Homebrew Far Realmer Species Details

I swear I saw it! There was some thing in the eye of that storm, and if I'm perfectly honest, I'm glad I didn't get a good look at it. This was the very day before that funny-looking man came into town. Definitely something off about him- something about his smile, I reckon. Sent a chill down my- Hey, are you even listening?!

-Okis Ruebels, Local Gossip

Every so often, something from the Far Realm becomes enamored of the idea of existing in one of of our worlds, be it to wreak havoc upon it, to learn about its inhabitants, or simply because they were bored. In order to avoid disrupting the natural state of these worlds, these creatures learn to take on a humanoid form, or are forced into one by the differing physical laws of the world they travel to. Many Far Realmers have some difficulty creating consistent identities for themselves at first, but learn quickly to blend in with whoever they happen to be around most.

A Mundane Masquerade

The vast majority of Far Realmers take on the guise of a human, though their skin, hair, and eyes often take on slightly unnatural shades and sometimes manifest odd blotches and patterns. Misshapen features are common, but so are perfectly uniform faces. In terms of build, they tend to aim for average sizes to avoid scrutiny, but a great range of heights and weights lie within the realm of possibility- Far Realmers can stand anywhere between 4 and 7 feet tall and weigh between 50 and 400 pounds. They do not appear to age, but their bodies are imperfect constructs. Depending on how well their form was constructed, they may need to return to the Far Realm within 5 years, or continue living among us for as long as 500 years.

Reclusive Neighbors

No matter what community they choose to settle in, Far Realmers are outcasts. They don't have an intuitive feel for any kind of social customs, so they nearly always have a blunt, almost robotic affect that can come off as creepy. Adding to this, many are secretive, guarding the facts surrounding their true origins at all costs. Some individuals will try to gain esteem, if not power, within their community, but this takes an immense amount of practice in the art of conversation to work, and as such are extremely rare. Those who intend to cause chaos attempt this most often, the end goal being to have enough influence to tear apart relationships or feigning benevolence for long enough to have the satisfaction of seeing the looks of betrayal on the faces of those they've deceived. Meanwhile, those who choose to live peacefully lack the need for social contact other creatures have, and are typically content living on the outskirts of society.

If two Far Realmers meet, in almost all cases, they either immediately hit it off as friends or come to a deep, mutual mistrust. To the outside observer, it may seem that the Far Realmers knew each other beforehand, even if they had never actually met.

Far Realmer Names

Cautious Far Realmers choose names based on the naming conventions of the people they live around. More adventurous or flamboyant ones might make something up that they think sounds cool. Either way, the name is easy to pronounce and does not necessarily lend itself to either binary gender.

A Few Names: Anbre, Clef, Decca, Faebrel, Frela, Heligan, Missin, Pres, Zerith

Far Realmer Traits

Your Far Realmer has the following traits.

Ability Score Increase

You have studied the world you live in for quite some time before entering it. You have therefore honed your powers of observation and learned what many things signify. Your Wisdom score increases by 2, and your Intelligence score increases by 1.

Age

Far Realmers do not appear to age, but their bodies will invariably fall apart after 500 years at most.

Size

While most Far Realmers choose to be between 5 and 6 feet tall and 120 to 180 pounds, it's possible for them to be much smaller or bigger. Regardless of your size within that range, your size is Medium.

Speed

Your base walking speed is 30 feet.

Alignment

Far Realmers tend towards neutral alignments, as many don't see a reason to get involved in anything that doesn't directly concern them. Some may be extremely chaotic, but most are generally law-abiding folk.

Condition Resistances

Your mind is equipped to handle the conditions of the Far Realm. You've seen far scarier than whatever is trying to frighten you. You gain advantage on saving throws against becoming frightened or insane.

Plane Sense

You can instantly tell if a creature you can see is from a different plane than the one you're on. You can't tell what its plane of origin is, unless that plane is the Far Realm.

Eldritch Connection

You know the Sapping Sting cantrip. When you reach 3rd level, you can cast Arms of Hadar as a 1st-level spell once per long rest with this trait. When you reach 6th level, you can cast Mind Spike as a 2nd-level spell with this trait once per long rest.

Imperfect Disguise

If someone is suspicious of your identity and they have proficiency in investigation or arcana, they may make a check (DC 12 + your wisdom modifier + your proficiency bonus if you are proficient in deception) to try to figure out what you really are. If they succeed, they know you are not what you appear to be. If they succeed by 5 or more, they know you are from the Far Realm.

Languages

You speak Common and one other language of your choice.

Previous Versions

Name Date Modified Views Adds Version Actions
11/15/2018 6:08:42 PM
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12/22/2018 3:46:32 PM
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8/8/2020 7:54:37 PM
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8/8/2020 11:33:12 PM
421
1
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