Deathshadow (3.5e Race)
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Deathshadows[edit]
Personality[edit]
Deathshadows are often seen as enigmatic and brooding, reflecting their dual nature. They tend to act with caution, weighing their actions carefully, and often display a dark sense of humor. Despite their somber demeanor, they can be fiercely loyal to their allies.
Physical Description[edit]
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Deathshadows typically stand between 5 to 6 feet tall, with an average weight of 130 to 180 pounds. Their skin has an ethereal quality, often appearing pale or shadowy, with hues ranging from deep gray to a faint blue. Their eyes glow with a faint, ghostly light, varying from silver to dark purple, hinting at their connection to the realm of the dead.
Relations[edit]
Deathshadows typically get along well with other races while in their living form, often blending in and forming normal social bonds. However, once they shift into their undead state, they are often met with fear or hostility, leading to attacks or being shunned. This duality complicates their relationships, making it challenging for them to maintain connections when their true nature is revealed.
Alignment[edit]
Deathshadows are often Neutral, with a tendency towards Lawful Good or Evil. While they primarily adhere to structured principles, some may embrace a Chaotic alignment, although this is less common. Their unique nature allows for a wide range of moral perspectives, reflecting their complex existence between life and death.
Lands[edit]
Deathshadows thrive in dying planes, often finding solace in graveyards, ancient burial sites, and desolate landscapes. They are most comfortable in areas steeped in death and decay, where the boundary between life and the afterlife is thin. These locations often exhibit eerie beauty, with twisted trees, fog-covered hills, and remnants of past civilizations, allowing Deathshadows to blend seamlessly into their surroundings.
Religion[edit]
Deathshadows typically revere deities associated with death, chaos, destruction, or war. They are drawn to the concepts of endings and beginnings, often worshiping gods who embody the cycle of life and death. Commonly venerated figures include gods of the grave, the chaos of the afterlife, and war deities who thrive on conflict and strife. Rituals often involve honoring the dead, celebrating the inevitable decay of all things, and seeking power through the chaos of existence.
Language[edit]
Deathshadows primarily speak Common but also communicate in their unique language, which is a complex form of aura. This language is expressed through specific vibrations, colors, sounds, and shapes of their aura. Each variation conveys different meanings and emotions, allowing for nuanced communication that transcends spoken words. While they can express basic ideas in Common, their true depth of expression is found in their aura language, which only fellow Deathshadows can fully comprehend.
Names[edit]
Deathshadows acquire their names from significant figures in their lives, such as mentors, guardians, or family members. Names are often bestowed during a rite of passage or significant event, reflecting the individual's experiences and the essence of their aura. These names may incorporate elements of their aura language, blending traditional sounds with vibrational meanings that resonate with their identity. As such, names are deeply personal and often carry weight in their culture.
Racial Traits[edit]
- +2 dex -1 Int +2 Wis -1 str
- Humanoid
- Medium
- DeathShadow base land speed is 80 feet: Can Float at a speed of 40 Feet
- Automatic Languages: Common, Deathshadow Language.
Bonus Languages: Any.
- Death Form (Su): This ability lasts for as long as you desire; however, when you revert to your original form, you lose all strengths and weaknesses gained from your chosen form. These strengths and weaknesses return when you switch back to the death form. Each form grants unique benefits, such as enhanced strength, resilience, or fear effects against living creatures, allowing you to adapt your abilities to suit different situations in combat or exploration.
