Kalashtar Guide 5e
Published on April 30, 2021, Last modified on May 5th, 2022
Clint Cearley - Wizards of the Coast - Geist-Honored Monk
What is this guide?
This guide is meant to give you an idea of whether or not the kalashtar will be right for your 5e character build.
The color code below has been implemented to help you identify, at a glance, how good that option will be for your kalashtar. This color coding isn’t a hard and fast rule; there are plenty of sub-optimized options out there that will be viable to your party and will be fun to play.
- Black is a trait shared by many races and or will not impact the effectiveness of your character build
- Red isn’t going to contribute to the effectiveness of your character build at all
- Orange Situationally good, but a below-average option otherwise
- Green is a good option
- Blue is a great option, you should strongly consider this option for your character
- Sky Blue is an amazing option. If you do not take this option your character would not be optimized
Tasha's Cauldron of Everything Update
Tasha's Cauldron of Everything has added the "Customizing Your Origin" option that may affect the ability score increases, languages, and proficiencies in this guide. To read more about this, visit our D&D Race Guide.
What are Kalashtar in 5e?
Source: Eberron: Rising from the Last War
Kalashtar, native to Eberron, were humans that have been intertwined with spirits from the plane of dreams. Although they appear human, kalashtar are deeply in tune with spirituality, granting them slight psychic abilities. They cannot directly communicate with the spirits they are linked to, but instead feel them through emotion, instinct, and see them in their dreams. Most kalashtar are lawful and virtuous due to the influence of their linked spirits, who fled from the plane of dreams from the evil spirits that lurk there.
Kalashtar are a playable character race found in Eberron: Rising from the Last War.
Kalashtar 5e Traits
Ability Score Increase: +2 WIS and +1 CHA is a strange combination, as it is pretty unlikely that a build will need both. Kalashtar are intended for spellcasting characters that use either WIS or CHA as their spellcasting modifier.
Size: Medium is the typical size of most races, and is neither good nor bad.
Speed: Kalashtar have a standard walking speed of 30 feet.
Dual Mind: WIS saving throws are pretty common, so having advantage on all of them is amazing! Dual Mind is useful to any class and build.
Mental Discipline: Psychic damage isn’t very common, but having resistance to it is exceedingly rare. At higher levels it is quite possible to have some psychic spells thrown your way, so having Mental Discipline will be really nice in those situations.
Mind Link: Being able to speak to creatures telepathically without relying on a spell is really neat. Although two-way communication is only possible with one creature at a time and requires an action to invoke, Mind Link is really useful. It can be used to coordinate attacks, give allies information secretly, The range is limited and is pretty much useless at 1st level, but by the time Mind Link reaches 50+ feet it becomes much more useable.
Severed from Dreams: Very flavorful and on-brand for kalashtar. Unfortunately, it is too situational to be of much use in nearly any campaign.
Sources Used in This Guide
- BR: Basic Rules
- SotDQ: Dragonlance: Shadow of the Dragon Queen
- ERLW: Eberron: Rising from the Last War
- EEPC: Elemental Evil Player’s Companion
- EGtW: Explorer’s Guide to Wildemount
- FToD: Fizban's Treasury of Dragon
- GGtR: Guildmasters' Guide to Ravnica
- MotM: Monsters of the Multiverse
- MToF: Mordenkainen’s Tome of Foes
- MOoT: Mythic Odyessys of Theros
- PHB: Player's Handbook
- SAiS: Spelljammer: Adventures in Space
- SCoC: Strixhaven: A Curriculum of Chaos
- SCAG: Sword Coast Adventurer’s Guide
- TCoE: Tasha’s Cauldron of Everything
- TTP: The Tortle Package
- WBtW: The Wild Beyond The Witchlight
- VRGtR: Van Richten's Guide to Ravenloft
- VGtM: Volo's Guide to Monsters
- XGtE: Xanathar’s Guide to Everything