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Farspawn

Ability Score Increase Your Aberrant Ability Score increases by 2, and one other ability score of your choice increases by 1.
Size Medium
Speed 30 feet

Age.

Farspawn often outlive their mundane kin by centuries or even millennia, due to the otherworldly nature of their being. As each Farspawn is so varied, roll a 10d10 and times the result by another 10d10 to get your maximum age, in years.  

Alignment.

Farspawn can be considered to be unaligned entities, however, by comparison to the standard creatures within the material plane they would tend almost exclusively toward chaotic alignments, reflecting the untamable and alien nature of the far realms.  

Darkvision.

You can see in dim light within 60ft 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.  

Acursed Physics

No matter how long you spend in the material realm, you just can't get used to some of its rules. motion-sickness; any time you are using a ship/skyship for transit you will experience motion sickness unless you are holding a lemon. Actually, a lemon can negate a feeling or symptom of dizziness while holding it.  

Size.

Farspawn generally range from just over 5 feet to more than 7 feet in height and weigh 80 to 260 pounds.  

Aberrant Ability Score.

The creatures of the far realms are as varied and as alien, as they come, it is only natural you are too. Number your ability scores one to six and roll a d6. The ability score that corresponds to the number rolled is considered your Aberrant Ability Score.  

Aberrant Nature.

While some Farspawn may look as humanoid as they come they carry the otherness of the far realm within them. Your creature type is aberration for the purposes of spells and effects.  

Appearance.

When you create your character, roll twice on the table below. These are your two racial traits. Reroll your second roll if it was the same as your first.   This is a 5e conversion of the Farspawn (4e Race), moved to worldanvil for ease of use. I am not the creator of either dandwiki page.

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


1d12 TraitEffect
1All-Around VisionYou have multiple eyes or eye stalks either on your head or throughout your body. You proficient in the Perception skill, can see in all directions, and cannot be surprised.
2Ceaseless MurmursSound moves through your body differently than other creatures and you can easily create, amplify and emit those sounds once you've heard them. You can speak two other languages of your choice as well as mimic sounds and voices you have heard. A creature that hears the sounds you make can tell they are pale imitations of the original with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
3TelepathyYou can communicate mentally with another creature that knows at least one language within a 60-foot radius. This creature doesn't need to share a language with you but unless they have telepathy themselves they can only receive and respond but can't initiate or terminate a telepathic conversation. You must be conscious to use this trait and cannot telepathically communicate with multiple creatures at once.
4Reality WarpReality seems to warp around you and behaves oddly, objects may lose or double their weight becoming weightless or extremely heavy, CR 0 creatures within range may suddenly die and return to life as if nothing happened, temperatures and light levels may rise and fall sporadically. You have a limited amount of control over this and it is largely up to your Dungeon Master what happens. However, when a creature attempts to teleport within 10 feet of you or attempts to teleport while within 10 feet of you, you may force them to make a Wisdom saving throw. On a failed save you become aware of the means they were attempting to teleport and can force them to teleport to a location of your choice within the limits of that ability. The DC for this saving throw is equal to 8 + your proficiency bonus + your Abhorrent Ability Score's modifier. In this case, teleport means anything that would instantaneously move you from one point to another, such effects include the spells blink, misty step, etherealness, teleport as well as racial traits such as the eldarin's Fey Step.
5TentaclesYou have 1 or more prehensile tentacles that mostly behave as a third hand. This gives you advantage on ability checks to grapple creatures and lets you wield a shield while using a two-handed weapon or 2 one-handed weapons. You cannot use your tentacles to wield 3 weapons at once.
6ChitinousUnder, in place of or in certain areas of your skin you have a durable shell-like plating that makes your hardier than most. When you aren't wearing armor, your AC is 13 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
7Alien MindYour mind is a strange unwelcoming place that latches onto foreign entities like a pathogen. When a creature attempt to read your thoughts, telepathically communicate or form some other mental bond with you, you become aware of the attempt, that creatures location, and you can read their thoughts or communicate via the same method as if you had telepathy or had used whatever means they had to initiate this contact.
8Eyes of the VoidYour eyes are entirely black, while this may be unsettling to some it does have its benefits. You can see in dim light within 120 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. In addition, you have advantage on saving throws against being blinded.
9ParaconsciousnessThe fears and lulls of this world are alien to you and often make little sense from your perspective. You have advantage on saving throws against being charmed or frightened.
10Fold SpacetimeYou can perceive the flow of time allowing you to see the future to some degree and may fold reality to move elsewhere. You may add your proficiency bonus to your initiative bonus and as a bonus action, you may teleport 30 feet to an unoccupied space you can see. You regain use of your ability to teleport when you complete a short or long rest.
11Malleable FleshYour appearance is largely blank and you may detail it and twist it to conform to your will. As an action, you can polymorph into any humanoid of your size that you have seen, or back into your true form. However, your equipment does not change with you. If you die, you revert to your natural appearance. You retain all of your normal statistics while in this form. You may use this feature once before you must complete a short or long rest to use it again. Additional uses beyond the first incur one level of exhaustion.
12Alien BiologyYou are immune to diseases, the poisoned condition and you have resistance to poison damage.

Created by

stormgate_dnd.

Statblock Type

Race

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