Homebrew Darkling Elder (Dubh Sith) Species Details

Darklings

Ancient legends speak of a seelie fey who betrayed the Summer Queen. His True 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 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 typical 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.

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 candle to glimpse the colours 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.

(This information with some alterations can be found in "Volo's Guide to Monsters," page 134)

Lifting the Curse

Typically only darkling elders are adventurers; they are usually driven to adventure to search for a way to end their curse. Some darkling elders become clerics, worshiping the Summer Queen. The Summer Queen allows this and sees it as a form of apology for the darkling ancestor's betrayal. No darkling has been successful in his or her quest to lift their curse. Many darklings will wear a mask not only to protect their flesh, but also to obscure their true selves from prying eyes.

Large Avatar art by © John Park or their respective copyright holder.

Portrait Avatar is from © 2016 Wizards of the Coast LLC, Volo's Guide to Monsters.

Darkling Elder (Dubh Sith) Traits

Darkling Elders are swift and cunning.

Ability Score Increase

Your Dexterity score increases by 2 and your Wisdom score increases by 1.

Age

Darkling Elders mature similarly to Elves, a Darkling is fully grown at about 20. While fully grow at 20 a Darkling is not considered an adult until about 80. Darkling are thought to be immortal, due to their curse, but this isn't necessarily true.  Any light on their bare skin causes rapid aging. Light hitting their eyes also ages them but at an extremely slow rate, giving most Darklings the same lifespan as Elves.

Alignment

Due to the curse Darklings suffer, they are usually outcasts from society. This causes them to typically follow a chaotic alignment.

Size

Darkling Elders are tall and slender, similar to Elves. They fall, typically, between 5 and 6 feet tall. Your size is medium.

Speed

Your base walking speed is 30 feet.

Superior Dark Vision

The centuries your race has lived cursed underground allows you to 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 colors in darkness, only perceive shades of gray.

Fey Ancestry

Your fey ancestry gives you advantage on saving throws against being charmed, and magic can't put you to sleep.

Extreme Light 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. Being exposed to any light source will age you. Direct exposure to sunlight will age you 10 years per minute of exposure. Lesser light sources will age you, but not as drastically.

Blindsight

The years you have spent underground in the darkness allow you to use your other senses to understand your surroundings. You can sense your surroundings while blinded, or in total darkness as if you where not, within 30 feet of you. You cannot use blindsight while deafened.

Darkling Elder Magic

At 5th level you gain the ability to cast Darkness without any components. Your wisdom is your spellcasting ability.

Death Burst

When you die (not knocked unconscious), magical light bursts from your body in a 10 foot per your level radius. As your body explodes outward it incinerates all non-metal, non-magical items on your persons. All creatures, friend or foe, in the radius must make a dexterity saving throw. A target takes 1d6 per your level of radiant damage on a failed save, or half as much damage on a successful one. Any creatures that see this have to make a wisdom saving throw or be blinded for 1 round per your level. Upon death a darkling character is unable to be resurrected, their bodies are turned completely to ash.

Creatures in blast zone must beat a DC equal to 10+ your constitution modifier.

Creatures that see your death burst must beat a DC equal to 10+ your constitution modifier.

Advantageous Striker

Your race's years in outcast have taught them not to take an opportunity lightly. On any attack roll with advantage, if the attack is successful, you deal an additional 1d4 of damage. As you master your opportunistic nature you deal more damage. At 4th level you deal 2d4, and 8th you deal 3d4, and at 12th you deal 4d4 additional damage. No additional benefits after 12th level.

Will to Survive

Your will to live and someday see your curse lifted allows you to roll with advantage on death saving throws.

Elder Weapon Training

Years of training gives you a certain finesse with some blades. You have proficiency with short swords and scimitars. 

Language

You can speak, read, and write in Common and Sylvan.

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