Homebrew Daelkyr (Half-Blood) 1.2.2 Species Details
Daelkyr (Half-Blood) Traits
Creature Type: Aberration Type: Daelkyr half-bloods are creatures with the aberration type. As aberrations, daelkyr half-bloods have darkvision out to 60 feet. They are proficient with all simple weapons and any weaponlike symbionts they use, as well as with whatever types of armor (light, medium, or heavy) that their classes allow. Daelkyr half-bloods eat, sleep, and breathe.
Size: Medium: As Medium creatures, daelkyr half-bloods have no special bonuses or penalties due to size.
Speed: Daelkyr half-blood base land speed is 30 feet.
Automatic Language: Common. Bonus Language: Daelkyr.
Unbalanced Mind: The minds of daelkyr half-bloods are in constant self revolt, reflecting their daelkyr "parents" mixed with the more standard mindset of their biological mothers. Any creature that attempts to read the thoughts of a daelkyr half-blood, or otherwise study their mind, must make a Will save (DC 10 + 1/2 half-blood's level + Cha modifier) or be dazed for 1 round.
Symbiont Dependency: Daelkyr half-bloods' facility with symbiont usage comes at a price. Without daily contact with at least one symbiont, a daelkyr half-blood begins to die. If a daelkyr half-blood has no contact with a symbiont for 24 hours, they take 1 point of Constitution damage. They take this damage every 24 hours until contact is restored, and Constitution damage sustained in this fashion cannot be restored by any means as long as the daelkyr half-blood remains separated from symbionts.
Personal Symbiont: All half-bloods begin play with one personal symbiont that they can pick from the following list: breed leech, crawling gauntlet, or throwing scarab. If a personal symbiont is lost, a daelkyr half-blood can grow a replacement from their own flesh over a period of 2d4 days. A daelkyr half-blood can't grow or regrow symbionts that they have gained in any other manner, nor can a daelkyr half-blood grow a replacement for a symbiont if the original symbiont yet lives.
As a daelkyr half-blood advances in level, they can grow a new personal symbiont as indicated on the table below. Any new personal symbiont grown replaces the old symbiont. A daelkyr half-blood can choose additional symbionts from the list provided above, as well as from new choices as they become available, as indicated on the table.
| Minimum Level |
Symbionts |
|---|---|
| 1st | Breed Leech, Crawling Gauntlet, Throwing Scarab |
| 5th | Stormstalk, Winter Cyst, Shadow Sibling |
| 10th | Spellwurm, Tentacle Whip |
| 15th | Tongue Worm |
Symbiont Mastery: A daelkyr half-blood gains the Symbiont Mastery feat as a bonus feat.
Benefit: You gain a +4 bonus on Will saves made during any personality conflict that might erupt between you and your symbiont. You gain 2 bonus hit points per symbiont attached to you. If you detach a symbiont, you lose these hit points immediately.
As a Daelkyr (Half-Blood), you have these special traits.
Resourceful
You gain Heroic Inspiration whenever you finish a Long Rest.
Skillful
You gain proficiency in one skill of your choice.
Versatile
You gain an Origin feat of your choice.
Unbalanced Mind
Unbalanced Mind: The minds of daelkyr half-bloods are in constant self revolt, reflecting their daelkyr "parents" mixed with the more standard mindset of their biological mothers. Any creature that attempts to read the thoughts of a daelkyr half-blood, or otherwise study their mind, must make a Will save (DC 10 + 1/2 half-blood's level + Cha modifier) or be dazed for 1 round.
You have advantage on saving throws to resist becoming frightened or charmed.
Symbiont Dependency
Symbiont Dependency: Daelkyr half-bloods' facility with symbiont usage comes at a price. Without daily contact with at least one symbiont, a daelkyr half-blood begins to die. If a daelkyr half-blood has no contact with a symbiont for 24 hours, they take 1 point of Constitution damage. They take this damage every 24 hours until contact is restored, and Constitution damage sustained in this fashion cannot be restored by any means as long as the daelkyr half-blood remains separated from symbionts.
Personal Symbiont
Symbionts depicted left to right:
(Stormstalk, Winter Cyst, Crawling Gauntlet, Shadow Sibling, Throwing Scarab, Spellwurm, Breed Leech)
Personal Symbiont: All half-bloods begin play with one personal symbiont that they can pick from the following list: breed leech, crawling gauntlet, or throwing scarab. If a personal symbiont is lost, a daelkyr half-blood can grow a replacement from their own flesh over a period of 2d4 days. A daelkyr half-blood can't grow or regrow symbionts that they have gained in any other manner, nor can a daelkyr half-blood grow a replacement for a symbiont if the original symbiont yet lives.
