Homebrew Farspawn Species Details

Farspawn have dissociative morphologies culled from the self-image of living things– from pond-life to animals and humans. Adventuring farspawn are vaguely humanoid but may have multiple eyes, eyestalks, pseudopods, tentacles, chitin, mandibles and other photobiology. Their flesh might resemble the stuff of the material plane, but when wounded they might bleed fluid, color, sound, or an ooze of microorganisms.

Farspawn have no discernible genders. Those that are able to reproduce might do so by asexual budding or sporing, by impregnating other living creatures, or through other incomprehensible means.

Farspawn Traits

Born of nothing

Abberant ability score

roll a d6 and in relation to the 6 ability scores and add 2 to the score rolled and add one to another score.

Aberrant Nature

While some farspawn may look as humanoid as they come they carry the otherness of the far realm within them. Your creature type is aberration.

Aberrant form

Abhorrent Form. When you create your character, roll twice on the Aberrant Forms Table. These are your two racial traits. Reroll your second roll if it was the same as your first.

Abhorrent Form Table

d12 Trait Effect
1 All-Around Vision You have multiple eyes or eye stalks either on your head or throughout your body. You proficient in the Perception skill, can see in all directions, and cannot be surprised.
2 Ceaseless Murmurs Sound moves through your body differently than other creatures and you can easily create, amplify and emit those sounds once you've heard them. You can speak two other languages of your choice as well as mimic sounds and voices you have heard. A creature that hears the sounds you make can tell they are pale imitations of the original with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
3 Telepathy You can communicate mentally with another creature that knows at least one language within a 60-foot radius. This creature doesn't need to share a language with you but unless they have telepathy themselves they can only receive and respond but can't initiate or terminate a telepathic conversation. You must be conscious to use this trait and cannot telepathically communicate with multiple creatures at once.
4 Reality Warp Reality seems to warp around you and behaves oddly, objects may lose or double their weight becoming weightless or extremely heavy, and those who try to warp reality further are harmed by it. Whenever a creature within 10 feet of you tries to teleport, you can force them to make a Constitution saving throw equal to 8 + your Proficiency bonus + your Charisma modifier. On a failure, they don’t teleport, and take Xd6 psychic damage, X being your Proficiency bonus. On a success, they take half damage and can still teleport freely.
5 Tentacles You have a tentacle or several tentacles that you can control allowing you to hold and interact with multiple objects. You have advantage on ability checks to grapple creatures and your reach increases by 5 feet when using a one-handed melee weapon. You cannot wield multiple two-handed weapons with this trait.
6 Chitinous Under, in place of or in certain areas of your skin you have a durable shell-like plating that makes your hardier than most. When you aren't wearing armor, your AC is 13 + your Constitution 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.
7 Alien Mind Your mind is a strange unwelcoming place that latches onto foreign entities like a pathogen. When a creature attempt to read your thoughts, telepathically communicate or form some other mental bond with you, you become aware of the attempt, that creatures location and you can read their thoughts or communicate via the same method as if you had telepathy or had used whatever means they had to initiate this contact.
8 Eyes of the Void Your eyes are entirely black, while this may be unsettling to some it does have its benefits. You can see in dim light within 120 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. In addition, you have advantage on saving throws against being blinded.
9 Paraconsciousness The fears and lulls of this world are alien to you and often make little sense from your perspective. You have advantage on saving throws against being charmed or frightened.
10 Fold Spacetime You can perceive the flow of time allowing you to see the future to some degree and may fold reality to move elsewhere. You may add your proficiency bonus to your initiative bonus and as a bonus action, you may teleport 30 feet to an unoccupied space you can see. You regain use of your ability to teleport when you complete a short or long rest.
11 Malleable Flesh Your appearance is largely blank and you may detail it and twist it to conform to your will. As an action, you can polymorph into any humanoid of your size that you have seen, or back into your true form. However, your equipment does not change with you. If you die, you revert to your natural appearance. You retain all of your normal statistics while in this form. You may use this feature once before you must complete a short or long rest to use it again. Additional uses beyond the first incur one level of exhaustion.
12 Alien Biology You are immune to diseases, the poisoned condition and you have resistance to poison damage.

Lifespan

Roll 10 d10 dice and multiply that by 10 d10 dice for your max lifespan

language

Deep speech and common

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