Homebrew Dullahan Species Details
Descendants of the Fae, commonly known as headless horseman, the Dullahan's are very rare and often unseen race. Deathly riders of justice and judgement.
Many are very wary and unsure what to think when they finally do meet a Dullahan's, especially if they lack a head, they typically go with afraid. Dullahan's quite enjoy travelling and adventuring to assist people, typically working alone but not opposing to joining a party. The Dullahan's do not follow one particular god, they do not lack faith but their belief in their sense of justice is enough to way out the need to have a god guide them. Due to Dullahan's being born without a head they have the ability to adopt one, often choosing more artistic heads that they craft or commission to be made, anything organic will not rot when attached. Dullahan's are also highly found of Mounts, once they reach maturity they will often firstly seek out a worthy steed on which they will share the first adventures with.
Dullahan's are a fairly independent race, but they are highly protective of their offspring due to their low fertility rates, thus they will return the secret hollow in which many elders remain to ensure safety of birth and raising of children. Mothers will often stay with their babe until they are old enough to speak then return to their life outside the hollow and the Elders will raise the child. Dullahan's have a large network of resources and knowledge and thus teach children everything they believe they should know before the ceremony of maturity. When Dullahan's die they will also not leave a body, similarly turning to ashes as soon as their heart has been silent for five minutes.
Dullahan Traits
The headless horsemen, Dullahan's the rare and often unseen race. Deathly riders of justice and judgement.Ability Score Increase
Your Strength score increases by 2, and you Constitution increases by 1.
Age
Dullahan's take slightly longer to mature than humans but similar to their sister race Elves they can live anywhere up to 100 to near 1000 years old, as long as they take good care of their heart.
Alignment
Dullahan's are very much seekers of justice and believe themselves to be judges of fate and despising that of which they view as evil, but they are also not opposed to the chaos of life for nature is not balanced with chaos to interrupt the peace.
Size
Dullahan look closely to humans and always reach between 6 and 7 feet tall once they reach maturity. Your size is Medium
Languages
You can speak, read, and write Common and Sign language. Sing language is fairly uncommon language not widely known, but it is a rather simply language to learn and is great for when needing to be silent or secretive. If you are lacking a head your voice will come out echoey and hollow sounding the sound originating just above your neck.
External Heart
Dullahan's aside from lacking their own head they also have an external heart, they cannot truly die unless their heart is taken and destroyed or they reach the end of their lifespan or their body to be destroyed beyond regeneration, if knocked to 0 hp after a minute your heart will start to regenerate your body to bring your back from the brink of death. When Dullahan's are still children their parents or guardian will hold onto their heart to ensure it's safety until they reach maturity and in which they will undergo a ceremony to receive their heart and enter the world.
Headless
Dullahan's do not possess their own head, there are many rumors about where their brain is stored by due to the secretive and protective nature of Dullahan's it is still unsure of the true anatomy they possess. Dullahan's while not possessing their own head can choose to create a head or place on their body, it will connect to their body and will be autonomous but can still be removed and interchanged. Thus you have proficiency in intimidation but a disadvantage to charisma saving throws. Despite your headless nature you still do require sustenance, if you lack a head placing food near your neck will cause it disappear.
Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Comments