Homebrew FarBorne Species Details
The FarBorne are not naturally created, and are similar to tieflings and aasimar in the sense that they are planetouched. Occasionally, the Far Realm grazes the material plane, causing these mutants to be born from otherwise normal people. They can also be created by activities of cultists or other arcane nonsense that delves into forbidden knowledge from beyond the planes. Regardless of their origins, they deviate physically from what is normal with several small mutations and often are hardier than normal.
OTHERWORDLY VISAGE
The FarBorne are completely unique in their appearance, with the mutations varying drastically between individuals. One of them may appear like an average human in most ways, save for an appearance firmly in the uncanny valley and bizarre greenish scaly skin, where another could be roughly a humanoid covered in warping and changing flesh with a head covered in eyes. Generally however, the more "normal" they appear, the more common they are as they are less often mistaken for monsters.
TO BE NORMAL
Understandably, most FarBorne remain in communities consisting of more monstrous races where they are less judged. Their adaptability and keen minds aid them in fitting into societies where they often become skilled mages or innovative craftsmen. Their heritage from the Far Realms and its mind bending nature often leads to creativity and oddly effective problem solving.
NAMES
The FarBorne do not have a distinct culture of their own, and are usually named like those of other cultures. Though they do tend to choose their own names if not given by others.
FarBorne Traits
Occasionally, the Far Realm grazes the material plane, causing these mutants to be born from otherwise normal people.Ability Score Increase
Your Intelligence score increases by 1, your Constitution score increases by 1, and another ability score of your choice increases by 1.
Age
The planar influence on their bodies drastically changes their lifespan. They mature at the same rate of humans, but have been observed to live anywhere from 150 200 years.
Alignment
Though they vary widely on terms of good and evil, they tend to align more towards chaos because of the ridicule from most societies.
Size
Your size is medium. Most FarBorne tend to be roughly human height, but tend towards the extremes of size. Many of them being either exceptionally tall or short, and fat or gaunt.
Speed
Your base walking speed is 30 feet.
Darkvision
The influence of the eldritch has changed your perception, you have darkvision out to 60 feet, but the colors shift and change unnaturally in the darkness.
Eldritch Anatomy
You have resistance to poison damage and advantage against poison and disease due to drastic changes to your physiology.
Eldritch Blessings
Your connection to the eldritch grants a variety of mutations, choose one option from the "Lesser Blessings Table" at [3rd], and choose one option from the "Greater Blessings Table" at [5th].
LESSER BLESSINGS
Opened Eyes: You gain an abnormal degree of sight, normally by gaining more eyes or mutating already existing eyes. This may be as simple as growing a third eye or a change in pupils, or growing eyes along parts of your skin. Regardless, your darkvision is extended to 120ft.
Deep Blessing: The blessing changes your body to survive within the deep oceans, either growing gills and fish-like traits or other fitting mutations. You gain a swim speed of 30 feet, and can breathe water.
Hateful Flesh: The mutations change your body and make you more dangerous in combat, granting your unarmed strikes additional damage. You gain a form of a natural weapon that you use for your unarmed strikes that deals 1d4 +your Strength Modifier of either bludgeoning, piercing, or slashing damage. Once you choose the damage type, you cannot change it later.
Primordial Knowledge: The influences and whispers from the crawling void tell you valuable knowledge. You gain a skill proficiency of your choice as you take heed of them.
GREATER BLESSINGS
Awakened Psionics: Your mind is changed by the otherworldly energies of the Far Realm and can influence the world around you, generally with bizarre warping of reality accompanying your psychic might. You know the message and mage hand cantrips. The hand is invisible when you cast mage hand with this trait and neither cantrip requires components. Intelligence is your spellcasting ability for these spells.
Terdrils from Beyond: You mutate extra appendages, usually small claws or smaller arms. They cannot be used to wield weapons or shields, activate magic items, provide material components, use spellcasting foci or grapple. In addition, you do not gain benefits from magic items held in these appendages. You can interact with a second object or feature of the environment for free during your turn and gain a climbing speed of 20ft.
Hideous Resilience: You gain natural defenses against physical threats, be it tough hide or chitinous shells or other adaptations. You gain a natural armor of 13+Dex mod, you can use your natural armor to determine your AC if your worn armor would leave you with a lower AC and you can benefit from a shield as normal while you use natural armor. In addition, your hit point maximum increases by 5, and it increases by 1 every time you gain a level
Languages
You can speak, read, and write Common and Deep Speech.
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