Homebrew Daelkyr Half-Blood Species Details
Though not truly descended from the abominable daelkyr, the so-called "half-blood" progeny of those horrific and alien fiends could not exist without them. The daelkyr a bound to Khyber, unable to reach the surface of Eberron, but the malignant influence of their power can still seep into the world above, where the ancient seals keeping them in place begin to fail. Unfortunately, the unborn are most vulnerable to this seepage. These innocents, growing in their mothers' wombs, become tainted, and are born as daelkyr half-bloods. Most daelkyr half-bloods become adventurers to flee sentiments of distrust and disgust, even from their own parents. Shunned because of their bond with their hideous siblings, they take to the roads to search for adventure and discovery and to forget their troubles.
Daelkyr Half-Blood Traits
The following racial traits can be used to play a daelkyr half-blood in Eberron Campaigns or elsewhere.Ability Score Increase
Your Charisma score increases by 2, and one ability score of your choice increases by 1. Even though your appearance is sickly and off-putting, you have a darkly powerful will.
Aberrant
Your body might appear to be humanoid, but something about your presence is anathema to natural creatures. You have proficiency in the Intimidation skill, and your proficiency bonus is doubled on all Charisma (Intimidation) checks you make to influence humanoids. However, you also have disadvantage on Charisma (Persuasion) checks made to influence humanoids if you do not have proficiency in the Persuasion skill, and on Wisdom (Animal Handling) checks if you do not have proficiency in the Animal Handling skill.
Personal Symbiont
You are bound to an alien entity. It's part of your body and can't be removed. Your symbiont possesses a minor supernatural ability, which it can use on your behalf. Choose a cantrip from the following list: acid splash, guidance (Self only), infestation, light, mage hand, poison spray, ray of frost. As long as your personal symbiont is fully exposed, you can cast that cantrip. You can choose to conceal the symbiont, but you can only cast that cantrip you gain with this trait while it's exposed. Work with your DM to determine the appearance of you symbiont. When you finish a long rest, you can mutate the symbiont, gaining different benefits; when you do so, you can select a different cantrip from that list. Charisma is your spellcasting ability for this cantrip.
At higher character levels, you can instead mutate your personal symbiont into a form that mimics other kinds of symbiont creatures or items, instead of a form that casts one of the above cantrips. When mutating your personal symbiont into a form that mimics a symbiont creature or item, it is still your personal symbiont, bound to your body. It cannot be detached and you do not need to attune to it.
At 5th level, you can choose to mutate your personal symbiont into a common, or uncommon symbiont creature or item.
At 11th level, you can choose to mutate your personal symbiont into a rare symbiont creature or item.
At 17th level, you can choose to mutate your personal symbiont into a very rare symbiont creature or item.
Symbiont Mastery
You can attune to one magic item that has the Symbiotic Nature property or one symbiont creature without using an attunement slot. In addition, after you finish a long rest, you can end your attunement to a magic item that has the Symbiotic Nature property. If you detach a symbiont in this way you do not suffer any detrimental effects.
Unbalanced Mind
Your mind is in constant self-revolt and contact with it can be debilitating. Any creature that attempts to read your thoughts, study your mind, or make a Wisdom (Insight) check to determine information about you suffers disadvantage on Intelligence, Wisdom, and Charisma saves until the start of their next turn.
Languages
You can speak, read, and write Common and one other language of your choice.
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