startouched’s lifespan doesn’t differ from their previous race’s life expectancy. However, like most adventurers in the D&D multiverse, their lifespan is typically about a century, given its inherent occupational hazards.

***Alignment.*** Many startouched see the stars that cover their body as a blessing by the gods that reside in the Astral Plane. As such, most startouched are good aligned. However, neutral or evil aligned startouched aren’t uncommon either.

***Size.*** You are Medium or Small. You choose the size when you gain this lineage.

***Speed.*** Your walking speed is 30 feet.

***Ancestral Legacy.*** If you replace a race with a startouched, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it. If you don't keep any of those elements or you choose a startouched at character creation, you gain proficiency in two skills of your choice.

***Astral Resistance.*** You have resistance to your choice of force damage or psychic damage.

***Constellation Show.*** You know the *dancing lights* cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race).

***Darkvision.*** You can see in dim light within 120 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.

***Nebulous Form.*** As a bonus action, you can take on a nebulous form that lasts for 1 minute, until you die, or until you end it early as a bonus action (whichever is first). While you are in this form, you gain a flying speed of 10 feet, during which you can hover. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object (this damage can’t be reduced in any way). Additionally, when you cast the *dancing lights* cantrip, you don’t require concentration. You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

***Unusual Nature.*** You don’t need to breathe.