Homebrew Farspawn Species Details

Whether you became lost and twisted by the chaotic, incomprehensible power of the Far Realm, or you are one of it's many bizarre and unsettling natives, your very existence is an affront to reality. Will you give in to the madness of that distant, timeless place, or will you fight to protect reality from the horrors lurking beyond the threshold?

Farspawn Appearance
The appearance of a Farspawn can vary massively on an individual basis, with a wide variety of possible body plans ranging from mostly humanoid to utterly alien, and everything in between. While you may have any number of appendages, you may only have two "hands" or similar grasping appendages at a time.


Farspawn Racial Features

Ability Score Increase
When determining your character’s ability scores, increase one of those scores by 2 and increase a different score by 1, or increase three different scores by 1.

Creature Type: Aberration
Speed: 30ft walk, 30ft Climb, 30ft Swim
Darkvision 60ft
Size: Small or Medium
Languages: Common (Telepathy), Deep Speech (Telepathy)

Aberrant Nature 

When not wearing armor, your base AC equals 11 + your Intelligence, Wisdom, or Charisma modifier (You choose when you pick this species.)

You have resistance to psychic damage, and your thoughts cannot be read. You don't age, and don't need to eat, drink, or breathe. You can't wear armor that wasn't designed with your physiology in mind

Farspawn Telepathy
You have the magical ability to communicate mentally with any number of creatures within 120 feet of you. A contacted creature doesn’t need to share a language with you, but it must be able to understand at least one language. When a creature hears your telepathic utterances, they must make a DC10 Wisdom saving throw or be Frightened of you. A creature Frightened in this way has disadvantage on its next saving throw, ability check, or attack roll before the condition ends. The creature can repeat the saving throw at the end of each of its turns, ending the Frightened condition on a success. A creature that successfully saves against this effect becomes immune to being Frightened in this manner. Your telepathic link to a creature is broken if you and the creature move more than 120 feet apart, or if either of you are unconscious.

Abhorrent Tentacles
You have tentacles which can be used to make unarmed strikes, dealing 1d4 Psychic damage instead of the usual Bludgeoning damage dealt by an unarmed strike, with a reach of 10ft. When calculating modifiers for attack and damage rolls with your tentacles, you may use the ability score you chose for your Aberrant Nature feature.

Farspawn Traits

As a Farspawn player character, you have the following traits.

Ability Score Increase

When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1.

Languages

Your character can speak, read, and write Deep Speech and Common.

Creature Type

You are an Aberration.

Size

You are Medium or Small. You choose the size when you select this race.

Darkvision

You can see in dim light within 60 ft. of you as if it were bright light, and in darkness as if it were dim light, only discerning colors in that darkness as shades of gray.

Farspawn Telepathy

You have the magical ability to communicate mentally with any number of creatures within 120 feet of you. A contacted creature doesn’t need to share a language with you, but it must be able to understand at least one language. When a creature hears your telepathic utterances, they must make a DC10 Wisdom saving throw or be Frightened of you. A creature Frightened in this way has disadvantage on its next saving throw, ability check, or attack roll before the condition ends. The creature can repeat the saving throw at the end of each of its turns, ending the Frightened condition on a success. A creature that successfully saves against this effect becomes immune to being Frightened in this manner. Your telepathic link to a creature is broken if you and the creature move more than 120 feet apart, or if either of you are unconscious.

Abhorrent Tentacles

You have tentacles which can be used to make unarmed strikes, dealing 1d4 Psychic damage instead of the usual Bludgeoning damage dealt by an unarmed strike, with a reach of 10ft. When calculating modifiers for attack and damage rolls with your tentacles, you may use the ability score you chose for your Aberrant Nature feature.

Aberrant Nature

When not wearing armor, your base AC equals 11 + your Intelligence, Wisdom, or Charisma modifier (You choose when you pick this species.)
You have resistance to psychic damage, and your thoughts cannot be read. You don't age, and don't need to eat, drink, or breathe. You can't wear armor that wasn't designed with your physiology in mind

Previous Versions

Name Date Modified Views Adds Version Actions
10/22/2024 9:08:42 PM
11
1
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Coming Soon
10/30/2024 4:46:00 AM
11
1
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Coming Soon

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