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Darakhul

Racial Traits

Your darakhul character has certain characteristics in common with all other darakhul.

Ability Score Improvement. You Constitution score improves by 2.

Age. An upper limit of darakhul age has never been discovered; most darakhul die violently.

Alignment. Your alignment does not change automatically, but you have a strong draw toward evil.

Size. Your size is determined by your Heritage Subrace.

Speed. Your base walking speed is determined by your Heritage Subrace.

Darkvision. You can see in dim light within 60 feet as though it were bright light and in darkness or bright light as if it were dim light. You can’t discern color in darkness or bright light, only shades of gray.

Hunger for Flesh. You must consume 1 pound of raw meat each day or suffer the effects of starvation. If you go 24 hours without such a meal, you gain one level of exhaustion. While you have any levels of exhaustion from this trait, you can’t regain hit points or remove levels of exhaustion until you spend at least 1 hour consuming 10 pounds of raw meat.

Imperfect Undeath. You transitioned into undeath, but your transition was imperfect. Though you are a humanoid, you are susceptible to effects that target undead. You can regain hit points from spells like cure wounds, but you can also be affected by game effects that specifically target undead, such as a cleric’s Turn Undead feature. Game effects that raise a creature from the dead work on you as normal, but they return you to life as a darakhul. A true resurrection or wish spell can restore you to life as a fully living member of your original race.

Powerful Jaw. Your heavy jaw is powerful enough to crush bones to powder. Your bite is a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, your bite deals piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you try to perceive is in direct sunlight.

Undead Resilience. You are infused with the dark energy of undeath, which frees you from some frailties that plague most creatures. You have resistance to necrotic damage and poison damage, you are immune to disease, and you have advantage on saving throws against being charmed or poisoned. When you finish a short rest, you can reduce your exhaustion level by 1, provided you have ingested at least 1 pound of raw meat in the last 24 hours (see Hunger for Flesh).

Undead Vitality. You don’t need to breathe, and you don’t sleep the way most creatures do. Instead, you enter a dormant state that resembles death, remaining semiconscious, for 6 hours a day. While dormant, you have disadvantage on Wisdom (Perception) checks. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Languages. You can speak, read, and write Common, Darakhul, and a language associated with your Heritage Subrace.

Heritage Subrace. You were something else before you became a darakhul. This heritage determines some of your traits. Choose one Heritage Subrace below and apply the listed traits.

Heritage Subrace Ability Score Increase Size Speed Extra Language
Dragonkin Strength +1 Medium 25 feet (not slowed by heavy armor) Draconic
Dwarf Wisdom +1 Medium 25 feet (not slowed by heavy armor) Dwarvish
Elf Dexterity +1 Medium 30 feet Elvish
Gnome Intelligence +1 Small 25 feet Gnomish
Halfling Charisma +1 Small 25 feet Halfling
Human or Elfmarked Any (not Constitution) +1 Medium 30 feet Choose one
Kobold Intelligence +1 Small 30 feet Kobold
Ravenfolk Dexterity +1 Medium 30 feet Huginn’s Speech
Tiefling Charisma +1 Medium 30 feet Infernal
Trollkin Strength +1 Medium 30 feet Northern
Section 15: Copyright Notice
Midgard Heroes Handbook © 2018 Open Design LLC; Authors: Chris Harris, Dan Dillon, Greg Marks, Jon Sawatsky, Michael Ohl, Richard Green, Rich Howard, Scott Carter, Shawn Merwin, and Wolfgang Baur.