Homebrew Darkling Outcast Species Details
You are a member of the Darkling race, but unlike your brethren, the change to become an Elder had an unusual effect making you more suitable for everyday life outside the of the dark.
Ancient legends speak of a seelie fey who betrayed the Summer Queen. His true name has been stricken from history, but the stories call him Dubh Catha ("Dark Crow" in Common). So great was the Summer Queen's wrath that she cursed every member of his house. Other fey refer to the descendants of Dubh Catha's house as the dubh sith, or, in Common, "darklings." Darklings most often settle in secluded caverns and chambers beneath the towns of other species. From such enclaves, they quietly ply their trade as thieves and assassins.
The Killing Light. The Summer Queen's curse causes a darkling's body to absorb light, and doing so wizens the creature, much like the effect of rapid aging. For this reason, darklings cover every part of their body with clothing when exposure to light is a risk. The light a darkling absorbs over the course of its lifetime explodes outward when the darkling dies, incinerating the creature and much of its possessions. However, the Darkling Outcasts are the lucky ones, the light they absorb can be channeled back into the world around them. Like a pressure valve releasing, they can expel the damaging effects of that harmful curse and live another day in the sun. This freak ability accidentally caused by the Elder Transformation, has left these darklings different from the rest, sometimes leading to a life of exile. These outcast are also called the darkling wanderers, daywalkers, and rejects. When venturing into the day world, they typically have a hooded travel cloak and a ceramic or metal mask to help shield them from the light. Even though they don't suffer same aging effects from light like other darklings, they still seek to shield themselves from excessive exposure.
Love of Art. Despite their curse, darklings retain a fondness for the beauty of art. A darkling might risk taking a peek at a sunset or lighting a tiny candle to glimpse the colors in a painting or a jewel.
Elder Transformation. A wise and respected darkling can qualify to undergo a ritual to become an elder. Other elders mark the supplicant with glowing tattoos, channeling some of the darkling's absorbed light away from its body. If the ritual succeeds, the darkling grows into a tall and fair form, like that of a gray-skinned elf. The darkling perishes if the ritual fails. If a darkling is fortunate enough, the ritual might actually turn them into a darkling kin. It is rare, but happens enough that these darklings have begun to form their own groups, apart from the rest of their kind. The darkling kin that don't find others like them, will often become outcast amongst the rest of the darklings.
Darkling Outcast Traits
As a Darkling Outcast, you share certain abilities with others like you.Ability Score Increase
Your Dexterity score increases by 2 and your Wisdom score increases by 1.
Age
As a Darkling Outcast, you age along the same rate as humans, but live quite a bit longer. A lifespan well over 100 years is not unheard of for the Darklings.
Alignment
Despite the origins of the Darklings, many of your people aren't evil, but generally more neutral in alignment and tending towards chaotic over strict lawfulness.
Size
Darkling Outcasts are similar to Elves in size and stature. Your size is medium.
Speed
Your walking speed is 30 feet.
Superior Darkvision
Your darkvision has a radius of 120 feet.
Darkling Senses
As a Darkling Outcast, you are proficient with two of the following: Perception, Stealth, Acrobatics, or Deception.
Death Burn
When the darkling outcast fails it's final death saving throw, magical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must make a DC 11 Constitution saving throw. On a failure, the creature takes radiant damage equal to 1d8 times half the character level, rounding down. For example if a Darkling is level 9, the damage would be 4d8 radiant damage. If a creature can see the light, it is blinded until the end of its next turn. If the saving throw is successful, the creature takes half the damage and isn't blinded.
If a Darkling Outcast wishes, they can forego their saving throws, opting to let the light destroy them. Be warned, once Death Burn occurs, there is almost no way of reversing it, as nothing will be left to piece back together, this is not a simple death, it is total destruction by magical means.
Purging Light
As a Darkling Outcast, you absorb the radiant energy from all light, but unlike other Darklings, you can channel and then expel that harmful energy in the form of a spell. Once a day you must cast Purging Light to rid yourself of cursed radiant damage you've absorbed during the day. When you cast this spell, you don't need a specific target, as the effect is 15 foot cone shaped torrent of magical flame bursting from you. This can come from an outstretched hand or even through you mouth like dragon fire, that choice is up to you. This attack does 2d6 radiant damage to any creature that fails a Dexterity save to get out of the way, or half as much damage on a success. This ability can only be used once per day.
If you fail to cast this spell once a day, you instead suffer the effects of this radiant energy smoldering inside you. In this case, you will need to roll 1d20, if the roll is 10 or greater, you take half damage, if it less than 10 you suffer the full effects of the damage.
Additionally, this spell's damage increases as you gain character levels. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
Love of Art
Despite their curse, darklings retain a fondness for the beauty of art. A darkling might risk taking a peek at a sunset or lighting a tiny candle to glimpse the colors in a painting or a jewel. You have proficiency with 1 artisan tool of your choice.
Languages
You can speak, read, and write Common, Sylvan, and Elvish.
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