As a daelkyr half-blood advances in level, they can grow a new personal symbiont as indicated on the table below. Any new personal symbiont grown replaces the old symbiont. A daelkyr half-blood can choose additional symbionts from the list provided above, as well as from new choices as they become available, as indicated on the table.
| Minimum Level |
Symbionts |
|---|---|
| 1st | Breed Leech, Crawling Gauntlet, Throwing Scarab |
| 5th | Stormstalk, Winter Cyst, Shadow Sibling |
| 10th | Spellwurm, Tentacle Whip |
| 15th | Tongue Worm |
Damage Immunities. Poison, Psychic
Immutable Form. Immune to any spell or effect that would alter its form.
Magic Resistance. Advantage on saving throws against spells and other magical effects.
Magic Weapons. Weapon attacks are magical.
Turn Immunity. Symbionts cannot be turned.
Condition Immunities. Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses. Blindsight 30 ft. (blind beyond this radius), Passive Perception 15
Symbiotic Nature. They can be removed with a DC 25 STR check. If you’re targeted by a spell that ends a curse, your attunement to the symbiont ends, and it detaches from you.
Symbionts and Conflict:
Symbionts are created to serve, and unlike many powerful sentient items they very rarely attempt to influence their hosts.
However, symbionts are still agents of the Lords of Madness, and in exceptional cases may come into conflict with their hosts. A symbiont will not suppress its own abilities, but may attempt to take control of its host in the following circumstances:
The host attacks an elite ally of the Daelkyr.
A favourable host attempts to remove the symbiont.
The host shows mercy towards an ancient enemy of the Daelkyr.
If a symbiont attempts to take control of its host, the wielder must make a Wisdom saving throw with a DC equal to 12 + the symbiont's charisma modifier. On a failed save, the host is Charmed by the item for 1d12 hours. While Charmed the host must try to follow the item's commands. If the host takes damage, it can repeat the saving throw, ending the effect on a success. A symbiont can only use this power once per long rest.
Unattached Symbiont:
Tiny Aberration, Typically Lawful Evil
Armor Class: 12
Hit Points: 11 (2d4 + 6)
Speed: 15 ft.
STR: 3 (-4) DEX: 14 (+2) CON: 15 (+5) INT: 6 (-3) WIS: 15 (+2) CHA: 9 (+1)
Languages: Communication with host telepathically, understands under-common and daelkyr.
Challenge: 1/8 (25 XP)
Actions:
Natural Weapon. See text of each symbiont.
Breed Leech. While attached, the breed leech provides the host a +1 bonus to CON saves. Also, once per long rest, the breed leach can provide the host with 1d8 plus your CON modifier temporary hit points. You cannot use this feature again until you complete a long rest.
Dice increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
An unattached breed leech has the following natural weapon:
Blood Drain. Melee Weapon Attack: +4 to hit, reach 0ft. One Target. Hit 5 (1d4+2) necrotic damage.
Crawling Gauntlet.
Gauntlet. Melee Weapon Attack: reach 5 ft., one target. (2d6 + STR modifier) bludgeoning damage and the target is grappled (escape DC 8 + proficiency + STR modifier) until the grapple ends. The crawling gauntlet can only grapple one target.
Attacks made with this symbiont gain a +1 to damage and damage rolls.
Crush. The crawling gauntlet crushes the creature it is grappling. The creature must make a DC 8 + proficiency + STR modifier CON saving throw, taking 13 (2d8 + STR modifier) bludgeoning damage on a failed save, or half as much on a successful one.
An unattached crawling gauntlet has the following natural weapon:
Rake. Melee Weapon Attack: +4 to hit, reach 0ft. One Target. Hit 5 (1d4+2) slashing damage.
Throwing Scarab.
Bonus Action Throw: 2d4 acid damage + modifier, light, Finesse (30/90)
Attacks made with this symbiont gain a +1 to damage and damage rolls.
The scarab appears as a piece of jewelry on your wrist until used.
