Dullahan, 2nd Variant (5e Race)

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Physical Description[edit]

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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.


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 sympathize with the dullahans, and for some weird reason, the Halflings 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 than the curse of a god.


Among the fae, dullahans are viewed as kin to banshees, kelpies, and other dark creatures. However, they fulfil 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]

You are a black-robed headless horseman of Irish mythology.
Ability Score Increase. Your Constitution score increases by 2 and your Charisma score increases by 1.
Age. Like many fey, you are long-living. You reach maturity at 20 and reach old age after 400 years.
Alignment. As death's heralds, dullahans generally do not pursue particular agendas. They tend towards true neutral.
Size. You are about the same size as a human. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Fey. You are a fey. This grants you protection against some spells and effects that would normally affect humanoids, such as hold person. In addition you have advantage on saving throws against being charmed, and magic can't put you to sleep.
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.
Decapitated. Your head is not fixed upon your shoulders. The effects of this trait are noted below.
Fear of Gold. You have an irrational fear of gold. You have disadvantage on ability checks if you can see a gold object of any size.
Languages. You can speak, read, and write Common and Sylvan.


You must carry your head under one arm. If you are not carrying your head, you undergo the following effects:

  • You can only draw line of sight to your head.
  • If your head is not in the same space as your body, it is treated as a separate creature. Your body and head share the same statistics with the following exceptions. Your head is Tiny, has an AC of 10 and a speed of 5 feet. Your hit points are reduced if either your body or head takes damage. Your head has disadvantage on Strength, Dexterity and Constitution saving throws and ability checks. Your body and head can move independently, but you still draw from the same pool of movement. When you take an action, bonus action or reaction you choose if it is your body or head taking the action.
  • You have supernatural sight. If you hold your head aloft with both hands, you have advantage on Wisdom (Perception) checks that rely on sight.
  • You can use an action to have your head emit bright light in a 20-foot radius and dim light for an additional 20 feet. The effect lasts until you dismiss it with an action or fall unconscious.
  • If your body is further than 30 feet away from your head, it is immune to the following conditions: blinded, charmed, deafened, frightened.
  • When you cast a spell, your head is used for verbal components and your body is used for somatic and material components. You can only cast a spell that combines these components if your body and head are within 30 feet of each other.
  • At the end of a short rest or long rest, you can summon your head into your empty hand as long as it is on the same plane of existence.

Variant: Cursed Dullahan[edit]

Some dullahan are at risk of literally losing their head. If you choose this variant it is possible to become separated from your head by significant distances, leading to a quest to recover it. As this is potentially disruptive to some campaigns, you should work with your DM to incorporate this into the narrative.

  • You are unable to summon your head at the end of a rest using your decapitated trait. If you are separated from your head for 10 days or longer, you replace your decapitated trait with the following features.

Headless. You do not have a head at all. It's gone, probably for good. But, you are still alive somehow, with your mind residing in your body instead of your head. Whatever is keeping you alive means you now do not need to eat, drink, or breathe. However, your lack of mouth renders you completely mute.

Replacement Head. You have a totem that you use as a replacement for your head; a helmet from a suit of armor, or a large smooth-cut crystal orb, or even a carved pumpkin. You are able to use your totem head as a focus for spellcasting, and it can be removed as normal and is filled with a perpetual ghostlike flame. If your totem is lost or destroyed, you can attune to a new one over the course of an hour. While using your totem as a spellcasting focus, you can cast spells without a vocal component.

Random Height and Weight[edit]

5′ 0″ +2d8 120 lb. × (2d6) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Dullahan Rider[edit]

This class can only be taken by a true dullahan, if the optional multiclassing rules are being used.

Creating a Dullahan Rider[edit]

A dullahan rider can hold its head aloft in one hand, or might mount its head on the brow of its saddle.

As a Dullahan Rider you gain the following class features.

Hit Points[edit]

Hit Dice: 1d10 per Dullahan Rider level
Hit Points at 1st Level: + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Dullahan Rider level after 1st


Armor: Light
Weapons: Simple, flail, scimitar, whip
Tools: vehicles (land)
Saving Throws: Dexterity, Charisma
Skills: Choose two from


You start with the following equipment, in addition to the equipment granted by your background:

Level Proficiency
1st +2 Death's Herald, Expert Horseman, Macabre Weapon
2nd +2
3rd +2
4th +2 Coiste Bodhar
5th +3 Black Crom's Magic

Death's Herald[edit]

You know if a humanoid you can see is going to die within the following 10 days. The cause of death must be natural (such as old age or disease) or otherwise fated to happen.

Expert Horseman[edit]

Your skill with riding horses grants you the following benefits:

  • You can mount a creature using 5 feet of movement (instead of movement equal to half your speed).
  • You have advantage on Dexterity saving throws made to avoid falling off your mount.

Macabre Weapon[edit]

While holding a weapon you are proficient with, you can use an action to transmute it into human bones fused with fey magic. For example, a whip becomes a spine or a mace becomes a skull. The effect lasts until you end it with an action or are no longer holding the weapon. A bone weapon deals an extra 2 poison damage.

Coiste Bodhar[edit]

When you are riding a mount, or driving a drawn vehicle such as a coach, any closed gate or door within 5 feet of the mount or vehicle flies open as though it had been affected by the knock spell.

Black Crom's Magic[edit]

Starting at 5th level, you can cast find steed or blindness/deafness once. You regain the ability to do so when you finish a long rest.

Your spellcasting ability is Charisma. Your spell DC is 8 + your Charisma modifier + your proficiency bonus.

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