As you all know, the September Unearthed Arcana provided the first ever look at PC stats for Githyanki and Githzerai in D&D 5e. But, personally, I found the stats incredibly underwhelming. Any anons out there interested in seeing if there's a better way to handle the Gith, and maybe if we can even bring back the Duthka'gith as a PC race?
Since it'd be kind of stupid to come here and not have some thoughts on the matter...
For Githyanki, let's see... we started as a Dex/Int boosting race, then a Dex/Con, then finally a Con/Int race. So that makes the ability scores hard to decide upon. One could always go with just giving them +1 to all of those stats, but isn't +1 in three stats usually considered inferior to the +2/+1 split approach?
If you look at their two more recent statblocks, there's a certain focus on mobility. 3.5 gave them Dimension Door and Planeshift spell-like abilities, 4e gave them Telekinetic Leap, and 5e gives the monster versions Jump, Misty Step and, for Knights, Plane Shift SLAs. So that's definitely something worthy to preserve. Heck, even back in AD&D, their monstrous incarnations could Plane Shift at will, an ability too potent to give PCs of course, but which emphasizes that githyanki should be capable of unearthly mobility.
Telekinetic abilities, to support their psionic nature, are also a feature in both 3e and 5e.
Not directly referenced in their statblocks, but githyanki are heavily associated with combat (hence the Fighter favored class in 3e), arcane magic use (they invented the term "gish" we still use today for martial/caster mixed characters), and the use of greatswords, which are their most iconic weapon, as iconic as the dwarf with his axe and his hammers.
It has no tradition, but I really like the 4e version's Danger Sense and, especially, its Githyanki Willpower trait - the githyanki are culturally defined by their obsession with freedom and their hatred of the illithid, who rely heavily on Charm & Stun effects. It makes sense, doesn't it, that githyanki would be resistant to effects by others to sway their minds?
With a Githzerai, I think everyone immediately leaps to "+2 Wis, +1 Dex" as their ability score modifiers. Despite their Dex/Int origins in AD&D, they've become so iconically associated with monks and sages that it's hard to think of otherwise - I really liked 4e's version for giving us Dex or Int as the "flexible" racial modifier, since it actually harkens back to their tradition of training Zerths - warrior-wizards - as stand-ins for priests of Zerthimon. Alas, we can't do fluid ability modifiers anymore.
Looking at githzerai across the editions, you'll notice that their recurring theme is, surprisingly, mentally-bestowed toughness. They had Magic Resistance back in AD&D, when magic was king, they had Inertial Armor as a psi-like ability in 3rd edition, and they had Iron Mind as their racial power in 4th edition. Even in 5e, their "Psychic Defense" trait and Mage Armor SLA means that githzerai are surprisingly tough foes despite rejecting armor, which is itself a reference to their monkly aspects.
Mobility's another recurring theme; Catfall as a psi-like ability in 3.5, Shifting Fortune in 4e, and access to Feather Fall and Jump SLAs in 5e. Again, this fits into githzerai and their strong post-AD&D association with the Monk class. They're the iconic kung-fu arsewhuppers of D&D.
Putting all that together... now that's the tricky part...
Of course, it'd probably help if I provided references TO the statblocks for both races across the last few editions...
https://1d4chan.org/wiki/Githzerai
https://1d4chan.org/wiki/Githyanki
>>55356363
Githyanki
Ability Score Modifiers: +2 Dexterity, +1 Intelligence
Size: Medium
Speed: 30 feet
Vision: Normal
Blades of Gith: You have Proficiency in the Greatsword. You treat Greatswords as if they had the Finesse quality.
Mind over Matter: You can cast the Mage Hand cantrip, using Intelligence as your spellcasting ability score. Additionally, you always count as having a running start when making Jump checks.
Hate Breaks All Shackles: You have Advantage on saving throws against the Charmed and Stunned effects, and on saving throws to end those effects.
>>55356382
Githzerai
Ability Score Modifiers: +2 Wisdom, +1 Dexterity
Size: Medium
Speed: 30 feet
Vision: Normal
Graceful As Thought: When you Dash, you can ignore the effects of non-magical difficult terrain. You also have Advantage on Acrobatics checks.
Inertia Armor: When not wearing armor, your AC is 13 + your Wisdom modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
The Knowing of Self: You have Advantage on saving throws against the Charmed and Stunned effects, and on saving throws to end those effects.