Homebrew Farspawn Species Details
“Please, I beg of you, shut up.”
The woman spoke in a whispery voice, her head almost slammed into the table. The inn was quiet, silent up until that moment, midnight had struck three hours ago, there was no one there but a tall blonde elven man, the goliath bartender, and, of course, the woman, her forehead bandaged in old rags, a half filled bottle of wine on her hand.
“What did you say? Freak, no one uttered a word.” the elven man asked with a proper posh tone of superiority.
“Your thoughts, dipshit.” she snapped as she looked at him. “You. Think. Too loudly, it's like I'm hangover already. Piss off, go to your room and do everyone a favor, you aren't buying anything from Wendy anyways.”
The goliath grins, but quickly goes back to cleaning glasses as the elven man glares at her, and then back at the bandaged woman, stomping in her direction and aggresively grabbing her shoulder. "I'm gonna show you..."
“And I'm gonna show you." she slurs her words drunkenly as she takes off the bandages from her head with a single motion, letting them fall to the wooden floor. The elf stares at her, at what was below, utterly horrified, and steps back without saying a word as a piercing scream of terrified agony fills the venue, falling unconscious to the ground. The goliath steps back as well, ready to call in the guards, as the woman turns to her, a glistening and shifting third eye in the middle of her forehead, glowing a dull teal and almost tearing up some sort of black substance. "Yeah, yeah, I know the drill by now, you aren't the first person to look at me like that. I'll see myself out."
To be greeted with stares and whispers, to see mistrust and fear in the eyes of others: this is the lot of the farspawn, individuals who have been touched, in some way, by the incomprehensible horrors of the Far Realm. They live lonely lives, being the only of their kind they'll probably ever see, as their psionic abilities manifest in terrifying ways that drive them towards solitude.
Aberrant Heritage
Farspawn can be anything, their heritage may have its inception in any number of different things or circumstances. You may not be an innate farspawn, perhaps you survived an encounter with a mindflayer and its tadpole has changed you forever; or you may have been born one, perhaps someone in your family had a connection to the Far Realm or its inhabitants, such as a grandparent that was a sorcerer of aberrant abilities. Or, simply, it may be in your lineage naturally, no strange presence affecting anything, your family and ancestors simply come from the Far Realm, descendants from Gith or maybe even are half Ilithids, and this is the way that this strange heritage manifests in you specifically.
Loners and Wanderers
Whether cast out due to to your appearance (maybe you have slimy skin, a mysterious third eye, or tentacles forming on your jaw) or due to your capabilities (perhaps you accidentally left someone brain dead as you screamed in panic at seeing a spider, or the whispers you cause in people's minds drove someone to insanity), farspawn don't tend to live a life filled with company. They travel around, they are trailblazers, always on the move and never staying in a place long enough to find out what its inhabitants will do when they are sufficiently scared of them, leaving towns in hushed whispers and gossip about a strange individual who could talk into their minds.
Farspawn Traits
Farspawn share certain racial traits as a result of their connection to the Far Realm.Age
Farspawn tend to live very long lives. Whether you became one or you were born as one, the aberrant energies of the far realm warp your physiology, and you can live to be up to 300 years of age.
Size
Farspawn are about the same size and build as most races, though if you weren't born a farspawn and your innate race was smaller, you maintain your size. Your size is Medium or Small.
Speed
Your base walking speed is 30 feet.
Darkvision
Thanks to your aberrant heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 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 teal.
Aberrant Resistance
You have resistance to psychic damage.
Minor Psionics
You harbor a small wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.
Your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest.
When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
The powers below use your Psionic Energy dice.
Aberrant Mirage. You create an illusion within the mind of a creature you can see within 60 feet of you. Roll your psionic energy die. As an action, choose that creature, as you conjure the mirage of a sound or an image into their mind. Only they can perceive it, and it that lasts for a number of minutes equal to five times the number rolled, or until you dismiss it (no action required). If you create a sound, its volume can range from a whisper to a scream, and it can be any sound you choose. The sound continues unabated throughout the duration, or you can make changes at the sound as an action for the duration. If you create an image, it can be of a creature or an object, and it must be no larger than a 5-foot cube or a medium sized creature. The image can’t create light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, as things can pass through it.
Psionic Whispers. You can establish telepathic communication between yourself and others. Roll your psionic energy die. As a bonus action, choose one or more creatures you can see, up to a number equal to the roll. For 1 hour, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within a number of miles equal to your proficiency bonus. A creature can't use this telepathy if it can't speak any languages, and you can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other.
For the duration, you may use your action and expend an additional psionic energy die to delve deeper into their mind. An unwilling creature must succeed on a Wisdom saving throw (DC= 8 + your proficiency bonus + your Intelligence or Wisdom modifier). On a successful save, the connection ends. On a failed save you gain Insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates), and the target knows you are probing into their mind.
Psychic Shriek. You can unleash a scream of psionic energy. As an action, each creature within 10 feet of you must succeed on a Wisdom saving throw (DC= 8 + your proficiency bonus + your Intelligence or Wisdom modifier). Roll two of your psionic energy die and choose the highest roll. On a failed save, a creature takes psychic damage equal to the number rolled, and on a successful save, it takes half as much damage. If you reduce a creature to 0 hit points in this way, you may consume part of their intellect, and you gain temporary hit points equal to your level plus the number rolled, and the creature's Intelligence score becomes 6. The damage increases to twice the number rolled when you reach 5th level, thrice the number rolled at 11th level, and four times the number rolled at 17th level.
Languages
You can speak, read, and write Common and Deep Speech.
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