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DnD 5e - The Vedalken Handbook

Last Updated: September 4th, 2020

TEMPORARY NOTE: RPGBOT is undergoing a massive update for DnD 5e content to accommodate rules changes and new content introduced by Tasha's Cauldron of Everything. Please be patient while these changes are made. I maintain this site as a hobby, and I got access to the book on the same day as everyone else and I am rushing to catch up as quickly as I can. While much of the site has been updated, this page and others still need some work. To see what I still need to complete to catch up with Tasha's, see my To-Do List. To watch for ongoing updates, please follow me on Twitter.


RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks, which is simple to understand and easy to read at a glance.

  • Red: Bad, useless options, or options which are extremely situational.
  • Orange: OK options, or useful options that only apply in rare circumstances.
  • Green: Good options.
  • Blue: Fantastic options, often essential to the function of your character.

I will not include 3rd-party content, including content from DMs Guild, even if it is my own, because I can't assume that your game will allow 3rd-party content or homebrew. I also won't cover Unearthed Arcana content because it's not finalized, and I can't guarantee that it will be available to you in your games.

The advice offered below is based on the current State of the Character Optimization Meta as of when the article was last updated. Keep in mind that the state of the meta periodically changes as new source materials are released and this article will be updating accordingly as time allows.

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Vedalken are a race of partially-amphibious, blue-skinned humanoids resembling earless humans in body paint. Introduced in Guildmaster's Guide to Ravnica, vedalken have a cultural drive to pursue improvement toward perfection. They tend to be rational and private, and are driven toward intellectual pursuits like history, medicine, and picking pockets for some reason.

Mechanically, the Vedalken is an excellent option if you want to play a clever spellcaster, but they lack anything to support a class which uses weapons. Their ability increases are in Intelligence and Wisdom, and no class can make use of both (disregarding skills). Beyond that, they match the Gnome's Gnome Cunning feature, providing significant protection against many spells, and Partially Amphibious largely removes the need for spells like Water Breathing. Perhaps most notable is Tireless Precision, which offers a proficiency in a skill and a tool plus a bonus d4 on the roll whenever you use either. The skill list is limited, but still contains several excellent options, and there's nothing stopping you\ from combining it with Expertise.

Classes (Default Rules)

This section assumes that you're not using the option "Customizing Your Origin" rules presented in Tasha's Cauldron of Everything. If you are using those rules, scroll up to the previous section.


An Intelligence increase is all that you really need to succeed as an artificer. Vedalken Dispassion will offer some additional protection against spells, so you'll be very durable if you equip yourself well. Be sure to get proficiency in Perception to capitalize on the Vedalken's Wisdom increase.


Bad ability spread.


The additional skill/tool proficiencies and Tireless Precision are the only thing which really caters to the Bard.


Wisdom increase and Vedalken Dispassion.


Wisdom increase and Vedalken Dispassion, which should still work in Wild Shape since it's a mental trait rather than a feature of your body. You won't get to be a partially-amphibious wolf, sadly.


Bad ability spread.


The Vedalken's best option for a martial class, but it's not a good choice.


Bad ability spread.


Bad ability spread.


Bad ability spread, which is a shame because combining Expertise and Tireless Precision seems like so much fun. Maybe worth 1-levle multiclass dip?


No Charisma increase.


No Charisma increase.


An Intelligence increase, and Vedalken Dispassion will help protect you. You'll still be frail, but when some other spellcaster tries to mind control you you'll have some extra protection.