Homebrew Dullahan Species Details
No one knows where the Dullahans came from, some say they are from the shadowfell, some believe they are spirits of the dead in search of vengeance. But what is known is that they are terrifying creatures, that search the material plane for restless souls. It is not known what they do to such souls, but some say they consume the souls for power, others say they can purify these souls and give them rest, while others, more fearful believe they don't seek restless souls, they seek targets, people that they kill and take their souls to torment for all eternity. But the Tieflings, who also suffer prejudices, tend to sympathize with the Dullahans, and for some weird reason, the Halflings and the Gnomes seem to not mind the rumors, and fears of the other races. But there is one rule of the Dullahan that every race knows, and no matter how friendly someone may be with a Dullahan, they will cower in fear when the head of a Dullahan is stolen, for anyone and anything that stands between them and their heads will perish, and the thief will suffer a death worse than the curse of a god.
Dullahan Traits
The headless harbingers of death.Reaper's Mysticism.
You know the toll the dead cantrip and can cast it at will.
When you reach 3rd level, you can cast comprehend languages once using this trait.
When you reach 5th level, you can cast find steed once using this trait.
Charisma is your spellcasting ability for these spells. You regain all expended uses of this trait when you complete a long rest.
Your uses of this trait are equivalent of your lvl
Spine Whip.
You have proficiency with whips and when you make a successful attack with a whip, you may attempt to whip that target's eyes. The target rolls a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failure, the target is blinded until the end of your next turn. After you have used this ability, you can't use it again until you complete a short or long rest.
Menacing.
You gain proficiency in the Intimidation skill.
Fey Ancestry.
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Darkvision
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 color in darkness, only shades of gray.
Comments