Homebrew Fartouched Species Details

Twisted and Ruined

Far-touched are humanoids that have been touched by the far realm.  This contact has twisted their minds and bodies and ruined their sanity.  The race of their birth is still clearly evident, however it's equally obvious that something is very wrong with them, and that they do not belong.  Many far-touched are shunned or cast out, taking up lives as hermits, beggars, or adventurers out of necessity.

Fartouched Names

Most Fartouched, unless corrupted in the womb, are born as members of other races and given typical names by their parents.  Some Fartouched adopt a new name after their change.

Fartouched Traits

Fartouched share certain racial traits as a result of their corruption.

Ability Score Increase

Your Charisma score increases by 1.  Choose either your Dexterity, Constitution or Wisdom score, the score increases by 1.

Age

Fartouched mature and age at the same rate as whatever race they began as.  For example, a human corrupted into a Fartouched reaches maturity at the age a human would and lives as long as a human would.

Alignment

Fartouched gravitate toward the chaotic alignments.  While not inherently evil, the insanity of many fartouched causes them to skew towards neutrality and evil.

Size

Fartouched are about the same size and build as the race they were before their corruption. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Darkvision

Thanks to your aberrant corruption, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Warped Mind

You have resistance to psychic damage and advantage on saves against psychic damage.  Additionally, when you take psychic damage from a creature that does not have the aberration creature type, you can use a reaction to force them to make a Wisdom saving throw.  The DC for this save is 8 plus your proficiency modifier plus your Charisma modifier.  If the target fails the saving throw they take psychic damage equal to twice your proficiency modifier.

Aberrant Corruption

You posses the aberration creature type in addition to the humanoid creature type.

Languages

You can speak, read, and write Common and Deep Speech.

Insane Revelation

All far-touched are “blessed” with some kind of knowledge they did not possess before their transformation. It's speculated that this knowledge is only knowable to those who are insane, or that it's only available to the far-touched because some fragment or essence of the utterly alien far realm continues to reside in them. Some examples of this insane knowledge include:
Astronomer: You know the true names of all the constellations, stars, and planets visible in the night's sky, and you can predict their movements with uncanny accuracy.
Historian: You are able to recall scenes from the ancient past (and possibly the distant future) as if you were there to witness them.

Insanity

No one escapes the ruinous transformation into a far-touched with their sanity intact. Consequently, every far-touched has some kind of persistent and incurable insanity. The insanity table in the Dungeon Master's Guide is a good place to roll for a random insanity, or you can use its entries as a guide for creating an insanity tailor made for your character.

Warped Body

Contact with the far realm has warped your body as well as your mind. You may choose two traits from the list below, or you may roll randomly (1d12). Your DM may also allow you to come up with some other traits.
1-4: Claws. Your fingers end in talon-like claws that do 1 + ability modifier slashing damage when used to make an unarmed strike. You are proficient with this attack. Your claws have the light and finesse properties.
5-8: Fangs. Your teeth have become razor-sharp fangs that do 1 + ability modifier piercing damage when used to make an unarmed strike. You are proficient with this attack. Your fangs have the light and finesse properties.
9-10: Tentacle Appendage. You have a prehensile tentacle appendage capable of manipulating objects with as much dexterity and strength as your hands. You may use your tentacle appendage to make a second free object interaction on your turn, or you may make an unarmed strike or grapple attack with the tentacle as a bonus action. You are proficient with this attack.
11-12: Spray. You have developed a gland that allows you to spray a nearby adversary with poison or acid (the type is chosen once, at character creation), dealing 1 + Constitution modifier damage (poison or acid, as appropriate) to one creature within 5 feet of you as a ranged unarmed strike. You are proficient with this attack. Although this spray is a ranged attack, you do not suffer disadvantage on the attack roll if the target is within 5 feet of you. This spray can emanate from your mouth, or from an opening at some other point (such
as a wrist or palm).

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