Homebrew Darkling Species Details
Darklings are a race of fey descended of the house of Dubh Catha cursed by the summer queen for their betrayal. More lore can be found in Volo’s Guide to Monsters.
This class is a combination of the abilities of Darklings mixed with some of my alterations and additions.
Darkling Traits
Your Darkling character has the following abilities.Ability Score Increase
Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Age
While Darklings are able to live up to 300 years, many die sooner due to varied amounts of light exposure.
Alignment
Darklings are typically shunned from their society, leading them to fend for themselves. They tend to be chaotic neutral in alignment.
Size
There are two different kinds of Darklings that are different sizes. There are Darklings that are Small and Darkling Elders that are Medium. Darklings range from 3 to 4 feet tall while Darkling Elders range from 5 to over 6 feet tall and have slightly slender builds.
Speed
Your base walking speed is 30 feet.
Enhanced Darkvision
From spending generations hiding from light, your kind has developed incredibly sharp vision in darkness. You can see in dim light within 90 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.
Keen Senses
You have proficiency in the Perception skill.
Darkling Weapon Training
You have proficiency with the shortsword, scimitar, hand crossbow, and light crossbow.
Hold to Darkness
You know the mending cantrip. Once you reach 3rd level, you can cast darkness once with this trait. You regain the ability to cast it this way once you finish a long rest. You do not require material components to cast these spells. Wisdom is your spellcasting ability for these spells.
Advantageous Precision
When you hit a target with a weapon while you had advantage on the attack roll, you do an extra 1d6 damage to it. You can only apply this damage once per turn.
Hybrid Nature
You count as both humanoid and fey for the purposes of creature specific effects.
Light Sensitive
While in bright light, you have disadvantage on ranged attack rolls, opportunity attacks, dexterity and constitution saving throws, and Wisdom (Survival) and Wisdom (Perception) checks that rely on sight.
Languages
You can speak, read, and write Common, Elvish, and Sylvan
Comments
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Posted Mar 5, 2019Testing this out in a few weeks. Can't wait. Lvl 1 is GUNA be rooooough...
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Posted Mar 6, 2019Thanks! I’d greatly appreciate feedback regarding its balance. Hope you have a fun game!
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Posted Mar 7, 2019Haven't started yet, but off the bat looking over this and source material: I feel as though the dark vision should be increased to 120 ft, or even add the blindsight from volo's guide (range 30ft) if at least only in dark environments. As it stands the drow beat out the darklings in darkvision and I feel that should either be just a little better due to their total light sensitivity vs their sunlight, or at least even. Not to mention the darklings' increased disadvantages in bright light you have here, which is fine, it makes sense, but perhaps add those prior mentioned dark vision/blindsight modifications to balance, and further distinguish them more from the drow
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Posted Mar 7, 2019Although the adantageous precision might make up for it. Hmmmm. Have to wait and see to play test it I guess...
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Posted Mar 7, 2019Alright, I'm a pain in the ass sorry. While the darklings have more light related disadvantages, they only have disadvantage on ranged attacks vs the drow having disadvantage on all attacks. So I guess that balanes out. IDK, think it over I might be creating issues where there are none
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Posted Oct 11, 2021NICE!