Farborn (5e Race)

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Farborn[edit]

Born from the corpses of abominations, meant to restore nature. Embodiments of hunter and prey, the Farborn are beings in a constant cycle. They are 2 beings born at the same time of one soul and two bodies. Hallow and Hollow.

Physical Description[edit]

Each Farborn is vastly different from the next, though counterparts tend to resemble what we'd perceive as 'twins'. They share certain visual features with the Great Old One they came from, for example if they came from one that had tentacles the Farborn may have tentacle-like hair or resemble merfolk. Most tend to resemble elven children however, or take on a race's physical traits if they've been exposed to them for long enough. However one thing that is constant is that Hollow Birth Farborn are Achromatic in every sense of the word. Colour simply does not take hold on them, making them seem distant or disconnected from the world around them. Hallow Birth Farborn, on the other hand are Monochromatic. Usually leaning towards warmer colours like Red or Orange.

History[edit]

When great old ones finally fall, there’s a chance beings will sprout from its corpse. These beings are known as the Farborn, due to them being extremely rare, and because most of them are born in the outermost planes and have to travel immense distances to reach the material plane, most aren't aware of their existence. Due to the great old ones paradoxical nature, the Farborn are nature's way of balancing things out. Farborn are created in twos, a hunter and prey. The Hallow and The Hollow. The Hallowed have an unending hunting instinct, and will search to the ends of worlds for their Hollow counterparts. The Hollow have unmatched prey instincts, running to the ends of worlds to escape their Hallow counterparts, even if the drive is unknown to them. When a Hallow meets their Hollow counterpart, it will try everything to kill them. The Hollow is then reincarnated back at the great old ones corpse, and will forevermore keep doing so until the corpse has entirely ceased existing. When a Farborn is killed it loses all of its memories and becomes the equivalent of a newborn baby all over again, though the Hallow will keep their memories so long as they kill their Hollow other-half. A shared soul, an unending hunt, the balance of nature in the face of impossibility.

Society[edit]

Due to the Farborn being so rare, there is no society per say. On the rare occasion two Hallows or two Hollows meet, they may team up temporarily to either evade or track their counterparts. When opposites meet, it usually triggers an immediate battle.

Farborn Names[edit]

While other races have names for different sexes and genders, Farborn are detached from both. Most do not have names, though the ones that travel to civilization may adopt titles. If one Farborn adopts a name, the other will most likely adopt one as well that is similar to it in some way. Here are some examples of what you could name your Farborn:

Hallow: Hunter, Predator, Blooded, Red.

Hollow: Hunted, Prey, Pale, Gray.

Farborn Traits[edit]

A race of Humanoid beings from the outer planes, forever in a cycle of hunt and hunted.
Ability Score Increase. Your Intelligence score increases by 1.
Age. No Farborn has ever lived longer than 14 years, and reach maturity when they are born.
Alignment. Hallows tend to lean towards evil alignments, while Hollows tend to lean closer to Good.
Size. Farborn range from 4'6" to 6'0". Your size is Medium.
Speed. Your base walking speed is 30ft.
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 can't discern color in darkness, only shades of gray.
Aberrant Lineage. All effects concerning Aberrations can also be applied unto you.
Intertwined. A Hallow Birth Farborn and a Hollow Birth Farborn are two halves of the same coin. Each time they have a long rest, their memories intertwine and mingle, granting them insight into where the other may be. It can be resisted with contested Wisdom saves from both the Hallowed or the Hollowed. On the extremely rare occasion that two Hallowed or two Hollowed meet, they can attempt to temporarily intertwine and share memories through physical contact and ten minutes of concentration on both of their behalves.
Circle of Life. When a Farborn is killed, its consciousness is sent to the corpse of the Great Old One they emerged from with no gear or memories. The one that kills the other regains all their memories and abilities. A Hollow Birth can kill a Hallow Birth to break this cycle. When the cycle is broken, the Hallow Birth is reborn with all of their memories and is no longer primally compelled to hunt the other. If the cycle is broken, they lose their Intertwined and Circle of Life features, along with their Apex Predator or Primary Prey feature.
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. There are two possible births of Farborn, choose one between Hallow Birth and Hollow Birth.

Hallow Birth[edit]

Ability Score Increase. Your Strength score increases by 2.
Thrill of the Hunt. After successfully slaying an enemy, your next damage roll has advantage. You can use this ability up to your proficiency modifier per long rest.
Immovable Object. Your base Armor Class is 11 + Dex Mod when unarmored. Your shield increases in Ac apply as normal. If using an armor would leave you with a smaller AC, you can choose which one to use.
Predacious Affinity. You are proficient in Survival
Apex Predator. When attacking your Hollow Birth counterpart, you have advantage on all attack rolls when within 5ft of them.

Hollow Birth[edit]

Ability Score Increase. Your Dexterity score increases by 2.
Adrenaline Rush. After taking damage, you can move up to half of your movement speed as a reaction without provoking opportunity attacks. You can use this ability up to your proficiency modifier per long rest.
Unstoppable Force. You have resistance to one type of elemental damage. (Acid, Cold, Fire, Lightning, Poison, or Thunder).
Cowardice. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
Primary Prey. When your Hallow Birth counterpart is within 5ft of you, you cannot use your Adrenaline Rush feature.

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