Homebrew Fetchling (Kayal) Species Details

                           Generations of contact with that strange plane and its denizens have made Fetchlings a race apart from humanity. While Fetchlings acknowledge their origins, they exhibit little physical or cultural resemblance to their ancestors on the Material Plane, and are often insulted when compared to humans. Some members of the race also take offense at the name Fetchling, as it was given to them by humans who saw them as little more than fetchers of rare materials from the Shadow Plane. Infused with the essence of the Eldritch Plane and possessing human blood commingled with that of the Shadow Plane's natives, Fetchlings have developed traits and abilities that complement their native plane's bleak and colorless terrain. 

Male Names: Arim, Drosil, Jegan, Somar, Yetar, Zoka.
Female Names: Acera, Amelisce, Inva, Renza, Zaitherin.

Fetchling (Kayal) Traits

Due to the imminent dangers that exist in the Eldritch Plane the Fetchlings have developed to be naturally quiet and quick-witted, while also garnering reserved hatreds for the race that enslaved those who managed to escape.

Superior Darkvision

You can see in dim light within 120 feet of you as if it was bright light, and darkness as if it was dim light. You can't discern color in darkness, only shades of gray. Vision is reduced to 30ft , and you suffer a disadvantage to all sight-based perception rolls as well as attack rolls in direct sunlight.

Shadow Veil Resistance

You are resistant to Cold, and Necrotic damage as well as gaining Advantage when making a Wisdom Save against spells. You are Vulnerable to light spells.

Unnerving Gaze

Looking you in the eyes is not an easy feat for those who have never witnessed the horrors lurking in the Eldritch Plane.

"Intimidate" is a free action for you. When you use intimidate, every creature within a 5 by 30-foot line that can make eye-contact with you must make a Wisdom saving throw or be frightened for 1 round. The DC for this saving throw equals 10 + your Charisma modifier + your proficiency bonus. Starting at 5th level, the creatures affected also become paralyzed.

Shadow-Walker

Once per day starting at level 4 you can enter the Eldritch Plane, becoming un-targetable, this lasts for 2 rounds or 30 ft of movement. At levels twelve and twenty the number of uses are increased by 1, for a max of 3 times per day at level 20. Every fourth level after the first, the distance traveled increases by 10ft and the number of rounds per use increases by 1. This caps at level 20 for a max of 70ft and 6 rounds per use.

For the sake of combat, this acts as if a Dimension Door were cast and while you are Shadow-Walking you are not in combat. If you are seen re-materializing then you must re-roll initiative.

Banishment

Starting at level 9, once per day you can touch a creature and force it to make a Wisdom saving throw, where on a failure you banish that creature to the Eldritch Plane for 2 rounds.

At level 20 "Banishment" becomes a ranged attack with a range of 30 ft. and the Victim is Banished semi-permanently

Save DC = 10 + Charisma Modifier + Proficiency

Ability Score Increase

Increase both Dexterity and Wisdom by 2, Decrease Charisma by 1.

Age

Fetchlings reach adulthood by 16, because most don't live a very long life.

Alignment

 In the Abyss, one can only depend on themselves... this gives Fetchlings an incredibly self-centered outlook on the world.

Size

Fetchlings are medium creatures. Without the same diet or sun exposure as other races, Fetchlings have sapped their energy from the shadows themselves giving them similar height to humans but making them much more lean.

Speed

35 Walking, 70 Dash

Languages

You can speak, read, and write Common, Abyssal, and 1 other language. Fetchlings have no choice but to attune themselves for the language of shadows, therefore newly escaped Fetchlings might even prefer Abyssal... or have an incredibly strong accent.

Shadowmeld

Gain an advantage to Stealth rolls when in Dim light and Darkness.

Previous Versions

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