Homebrew Darkling Species Details

Ancient legends speak of a seelie fey who betrayed the Summer Oueen. His true name has been stricken from history, but the stories call him Dubh Catha ("Dark Crow" in Common), So great was the Summer Queen's wrath that she cursed every member of his house. Other fey refer to the descendants of Dubh Catha's house as the dubh sith--or, in Common, "darklings." Darklings most often settle in secluded caverns and chambers beneath the towns of other species. From such enclaves, they quietly ply their trade as thieves and assassins.

The Killing Light

The Summer Queen's curse causes a darkling's body to absorb light, and doing so wizens the creature, much like the effect of rapid aging. For this reason, darklings cover every part of their body with clothing when exposure to light is a risk. The light a darkling absorbs over the course of its lifetime explodes outward when the darkling dies, incinerating the creature and much of its possessions.

Love of Art

Despite their curse, darklings retain a fondness for the beauty of art. A darkling might risk taking a peek at a sunset or lighting a tiny candle to glimpse the colors in a painting or a jewel.

Elder Transformation

A wise and respected darkling can qualify to undergo a ritual to become an elder. Other elders mark the supplicant with glowing tattoos, channeling some of the darkling's absorbed light away from its body. If the ritual succeeds, the darkling grows into a tall and fair form, like that of a gray-skinned elf. The darkling perishes if the ritual fails.

Darkling Traits

Your darkling character has the following traits.

Ability Score Increase

Your Dexterity score increases by 2, but your Strength score decreases by 1.

Size

Your size is Small.

Speed

Your base walking speed is 30 feet.

Darkvision & Blindsight

You can see in darkness (shades of gray) up to 120 ft., and have Blindsight up to 30 ft.

Death Flash

When you die, nonmagical light flashes out from you in a 10-foot radius as your body and possessions, other than metal or magic objects, burn to ash. Any creature in that area and able to see the bright light must succeed on a Constitution saving throw or be blinded until the end of the creature’s next turn.
The DC for the saving throw is equal to 8 + your proficiency bonus + your Charisma modifier.

Light Sensitivity

While in bright light, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Necrotic Pummel

Once per turn, if you have advantage on a weapon attack and hit with it, you can deal an additional 7 (2d6) necrotic damage to the target.

Elder Transformation

At 5th level, you grow into a taller, elf-like form.

  • Your size is now medium.
  • Your Death Flash feature now affects any creature in its radius regardless of if they can see the light, and deals 7 (2d6) radiant damage to creatures that fail the saving throw. Creatures that succeed take half as much damage.
  • You can cast darkness once per short rest, requiring no spell components and using Wisdom as the spellcasting ability.

Languages

You can speak, read, and write Elvish, Sylvan, and one language of your choice.

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