Homebrew Farspawn Species Details

Farspawn are humanoid-based planetouched aberrant outsiders that result from a mortal being infused with the raw energy of the far realm, either through eldritch rituals or experiments by powerful aberrations or pacts with mysterious beings from beyond reality by or on their parents, or being the direct descendant of an aberration. Many can trace their heritage to a particular elder evil in the way tieflings can trace their line to a particular fiend. They have very powerful psionic abilities, a natural connection to the far realm and can see in the dark.

Farspawn Traits

As a Farspawn you have the following traits:

Creature type.

You are both a humanoid and an aberration.

Languages.

You learn 2 languages that fit your character.

Ability score increase.

You increase one ability by 2 and another by 1 or any 3 by 1.

Darkvision.

You gain darkvision to 60 feet, you can see in dim light as though it was bright light and darkness as though it was dim light.

Eldritch legacy.

Infused with the energy of the far realm you have access to powerful psionic abilities.

You have a number of psionic dice equal to twice your proficiency bonus, you can spend them to create various effects. The dice are all d8’s.

Telekinesis

As an action you can expend a number of dice up to your proficiency bonus to move an object or creature you can see other than yourself within 120 feet of you a number of feet equal to the number rolled on the dice times 5, minimum of 10 per dice, to an unoccupied space that you can see. An object or medium or smaller unwilling creature can weigh up to 10 pounds when moved like this and for objects and unwilling creatures above 10 pounds the distance you can move them is reduced by 1 foot for every 3 pounds over 10 it is, an unwilling creature requires a dc12 cha, wis or int check that is also contested against a strength check made by the creature. A willing medium creature can be moved an extra 5 feet per dice expended and requires a dc12 cha, int or wis check to move which you can make before expending dice. You cannot move something fast enough to damage a creature.

Telepathy

As an action you can expend a number of dice up to your proficiency bonus and create a telepathic link with 1 creature you can see within 120 feet for a number of minutes equal to three times the amount rolled, this ends early if the creature gets more than 1 mile away from you. You can have a number of links active at a time equal to your wisdom, charisma or intelligence modifier.

Spellcasting

You can choose 1 spell list from the 9 given that best represents your preferred style of psionics. It costs 3 dice to cast a level 1 spell and 4 dice to cast a level 2 spell, you unlock the ability to cast the level 1 spell at level 3 and the level 2 spell at level 5. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). None of these spells require spell components when you cast them with this trait.

Spell lists (note that many of these spells are not free and so I didn't add them because I didn't know which one was which.)

Manipulation

you learn the friends cantrip, at level 3 you learn the spells charm person and Tasha's hideous laughter and at level 5 you learn the spell enthrall.

Telekinesis

you learn the mage hand cantrip, at level 3 you learn the spells floating disc and shield and at level 5 you learn the spell levitate.

Physical enhancement

you learn the mage hand cantrip, at level 3 you learn the spells zephyr strike and jump and at level 5 you learn the spell kinetic jaunt. 

Defence

you learn the blade ward cantrip, at level 3 you learn the spells shield and heroism and at level 5 you learn the spell mirror image.

Control

you learn the friends cantrip, at level 3 you learn the spells command and silvery barbs and at level 5 you learn the spell suggestion.

Illusion:

you learn the minor illusion cantrip, at level 3 you learn the spells silent image and cloak of shadow and at level 5 you learn the spell phantasmal force.

Attack

you learn the mind sliver cantrip, at level 3 you learn the spells Hex and dissonant whispers and at level 5 you learn the spell Tasha’s mind whip.

Telepathy: 

you learn the message cantrip, at level 3 you learn the spells comprehend languages (only in person) and beast bond and at level 5 you learn the spell, detect thoughts.

Mobility

you learn the mage hand cantrip, at level 3 you learn the spells expeditious retreat and longstrider and at level 5 you learn the spell misty step.

Heightened awareness.

Your psionics make you more capable of sensing the intentions of others and noticing when things are amiss, you gain proficiency in insight and perception checks and can read Qualith and other psionically imbued text that you can touch but cannot write them and you have advantage on any checks involving attuning to, identifying, detecting or locating psionically imbued items or psionic creatures.

Eldritch resilience.

Your mind is fortified against outside effects and naturally flexible and durable, you gain resistance to psychic damage and advantage on saving throws against being charmed, frightened or having your behaviour or mental state influenced against your will by psionics or magic (eg: calm emotions, command, suggestion), and to end any such effects. In addition you are immune to the effects of the far realm.

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