Brain in a Jar
Construct (formerly Humanoid), Small
Racial Traits
Ability Score Increases
Racial Features
No Need for Flesh
You no longer need to eat, drink, or breathe, and you are immune to the effects of suffocation. You do not require sleep and cannot benefit from effects that restore hit points through food, drink, or sleep. You are still healed by magical healing and potions. You cannot smell, taste, or enjoy sensory effects tied to ingestion. You cannot be put to sleep by magical means that rely on normal sleep, though trance-like incapacitating effects still affect you normally.
Telepathic Link
You can communicate telepathically with any creature within 120 feet that understands at least one language. Communication is two-way if the target is willing, otherwise you can send a brief telepathic message (25 words or less). You can also sense the presence of other minds within 30 feet: you know how many minds are present and whether any are currently experiencing strong emotions (hostility, fear, joy, etc.), but not the precise thoughts.
Mage Hand, Manifest
You know the mage hand cantrip. The spectral hand appears as a translucent tendril or mini-manipulator that seems to sprout from your jar. Intelligence is your spellcasting ability for this cantrip.
Usage: At will
Psychic Resilience
You have advantage on saving throws against being charmed or frightened. Additionally, you have resistance to psychic damage.
Telekinetic Surge
As a bonus action, you can unleash a telekinetic shove against a creature you can see within 30 feet. The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or be pushed up to 15 feet away from you and take 1d6 psychic damage. On a successful save, the creature is not pushed and takes half the psychic damage. You can use this feature a number of times equal to your proficiency bonus, regaining all uses on a long rest. At 5th level, the damage increases to 2d6; at 11th level it increases to 3d6; at 17th level it increases to 4d6.
Usage: Proficiency bonus times per long rest
Unseen Sight
You have advantage on Wisdom (Perception) checks that rely on sight or the detection of motion. You can also see into spaces as if you had a fragile 'eye' you can extend up to 10 feet from your jar: as an action you may project one of your floating eyeballs up to 10 feet into an unoccupied space you can see. That eye gives you visual perception (normal color, daylight vision, no darkvision) from its location; it remains there until dismissed (no longer than 1 minute) or destroyed (30 AC; it has 1 HP and immunity to most conditions). You can only maintain one projected eye at a time.
Usage: Once per minute projection; unlimited projections over time
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