User:Zhenra-Khal/Dharfang (3.5e Race)

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Author: Zhenra-Khal (talk)
Date Created: 10/27/2018
Status: In progress
Editing: Clarity edits only please
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Dharfang[edit]

Vampiric elves that are unlike, and despise, most other undead, the Dharfang are part of an attempt to make the snobbiest character possible as a roleplaying challenge. Dharfang were created by their gods roughly at the same time as other elves, and

Personality[edit]

Physical Description[edit]

Dharfang are tall for elves, usually just over the average human height, and though they are slender, they are strong and often covered in toned, lean muscle. Their ears are longer than those of other elves, their jawlines more pronounced, and their facial features more angular, and there is little difference between the genders. Pureblooded Dharfang typically have pale skin and dark hair, with eyes of red, yellow or some other vibrant color. Dharfang mutts, however, typically have ashen or greenish skin, and hair that varies wildly, though their eyes are usually similar. Most of the time, a Dharfang's hair and nails will be long, as their bodies recycle material quickly due to heightened metabolism, though nobles will keep their hair well-maintained as a symbol of status, while their more feral cousins don't care as much about their appearance.

The most sure way to tell a Dharfang's lineage is by their blood - Nobles, called Nightbloods, have blood of purest, lightless black, often with silvery metallic particles. Your average Dharfang commoner will have red blood, but it will be very coppery and thicker than normal human blood. Dharfang mutts, known to the nobles as Defilers, have dull, muddy green blood, like putrid sap, with an acrid scent. Half-Dharfang always carry the same blood as their Dharfang parent.

Relations[edit]

Dharfang dislike most races, finding dwarves too greedy, halflings too soft, gnomes not serious enough, humans too ambitious and other elves to be pretentious, hilariously. They really only get along with their own race, and even then, they fight with poisoned tongues among the nobles and look down upon those who mix their blood with lesser, artifical undead.

Alignment[edit]

Dharfang are typically very neutral creatures across all castes, being aloof from most conflicts of good or evil. However, the more noble their blood, the more likely they are to be lawful, as tradition is strong among the royals, and the mixing of blood is frowned upon. Likewise, those of "tainted" blood, being closer to most undead in nature, are often more chaotic, caring only about creature comforts and the thrill of battle's rage or lover's lust.

Lands[edit]

Religion[edit]

Language[edit]

Names[edit]

Racial Traits[edit]

  • +2 Dexterity: Dharfang are supernaturally fast across all bloodlines. Described later are additional adjustments based on bloodline.
  • Monstrous Humanoid (Elf): While they share traits with normal undead, and count as undead for many purposes, they are not undead as most know them. 
  • Medium: As a Medium creature, a dharfang has no special bonuses or penalties due to its size.
  • Dharfang base land speed is 40 feet. Long slender legs and supernatural strength aid Dharfang in moving faster than other races of their size. 
  • Darkvision: A dharfang can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and a dharfang can function just fine with no light at all. 
  • Elven Traits (Ex): Like their elven kinfolk, Dharfang have keen senses and a resistance to magic that affects the mind. They are immune to sleep, have a +2 bonus on Will saving throws against spells and spell-like abilities, and need only meditate (Immobile but fully aware) for 4 hours each day to gain the benefits of 8 hours of sleep. They have a +2 bonus on Search, Listen and Spot, and these are always considered class skills for them. Likewise, a Dharfang who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if they were actively looking for it. 
  • Dharfang Lineage (Ex): Each Dharfang comes from one of three grades of blood purity - Nightblood, Commoner and Defiler. Nightbloods are nobles and royals, Commoners are common folk with small traces of mixed blood, and Defilers are those who have thoroughly bred, become intimate or otherwise mingled with other kinds of undead, such as vampires, liches, mohrgs and so forth. Upon creating a Dharfang character, you must choose one of these groups to come from, granting you additional benefits and detriments. Once chosen, this cannot be changed.
Nightblood Dharfang gain a +2 to Charisma, but suffer a -2 penalty to Constitution. Their blood empowers their spirit, but their pure bodies are also somewhat frail without the durability found in other undead creatures. Nightbloods suffer no ill effects from sunlight, and are healed by both negative and positive energy (Though both affect the Nightblood at half their normal numeric value). Nightblood Dharfang also possess an additional Lifewell point, plus one for every 3 HD they attain.
Common Dharfang gain a +2 to Strength, but suffer a -2 to Constitution - Like their noble cousins, their bodies are as frail as those of other elves, but like their more savage cousins, they are ferociously strong. Common Dharfang are healed by negative energy and harmed by positive energy, though both only at half the normal rate. A Common Dharfang must make a Fortitude saving throw (DC 15 + Their HD) for every minute they are in sunlight, or they take 1d4 nonlethal damage, bypassing immunities to nonlethal damage. Common Dharfang are also immune to poison and paralysis, and have a 25% chance to ignore each instance of precision damage they suffer, such as a sneak attack or critical hit.
Defiler Dharfang are feral mutts, and gain +2 to Strength, but suffer a -2 penalty to Wisdom - Tougher and stronger than their cousins, they are also more feral and less "alive", being closer to a ghast or ghoul than a vampire, and their caution, insight and spiritual minds have dulled in their endless chase after food, thrill and pleasure. Defilers are harmed by positive energy and healed by negative energy at the full rate, like normal undead. Defilers must make a Fortitude saving throw (DC 15 + Their HD) for every round they spend in sunlight; If they fail, they take 1d4 nonlethal damage, byassing immunities to such. They also possess DR 1/-, immunity to poison, paralysis, poison and disease, and a 50% chance to ignore each instance of precision damage.


Vital Statistics[edit]

Table: Dharfang Random Starting Ages
Adulthood Simple Moderate Complex
50 years +2d10 +3d12 +2d100
Table: Dharfang Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 6' +/- 5d4" 185 lb. +/- 3d10 lbs.
Female 6' +/- 5d4" 185 lb. +/- 3d10 lbs.



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