Far Touched (5e Class)
Far Touched (5e Class)
A lone man is standing within the midst of all out war, the side of which he is fighting for is failing. As all seems lost the man's skin ruptures and contorts, hardening into a carapace like structure. A bone chilling roar is let out and soon the tides of battle are sure to turn. The huntress finds herself wandering back to the place that changed her forever, the creatures spilling from this portal are ruining the land all around, and soon she's out of sight, her skin curling over her and changing colors to match the environment.
The Far Touched are creatures that were touched by the Far Realm, a chaotic and unpredictable realm. These creatures have a Symbiotic creature that is not leeching them, but instead empowering them while they feed off of a part of the nutrients the host intakes. (This requires a bit more rations.) The Symbiote turns the creature into the perfect, living weapon. Introduction
Creating a Far Touched
- Quick Build
You can make a Far Touched quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Hermit background. Third, choose any choice of weaponry.
Class Features
As a Far Touched you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Far Touched level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Far Touched level after 1st
- Proficiencies
Armor: Light & Medium
Weapons: Simple & Martial Weapons
Tools: 1 of your choice
Saving Throws: Dexterity, Constitution
Skills: Acrobatics, Perception
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Short sword or (b) Short bow
- (a) Explorer's Pack or (b) Dungeoneer's Pack
- Studded Leather
- If you are using starting wealth, you have 3 d4 in funds.
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Symbiotic Relationship, Spell casting |
2nd | +2 | Second Skin |
3rd | +2 | Symbiotic Endurance |
4th | +2 | Ability Score Improvement |
5th | +3 | — |
6th | +3 | Far Sight |
7th | +3 | — |
8th | +3 | Ability Score Improvement, Bio Barrage |
9th | +4 | — |
10th | +4 | Emergency Takeover |
11th | +4 | — |
12th | +4 | Ability Score Improvement, Killer Instinct |
13th | +5 | — |
14th | +5 | Far Seeker |
15th | +5 | — |
16th | +5 | Ability Score Improvement, Far Rush |
17th | +6 | — |
18th | +6 | Far Rain |
19th | +6 | Ability Score Improvement |
20th | +6 | Unrelenting Symbiosis |
Telepathy
Starting at 1st level, you have open your mind, expanding the limits of what you can accomplish. You become able to share thoughts and feelings through your mind. You can communicate telepathically with any creature you can see within 30 feet.
In addition, you can use this ability to trigger the pain receptors on your enemies brain. Choose one creature you can see within 30 feet. That creature must succeed on a Wisdom saving throw against your Psi-save DC. On a failed save, the creature take 1d4 psychic damage and it is unable to use its movement until the start of your next turn.
Haunted Dreams
Starting at 1st level, you have terryfing visions of distant realms, that grant you insight and information. When you finish a long rest, you can choose to add double of your proficiency bonus to one Intelligence related skill of your choice. This benefit lasts until your next rest.
Awakened Mind
Starting at 2nd level, can open your mind, enhancing your mental capabilities at cost of your sanity. Your Far Touched level determines the number of sanity points you have, as shown in the Sanity column of the Far Touched table. You can spend these points to fuel various far touched features. Choose two features from those listed at the end of this class article. When you gain a level in this class, you can change one feature you have chosen for another one.
You learn one additional far touched feature at 6th, 9th, 12th, 15th and 18th levels.
- Losing Sanity
Using your new awakened powers is a dangerous task, that can cause to become irremediably crazy. Whenever you have 0 sanity points, you must make a Wisdom saving throw against a DC equal to half your level (rounded up) + 10. On a failed save, you develop a madness effect, and need to roll from the short term madness table.
If you fail on an attack roll from your far touched features with a 1 on the d20, or a creature succeeds with a roll of 20 on the d20 of a saving throw against your far touched features, you need to roll on the long term madness table.
- Recovering Sanity
Resting your mind can help you to overcome the trauma from overusing your far touched powers. You recover all your spent sanity points when you finish a short or a long rest.
