Homebrew Farfolk Species Details
The Farfolk are the primary denizens of the Far Realm, as well as the primary prey race in it. The Farfolk are distant relatives of the mind flayers but do not share their ideals, and are generally much more peaceful towards other races, and unlike mind flayers they do not feed on brains. The Farfolk are generally curious creatures towards most humanoids that live in the material plane. Farfolk don't use names, instead adopting names from other races while they are in the material plane, as well as giving themselves nicknames based on their personalities and achievments. Farfolk are typically neutral, due to their lack of knowledge on right and wrong, but may stray towards other alignments depending on their time in the material plane. Time is an unknown concept to the Farfolk, although they reach physical maturity in about a month after being born, but their mental maturity might take time to fully mature depending on the Farfolk. Farfolk generally don't take gender into account due their ability to change gender at will, meaning most of the leaders of Farfolk groups, are the most cunning and knowledgeable, although Farfolk only change gender for mating, and rarely use it for any other reasons. Farfolk share striking resemblances with mind flayers, but they have distinct features, such as they almost always have 5 or more tentacles over their mouths, their colors vary from, dark blue, grey or purple, although some come in pitch black, which in Farfolk culture is a sign of superiority. Farfolk generally despise mind flayers, due to mind flayers in the Far Realm generally preying on the Farfolk.
Farfolk Traits
The farfolk can do a multitude of things, they're most notable of all being their tentacle armAbility Score Increase
Gain 2 in Constitution and 1 in Charisma
Arm of Hadar
Your left arm is a tentacle that can be changed to a hand at will, this arm has a range of 15ft while in tentacle form. While this arm is in tentacle form you can attempt to grapple a creature within 15ft of you that you can see (This does count for blindsight and tremorsense) as an action, they must make a strength saving throw with a dc of 8 + Proficiency Bonus + Strength Mod, if they fail, they are restrained, they can remake the saving throw at the end of each of their turns; you can only use this against creatures that are the same size as you, or one size smaller. While your arm is a tentacle, you can only hold objects or interact with them, and you can't wield weapons, or benefit from a shield with that arm.
Eldritch Magic
At 1st level you can cast eldritch blast at will. At 3rd level you learn Arms of Hadar , once per long rest can cast it at will as a 1st level spell, at 5th level you can cast Arms of Hadar at will twice per long rest. At 7th level you can cast Hunger of Hadar at will as a 3rd level spell, when casting Hunger of Hadar this way it casts on you and you are immune to its effects while in the area.
Eldritch Whispers
As a bonus action you can speak whispers into a creature you can see, the creature must make a dc 8 + Prof Bonus + CHR or be frightened for 1 minute
Size
You are Medium
Movement
You have a speed of 30ft
Tremorsense
You have tremorsense of 15ft
Language
You can speak, read and write Common and Deep Speech
Age
Farfolk are perplexed by the passing of time, evolving to not age. Farfolk reach physical maturity a month after birth, but generally reach mental maturity a year after birth, but they do not age after reaching physical maturity and can't be magically aged.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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11/1/2021 1:25:01 AM
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5
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2
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5e
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Coming Soon
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