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The Planescape Archive, by Synthetic20

Farborn

“My archive has an entry for farborn, but the entireentry is redacted. I must conclude that this meansfarborn do not exist.”
  • Mimir


  • There are many things in the world beyond mortal understanding. Farborn are one of those things. With a connection to the Far Realm and alien physiology, farborn defy mortal logic in many ways. Even if there is no physical indication that a farborn has a connection to the Far Realm, other mortals will often feel uneasy in their presence. It is up to each individual farborn how they respond to that unease.

    Farborn Curiosity
    Many Farborn are instilled with the innate curiosity of aberrations. This need to understand can manifest in various ways. You can choose to roll on the Farborn Curiosities table, choose an option from that table, come up with your own, or decide that your character does not have one of these curiosities.

    Farborn Curiosities
     
    d6Curiosities
    1 History
    2 Magic
    3 Humanoids
    4 Societal Structures
    5 The Outer Planes
    6 The Far Realm

    Farborn Origins
    The Farborn Origins table provides suggestions for how your character gained their lineage.

    Farborn Origins
     
    d6Origin
    1 You are the result of twisted experiments conducted by illithids.
    2 A parasite resides on your spine, changing your physiology.
    3 You were a lesser aberration, transformed into a mortal as punishment for failing your superiors.
    4 You came into existence after being dreamt by a beholder.
    5 You were gifted your alien physiology after years of service to an aberration.
    6 You are an aberration reincarnated in the body of your slayer’s child.
    ability score increase: When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20. If you are replacing your race with a lineage, replace any ability score increase provided by your previous race with these.
    age: Farborn tend to follow the age range of their closest other race.
    alignment: Tend toward Chaotic
    Size: Medium
    speed: 30 ft.
    Languages: Your character can speak, read, and wright, Common and one other language that you and your DM agree is appropriate for your character. If you are replacing your race with a lineage, you retain any languages you had and gain no new languages.
    race features:
    Creature Type. You are an aberration.

    Size. You are Medium or Small. You choose the size when you gain this lineage.

    Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.
    If you don’t keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.

    Alien Physiology. Your body is more resilient than others. You have advantage on death saving throws.

    Darkvision. 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 discern colors in that darkness as shades of gray.

    Psychic Resilience. You have resistance to psychic damage.

    Telekinetic Grip. You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait.

    Telepathic Speech. You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

    Created by

    DandDhunter117.

    Statblock Type

    Race/Species

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