Derro(Humanoid)

Derro are the psychopathic cousins of Gnomes and Dwarves; A type of Dwarren often sadistic and mad, whose crafts are as warped as their minds. Of course, for every Derro described as Insane, there is a Derro described as Cruel, another described as merely Rude, and another which Derro call the "Others", but most would describe as Kind.

Derro societies are almost exclusively in the Underdark, but there are many Derro living on the surface of Anntarrem, and even a few in the mountains of Arclent. Like most Underdark societies, the Derro ones encourage a level of cruelty and selfishness to survive- As the kingdoms themselves must often backstab and steal from other Underdark kingdoms to survive, and the ones in charge don't want it to be easy to be on the receiving end.

Unkind Derro often bear sorcerous magic aside from their connection to the Forge of Creation, though Kind Derro almost never do. The Derro's connection to the Forge is the epitome of a survival connection- They channel this divine magic through bones, leather, scales, and even natural Poisons.

## Derro as DnD Characters

Gnomes share the following traits, regardless of subrace;

**Small Humanoid; Dexterity +2; 25 ft. Walking speed; 120 ft. Darkvision**

**Magic Resistance.** You have advantage on all saving throws made against magic.

**Sunlight Sensitivity.** You have disadvantage on attack rolls and on Perception and Investigation checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

**Forge of Creation.** You gain proficiency in the Poisoner's Kit and Leatherworker's Tools. You use the Leatherworker's Kit to work bone, scales, and other such materials in addition to leather, and you use the Poisoner's Kit to handle internal fluids like blood, in addition to Poison. When you perform such Corpsecraft(As the Derro call it), the resulting product is divinely magical.

You can also use Corpsecraft to make object ordinarily limited to metal, stone, and wood, by using an equal volume of bone, scales, and other appropriate materials. The Forge causes the materials to be as good or better than the metal, stone, and wood versions.

### Derro Paragons

Derro only find similarity with their Paragon feature, not their Heroic or Epic. Derro Paragons find their bloody craft exemplified in the darkness. Within your darkvision range, you treat all nonmagical light levels as bright light. In addition, when you create an item with your Forge, you may forge shadows into the item itself. If it is a weapon, it deals an additional die of psychic damage, the size of which is your proficiency die. On a piece of armor or other worn item, the wearer gains resistance to your choice of psychic or necrotic damage(Your choice when you make the item). A creature can gain both resistances by wearing two separate items.

In addition, the +1 bonus to items you create becomes a +2 magical bonus.

Derro are then split into the following subraces;

## Kind Derro

**Wisdom +1**

**Forgemend**. When you use a Medicine check to stabilize a creature, use a Healer's Kit(Which you gain proficiency in using), or cast a spell with a range of Touch on a creature, you may restore [Tier]d4 additional hit points to the creature.

**Surfacecraft**. You gain proficiency in Carpenter's Tools and Woodworking tools, and you may work Wood, leaves, sap, and such as part of your Forge of Creation feature.

### Heroic Derro

Your Forge becomes a viable method of restoring creatures to life... Kinda. As part of your connection to the Forge, you are able to repair and cure the materials you are working with, restoring the objects to full hit points before magically working them. This works to a degree on Corpses, and if you are willing to give them stitches, any corpse you work with is under the effects of Gentle Repose for 1 year and 1 day, and will be restored to life with all of their hit points. This assumes no other damage to the body happens, of course.

When you craft items using your Forge of Creation, they gain a +1 magical bonus.

### Epic Derro

Epically Kind Derro find their Heroic abilities amplified tenfold. With only a Healer's Kit, you are able to cast the Revivify spell. It is not considered spellcasting or magic in general, and can work on any creatures which have all their parts within a 10-foot cube, rather than a mostly put-together corpse.

In addition, the +2 bonus to items you create becomes a +3 magical bonus.

## Mad Derro

**Charisma +2**

**Insightful Bloodshed**. You may use your action to cause yourself 2d8 irreducible necrotic damage. In doing so, you cast the Divination spell. This has no chance of failure.

**Madness of the Underdark**. You have one of the "Indefinite Madness" traits(Rolled randomly). After 1 year of that Madness, reroll which madness you suffer from. No magic short of Wish will remove or even dampen the effects of your madness. On the bright side, you are immune to the Confusion spell.

### Heroic Derro

Mad Derro possess a wild Cackle that spreads magic and curses. You may Cackle as a bonus action. This is the equivalent of casting Bane. This expends no spell slots, and is not considered magical or spellcasting, but it's duration is only one round with no concentration. When you Cackle, you cast Bane at a level equal to your proficiency modifier.

When you craft items using your Forge of Creation, they gain a +1 magical bonus.

### Epic Derro

The Derro's Epic Madness manifests in you. When you Cackle, you may choose any number of creatures to affect with the Bane within range. In addition, if they fail their save by 5 or more, they must also roll as though effected by the Confusion spell for 1 minute. This is nonmagical, but can be calmed by any effect which ends a Charmed or Frightened condition.

In addition, the +2 bonus to items you create becomes a +3 magical bonus.

## Unkind Derro

**Constitution +1**

**Bloodsmith**. When you craft using Blood, you may choose for the blood to grow highly poisonous. This poison is an Injury and Ingested poison. Applied through an injury, it deals [Tier]d12 poison damage on a failed constitution saving throw. If consumed, it Poisons for [Tier]d4 hours and deals the poison damage on a failed save. The poison damage for either use is halved on a successful save.

**Bonetouch**. When you grapple a creature, hit with an unarmed attack, or are grappled by a creature, you may break their flesh using your connection to the Forge. This causes 2d4 necrotic damage, and reduces their maximum hit points by half this amount. This reduction is removed at the end of their next long rest.

### Heroic Derro

Heroically Unkind Derro gain a sadistic magic within them. You are able to instill a piece of primordial pain within the items you craft. When an item you have made using your Forge of Creation causes a creature to suffer damage, they must make a constitution saving throw against the damage they suffered(In the same manner as a Concentration saving throw). On a failure, they are Stunned, wracked by an absolute pain.

When you craft items using your Forge of Creation, they gain a +1 magical bonus.

### Epic Derro

Epically Sadistic Derro find themselves with a mind-melting evil. All items you create using your Forge deal an additional die of psychic damage(As per your Paragon feature). If this stuns the target due to the pain(As per your Heroic feature), they suffer 4d12 additional psychic damage, and they possess disadvantage on their next saving throw.

In addition, the +2 bonus to items you create becomes a +3 magical bonus.