Homebrew Darkling Elder Species Details
(Adapted from "Volo's Guide to Monsters," page 134, and Gimble's Guide to the Feywild)
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"). 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".
Darkling adventurers are rare. Check with your Dungeon Master to see if you can play one.
The Killing Light
The Summer Queen's curse causes a Darkling's body to absorb and contain all light that touches their skin. It is a wizening, torturous experience. Continuous exposure to light could strain a Darkling's body to the brink of death.
A sufficiently wise and robust darkling may 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.
Darklings who survive the ritual to become Elders may live as long as their elven kin, claiming adulthood and an adult name on the occasion of their release. Those who choose not to attempt it most likely succumb to The Killing Light by age 40.
At the time of a Darkling's death, the light stored in their body is released in a violent blast. There are cautionary tales in darkling societies where a single death caused a chain reaction throughout a settlement, leaving only ash and empty houses.
Love of Beauty
Darklings retain a love of art and beauty that is characteristic of the seelie fey. A Darkling might risk taking a peek at a sunset or lighting a candle to glimpse the colors in a painting or a jewel.
Darkling Elder Traits
Darkling Elders have honed their senses, but cannot escape the sun.Ability Score Increase
Your Dexterity score increases by 2 and your Wisdom score increases by 1.
Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Keen Senses
You have proficiency in the Perception skill.
Sight of the Cursed
After generations spent hiding from the light, darklings have developed eyes capable of seeing well in the darkest of conditions. You can 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 grey.
The years you have spent in darkness have also heightened your senses. You can accurately perceive your surroundings without relying on sight within a 15-foot radius.
Extreme Light Sensitivity
You are vulnerable to radiant damage.
In addition, if you are exposed to bright light for an uninterrupted minute or to dim light for 10 uninterrupted minutes, you gain a level of exhaustion.
Darkling Magic
You can cast darkness once with this trait and regain the ability to do so when you finish a short or long rest. Wisdom is your spell-casting ability for this spell.
Death Flash
When you die, magical light flashes out from you in a 10-foot radius.
Any creature in that area must make a Constitution saving throw. The DC is equal to 10 plus half your level (rounded down). On a failure, the creature takes 2d6 radiant damage and is blinded until the end of its next turn. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. If the saving throw is successful or the creature cannot see you, it takes half damage and isn't blinded.
Your body and possessions, other than metal or magic objects, burn to ash.
Languages
You speak, read and write Common, Elvish and Sylvan.
Previous Versions
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Posted Oct 8, 2025Thanks