Drekolac (5e Race)
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A necromancer has been sacrificed unwillingly by their fellow cult members. The anger festers over unrighteous death, and the blood boils with spite.
Drekolacs are humanoids with somewhat withered grey skin, frayed hair, and, most notably, green eyes that glow. The green spreads over their entire eyeball. They are usually about the height of humans or elves, though some may be shorter, like dwarven height. They usually have chipped, pale nails and withered hands. Odd scars, like that carved by a paintbrush, cover their bodies like tattoos. Many drekolacs therefore wear concealing clothing. Some have reportedly seen what looks like a translucent sash of darkness floating around drekolac.
Drekolac are an odd race of undead that sprung from the darkest cults of necromancy. People in these depraved cults often resorted to things like cannibalism, mass suicides, and even turned on their own for failures. Drekolac are born of such craven measures to defy death that end in failure and punishment. When truly heinous necromancers are killed off, their death is rejected due to the amount of souls they have wronged, living and dead. Their body takes on a series of marks that are said to be flagellations from the spirits that mark drekolac as despicable criminals. Those who associate with them are known to often be stricken with illness or misfortune soon after. As such, no one really welcomes a drekolac. They were few originally, being born from actions on the fringe. Usually, they came of necromancers killed by their own disciples or entourage, if not angry mobs. Disciples of these fringe necromancers would often kill their own teachers as a means of succeeding them and stealing their secret arts, or as punishment as they got disillusioned or witnessed their masters failure. Disgruntled colleagues in necromancy would also murder each other in the world of forbidden magic. These grisly deaths often resulted in a drekolac. Being shunned and unwanted made drekolac lonely creatures. As such, they resented and cursed the world. Often in their solitude, they sought some kind of comppany. This resulted in drekolac going now to make other drekolac. Some would kidnap poor souls to do their bidding and then murder them, only to have them become likewise. Others actively sought out necromancers to murder and change, wanting them to feel their pain. Thus the numbers of drekolac increased this way, and the stigma only grew stronger against them and all users of the dark magical arts of the dead. In short, drekolac are creatures created of evil done, who wish to perpetuate it.
Drekolac usually don't form colonies, or even mix really. Societies usually reject them as omens or harbingers of ill-fortune. A gathering of drekolac is considered a sign of the apocalypse. Drekolac are usually solitary creatures. If they meet another, they can become unpredictable, some reacting with violence and others with amicability. Some have seen drekolac gather in maybe up to groups of three and act in a coven like fashion. Because they try to create other drekolac, they sometimes may be seen with a promising vessel for their next companion. Some drekolac even try to blend back in their old circles by hiding their marks. Drekolac lack the foundation to create a sturdy society base for themselves, as they are often haunted by the spirits they have wronged. One town was attempted, but fell to ruin shortly after due to the chaotic behavior of the drekolac and a rash of missing persons from nearby towns, which ultimately resulted in pitchforks and mobs. Drekolacs see themselves as survivors which the world repeatedly wrongs, and so their existence is the best vengeance against the people who want them dead.
Drekolacs will either change their name after rebirth or keep their original name before their murder.
Male: Jakov, Murdoch, Halavell
Female: Flavia, Rennoa, Targuinne
A reborn necromancer sacrifice
Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1.
Age. Drekolacs will remain the age as they were when they died in appearance. When they reach around the age of 800, they begin to crumble to dust and will be gone completely by the age of 1000. Sometimes, the soul of a drekolac become wraiths after death.
Alignment. Drekolacs can be any alignment, although most are evil and chaotic.
Size. Drekolac are roughly the height of humans, though not so heavy. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Ethereal Sight. The drekolac can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Undead Nature. For spells and other such effects, a drekolac is considered undead, and thus you don't require air, regular food, drink or sleep to survive.
Detect Evil. Drekolac delight in finding like-minded individuals that are also tended towards evil. Sometimes they use this to find potential candidates to turn to drekolac. You are aware of any fiend, aberration or undead within 30 feet of you. This sensory range resembles a dark translucent ribbon flowing around you.
Undying. When you are subjected to death saving throws, you may grant yourself advantage on the next roll. You must finish a long rest before using this feature again.
Languages. You can speak, read and write in Common, Abyssal and one language of your choice.
Random Height and Weight
|Base Height||Height Modifier||Base Weight||Weight Modifier|
|4′ 10″||+2d10″||100 lb.||× (2d4) lb.|
When creating a drekolac character, you can use the following table) of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background characteristics.
|1||I may have been wrongly sacrificed, but that won't stop me from following my dark craft.|
|2||I still follow my dark craft, although my unwilling sacrifice means I now follow it alone.|
|3||Everything is dark, especially the world. I want to show people that.|
|4||I tricked some less knowledgeable necromancers to slit my throat to gain these powers. Now all I have to do is wait to die again to gain even more.|
|5||I want absolutely nothing to do with necromancy anymore. I wish I could take it all back.|
|6||I remember my past mistakes, and I am at peace with them, but no one should fall into the dark arts.|
|7||I make sure to find any dark objects that may seem helpful to my cause.|
|8||I am searching far and wide for something to bring me back to my normal state.|
|1||The dark arts are dangerous, people should be warned of it before they make the same mistake I did. (Good)|
|2||The dark arts are dangerous, but hold much power if used correctly. (Neutral)|
|3||The dark arts are dangerous, and in most cases illegal, any followers of them should be killed. (Lawful)|
|4||The dark arts are dangerous, I've messed myself up pretty bad, so it can't get worse. (Neutral)|
|5||The dark arts are dangerous, and with an unholy coven behind me, we shall become rulers! (Chaotic)|
|6||The dark arts are dangerous, and with that power I shall be the King/Queen of Darkness! (Evil)|
|1||I am extremely dedicated to the eradication of the dark arts.|
|2||I wish to bring darkness to those who believe in the light.|
|3||The knowledge of the unknown is just beyond my reach, I need it.|
|4||I must know what happens to me after I pass.|
|5||My old coven may have turned on me, but creating a new one where I'm the leader will work much better.|
|6||I just want this curse gone. I don't care if it kills me.|
|1||I am very scared of dying. I have no idea what will happen when I pass on now.|
|2||Those who follow no Gods disgust me, those who follows Gods of the light disgust me even more.|
|3||I just want to be considered a normal part of society. I always think of my past days.|
|4||Darkness scares me, even now. I need at least two torches if I want to even walk down a dark hallway in my home.|
|5||Why wouldn't these people turn on me too? I need to make sure they aren't going to kill me either.|
|6||I wasn't mentally healthy before the sacrifice. I feel better now, but I still have my fits...|