Night People

Although some believe night people are inherently corrupt, that is not the case, and they are as capable of choosing between their light and shadow natures as any other person. The first generations of night people only served their creators because they knew of nothing else. As a great rebellion spread, many night people chose to rebel and often paid the price with their lives, but their efforts helped to overthrow their former masters. Some night people know nothing of life except for cruelty and a struggle for survival, but some others are afforded the opportunity to exist and grow in peace.

They are usually well aware of their history and their good fortune, and night people tend to have a powerful zest for freedom and all that life has to offer because of it. Most of the old prejudices against them have fallen away over time. In other lands, night people are usually driven to live on their own in small, often nomadic, bands.

Names

Night people often have Kernish style names, although their surnames, if any, tend to be more Aldin or Forest Folk, due to their settlements in those regions (see Cultures, following, for details). Some night people have or maintain the more guttural, monosyllabic names their ancestors were given in Kern and other sorcerous domains such as Brak, Karr, Resh, Ton, Vuul, and so forth. Other night people disdain these names as reminders of their ancestors’ servitude.

Racial Traits

Your night person character has the following traits.

  • Age. Night people mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.
  • Alignment. Knowledge of their ancestors’ servitude gives some night people a mistrust of authority and a tendency towards neutrality or chaos.
  • Size. Night people are somewhat larger and bulkier than humans, ranging from 5 feet to well over 6 feet tall. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Darkvision. Night people have superior vision in dark and dim conditions. 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.
  • Menacing. You gain proficiency in the Intimidation skill.
  • Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
  • Mighty Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Section 15: Copyright Notice

Blue Rose Adventurer’s Guide, Copyright 2020, Green Ronin Publishing; Lead Designer: Steve Kenson, based on original material by Jeremy Crawford, Steve Kenson, Alejandro Melchor, and John Snead.

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