An unattached throwing scarab has the following natural weapon:
Acidic Shard. Ranged Weapon Attack: +4 to hit, range 30/60ft. One Target. Hit 5 (1d4+2) acid damage.
Stormstalk.
Bonus Action Lightning Bolt: 1d10 lightning + modifier, range 60ft
Damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Attacks made with this symbiont gain a +1 to damage and damage rolls.
As a bonus action, you can sheathe the stormstalk by causing it to retract into your skull, or draw the stormstalk out again.
An unattached stormstalk has the following natural weapon:
Eye Ray. Ranged Weapon Attack: +4 to hit, reach 30ft. One Target. Hit 5 (1d4+2) lightning damage.
Winter Cyst.
Bonus Action Ray of Frost: 1d8 cold + modifier, range 60ft, on hit movement speed reduced by 10ft
Attacks made with this symbiont gain a +1 to damage and damage rolls.
Damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
As a bonus action, you can sheathe the winter cyst by causing it to retract into your skull, or draw the winter cyst out again.
An unattached winter cyst has the following natural weapon:
Eye Ray. Ranged Weapon Attack: +4 to hit, reach 30ft. One Target. Hit 5 (1d4+2) cold damage.
Shadow Sibling:
While this symbiont is attached, your shadow appears to shift and move separately to your body. When a creature makes an attack roll against you, you may use your reaction to impose disadvantage on the attack roll. If you do so you cannot use this symbiont's ability against until completing a short rest.
You can use this ability a number of times equal to your proficiency bonus.
An unattached shadow sibling has the following natural weapon:
Enervate. Melee Weapon Attack: +4 to hit, reach 5ft. One Target. Hit 5 (1d4+2) necrotic damage.
Spellwurm.
Sentient Casting. The spellwurm can cast the spells on the following table independently of the host's spell slots and actions. These spells are in initiative right after the host. It also provides a +1 to your int, wis, or cha.
The spellwurm uses the host's spell casting modifier and DC. It has the following number of spell slots. 1st: 4. 2nd: 3. 3rd: 3. 4th: 2
| Spell Level |
Prepared Spell |
|---|---|
| Cantrips | Prestidigitation, Mage Hand, Ray of Frost |
| 1st | Comprehend Languages, Mage Armor, Magic Missile, Sleep |
| 2nd | Augury, Blur, Flaming Sphere |
| 3rd | Bestow Curse, Counterspell |
An unattached spellwurm has the following natural weapon:
Eldritch Beam. Ranged Weapon Attack: +4 to hit, reach 30ft. One Target. Hit 5 (1d4+2) force damage.
Tentacle Whip.
Melee Weapon Attack: reach 10 ft., one target. (1d6 slashing + 1d6 psychic + modifier) Finesse, reach.
When rolling a 20 for attack roll, the creature hit is stunned until its next turn.
Attacks made with this symbiont gain a +2 to damage and damage rolls.
In addition, when you cast a spell with a range of touch, you can instead choose a target within 15ft.
As a bonus action, you can sheathe the whip by causing it to retract into your arm, or draw the whip out of your arm again.
An unattached tentacle whip has the following natural weapon:
Whip. Melee Weapon Attack: +4 to hit, reach 10ft. One Target. Hit 5 (1d4+2) slashing damage.
Tongue Worm.
Melee Weapon Attack: reach 10 ft., one target. (1d6 piercing + 1d6 poison + modifier) Finesse, reach, bonus action.
On hit creatures must succeed a DC 8 + proficiency + CON modifier, CON saving throw or become poisoned and paralyzed for one minute.
Attacks made with this symbiont gain a +2 to damage and damage rolls.
As a bonus action, you can sheathe the tongue worm by causing it to retract into your mouth, or draw the tongue worm out again.
An unattached breed leech has the following natural weapon:
Viper Strike. Melee Weapon Attack: +4 to hit, reach 10ft. One Target. Hit 5 (1d4+2) poison damage.
Symbiont Mastery
Symbiont Mastery: A daelkyr half-blood gains the Symbiont Mastery feat as a bonus feat.
Benefit: You gain a +4 bonus on WIS saves made during any personality conflict that might erupt between you and your symbiont. You gain 2 bonus hit points per symbiont attached to you. If you detach a symbiont, you lose these hit points immediately.
Darkvision
Thanks to your aberrant blood you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.
Aberrant Clarity
Your nature and duality give you unique insight into the way people think. You have proficiency in the Insight skill.
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