Dark Ones (5e Race)
From D&D Wiki
|“||In the light of the spotlight, you can see how the bullets tear at their glossy bodies, how they're being pushed backwards, how they fall; but they get right back up again, rise to their full height and march on. And again, hoarsely now, because its throat has already been pierced, a sinister howl rings out.||”|
|Alexander Smolyakov on ArtStation|
Aside from their basic resemblance to humans in terms of overall shape, the outward appearance of a dark one is quite strange. They have long, slender arms and legs, with the arms ending in large hands that have four long digits. The skin color is a dark, ashen gray. Adults have sunken in lower jaws, but in their juvenile stage, they have mouths surrounded by insect-like mouth parts. The Dark ones are not capable of vocal communication, but they are able to communicate telepathically amongst themselves and with other beings.
It is unknown where the Dark ones originated from, but the ones found within the frozen tundras are said to be experiments by savage sorcerers. These sorcerers wanted soldiers who were immune to the effects of radiation, and mutated these beings from Humans. Dark ones were created with the fatal flaw of being pacifists, except for a rare member who knew what true savagery is. Yet there is other stories that this is the next stage of humans, Homo Novus, and their superior intellect granted them a psionic shedding which formed their new body. Even still, some claim they are divine messengers with frightening power. Whatever the truth is, the Dark ones terrify humans, with the ability to crush their minds like tin cans.
Dark ones are similar to Humans and build their societies around each other, creating settlements in large number. The Dark ones prefer cold climates, but their adaptable bodies preserved their metamorphosis. The main difference socially between humans and Dark ones is that Dark Ones psionic nature allows them to communicate quickly, efficiently, and emotionally to others. This allows for a much more peaceful and somber civilization, which therefor allows for Dark ones to be nearly unanimously pacifist. Some are willing to venture out of their hive-like cities to adventure, explore, and protect.
Dark Ones Names
Due to the fact that Dark ones come from humans, they hold the same naming structure and identification. However, their psionics when accelerated can sound like chiming and feeling, giving them a regular name and a translated 'feeling' name. Dark Ones don't differentiate between them, but psionics can talk a lot faster with them than other species.
Male: Bor, Fodel, Glar, Grigor, Igan, Ivor, Kosef, Mival, Orel, Pavel, Sergor, Ander, Blath, Bran, Frath, and Bob
Female: Alethra, Kara, Katernin, Mara, Natali, Olma, Tana, Zora, and Rose
Dark One Traits
Homo Novus, the Dark Ones, are Mystic masters born in a radioactive world that was left to rot. They decided to thrive.
Ability Score Increase. Your Intelligence score increases by 2 and your Constitution increases by 1.
Age. A dark one can fend for themselves within a few months of their birth, and can survive for upwards of 300 years. Their bodies can absorb stray radioactivity and toxins, turning them into a beneficial medicine which lowers the speed of their aging temporarily. This has lead to some dark ones living past the age of 500.
Alignment. Dark ones tend to be civilized and in large communities, with a lack of ill will. These make the average dark one lawful neutral, lawful good, but due to their human origins, some renegades can go all the way to chaotic evil.
Size. Dark ones have long, slender and tall limbs which leave then around 6 feet tall, to upwards of 8 feet. Your size is Medium.
Speed. Your base walking speed is 30 feet.
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.
Psionic Being. Dark ones gain the Blind Spot, and Delusion psionic talents. Starting from 3rd level, you have 2 psi points, with a psi limit of 2. At 5th level, this increases to 5 psi points with a psi limit of 3. If you gain psi points and have a psi limit from another source, the psi points are added together and you use the higher psi limit. Intelligence is your manifestation ability for this discipline. You regain expended psi points when you complete a long rest.
Radioactive Human. Dark ones are immune to the effects of radiation while also having advantage on saving throws against natural diseases and being poisoned.
Nightmarish Aberration. Dark ones are considered aberrations and humanoids.
Telepath. You gain the Telepathic Contact from the Awakened Discipline. This doesn't count against your Disciplines, and you passively focus on it if you are not focusing on another discipline.
Languages. You can read and write Common, but can't speak.
Random Height and Weight
|6′ 2''||+2d12 inches||125 lb lb.||× (1d8) lb.|
*Height = base height + height modifier