Homebrew Dullahan Species Details

No one knows where the Dullahans came from, some say they are from the shadowfell, some believe they are spirits of the dead in search of vengeance. But what is known is that they are terrifying creatures, that search the material plane for restless souls. It is not known what they do to such souls, but some say they consume the souls for power, others say they can purify these souls and give them rest, while others, more fearful believe they don't seek restless souls, they seek targets, people that they kill and take their souls to torment for all eternity. But the Tieflings, who also suffer prejudices, tend to sympathize with the Dullahans, and for some weird reason, the Halflings and the Gnomes seem to not mind the rumors, and fears of the other races. But there is one rule of the Dullahan that every race knows, and no matter how friendly someone may be with a Dullahan, they will cower in fear when the head of a Dullahan is stolen, for anyone and anything that stands between them and their heads will perish, and the thief will suffer a death worse than the curse of a god.

Dullahan Traits

The headless harbingers of death.

Ability Score Increase

 Your Charisma increases by 2 and one other ability score of your choice increases by 1.

Darkvision

The ability to see in darkness.

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.

Frightening Persuasion

You have proficiency in either the Intimidation or Persuasion skill.

Unseelie Magic

Once you reach 3rd level you can cast find steed once per long rest. The mount conjured is considered a fey creature. Additionally the steed can be dismissed into your shadow as an action, acting as a pocket dimension from a find familiar spell, and can be retrieved as a bonus action.

Once you reach 5th level you can cast knock once per long rest. Charisma is your spellcasting ability for these spells.

Headless

Your head and your body are separated, the wound that separated them permanently scarred.

  • You can attach and detach your head using your Object Interaction. Your ability to sever your head prevents you from being killed by decapitation, however, being struck by a critical hit by a weapon attack or unarmed strike causes your head to fly off. Your head lands in a space within 10 feet of you.
  • You always know the distance and direction to your head or body unless it is on another plane of existence or if it's blocked by an effect that prevents divination magic.
  • Unless your head is being carried by your body or another creature, it can be targeted, its AC being equal to yours but without the benefit of Dexterity or armor that does not include a helmet. You cannot be damaged twice by an area of effect due to this. Your head automatically fails Dexterity saving throws.
  • When separate, your body can see and hear so long as your head can see the body. If your head's vision is obscured, your body gains 10 feet of blindsight.
  • Your headless body cannot speak but it can consume food and drink as well as cast spells, even spells with verbal components as long as the separated head is not silenced or gagged.

Weakness to Gold

You have vulnerability to bludgeoning, piercing, and slashing damage from gold plated weapons. If you are carrying or touching anything made of gold, make a DC 15 Constitution saving throw or release the item. Repeat this save every turn you carry the gold.

Transplant Consiousness

The body of a dullahan is a mysterious curse that remains with plenty of secrets for one to manipulate and discover. One such ability is to become someone else entirely.

Over the course of 30 minutes, you preform a ritual to bind yourself to a head within 5 feet of you, the ritual ends if you move more than 5 feet away from the head. you can bind to multiple heads equal to your Charisma modifier, not including your own head. If you attempt to bind to a new head that exceeds your maximum limit, you can choose to break a binding to one of your existing heads, not including your own head. You can only bind to a head if it's size and sex is the same as yours. By completing the ritual, the head no longer decomposes while you are bound to it and gain the following features:

  • You can spend 30 minutes to transfer your consciousness to a different head. You can do this during a short rest if applicable. Doing so changes the head's skin pigment, eye and hair color to match your existing body and head. Alternatively, you can choose for your body to match the pigments of the current head.
  • You gain insight into the general characteristics of the head's life, allowing you to mimic the person in both voice and mannerisms. You gain advantage on Charisma checks when passing yourself as a different person.

Previous Versions

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