Dar live primarily in cliffside sea caves, near dependable food sources such as kelp forests, salmon runs, or coral reefs. They compete with Sahuagin for territory, which has led to a long standing enmity between the two races.

  • Str +1, Cha +2
  • Adult Age: 50-350
  • Size: Medium; males average 5’10-6’2" tall, ~200-250lb; females average 5’5"-5’9" tall, ~140-175lb
  • Speed: 25’ land, 30’ swim
  • Darkvision 60’
  • Languages: Common, Darfelon. Only Dar can speak Darfelon, as other species lack the specialized anatomy to create the necessary clicks and squeaks.
  • Proficiencies: Trident, Survival
  • Echolocation: (30’ blindsight underwater)
  • Cetacean Brain (maintain situational awareness even while sleeping)
  • Whalesong (can use magical effects with verbal components underwater)
  • Hold Breath (15 + Con modifier minutes before falling unconscious from lack of air)
  • Keen Hearing (advantage on hearing-dominant Perception checks)
  • Dim Vision (disadvantage on sight-dominant Perception checks)

Recommended classes: Bard, Paladin, Sorcerer
Available backgrounds: Acolyte, Entertainer, Folk Hero, Hermit, Outlander, Sailor, Soldier (replace land vehicle proficiency with animal handling)

Bonds: When creating a dar character, you can use the following table of bonds to help flesh out your character. Use this table in addition to or in place of your background’s bond or a bond of your creation.

  • Seafaring Poet: My only love is the sea, and I choose to live out my days in its embrace. My relationship with the sea is not one of survival or mercantilism, but one of romance. Among the waves, I feel at home.
  • Lorekeeper: I safeguard the history of the dar, traveling from one settlement to another, learning the stories of my people. In times of uncertainty, I guide the actions of the clan with the wisdom of our ancestors.
  • Slayer of Foes: I hunt, in the way of my people, but I hunt the sahuagin whose aggression has kept our race from greatness. Their deaths give my life meaning.
  • Sower of Chaos: While my people keep to the old ways, live as though the old rules of our society still exist, I have moved beyond them. The old ways destroyed us, and I will create change by making the world a less ordered, less comfortable place for everyone.
  • Super-predator: I am a born hunter, and the company of others is of little interest to me. I particularly delight in bringing down large prey on my own.
  • Survivor: I seek no goal greater than my own survival, at any cost. I will betray any ally, break any vow, if it means that I, and my people, can live for one more day.

    (Bonds are adapted from the blog Dungeon Hacking.)

Culture: The dar are a scattered people, semi-nomadic and skilled at navigation. Every dar child is taught about the stars, the land, the weather, and teaching-stories about getting lost and finding your way home. Their culture is rich in song and poetry, with an oral tradition going back many generations. It is said than every child should know twelve complete stories before they are twelve years old. These stories teach a wide range of lessons: loyalty and betrayal, love and loss, conflict and resolution, hubris and the consequences of hubris. As they mature, they are taught to create their own stories, to pass on their experiences so that others might learn from them.

Trusting in their traditions, dar are typically tranquil and self-assured. Conflicts are dealt with through conversation, with an elder or council member mediating. Dar have great respect for their elders: the wisdom of experience guides the clan in all things. Dar villages are guided by their history. Stories of what has gone before are used to determine a course of action: what worked for their ancestors, what did not.

Dar with more adventurous natures chafe at the conservatism of their society. This is not seen as a flaw in character, but rather an incompatibility with the life of the village and the migrations of food animals. Such dar are not outcast, but are encouraged to go elsewhere and experience the outside world. If they return, they are welcomed and encouraged to share stories of their travels. If they do not return, they are remembered with fondness.

Government: Dar clans are typically led by a chieftain, a group of elders, or an elected council. Leaders are chosen for their wisdom, their ability to mediate disputes, and how successfully they have kept the clan safe.

Physiology: Due to sexual dimorphism their size varies significantly by sex. A typical dar has a muscular build, with the women typically smaller and slimmer than the men but still quite strong. Dar women are generally equivalent in size and strength with a fit human man of typical size, while dar men tend to be both taller and bulkier.

A dar’s most striking feature is their jet black skin, glossy and hairless, broken by varied white markings. The size, shape, and location of the white areas distinguish family groups and quickly identify an individual’s heritage to other dar and those rare non-dar who have studied their race.

The most distinctive dar trait is not visible to other races, however: Dar can hear more acutely and in a wider range than other races, and rely less on sight as a result.


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