Fang (5e Race)
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The Fang are a rarely seen entity. Some believe they don't exist.
The Fang are a small race of humanoids with dark grey skin and glowing red eyes. The fang resemble deep gnomes in a lot of ways. They are rarely over 3 feet tall and reach maturity at age 5.They can live to be over three hundred years old however, with the oldest being 310.
Tales tell of a dark god of life and death called Hedrill. Hedrill believes that the living should be pitied and that life itself, is the greatest plague of all. Those who are an inch away from death and do not wish to leave the world are visited by Hedrill, and are offered a deal. In exchange for time, they are to serve him by curing the world of the evils of life. Those who make this deal are reincarnated as The Fang. These creatures have very little memory of their former life, and their souls are infused with the power of death.
The Fang are a very religious and militant people who live in small tribes called sects, scattered throughout the land. Mostly underground, however, some sects are rumored to be found in deep dense forests. The fang follow the teachings of the Vita et Mortum, the holy book of Hedrill. When a member of the tribe reaches the age of four, a ceremony takes place called the culling, where the chieftain decides the fate of the young Fang. If he is given the title of "The Hand of Hedrill" the young fang is then trained vigorously for his destiny outside the village. If he is given the title "Cultivator of the Family." he is then trained in the ways of the tribe.
Ability Score Increase. Your Dexterity score increases by 2 and your constitution score increases by 1.
Speed. Your base walking speed is 30 feet.
Superior Darkvision. You can see in dim light within 120 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.
Menacing. You have proficiency in the Intimidation Skill
Born of Death. Your soul is infused with the power of death, and though forced to exist by Hedrill, longs to die. Any attempt to heal through potions or magical means will in turn do damage to you for the same amount healed. However, necrotic damage heals you instead of dealing damage. For example: Drinking a potion of healing would normally heal 2D4+2 but instead would deal 2D4+2 damage to you.
Vita Drain. As a bonus action, you can gather the necrotic energies inside your soul to extract the life force of another living creature. The target creature must make a will save of a DC 15 + your proficiency or take 1D8 + 2 necrotic damage or half on a failed save. You are healed by the amount of damage the target creature takes. The range on this ability is 60 feet and may only be used 2 + your Constitution modifier + your proficiency bonus per long rest. This increase as you level. 2D8 at level four, 3D8 at level 6, and 4D8 at level 10.
Corruption. The necrotic energy inside your soul has taken over everything else. At 4th level as an action, you may send a surge of necrotic energy into your weapon causing it to emit a faint black cloud around the blade. The weapon now counts as magical and deals an extra 2d6 necrotic damage. This effect lasts 4 hours and can only be used once a day. The effects dissipate if you are disarmed.
Languages. You can speak and write in Common and one language of your choice.
Random Height and Weight
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*Height = base height + height modifier