Homebrew Dullahan Species Details
Dullahan are members of the ancient Fae that are traditionally viewed as headless riders. They wear black armour with a neck guard and either wear their head on their shoulders or carry it in their off hand.
Dullahan Traits
Darkvision, Fey Ancestry, Menacing, Reaper's Mysticism, Spine Whip, Fear of Gold, Decapitated (Replacement Head)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.
Fey Ancestry
You are considered a Fey instead of a humanoid. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Reaper's Mysticism
You know the Toll the Dead cantrip. Additionally, once per long rest you may cast one of the following spells: Bane, Knock, Faerie Fire, and Find Steed. At the third level, you can cast each of these spells once per long rest. At the fifth level onwards you may cast each of these spells up to two times before needing a long rest. From the ninth level onwards you only need a short rest to replenish this feature.
Spine Whip
You have Proficiency in Whips. If you spend a short rest next to the corpse of a creature you may extract its spine to create a Gruesome Bone Whip. Its stats are the same as those of a normal whip, but it is considered magical for the purpose of overcoming resistance. 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.
Decapitated (Replacement Head)
- You can only draw line of sight to your head.
- If your head is not in the same space as your body, it is treated as a separate creature. Your body and head share the same statistics with the following exceptions. Your head is Tiny, has an AC of 10 and a speed of 5 feet. Your hit points are reduced if either your body or head takes damage. Your head has Strength, Dexterity and Constitution scores of 5 each. Your body and head can move independently, but you still draw from the same pool of movement. When you take an action, bonus action or reaction you choose if it is your body or head taking the action.
- You have supernatural sight. If you hold your head aloft with both hands, you have advantage on Wisdom (Perception) checks that rely on sight.
You can use an action to have your head emit bright light in a 20-foot radius and dim light for an additional 20 feet. The effect lasts until you dismiss it with an action or fall unconscious. - If your body is further than 30 feet away from your head, it is immune to the following conditions: blinded, charmed, deafened, frightened.
When you cast a spell, your head is used for verbal components and your body is used for somatic and material components. You can only cast a spell that combines these components if your body and head are within 30 feet of each other. - At the end of a short rest or long rest, you can summon your head into your empty hand.
Replacement Head. You have a totem that you use as a replacement for your head; a helmet from a suit of armor, or a large smooth-cut crystal orb, or even a carved pumpkin. You are able to use your totem head as a focus for spellcasting, and it can be removed as normal and is filled with a perpetual ghostlike flame. This totem is in all cases your head and is bound to the same rules described above. If your totem is lost or destroyed, you can attune to a new one over the course of an hour. While using your totem as a spellcasting focus, you can cast spells without a vocal component.
Languages
You know Common, Sylvan and one language of your choice
Size
Your size is medium
Age
Dullahan's are ageless and cannot die of old age. Dullahan can resemble any humanoid at any point in their lives, be it young or old.
Fear of Gold
Dullahan's are averse to the presence of gold. Any attack done against a creature carrying any golden item can brandish it against the Dullahan and force him to pass a Wisdom saving throw DC 14. On a failure, the dullahan's attacks against said creature all have disadvantage.
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