- Favored Class: Rouge
- Level Adjustment: 0
Rank System[edit]
Deathshadows begin with 1 rank at birth, with each 2 levels gained in any class providing an additional rank However if you take this as a subrace via the ritual in the death division you automatically get 4 ranks but it cannot rank up further unless aided by feats or abilities that specifically do that. Each rank grants you 25 bonus points to distribute as you choose among the following categories:
Enhanced Modifiers You can choose to increase any ability score modifier by +1. This bonus can stack, and each additional +1 requires spending 5 points. You may choose this strength multiple times
Infectious Bite: You can infect others with your essence through a successful bite attack. Upon biting, the target must succeed on a Fortitude save (DC = 10 + your level + your Wisdom modifier) or become infected. If you die while the target is infected, they die as well. The infected target gains half the number of ranks you possess upon transfer, and you gain control over them as a minion. This control lasts as long as you remain alive and can use a standard action to maintain it. (Cost 10 Points)
Shadow Step: You can teleport up to 60 feet as a move action, provided you are in dim light or darkness. This allows you to evade attacks or reposition yourself strategically during combat, enhancing your agility and stealth. (Cost 10 Points)
Life Drain: When you deal damage to a living creature with a melee attack, you regain hit points equal to half the damage dealt. This ability allows you to sustain yourself in battle, making you more resilient and harder to defeat. (Cost 15 Points)
Fearsome Presence: As an action, you can instill fear in your enemies. All creatures within a 30-foot radius must succeed on a Will save (DC = 10 + your level + your Wisdom modifier) or become frightened for 1d4 rounds. This ability can be used once per encounter. (Cost 5 Points)
Ethereal Glide: While in your death form, you can move through solid objects and creatures as if they were difficult terrain. You cannot end your turn inside an object, but this ability allows you to navigate battlefields and escape dangerous situations more easily. (Cost 5 Points)
Shadow Rebirth: Upon reaching 0 hit points, instead of dying, you can choose to enter a state of suspended animation for up to 1 Minute. During this time, you cannot be harmed or affected by spells, and you regain hit points equal to your level when you exit this state. This ability can be used once per day. (Cost 20 Points)
Cursed Aura: You emit an aura of despair within a 30-foot radius. All enemies in this area take a penalty to their attack rolls and saving throws equal to your Wisdom modifier. This ability lasts for 1 minute and can be used once per encounter. (Cost 15 Points)
Soul Harvest: When you reduce a creature to 0 hit points, you can absorb its essence to regain hit points equal to your level. Additionally, you gain a temporary bonus to your Strength equal to the defeated creature's level for 1 hour. This ability can only be used once per encounter. (Cost 25 Points)
Spectral Chains: You can summon ethereal chains that ensnare your enemies. As a standard action, select a target within 30 feet; they must make a Will save (DC = 10 + your level + your Wisdom modifier) or become immobilized for 1 minute. You can maintain this effect with a standard action on your turn. (Cost 20 Points)
Death's Grasp: As a melee attack, you can attempt to drain the life force from your target. On a successful hit, the target must make a Fortitude save (DC = 10 + your level + your Wisdom modifier) or take 2d10 necrotic damage, and you regain hit points equal to the damage dealt. This ability can be used once per encounter. (Cost 25 Points)
Regeneration: You regenerate 5 hit points per turn. This ability stacks; for every 10 points spent, the regeneration increases by 5 additional hit points per turn. (Cost 10 Points)
Damage Reduction: You gain damage reduction of 1 against all types of damage. This ability also stacks; for every 5 points spent, increase damage reduction by 1. (Cost 5 Points)
Necrotic Infusion: Your melee attacks deal an additional 1d12 necrotic damage. For every 10 points spent, the necrotic damage increases by 1d12. This ability enhances your offensive capabilities significantly. (Cost 20 Points)
Energy Charge: You can spend multiple turns charging your energy, preparing for a devastating attack. For each turn you spend charging (up to a maximum of 5 turns), you gain the following benefits for the next 2 turns after you finish charging:
- Extra Standard Actions': You gain an additional standard action for each turn spent charging (maximum of 5 extra standard actions). - Increased Base Attack Bonus: Your base attack bonus increases by 5 for each turn spent charging (maximum increase of +25). - Enhanced Armor Class: Your Armor Class increases by 5 for each turn spent charging (maximum increase of +25).
This ability can be used twice per encounter. You must declare how many turns you wish to charge at the start of your charging turns. After the charging duration, you can unleash your attacks with enhanced efficiency and resilience. (Cost 30 Points)
Shadow Bond
Base Cost: 50 Points
You gain the ability to form a powerful bond with another creature, merging your essence with them and granting both benefits and drawbacks. This bond transforms you into a malleable, ooze-like form, which you can alter to suit your aesthetic preferences. You may shift between this form and a humanoid appearance, though bonding with a creature requires maintaining your ooze-like form.
Bond Details
- Bond Types: You can either let the host have control or maintain full control over their actions and movements; this choice is made at the time of bonding.
- Enhanced Attributes: The bonded creature gains a bonus to their Strength, Dexterity, or Constitution equal to Twice your Will Mod (rounded up).
- Shared Resilience: You share 100% of any damage taken by the bonded creature (via you can choose who takes the damage and what amount of said damage), and you can transfer a portion of your hit points to heal them (up to 50% of your maximum HP each turn).
- Telepathic Link: You and the bonded creature gain a mental link, allowing silent communication and awareness of each other’s surroundings.
- Ooze Appearance: While bonded, you take on an ooze-like form with customizable color and consistency (via bulky,buff,thin,gooey,solid vice versa. By spending an additional 5 points, you can modify your appearance to mimic any aesthetic or physical characteristic you choose, while still resembling the host's shape.
