Homebrew Derro Species Details

Derro slink through the subterranean realms, seeking places that are safe from the perils of the Underdark. Equal parts fearful and vicious, bands of these dwarfkin prey on those weaker than themselves, while giving simpering obeisance to any creatures they deem more powerful. Wild-haired, haggard, shuddering, and shabbily dressed, a lone derro seems a pitiable creature, but when a cackling, spitting, growling, howling horde of them attacks, the sight inspires both fear and revulsion.

Madness and Sorcery. Fractious in groups and individually weak, derro would have been driven to extinction long ago but for two elements of their character. They have an inborn tendency toward paranoia, a peculiarity that serves them well as they navigate the dangers of the Underdark and its societies. They also have a stronger-than-normal tendency to develop sorcerous power. Individuals who do so become their leaders, known as savants. The derro consider these sorcerers to be specially blessed by their deity, Diirinka.

Forgotten Duergar. Grandiose fantasies and rampant fanaticism have obscured the true origin of the derro, even among themselves. Most dwarves don't recognize derro as kin, but the legends that the derro tell about their race and the story that the duergar believe share a grain of truth.

According to the duergar, the derro are descended from dwarves of a clan that was left behind when the others escaped the mind flayers' rule. They eventually also got away, but not before becoming demented and contorted.

The derro tell their own story of flight and survival in the Underdark, and the mind flayers aren't always the enemy. Laduguer and Deep Duerra don't feature in their mythic history. Instead they tell of two brothers, Diirinka and Diinkarazan, and of how Diirinka cleverly betrayed his sibling so that he could steal magical power from the evil they escaped. The danger the brothers are said to face in this legend varies, depending on whatever foe the savants want to lead their people against, yet the essence of the story remains the same: a lesson of survival at any price and an example of how deceitfulness and cruelty can be virtues.

Derro Madness. All derro suffer from a form of madness that most often manifests as mania and paranoia, but other mental afflictions and strange tics also commonly affect them. Derro take little notice of odd behavior in their ranks, except when an individual displays the characteristics of a savant. They believe the strange behavior of savants arises because those leaders carry messages from Diirinka.

Age. Derro reach maturity by the age of 15 and live to be around 75.

Height & Weight. Derro stand between 3 and 4 feet tall with slender limbs and wide shoulders. They weigh no more than 40 pounds.

Alignment. The derro’s naturally unhinged minds are nearly always chaotic, and many, but not all, are evil.

As a derro, you have the following racial traits.

Creature Type

You are a Humanoid. You are also considered an aberration for any prerequisite or effect that requires you to be an aberration.

Size

Your are Small.

Speed

Derro are fast for their size. Your base walking speed is 30 feet.

Superior Darkvision

Accustomed to life underground, you can see in dim light within 120 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.

Eldritch Resilience

You have advantage on Constitution saving throws against spells.

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.

Insanity

You have advantage on saving throws against being charmed or frightened. In addition, you can read and understand Void Speech, but you can speak only a few words of the dangerous and maddening language—the words necessary for using the spells in your Mad Fervor trait.

Mad Fervor

The driving force behind your insanity has blessed you with a measure of its power. You know the vicious mockery cantrip. When you reach 3rd level, you can cast the enthrall spell with this trait, and starting at 5th level, you can cast the fear spell with it. Once you cast a non-cantrip spell with this trait, you can’t do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.

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