"In the unforgiving wastes of Athas, where survival is an art, the gith rise from the ash-laden dunes like echoes of vengeance. Born from the crucible of oppression, their spirits burn with the searing determination to break the chains of servitude. The winds whisper tales of the gith's relentless pursuit of freedom, as they navigate the treacherous currents of power and survival in a world that thirsts for both blood and liberty." Goreen Royal Historian of Balic
The Gith are a race of grotesque humanoids that appear to be a peculiar mixture of Elf and reptile. They are extremely gaunt and lanky, with long dangling arms and spindly legs. Their hands have three fingers with no opposable thumb, yet they are able to use tools and wield weapons. Both their fingers and toes end in sharp claws.
Gith are a race of psionic creatures. Typically they are used as slaves though they are normally found in tribes. They are one of the more common races of Athas.
Gith are descendants of the githyanki. In a bid to conquer Athas they create various strongholds that could only be accessed via Plane Shift spells. In a coordinated attack the githzerai managed to activate a psionic super weapon. The end result was that the Githyanki's minds were so scarred that they forgot who they were and their psionic abilities were severely damaged, and thus the Gith were born.
The Gith live in tribal organizations. The individual with the most powerful psionics generally acts as the leader. All other social positions are distributed at his pleasure.
Mountain Gith live in underground lairs, claiming a particular canyon or valley as their territory. Gith inhabiting the Tablelands tend to organize their society more along the lines of a nomadic hunting clan, going wherever the game takes them. They do not hesitate to attack human or demihuman groups.
The gith of the Blackspine Mountains, in the Ivory Triangle region, lay in wait for a day when they will bury the cities of men beneath the blowing sands!
Gith are hunched creatures that typically are around a little over 5 feet tall. If they stood up they would easily hit 7 feet. They have four long fingers.
Ability Score Increase. Your Strength score increases by 2, and your Intelligence score increases by 1.
Age. Gith reach adulthood in their late teens and live for about a century.
Size. Gith are taller and leaner than humans, with most a slender 6 feet in height. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Alignment. Githyanki tend toward lawful evil. They are aggressive and arrogant.
Decadent Mastery. You learn one language of your choice, and you are proficient with one skill or tool of your choice.
Martial Prodigy. You are proficient with light and medium armor and with shortswords, longswords, and greatswords.
Gith Psionics. You know the Mage Hand cantrip, and the hand is invisible when you cast the cantrip with this trait.
When you reach 3rd level, you can cast the Jump spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Misty Step spell once with this trait, and you regain the ability to do so when you finish a long rest.
Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.
Languages. You can speak Common and Gith.
Toned Build. You gain proficiency in the Athletics skill.
Warmonger Spirit. You have advantage on saving throws against being charmed.
Playing a gith in Dark Sun means embodying resilience and adaptability. Gith on Athas have survived enslavement and oppression, leaving them with a survivor's grit. The quest for freedom burns within, influencing every action and decision. Trust doesn't come easy, given their past, making gith naturally wary in forming new alliances.
For those with psionic abilities, the whispers of the Astral Plane might affect their personality, making them introspective or distant. The nomadic lifestyle is inherent in Dark Sun's desert setting, and gith characters embrace it, showcasing survival skills and an intimate understanding of Athas's challenges.
Vengeance may be a driving force for some gith, leading to impulsive decisions when faced with oppressors. The unique tie to the Astral Plane adds depth to interactions, with glimpses of it appearing in moments of stress. Adaptability is crucial in Dark Sun, and gith characters demonstrate resourcefulness in navigating the harsh landscapes of Athas.