Unwilling Bond Option (Optional, Extra Cost: +10 Points) For an additional 20 points, you may bond with an unwilling creature. If the target creature fails a Will save (DC = 10 + your Deathshadow rank + your Will modifier + your Strength modifier), the bond is forced, and you gain control over the host. This control lasts for the duration of the bond or until you release them willingly.
Customizable Bond Abilities You may further enhance the bond by selecting from the following additional abilities, each adding to the point cost:
1. Life Link (+15 Points): Both you and the host gain regeneration of 10 HP per turn while bonded. This regeneration can stack with other effects but only works if the bond remains intact.
2. Empowered Attacks (+15 Points): The host’s attacks gain a bonus of 1d12 necrotic damage and count as magical for the purpose of overcoming resistances.
3. Shadow Cloak (+10 Points): While bonded, you and the host can become invisible in darkness or dim light.
4. Mind Shield (+10 Points): Both you and the host have Immunity on saves against mind-affecting abilities, such as charm or fear.
5. Adrenal Surge (+15 Points): When the host takes damage, you may use your reaction to grant them a surge of adrenaline, giving them an extra standard action on their next turn.
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Bond Weaknesses (Optional, Reduce Cost) Adding weaknesses reduces the point cost of the Shadow Bond ability:
1. Host Dependency (-50 Points): If the host dies while bonded, you take necrotic damage equal to 50% of your maximum HP and cannot bond with another creature until you complete a long rest.
2. Bright Light Vulnerability (-30 Points): While bonded, you and the host suffer a -2 penalty to attack rolls, skill checks, and saving throws in bright light.
3. Wavering Control (-30 Points): If the host experiences intense emotions (such as fear or rage), they can attempt to break the bond with a successful Wisdom save (DC = 10 + your Deathshadow rank). Upon success, they temporarily gain control over the bond and may sever it.
4. Ooze Fragility (-30 Points): While in your ooze form, you are vulnerable to fire damage and take an additional 3d12 damage from any radiant sources.
5. Spirit Drain (-30 Points): Maintaining the bond requires draining your own life force. You lose 5 HP at the start of each of your turns while bonded if you are hungry however if you eat or maintain your hunger this effect does not happen.
Weaknesses[edit]
Light Sensitivity: You take a penalty to attack rolls and skill checks equal to your Wisdom modifier when in bright light. This weakness reflects your aversion to light, making you more vulnerable during the day or in well-lit areas. (Gives 15 Points)
Vulnerable to Radiance: You take double damage from radiant damage sources and effects. This vulnerability signifies your connection to the shadow realm, making you particularly susceptible to light-based attacks. (Gives 20 Points)
Restless Spirit: You are unable to find rest in traditional sleeping methods and must meditate for twice the time to gain the benefits of a long rest. This weakness represents your tormented existence between life and death. (Gives 15 Points)
Haunting Echoes: You occasionally hear whispers from the afterlife, causing you to take a -2 penalty on all saving throws. These echoes distract you from focusing on the present, making you more vulnerable to magical effects. (Gives 10 Points)
Blood Oath: If you make a blood oath with a living creature, you become bound to them until the oath is fulfilled. Breaking this oath results in losing half your hit points. This weakness emphasizes your cursed existence and commitment to others. (Gives 20 Points)
Ethereal Fragmentation: While in your death form, you are unable to interact with solid objects. This prevents you from utilizing weapons, shields, or equipment while in that state, leaving you vulnerable and defenseless. (Gives 25 Points)
Cursed Mark: You bear a visible mark that identifies you as a Deathshadow. This mark grants disadvantage on all Charisma-based skill checks, making it difficult for you to blend in with other races. (Gives 15 Points)
Forgotten Memories: You suffer from memory loss, leading to confusion. You have disadvantage on Intelligence checks and saving throws, reflecting the fragmented nature of your existence. (Gives 15 Points)
Fragile Existence: Your connection to death means that you have a lower overall durability. You have a -2 penalty to your Constitution score, resulting in lower hit points and resilience. (Gives 20 Points)
Bond to the Grave: If you die while in your death form, you cannot be resurrected by traditional means. Instead, you must rely on powerful magic or artifacts to return to life, reflecting the severity of your cursed state. (Gives 40 Points)
Vital Statistics[edit]
Adulthood | Simple | Moderate | Complex |
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50 years | +1d6 | +1d8 | +1d10 |
Middle Age1 | Old2 | Venerable3 | Maximum Age | |
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1000 years | N/A years | N/A years | +N/A years | |
Gender | Base Height | Height Modifier | Base Weight | Weight Modifier |
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Male | 6’ 4” | +1d4 | 150 lb. | × (1d10) lb. |
Female | 5’ 8” | +1d4 | 120 lb. | × (1d8) lb. |
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