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Darkwalkers

Driven underground by a rival elven emperor of the Sun Elves, as an effort to get rid of their biggest rivals in the area. The race formerly known as Glimmering Elves have since become known as Darker Walkers due to their sneaky ways alongside their former living space race ‘The Deep Wastes’ which they have been down their for roughly 1,600 years. Dark Walkers have only in the last 150 years been exiting The Deep Wastes due to the first scouts to come back their their people. They sent out scouts to see if the surface was no longer hostile.   They needed to leave due the overall health of their people detrearing at a rapid rate and more mutations among their people; they knew their only possible way of their continued survival was to leave their former homes. During their time in Deep Wastes they lost all knowledge of magic due to being unable to cast while in caves due to toxic crystals making impossible to cast thinking to be only children’s stories, until they exited the Deep Wastes they discover the truth magic is very much real when they thought only psonics was real .   The reason it took so long to get scouts to survive was due to oblex and death kisses, other beholder kin, and other dark creatures   Some of them started to develop their latent sorcerer powers and other magic which caused great excitement and joy due to their highly curious nature. They are starting to become known as trinkets, wanderers, and artificers. They have a tendency for their adventurers to rangers due to the many scouts to learn more about the surfsafe, rouges due to their most common fighting tactics from the being hit and run fighting, and artificers due to tinkering and curious natures.  

Names

  D12   First Names, Boglet ,Fan, Lock, Belrad, Virad, Lil, Tin, Lake, Metal, Ginn, Viper, Whiskey   Last Names, Mend, Vox, Lockli, Benmi, Vinta, Hexi, Fi, Jewel, Lore, Vexi, Sand, Vice   Titles “The”,Bold, Fist, Venom, Silent, Quiet, Hex, Vines, Growth, Will, Magic, Hope, Frightful  

Race Relations

 

Humans

   

Elves

“What an odd creature that claims to descend from elves it can’t possibly be true!.. Could it?”    

Dwarves

“They are weak and soft but their truly imaginative in their tinkering a little janky perhaps we can help them learn the way of great craftsmanship in return for their artificer secrets ”  

Halflings

“Curious and communal much like us. They are a strangefolk but we hope they find help for their sickly nature. Perhaps we can teach them the art of good food as their food is the worst we have ever had!”  

Tortles

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Half-Orcs/Orcs

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Dragonborns

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Gameplay

Ability Scores

When determining your ability scores, you increase one of those scores by 2 and increase a different score by 1, or you increase three different scores by 1. You follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.  

Psionics

Due to living near anti-magic crystals in their former cave homes they instead gain psionic ability. Which resemble the effects of these magical spells Mind Sliver, Dissonant Whispers , and at third level Detect Thoughts. The Dark Walker psionics ability is Intelligence.   For these effects uses are equal to your proficiency bonus for each ability.   Dissonant Whispers at 5th level it does damage as if cast at second level 11 it does damage as if cast at third level, 17th does damage as if cast at 4th level.   Antimagic Cone and and Counter Spell will not work on these psionic abilities.  

Tools of the trade

Proficiency in Tinker tools.  

Trance

Dark Walkers don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Superior Darkvision

You have darkvision that has a range of 120 feet, instead of 60.  

Languages

You can speak, read, and write Common, Elvish and Deep Wastian . Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Age

Although dark walkers reach physical maturity at about the same age as humans, the dark walkers' understanding of adulthood goes beyond physical growth to encompass worldly experience. A dark walker typically claims adulthood and an adult name around the age of 60 and can live to be 300 years old, they use to able to live to 900 years.  

Size

Dark Walkers range from under 2'8 feet to 3'6 feet tall and have slender builds with large round head and extremely large eyes. Your size is small  

Speed

Your base walking speed is 25 feet and you have 25 feet of climbing to your clawed hands and feet.

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