Homebrew Dullahan (2024) Species Details
Creatures born of dark rituals, whether crafted by Unseelie Fey or some other damned entities, Dullahan are usually set on the path of violence by the ones who give them a semblance of life. Thanks to their heightened senses and unerring forms, Dullahan are often utilized by courts, covens, and cults to serve as pawns in their plans. Dullahan are usually given the task of tracking down a specific target, chasing them down relentlessly until they wear them out and then swooping in for the kill. Because of this behavior, they are often seen as omens of death by the masses. Rumors of a Dullahan spotting nearby is enough in most places to cause the townsfolk to lock their doors and board their windows, waiting for news in the morning of the unfortunate soul who had been doomed to pass by their hands.
In some cases, Dullahan made by lesser entities are able to break free of their bindings, causing them to gain free will and pursue their own ideals. Some Dullahan stick to what's familiar, becoming mercenaries or bounty hunters, while others attempt to integrate into mortal societies, hiding the true nature of what they are. Whatever the reason for their newfound freedom, Dullahan of all occupations and personalities can be found, although scarcely, making their way through the world.
It can be hard for Dullahan to survive in the world with their unusual aversion. Not being particularly fond of gold, dullahan simply forego all equipment and items made of gold. They will however, begrudgingly utilize gold coins for trade when absolutely necessary. They prefer to mostly trade instead in magical items, platinum, or silver currencies.
Dullahan (2024) Traits
Dullahans are quite unique compared to other creatures, but don't lose your head over this. As a Dullahan you have these racial traits:Intimidating Presence
Due to their terrifying appearance a dullahan is more easily able to intimidate others into what they want. They gain advantage on intimidation checks when headless against creatures that can be frightened.
Grim Fortitude
Dullahan are able to more easily resist being charmed or frightened by others. They gain advantage when resisting effects to charm or frighten them. They also gain advantage for saving throws to end those conditions.
Additionally, they don't require food, drink, or sleep to survive.
Languages
Dullahan know common and may know up to one additional language of their choosing.
Dullahan can communicate verbally with others while their heads are attached. However, they lose the ability to communicate verbally if their head is detached and further than 10ft from their body. While detached they still understand any language that they know when spoken to them.
Telepathy ignores the headless effect.
Age
Dullahan will live for around 500 years and reach maturity at age 20.
Size
Dullahan are medium-sized humanoids.
Relentless Force
As a bonus action you may issue a command to your mount to move up to its speed towards an enemy combatant without expending its normal movement, this movement ignores difficult terrain. When you hit character level 5, this benefit allows your commanded mount to traverse across liquids as if it were solid ground only while moving. You may only utilize this twice per long rest. If you end your movement standing on any liquid you will both fall into it.
Rest For The Dead
When you take a long rest, you imitate the effects of sleep for six hours. You are motionless and unable to be roused unless physically interacted with. Due to this, you fail any perception checks during this time and will be surprised (disadvantage on your initiative roll) if combat begins while in this state. Your body requires this time to recharge and heal effectively. It cannot be disturbed in this time to benefit from a long rest.
Speed
Dullahan have a walking speed of 30ft.
Unseelie Magic
You know the thaumaturgy cantrip. When you reach character level 5, you learn a higher-level spell, Find Steed. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level.
Darkvision
As a Dullahan with your head attached, you can see in dim light within 60 ft. of you as if it were bright light and in darkness as if it were dim light, only discerning colors in that darkness as shades of gray.
If your head is detached you do not gain this benefit.
Headless
You cannot be killed by decapitation. Only you can attach or detach your head easily and at will. Upon being hit by an attack roll due to a natural 20 you will be forcefully decapitated and your head will fly off 10ft in a direction determined by the DM. You always know the distance and direction to your head unless it is on another plane.
When separated, both your head and body are able to be damaged. If both parts are hit by an area of effect spell or ability then both parts are treated as a single entity.
Without your head you cannot see but have blindsight up to 20ft (You cannot see through your head and do not have darkvision at this time.). Your body may cast spells (even with vocal components) as long as you remain within 10ft of your head. All spells originate from your body and can be counterspelled as normal.
You will die if your head is detached for more than 24 hours at a time from your body.
Previous Versions
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