- Awakened Mind Ability
Some of your Blood Pool features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Far Touched save DC = 8 + your proficiency bonus + your Intelligence modifier
Far Touched attack modifier = your proficiency bonus + your Intelligence modifier
Mind Scanning
Starting at 10th level, you can spend 1 sanity point to detect intelligent creatures in a nearby area. You need to concentrate for 1 minute, and doing so allow you to detect any creature with a intelligence score of 6 or higher within 1 mile of you. You can detect what's the Intelligence score of the creatures and the general direction those creatures are.
By spending 1 additional sanity points, you can try to scan one specific Intelligence score of a certain creature, determining its type, alignment and number of hit die.
Psychic Shield
Starting at 13th level, your mind is shielded from most effects that would cause you harm. You can end the frightened and charmed condition on you as an Action on your turn. In addition, whenever you fail a Intelligence, Wisdom or Charisma saving throw, you can spend 1 sanity point to reroll the saving throw.
Preternatural Nature
At 20th level, you finally transcend your mortal form, surrendering your mind to the madness of the far realm. Your Intelligence score increase in 4, to a maximum of 24.
In addition, you gain one indefinite madness trait, but you no longer need to make checks to avoid madness when you run out of sanity points.
Aberration
- Pseudonatural Form
Deep One
- Amphibian
At 3rd level, you gain a swimming speed equal to your walking speed. You can also breath underwater.
- Abyssal Powers
At 3rd level, you can use specific powers from the deep sea, called abyssal powers. You learn three such powers of your choice. You can use only one power in each of your turns.
You learn one additional power of your choice at 7th, 11th, and 17th level. Each time you learn a new power or gain a level in this class, you can also replace one power you know for a different one.
Abyssal Powers
- Monstrous Speed
You can spend 2 sanity points to increase your speed. For 1 minute, you can use your bonus action to take the Dash, Disengage, or Hide action.
- Sea Blessing
You can use a bonus action to infuse a creature with your aquatic powers for a certain period. The chosen creature gain a number of temporary hit points equal to the number of sanity points spent + your Intelligence modifier for 1 minute outside the water or 24 hours while inside water.
In addition, while the creature have those temporary hit points, it can breath underwater.
- Deep Grasp
Prerequisites: 7th level.
You can spend 5 sanity points to summon a otherworldly tentacles. In each of your turns, you can use your action and use these tentacles to hit targets you can see within 120 feet.
The chosen target, and all creatures within 5 feet of it need to make a Dexterity saving throw, taking 1d10 bludgeoning damage and 2d6 psychic damage on a failed save or half as much on a success. In addition, you can move any creature that failed the save 5 feet to any direction of your choice.
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Preternatural Abilities
- Mental Bleeding
You enhance your psionic capabilities. You add your Intelligence Modifier to the amount of psychic damage dealt by your Telepathy feature.
- Telepathic Distraction
Prerequisites: 7th level
Whenever a creature within 30 feet makes an attack roll, you can spend 1 sanity point to cause it to have disadvantage on it with your reaction.
- Artificial Friendship
Choose a humanoid within 30 feet of you. You can spend 2 sanity points to force the target to make a Wisdom saving throw. On a failed save, the target is charmed by you for 1 hour, or until you or one of your allies act in any directly harmful manner towards it. On a successful save, the creature is immune to all this feature for 24 hours. If you or your companions are fighting this creature, it has advantage on the saving throw.
- Advanced Psionics
Prerequisites: 3rd Level
You learn the cantrips mage hand and friends and one of the following spells: animal friendship, charm person, catapult, cause fear, command, comprehend languages, earth tremor, sleep, speak with animals and tasha's hideous laugther. You can cast the chosen spell by spending 2 sanity points, and Intelligence is your spellcasting ability for this spell.
When you reach the 7th level, you can also learn one of the following spells: beast sense, calm emotions, detect thoughts, hold person, phantasmal force and suggestion. Casting this spell costs 3 sanity points.
Whenever you finish a long rest, you can replace one spell you know for another one from that list.
Multiclassing
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