Homebrew Far Touched Species Details
The Far Touched are agents of madness and chaos. Either created by the creatures of the Far Realm or the Far Realm itself. Mortals can also become these creatures by being exposed to the energies of the Far Realm or sometimes by worshiping an Elder Evil.
Far Touched Traits
Your Far Touched character has the following racial traits.Ability Score Increase
Your Constitution score increases by 2, and one other ability score of your choice increases by 1.
Age
Far Touched life spans are currently unknown. Some say they can live indefinitely.
Alignment
Far Touched tend to lean towards Chaotic alignments due to their connections to the unknown and sanity destroying far realm.
Size
Your size is Medium, within the normal range of your humanoid base race.
Speed
Your base walking speed is 30 feet.
Darkvision
You can see in dim light within 30 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.
Languages
You can speak, read, and write Common and your choice of Elvish or Vedalken.
Unspeakable Mutations
At 3rd level, 7th level, and 12th level you gain a new mutation.
At 3rd level you gain access to:
- Multi Eyed Form. you gain dozens of eyes that can move around your body and see through different parts. If all your eyes are able to see, you have advantage on perception checks.
- Amorphous Form. You can use a free action on your turn to turn into a fleshy blob that can squeeze through holes as small as 1 inch wide. While in this form you can only use actions given by your Unspeakable Mutations Trait. If you have the Multiple Limbs trait you can use spell casting through those limbs.
- Acidic blood. When you take damage you can use a reaction to spray blood from your wound onto the attacker if they are within 10 feet of you, and force them to roll a Dexterity Save with a DC equal to 8+your constitution modifier+ your proficiency bonus or take 1d6 acid damage. The damage increases at 7th level (2d6) and 12th level (3d6).
At 7th level you gain access to:
- Multiple limbs. You gain two extra arms which you can move around across your body. They look inhuman and can be hidden in your body or revealed again as a free action. You can use these arms to grapple a target as a bonus action. If you are holding a weapon in your arms you cannot grapple with them. You can also use the arms carry a shield (This cannot stack with other shields), however if you wield one, you cannot attack or grapple with your extra limbs. You are able to wield a two handed weapon with a shield, if the shield is held with your normal limbs. You can use a free arm to move objects or to activate a magic item. If you are holding weapons or objects in your normal limbs, you can use your extra limbs for Somatic Components for spells.
- Dislodging Jaw. You gain jagged serrated teeth with a dislocating jaw, and can bite someone within 5ft of you as an action. This can also be flavored as a claw attack. Your bite uses your constitution modifier to hit and deals 1d6 slashing damage. If the attack hits the target must make a con save equal to 8+your constitution modifier+ your proficiency bonus. On a fail they start to bleed out and take 1d4 extra damage at the beginning of their turn. They can roll for the save again at the end of each of their turns. The initial damage at 12th level (1d8).
- Psychic Scream. As an action you can let out a screech that forces anyone within 30 feet of you to make a Constitution Save with a DC equal to 8+your constitution modifier+your proficiency bonus. On a failed save the targets are paralyzed until the end of their next turn. You can do this once per short or long rest.
Previous Versions
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