Dark Folk (5e Race Variant)

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Human Variant[edit]

Just as the drow were elves driven below ground centuries ago and warped over the millennia by the dark forces they worshiped, it is speculated that dark folk were humans that came to be in the same way. But alas, this is only speculation; the race of dark folk are shrouded in mystery—partly due to their merciless hostility to other races, as well as the fact they do not keep written records.

Those who have seen them report that they are pale creatures, deprived of sun. Their eyes are like that of beasts, able to see in nocturnal light. Something awful seems to have possessed them, as they appear more like monstrous beings than human.

This is a variant of the human variant that forgoes gaining a feat for the traits listed below. Their ability score also changes.

Ability Score Increase. Your Dexterity score increases by 1.

Purveyor of Death. You have proficiency with the poisoner's kit.

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.

Death Throes. When a dark folk is slain, their body combusts into a flash of white-hot flame. This acts like a fireball spell, but deals only 1d6 damage per 2 hit dice possessed by the dark folk. This is considered a supernatural ability and miraculously does not seem to harm a slain dark folk's belongings. The saving throw DC for this effect is equal to 8 + (proficiency bonus) + your Constitution modifier.

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

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