The Farlanders in Abholos | World Anvil
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The Farlanders

Warlock Subclass

Your patron is an ancient Farlander - a venerable and vastly powerful being. They grant you a portion of their power, and their motivations are usually clear to you, unless the Farlander is exiled, or banished from their plane. Not many Farlanders part with their power so easily, but those who are found worthy wield the will of their patron, and usually bare a mission of high importance. Such patrons include a Purple Dragon, Vazzult the Mind Flayer Captain, or the Ethereal Kraken. Farlanders are all beings that live in the furthest corners of Abholos, such as a deep layer in the Abyss, a High Peak of Mt. Celestia, or even within the cores of dangerous planets, but most come from the Far Realm itself. Most Farlander Warlocks, after death, become elongated beings of darkness which retain their old abilities as a warlock, and have purple eyes instead of their original Colour. Most of the Paragons are Aberrant beings, or some sort of far end of different spectrums. The Most common Farlander are Quasi-Deities, Demi-Gods, Titans, and High Ranking Monsters in Hierarchies. These can include the likes of an Elder Brain, Hobgoblin Leader, Flumph Hive Mind, Inevitable, or even the likes of Vantro himself.
       

Farlander Expanded Spell List

The Farlander lets you choose from an expanded list of spells when you learn a Warlock Spell. The following spells are added to the Warlock's spell list for you.
Spell Level Spells
1 Detect Magic, Sleep
2 Misty Step, Detect Thought
3 Conjure Animals, Haste
4 Divination, Greater Invisibility
5 Dominate Person, Hold Monster
   
Distant Demands       At 1st level, you are given a Cantrip that correlates with where your Patron originally comes from. They are determined by the overall alignment of your Patron's original realm, including the Elemental Planes as True Neutral, alongside Shadowfell and Feywild as True Neutral also. The Astral Plane, Ethereal Plane and the Material Plane are seen Unaligned, due to the diversity of the 3. They are as followed; Lawful Good - Guidance, Neutral Good - Light, Chaotic Good - Firebolt, Lawful Neutral - Hand of Radiance, True Neutral - Sword Burst, Chaotic Neutral - Mage Hand, Lawful Evil - Toll the Dead, Neutral Evil - Booming Blade, Chaotic Evil - Vicious Mockery, Unaligned - Prestidigitation. 
Distorted Resistances
Also at 1st Level, you gain resistances to 2 types of damage of your choice, but end up having a vulnerability to the opposite of one of these kinds of damage, or kind of area. These special vulnerabilities can be Water, Metal, Mimic Areas or more.
Advanced Movements
When achieving 6th Level, you change your size to either Small, Medium or Large, and gain a +2 to Dexterity. You also gain the Alert Feat, alongside +30 feet of movement.
Difference of Planes
When gaining 10th level, You have gained a genuine interest from your otherworldly patron, and has given you the choice between 3 features. The first one is called Void Leap. It allows you to teleport 30 feet in Bright Light, 60 Feet in Dim Light and 120 Feet in Darkness. The second one allows you to pick up any object as if it weighed 1/10 of it's original weight 2 times a day. This does not work on Magically weighted items, like the Excalibur of the One King  or the immovable Rod. The Final One allows you to have a flying speed of 30 feet, and advantage on Widsom, Intelligence and Dexterity Checks whilst flying. Whilst flying, you are immune to be knocked prone, however you can only fly whenever a key part of your Patron's home plane is near, like a faulty compass for Limbo, or a pocket-watch for Mechanus.
   
Truly Far
 
A true bond has been made with your distant dweller, and they have unleashed their strongest gifts and assets for you to use at will when level 14 is reached. Once per long rest, you can change into a manifestation of your patron. This gives you the following Basic Skills;
  • Your Size is Huge/Gargantuan* (only if your size is Large)
  • You have a Breath weapon of your choice for damage. It deals 8d8 damage and an addition 1d8 is added to the damage every level.
  • You have an AC of 17
  • You gain True Sight of 1000 feet
  • You have 150 HP, when this falls to 0, you fall unconscious and revert back to your true form.
  • Vulnerabilities do an extra 2 dice to damage against you.
  • You are cured of any poison and disease inflicted in the last 24 hours.
In the next set of features, only 1 will be allowed from each segment. The first set of skills are mobility based;
  • You gain a Flying speed of 500 Feet
  • You Gain a Swimming Speed of 500 Feet
  • You Gain a Climbing Speed of 500 Feet
  • You can cast dimension door at will.
 
The next set of Features is more Attack Based;
  • You gain 2 new natural weapons of your choice, the Damage die chosen by the DM.
  • You gain large tentacles that can entangle your enemies in a DC 20 Grapple check, and can deal 6d8 Bludgeoning Damage.
  • You Gain a frightening presence when against enemies, which makes everyone against you have to succeed a DC 16 Wisdom Saving throw or become frightened of you.
  • When an enemy misses a melee attack with a nonmagical item, they are dealt 2d8 slashing damage from your Armour/Skin.
  • You gain the breath of your patron, allowing you to use any breath weapon done by a dragon, including ones done by Chromatic and Metallic Dragons.
 
The Final Set of Features are made primarily for Other features or ones that can not be classified as Offence or Mobility;
  • You can Summon a creature that is of the same type as your deity with a CR that is under 10.
  • You gain a Legendary action to use with any action.
  • You gain an object of yours that you can scale from your true form to your Patron Manifestation

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