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 Humanoid Heritage (see below).
Speed. Your base walking speed is determined by your Humanoid Heritage (see below).
Type. You are of the humanoid (darakhul) type.
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.
Natural Weapons. Your heavy jaw is powerful enough to crush bones to powder. You gain a bite attack that deals 1d6 piercing damage.
Humanoid Heritage. Darakhul arise from humanoid stock, and that determines some of their traits. Choose one humanoid heritage from the table and apply the listed traits.
Hunger for Flesh. You must consume a meal 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 (this is an exception to the darakhul’s immunity). You cannot stave this off with half rations. While you have any levels of exhaustion, you cannot regain hit points or remove levels of exhaustion until you spend 1 hour consuming an amount of raw meat equal to a Small creature (about 30 pounds).
Sunlight Sensitivity. When you, the target of your attack, or anything you try to perceive is in direct sunlight, you have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.
Undead Vitality. You are infused with the dark energy of undeath, which frees you from some frailties that plague living creatures. You have resistance to necrotic damage and immunity to poison damage. You are immune to Exhaustion and to the Charmed and Poisoned conditions. If you die, you cannot be returned to life by Revivify, Raise Dead, or Reincarnate; Resurrection and True Resurrection return you to life as your original race. A create undead spell cast so that it targets only your corpse affects you as a Raise Dead spell affects the corpse of a once-living creature. You don’t need to drink or breathe. You don’t sleep the way living creatures do, but during long rests, you enter a dormant state resembling death; during that time, you have disadvantage on Wisdom (Perception) checks.
Languages. You can speak, read, and write Darakhul and Trade Tongue.
||Size||Base Walking 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|