Ancestry: Farlander
Long ago, a civilization flourished beyond the stars, but was overtaken by a violent and cruel cosmic entity, who mutated the people of this civilization until their form was nearly incomprehensible. But before they could be swallowed whole and forgotten, a small group of these people managed to escape, and have crash landed onto our world. Lost, afraid, and without a home, the Farlanders seek refuge in this alien world, fated to be seen as a strange abomination. Their intentions are as varied as they come between their few members, but most simply want to survive, gathering in small, secretive tribes. Some hide out of embarrassment of their forms, others fear they may be attacked, but most feel a combination of the two.
Farlanders appear abstract, their bodies made of solid rock in simple, solid geometric shapes (such as cubes, triangles, and diamonds) split apart in separate pieces that float near each other as if fixed in place in the vague arrangement of a humanoid body. They have no visible hair or eyes, but may have parts of their strange geometry that suggest such features, such as two shards of glass floating where eyes may be or an array of floating cubes in the rough shape of flowing hair. Their voices may waver between high and low pitches, may carry a static sound to them, or might be completely monotone. They might naturally emanate strange sounds. Farlanders can't easily wear clothes, but can adorn themselves with small pieces of decorative clothing, such as streamers with their names written on them, face masks, or armor pieces.
Farlander Traits
Ability Score Increase. One ability score of your choice increases by 2, and another by 1, to a maximum of 20.
Age. Farlanders do not physically age and have no lifespan.
Alignment. Experiencing a fate worse than death for a time, Farlanders tend towards good, believing that no one else should meet their fate.
Creature Type. You are a Humanoid. You are also considered an Aberration for any prerequisite or effect that requires you to be an Aberration.
Size. Farlanders range from just under 8 to over 12 feet tall. Your size is Large.
Speed. You have a 30 foot Hovering speed, instead of a walking speed.
Aberrant Nature. Your unusual biology cares little for worldly needs, represented by the following benefits:
- You don't need to eat, drink, or breathe.
- You don’t need to sleep, and magic can’t put you to sleep. To gain the benefits of a long rest, you must spend 8 hours only performing light activity.
Unnatural Stride. Due to your physical warping, you can't walk normally, instead hovering a few inches off the ground, even while Prone, propelled by a pseudo magnetic repulsion.
Languages. You can speak, read, and write Common and Deep Speech.
Heritage: Phasite
The Phasite are a subset of Farlanders whose bodies rapidly swap between incorporeal and corporeal. They can use this trait to their advantage by focusing it to move through barriers that would otherwise block them. Unfortunately for them, their innate abilities cause distrust in others, as such an advantage stokes even greater fear.
A Phasite's body is typically made of small, jagged pieces of obsidian and small silver chunks, both of which reflect more light than normal.
Phasic Body. Your body ignores the solidity of certain items. You can move through solid wood less than 1 foot thick, stone less than 6 inches thick, or metal less than 3 inches thick as if it were difficult terrain. If you end your turn inside an object, you take 20 Force damage and are shoved out. You can't move through lead with this trait.
You can move through of solid surfaces with this trait a number of times equal to your Proficiency Bonus, regaining all expended uses after a long rest.
Heritage: Destructoid
The Destructoid are a subset of Farlanders who still carry a vestige of the violent cosmic energy that transformed them. They are doomed to either to protect others from themselves or channel their distortion in to further violence. Because of this, they often fail to form emotional bonds, knowing that even a touch will harm them.
The Destructoid appear to be made of smoother rocks of various colors, but are typically orange or yellow.
Corrupted Touch. Your touch is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with your Corrupted Touch. It deals 1d6 Necrotic damage on a hit.
Heritage: Mindite
The Mindite are a subset of Farlanders whose minds were transformed worse than their bodies. They are wracked with psychic headaces calling to be unleashed, which often impede their everyday activities.
A Mindite's body appears to be made of glossy stones or glass, and in either case the stones that make up its body have a wrinkled texture reminiscent of a brain.
Mind Link. You can telepathically speak to any creature you can see within 60 feet of you. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself. Creatures respond mentally when you communicate with them in this way.
Prestige Ancestry: Voidite Farlander
Some of the ancient people who became the Farlanders have found ways to fully abandon their corporeal form, becoming wholly metaphysical. These Farlanders are the the Voidite, who are shrouded in myth amongst Farlanders, with few believing the transformation to be possible.
Prestige
The Voidite Farlander is a Prestige Ancestry. It can be taken after character creation at any point when you would receive a Feat in place of taking a regular Feat. A character must meet the following prerequisites to do so:
- You must have a Constitution score of 16 or higher.
- You must be at least 12th level.
- You must have the Farlander ancestry.
- You can't already have a Prestige Ancestry.
Your DM might allow you to ignore the Constitution Modifier prerequisite, and may allow you to take this Prestige ancestry at 1st level.
Regardless of when you gain this ancestry, its features modify or add onto your base ancestry's. If a feature is present on both the prestige ancestry and the base ancestry, you take the version of the feature in the prestige ancestry. If you gain more than one prestige ancestry, you use the newest version of any feature it has that you previously gained.
Voidite Traits
Superior Unnatural Stride. After your transformation, gravity has no effect on you. You gain a flying speed equal to your walking speed.
Hyperphasic Body. Your body ignores the solidity of certain items. You can move through solid material less than 1 foot thick as if it were difficult terrain. If you end your turn inside an object, you take 20 Force damage and are shoved out. You can't move through lead with this trait.
You can move through a number of solid surfaces with this trait a number of times equal to your Proficiency Bonus, regaining all expended uses after a long rest.
Super Corrupting Touch. Your touch is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with your Corrupted Touch. It deals 1d8 Necrotic damage on a hit.