"Dullahan (5e Race) D&D" By robblu (https://pastebin.com/u/robblu) URL: https://pastebin.com/f6kEg6R4 Created on: Friday 2nd of September 2016 09:25:17 PM CDT Retrieved on: Saturday 31 of October 2020 03:26:19 AM UTC Dullahan[edit] Physical Description[edit] <3fd931a214e696d6fb0b1aaf45b8838d.jpg> Dullahan are members of the ancient Fae that are traditionally viewed as headless riders. They wear black armour with a neck guard and either wear their head on their shoulders or carry it in their off hand. History[edit] No one knows where the Dullahans came from, some say they are from the shadowfell, some believe they are spirits of the dead in search of vengeance. But what is known is that they are terrifying creatures, that search the material plane for restless souls. It is not known what they do to such souls,but some say they consume the souls for power, others say they can purify these souls and give them rest, while others, more fearful believe they don't seek restless souls, they seek targets, people that they kill and take their souls to torment for all eternity. But the Tieflings, who also suffer prejudices, tend to simpatize with the Dullahans, and for some weird reason, the Halflings and and the Gnomes seem to not mind the rumors, and fears of the other races. But there is one rule of the Dullahan that every race knows, and no matter how friendly someone may be with a Dullahan, they will cower in fear when the head of a Dullahan is stolen, for anyone and anything that stands between them and their heads will perish, and the thief will suffer a death worse then the curse of a god. Society[edit] Among the Fae, Dullahans are viewed as kin to Banshees, Kelpies, and other dark creatures. However they fulfill an important purpose in both Fae and mortal culture. The role of the reaper, the harbingers of death, they are guides of the soul after death. Dullahan Names[edit] Dullahans true names tend toward repeating syllables. They don't willingly reveal their true names to any but another Dullahan, simply because they don't like to appear foolish to the mortal races. There are exceptions to this. Most males have two separate names in honour of the first Dullahan "Crom Dubh" Male: Mnoh Vis, Khit Tuc, Frur Tor, ... Female: LaLa, MeiMei, VidVid, ... Dullahan Traits[edit] Most Ancient of the Unseelie, The headless harbingers of Death. Ability Score Increase. Because of their centuries of existence, they are rather stronger and wiser than most. (+2 Wis, +2 Con) Age. Start travelling after their second century of training is complete. They live forever, and if killed cannot return to the mortal plane until their slayer has been taken into death's buxom. Alignment. They can, sometimes be chaotic or lawful, and in even rarer cases they may be evil or good. Most of the time, a vengeful Dullahan tends to be confused with an evil one. Seeing as, even the nicest of the Dullahan, when in a path of vengeance can be extremely ruthless, and even cruel. Size. medium Speed. Your base walking speed is 30 feet. The Headless Man. Whenever a insight check is done upon you, the person who did it must do a wisdom saving throw. If the throw fails they flee Weapon Training. Dullahans are proficient with all simple and martial melee weapons. They never train with ranged weaponry as they don't see the point to attacking from where they can't gather the soul. Horseman. Every Dullahan has a "familiar" in the form of a jet black horse, which has a striking familiarity with a Nightmare with black smoke instead of flames. You can summon your steed with a bonus action. The steed has the same stats of a Nightmare, with the exceptions of the "Confer Fire Resistance", "Illumination" and "Ethereal Stride" feats, and it also doesn't have a flight speed. At level 10 the stead has the ability to take the Dullahan to the Fey Wild once every week. You also gain proficiency with the "Animal Handling" skill. Wanderer of All Directions. Your steed can walk both on water and in vertical walls, as well as ceilings, the ground burns behind you and gates burst open at your approach. Salvager of Souls. This is a power that you only attain at level 5. When you kill undeads, you can use a bonus action to give your head the souls of these creatures. When you do this you regain hit points equal to half your total hit dice, without actually spending them. The head must finish eating a soul before eating another, this takes 1 minute, and this feat can be used a number of times equal to your wisdom modifier after a short or long rest. At level 10 you can take the soul of 1 mortal every day on the moment of their deaths, regaining hit points equal to your total hit dice. To use both of these feats you must be at least 5ft of the target. Fey Ancestry. You have advantage against charming effects, and magic can't put you to sleep. The secret origin of all Dullahans is that they are a type of fairy from the Fey Wild. Reaper's Scythe. With a bonus action you can create a smoke scythe which you are proficient with. The scythe has a reach of 10ft, is versatile and causes 1d10 one handed and 2d6 two handed (slashing damage), when getting to the 5th level, your power grows and the damage from your scythe becomes magical. The scythe stays untill dismissed with another bonus action. Gold Aversion. When confronted by gold a dullahan will shy away. Whether this is due to some disagreement with a god, or just a variation on the Fae weakness to iron is unknown. Whatever the reason, when faced with gold weapons or armour, a dullahan must make a DC15 wisdom check. If it fails the check the dullahan is terrified take 1d6 psychic damage, will run it's maximum movement distance away from the gold, and must continue making saves until the save succeeds. After succeeding a save, the dullahan is immune to the negative effects for 1 day. Languages. Dullahans can understand and speak any language by their nature.