Drekolac (5e Race)

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A necromancer that has been sacrificed unwillingly by their fellow cult members. Created by having their throat slit and by dark forces, anger, and pure force of will, are brought back to this world. Rebirth has some catches though...

Physical Description[edit]

Not many physical characteristics are different from a drekolac and the form they used to have before. Their skin takes on a light grey tint, their eyes become a light green, but hair will stay the same color. The cut that ended their life is always visible on their throat, and no amount of magic or makeup may remove or cover it. Therefore, many drekolacs prefer to wear some type of scarf or neck covering over it.


In underground necromancer culture, drekolacs are very well known. Small covens of new necromancers may make the mistake of slitting throats unwillingly one time. If they survive the following drekolac slaughter, they will never make that mistake again. No one is sure how drekolacs use this seemingly untapped power to revive themselves, but most Dark Arts Scholars have narrowed it down to being activated by the mind, not the soul. This leads a few to believe that the mind may contain some strong, magical powers.


Used to be (or still may be) a necromancer, the follower of dark Gods and dark arts. It is impossible to decide which necromancer may return as a drekolac, so therefore necromancers usually try to stab them in the heart. This comes with an issue, however, as if the necromancers need blood, slitting a throat is what's needed. Once a necromancer becomes a drekolac (and after they slaughter those who harmed them) the anger that has revived them dies down, and they either continue on the path they're in now, or go back into mainstream society. drekolacs usually don't form colonies, or even mix really, as drekolacs being together are usually a sign of something bad to come, although covens only of drekolacs are not unheard of.

Drekolac Names[edit]

Drekolacs will either change their name after rebirth or keep their original name before the mishap. Both are almost equally as common.

Male: Any elven, human, or dwarven name depending on the subrace type of drekolac.

Female: Any elven, human, or dwarven name depending on the subrace type of drekolac.

Drekolac Traits[edit]

A reborn necromancer sacrifice who was sacrificed unwillingly.
Ability Score Increase. You will gain a +2 bonus to either wisdom or constitution, your choice, and then a bonus from your subrace.
Age. Drekolacs will remain the age as they were when they died, although when they reach around the age of 800, they begin to crumble to dust (-4 to all rolls) 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.
Size. Depends on Subrace, usually Medium.
Speed. Your base walking speed is 35 feet.
Hate-Branded Object. The weapon that has slit your throat has now become a part of you. You can either choose from a Broken Sword (1d4 Piercing) or a karambit (1d4 Slashing). This item always floats around you and is invisible to anyone else (excluding those with Truesight) until you physically hold it. When placed down or let go of, it will go back to being invisible While invisible, this item will float aimlessly around you. It will not physically interact with anything on its own. You can mentally command this weapon to go anywhere within 20 feet of you. While not holding it, you can not make it appear. This item can not be upgraded, enchanted, poisoned, or anything of the sort, but it can not be taken away from you either, as others can not physically touch it, even if you want them to. Attacking with this item counts as a bonus action.
Anti-Magic Aura. After using their last magical abilities to revive themselves, drekolacs have lost all magical abilities. Although they may still remember the process and materials needed of certain spells or rituals, they themselves can no longer perform them. Even though this magic resistance is seen as a crutch to others, drekolacs use this to their advantage, as it awards them strong resistances to magic. You are considered resistant to necrotic and psychic damage.
Detect Evil. With all your time spent around and practicing dark arts, you know how to detect them. Any evil object or area within 20 feet is sensed automatically with no roll. You must choose to activate this however, and you may use it once per every short rest.
Languages. Common, subrace native language, Abyssal
Subrace. You must choose either a dwarf, human, or elf subrace.

Dwarven Drekolac[edit]

Ability Score Increase. Have a +1 bonus to strength.
Unholy Shield Blast. You may not always be the first to attack, but when someone throws the first punch, you aren't afraid to punch back harder (or just to be the one that punches them first anyways). Once per long rest, you gain the ability to cast out and create a shield of pure anger and darkness. When cast, any enemy 15 ft around you takes 1d6 Necrotic damage and are staggered back 5 ft. All allies are also hit by this blast, but it doesn't hurt them. Instead, they gain a +1 to their armor class for one minute. At level 5, the range is now 25 ft, damage is now a d8, and allies gain a +2 to their armor class for one minute.

Human Drekolac[edit]

Ability Score Increase. Have a +1 bonus to intelligence.
Dark Essence. Although most magic is shut off to you, some of your easier spells you once knew can be cast. At level 1, you may know two warlock cantrips. At level 5, this changes to either knowing 2 warlock cantrips or one level 1 warlock spell. You can change the cantrips you know once every long rest, and change the spell you know every level.

Elven Drekolac[edit]

Ability Score Increase. Have a +1 bonus to dexterity.
Weapon Morph. Your weapon that is attached to you is an amazing asset to you, and you realize its potential. Once per long rest, you may change the Hate-Branded Object you posses to either a Scythe (2d4 Slashing) or a Broadsword (2d4 Piercing). When you reach level 5, damage for both the Hate-Branded Object and the morphed version do an extra d6 of damage (This does not apply to criticals).

Drekolac Height and Weight[edit]

Depends on subrace. Use the height and weight tables of your subrace to determine them.

Random Height and Weight[edit]

Table: Dwarven Drekolac Random Height and Weight
Base Height Height Modifier Base Weight Weight Modifier
3′ 9″ +2d4" 130 lb. × (2d6) lb.
Table: Human Drekolac Random Height and Weight
Base Height Height Modifier Base Weight Weight Modifier
4′ 10″ +2d10″ 100 lb. × (2d4) lb.
Table: Elven Drekolac Random Height and Weight
Base Height Height Modifier Base Weight Weight Modifier
4′ 5″ +2d6″ 80 lb. × (1d6) lb.

Suggested Characteristics[edit]

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.

d8 Personality Trait
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.
d6 Ideal
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)
d6 Bond
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.
d6 Flaw
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...

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