Daelkyr

Horizon, the Void Seeker (Daelkyr PC)

> “Come young one, fall down. Take hold of that feeling you wish for. Let it drag you down, let it allow you to fall. No, no, do not fear what is at the bottom. There will be no illithids down here young one, they won't be the one's catching you.
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> I will, the great creator.
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> Your new father. My new shield. Welcome to our damnation.”
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> Wuurzim, the Star Beneath, welcoming a new daelkyr.

Born from the madness and unfulfilled desires of someone at the brink of death, the **Daelkyr** are a race of humanoids, warped by aberrant influences. Cursed with a new purpose, they exist solely to complete themselves, eager to end their endless cycle of repetition.

## Description

### Origin

Never found naturally, the daelkyr are supernatural beings born of mortal coil. Bound by desperation at the end of their lifespans, they possess a deep desire to fulfill an otherwise unaccomplished task, left behind during their former life. These ambitions can range from simple tasks, such as feeling a loved one's touch or possessing a strong will to live; to more complicated objectives, such as finding a cure-all to everything in existence. However, the creation of a singular daelkyr requires one of a higher power which assisted in creation of it. The table below represents such daelkyr capable of making their own corrupted humanoids.

 Wuurzim, The Star Beneath

## Racial Traits

**Ability Score Increase.** One ability score of your choice increases by 2, and one other increases by 1.

**Age.** A lifespan of a daelkyr is currently unknown, some have been seen to live for thousands of years and still look as young as they had centuries before. Each daelkyr is born fully mature.

**Alignment.** The alignment of a daelkyr typically depends on what desire the individual wants.

**Size.** A daelkyr size completely depends on their base race, however most do not go past 8ft in height. Your size is Medium.

**Speed.** Your base walking speed is 30ft.

**Darkvision.** Thanks to your corruption your eyesight whether your original form had it or not, becomes more adept to the dark. 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 grey.

**Aberrant Origins.** You are considered an Aberration. In addition, you gain resistance to Psychic damage.

**Shaped by Madness.** Your body was warped and completely changed by the aberrant beings of the far realm, to the point of changing your own body and mind is difficult. You gain Advantage on Saving Throws against any effect of madness and charms.

**Limited Psionics.** While you come from the touch of an aberrant being, your own powers of psionics is quite limited. You gain telepathy of 15ft and only can convey simple words and terms, in addition. You may cast the spell Crown of Madness once per long rest. Constitution is your spellcasting ability for these spells.

**Symbiotic Touch.** While the body of a daelkyr is something to be frowned upon, symbiots look to them with kinship. Whenever you attune to symbiot items, you ignore the cursed property of the item, in addition if the symbiotic item has a set DC on it's saves. It may scale with your own spellcasting dc. If you do not have it, the dc scale like this:

8 + Proficiency Bonus + Constitution

**Language.** You can read, speak, and write Common, Deep Speech, and one extra language based on your original race.

Daelkyr