Homebrew Falseborn Species Details
The Falseborn are echoes of the False Hydra's will—twisted mockeries of humanoid life, birthed from forgotten moments and gaps in memory. Most appear deceptively ordinary, but none can recall the exact shape of their smile or the sound of their voice. They blend into society like smoke in the air, only noticed when you look too closely—and even then, only for a moment.
Some Falseborn seek companionship, fighting their nature to be known and loved. Others embrace their alien origins, manipulating the minds of others to feed on attention, fear, or solitude. Whether a tragic misfit or a haunting enigma, a Falseborn PC will always be the one the town forgets… until it’s too late.
Falseborn Traits
Falseborn are innately forgettable and subtly terrifying, wielding the remnants of the False Hydra’s psychic powers. Their traits reflect a blend of illusion, mental manipulation, and resistance to being known.Ability Score Increase
You possess an unsettling charisma and a sharp, manipulative mind. Your Charisma score increases by 2, and your Intelligence score increases by 1.
Forgettable
Once per long rest, you can use your action to become unmemorable for 1 minute. Any creature that sees you during this time must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, the creature cannot retain details about your presence while you are out of their line of sight. This effect ends early if you attack, cast a spell that deals damage, or force a saving throw. Creatures that succeed are immune to this effect for 24 hours.
Song of Oblivion
At 3rd level, you can cast the Dissonant Whispers spell once without using a spell slot.
At 5th level, you can cast Detect Thoughts once without using a spell slot.
You regain the ability to cast these spells in this way after a long rest.
Charisma is your spellcasting ability for these spells.
Distorted Presence
You have advantage on Charisma (Deception) checks and Dexterity (Stealth) checks made to avoid notice in populated areas. Additionally, creatures have disadvantage on Wisdom (Insight) checks made to determine if you are lying.
Mutable Visage
Your features are fluid and subtly shifting. You can cast the Disguise Self spell once per short or long rest without using a spell slot. Charisma is your spellcasting ability for this spell.
Aberrant Nature
Your creature type is considered both humanoid and aberration. You have resistance to psychic damage, and you are immune to spells and effects that detect or alter your memories, such as Modify Memory or Zone of Truth, unless you choose to allow them.
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Posted Jun 24, 2025This is a race I created for fun. Let me know how I can improve it.