Homebrew Darkling Species Details

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.

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.

Darkling Traits

Your darkling character has the following racial traits.

Ability Score Increase

Your Dexterity score increases by 2, and either your Constitution or Wisdom score increases by 1.

Age

Ages past, the Summer Queen cursed darklings to wizen as if rapidly aging when exposed to light. As such, it is difficult to predict the maturity and life span of a darkling with certainty. A darkling that lives its entire life in shadow and gloom may be expected to live as long as an elf, though the aging effect of light may be partially mitigated by undergoing a dangerous ritual to become a darkling elder.

Alignment

With an unsurpassed affinity for darkness, it may be unsurprising that many darklings take to working as thieves, spies and assassins. Even those with less morally questionable trades tend to shy away from civilisation. As such, darklings are typically chaotic in alignment, though exceptions are not a rare find.

Size

Most darklings stand around 3 to 4 feet tall, but those that survive the ritual to become an elder stand around the same height as elves. Your size is either Small or Medium.

Speed

Your base walking speed is 30 feet.

Creature Type

You are Fey, rather than Humanoid.

Darkling Sight

Cursed against the light, you are accustomed to living in total darkness. Your darkvision 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 color in darkness, only shades of gray. In addition, you have blindsight to a range of 30 feet.

Light Sensitivity

While in bright light, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Being exposed to light ages you by 1 year for every 10 minutes of partial exposure to bright light, and for every 1 minute of full exposure to bright light. This effect is halved for dim light. Your eyes may be exposed to dim light without penalty.

Natural Stalkers

You gain proficiency in Dexterity (Stealth) checks.

Born of Darkness

Starting at 5th level, you may cast darkness once. You regain the ability when you finish a short or long rest.

Death Flash

Upon your death, all of the light you absorbed during your lifetime flashes violently outward in a 10-foot radius. When this happens, your body and any possessions you were carrying or wearing that are neither metal nor magical burn to ash. In addition, any creature in that area must succeed on a DC 10 Constitution saving throw or be blinded until the end of its next turn.

Languages

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

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