Homebrew Dark One Species Details

"ELDON LAY IN WAIT PERCHED ON A ROOFTOP. He waited for his query to emerge from the building, eager to strike. He steadied himself by reciting the mantra on his blade, yet he need not read it. Lie for they speak no truth. Steal for they give you none. Cheat for the game is rigged. Kill or be killed first. He was sure this would be his big break, his time to shine. Eldon knew that after this job he could retire. Just one more." — M. J. Crane, Plight of the Shadowfell

The Dark Ones are a race of humanoids native to the Shadowfell. They come in two main varieties, Dark Creepers and Dark Stalkers which resemble gnomes and humans respectively. It is believed that the race may have once originated as members of those species, but the race has diverged so much that they share little beyond physical resemblance.

Shadow People

Hailing from the Shadowfell, the Dark Ones have been influenced by its dark magic for centuries. Dark Creepers resemble gnomes with goat-like legs and soft hooves. They often have a hunched posture and pale skin. Dark Stalkers stand upright and have human-like legs. Their skin is darker than Dark Creepers, and they have smoother skin. The eyes and hair of both subraces are almost exclusively some shade of white, gray, or black.

Mercenaries and Thieves

Dark Ones make excellent mercenaries and thieves as they can blend into darkness especially well. Dark one societies often face external threats within the Shadowfell, and as such, they often must resort to smart tactics to make up for weaknesses in numbers and raw force. Dark Ones that are able to create societies outside of the Shadowfell, such as those within the Monochroterra, are able to make much more stable homes. Although they are still associated with liars and thieves, these Dark Ones are able to make much more lawful societies.

System of Laws

Dark One societies have a large focus on legal structures. Even the thieves and criminals generally follow some kind of legal structure set by a thieves guild or similar. This does not mean that Dark Ones value the law as something to honor; in fact, many see it more as a tool, something that can be twisted to suit your will. As such, it is not uncommon for legal loopholes to be integral to a Dark One society.

Dark One societies outside of the Shadowfell generally do not have as much focus on loopholes but do generally still have a rigid legal and government system.

Dark One Adventurers

Dark Ones have a reputation as thieves and rogues. As such, it is not uncommon for them to be barred from establishments or given specific attention in other societies. Dark Ones that seek to travel without this prejudice often gravitate to adventurers who often value Dark Ones’ abilities in their adventures.

Dark One Names

Dark Ones generally only have a single name. The name is given at birth though plenty of Dark Ones will choose a new name to distance themselves from their family or past.

  • Male Names: Bruhkah, Duraun, Eldrar, Jegdrin, Minobros, Trelgath
  • Female Names: Akorwyss, Cazna, Miz’zira, Phyrra, Saratha, Yasymma

Dark One Traits

As a Dark One, you share the following traits with all other Dark Ones.

Ability Score Increase

Your Dexterity ability score is increased by 2, and your Constitution ability score is increased by 1.

Age

Dark Ones have a lifespan similar to that of humans.

Alignment

Forced to live in the shadows and twisted by the Shadowfell, Dark One cultures tend towards evil, though they are just as capable of good as any other race.

Size

You are Medium or Small. You choose the size when you select this race. Small Dark Ones are referred to as Dark Creepers, and medium Dark Ones are referred to as Dark Stalkers.

Shadow Sight

Accustomed to life in near-complete darkness, you have superior vision in dark and dim conditions. You can see in dim light and darkness within 60 feet of you as if it were bright light.

Sunlight Sensitivity

You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Dark Deceit

When you hit a creature with an attack that you can see that cannot see you, you may choose to deal an additional 2d6 damage. Once you use this trait, you must finish a short rest to be able to do so again.

Fade to Black

As an action, you can turn into a moving shadow. While a shadow, you are invisible within dim light or darkness. The effect lasts for 1 minute and ends early if you attack or cast a spell. You can use this feature a number of times equal to your proficiency bonus, and you regain the ability to do so when you finish a long rest.

Languages

You can speak, read, and write Common and Undercommon.

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