A 5e Player Race by DM Tuz
“Tell me more about that ‘sky’ you keep speaking of...”
The underground of the world harbors a unique
world of its own. Deep beneath the surface lies
a strange yet fantastic realm, shrouded in dark-
ness, danger, and mystery. This vast, cavernous
world hosts many creatures that appear entirely
alien to the surface and is home to unique folk,
whom the people of the overground collectively re-
fer to as the deepkin.
The deepkin are a collective of different sentient races, each
with their own designated territories and distinct cultures.
They have existed for centuries, if not millennia, beneath
the surface, and their history is as rich and diverse as the
collective history of the surface. And yet most of their histo-
ry is unknown to the people of the surface, as are the events
of the surface’s past familiar to the deepkin themselves. In
this time, a true parallel world has developed independently
from the surface, until they eventually met.
Both surface folk and deepkin were naturally inclined to
seek out more of the material world’s offerings, as is typical
of mortal races driven by curiosity. Races who were drawn
to excavating the riches from the earth and those who made
their homes in caverns soon discovered of this vast world
that lied beneath their feet. Deepkin, on the other hand,
were further exploring their labyrinthine homes to expand
their domains, and they too eventually learned of another
world that existed far above the underground’s cavernous
ceilings. And at the intersection of these two worlds the in-
habitants of the surface and the depths met. Unfortunately, Choker
most of these first encounters were defined by suspicion, Artwork by Alexandre P. Halah
fear, and even violence because of how foreign one seemed
to the other.
Relations between the deepkin and the people of the sur-
face have faced an uphill battle ever since, but slowly and
surely, the efforts of both sides for mutual acceptance are
bearing fruit. An increasing number of deepkin and their Deepkin Traits
varied people are ascending to the surface in quest of adven- As a Deepkin, you possess innate traits and capabilities.
ture and understanding. Ability Score Increase. Increase one ability score by 2
and increase a different one by 1, or increase three different
ability scores by 1.
Check out these other Player Races! Creature Type. Your creature type is humanoid
Aside from the Dolls, I also have created plenty of Size. Your size is Medium.
other Monster Girl inspired player races, such as Speed. Your walking speed is 30 feet.
the Dolls and the Centaur!
Languages. You can speak, read, and write Common, and
another language of your choice.
Aberrant. You can read, speak, and write Deep Speech
and you have advantage on saving throws against effects and
spells that specifically target humanoid creatures.
Darkvision. 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 gray.
Subraces. Choose one of the following subraces: Choker,
Burrower, Lurker, and Mind Render.
PATREON |DMTUZ
Choker
Chokers, who refer to them-
selves as “San’kai”, are among the
more commonly found deepkin who
inhabit the underdark. Originally, as
most of the deepkin, they were labeled as
fearsome and sadistic ambush predators, Lurker
but with growing understanding, people Artwork by
of the surface learned more about their Alexandre P. Halah
complex and nuanced nature and unique
world views.
Chokers are just short of human size,
featuring rubbery skin that ranges in col-
or from desaturated greens to grey blues to
tan. Their most distinctive characteristic is their
flexible arms, which end in dextrous finger-like append-
ages and are capable of snatching and grappling with in-
credible strength. These tendril-like arms are able to per-
form delicate and precise movements, making Chokers not
only excellent climbers but also skilled users of tools. Their
mobility and dexterity allowed the Chokers to spread far and
wide among the cavernous expanses and form settlements
far out of reach of other deepkin.
Similar to their cavern homes, which are commonly clear- Tentacles. Your arms are composed of a pair
ly divided into set areas, Chokers have a tendency to com- of tentacles which effectively function like a pair
partmentalize all aspects of themselves. To an outsider, this of arms, including fingers and opposable thumbs. Your ten-
may appear offputting, as a Choker apparently may adapt tacles grant you a climbing speed equal to your movement
an entirely new personality depending on the situation but speed and can be used to make unarmed strikes. Your ten-
also appear to quickly process events and suddenly switch tacles have the reach property, and when you use them to
from one emotion to another. To a Choker, this serves to make unarmed strikes and hit with them, they deal 1d4 +
establish internal harmony, and to embrace and express your Strength modifier bludgeoning damage.
their own multifaceted and flexible selves in all situations Whenever you hit a target with your tentacles, you can
as they deem appropriate. For example, a Choker may enjoy choose to not deal damage and grapple the target instead.
some leisurely banter with companions one moment to then Stretchy Limbs. When you wield a melee weapon that
snap into a cold and calculating aspect of themselves as they does not have the heavy property, your reach with that
just perceived an incoming threat—to the Choker, though weapon is increased by 5 ft. Additionally, any spell you cast
this change was an appropriate one from ‘friend’ to ‘hunter’. with the range of touch has its reach increased by 5 ft.
Boneless. You can move through and occupy a space as Delinquent. You are proficient in Athletics or Stealth.
narrow as 5 inches wide without squeezing, unless you wear
medium or heavy armor.
PATREON |DMTUZ
Burrower
Their dwelling was in the lower reaches of the underdark,
where the burrowers, who identify as the “Ch’tchmak,”
lived. As dependable strongarms and mercenaries, they fre-
quently work in tandem with other deepkin.
Burrowers have a broad physique that verges on mon-
strous and typically stand one or two heads taller than the
average human. These humanoids show many traits that ap-
pear insectoid at first glance, such as an exoskeleton, anten-
nae, and mandibles, indicating a kinship with the Entomos
of the surface. But upon closer inspection, these traits have
been discovered to be fascimiles and must have evolved
independently in convergence. Separating further from
the Entomos are their sprouting fur and their unique
four eyes, two large and two small, that perfectly adapt
them to their dark underground environment. The
most outstanding trait, though, that distinguishes
them from the other deepkin and allows them
to succeed in their cavernous homes are their
sturdy claws. These appendages are able to
cleave and burrow through sturdy rock,
earning them their surface moniker and
making them both natural warriors
and miners.
Unique to the burrower’s mindset
among the deepkin is their system of
morals. Contrary to most cultures,
their entire moral fabric is composed
of the opposing concepts of truth
and falsehood, from which most
of their worldview stems. As such,
burrowers equate even small lies
with loathsome acts and are willing to
forgive malicious transgressions under the right cir-
cumstances if the perpetrator is upfront about them.
From this unique and unassuming moral compass
comes a complex set of rules that burrowers seek to
uphold and apply to members of other species. Thank-
fully, this makes dealing with burrowers simple and
direct, albeit tedious at times, for other inhabitats of
the depths.
Carapass. As long as you don’t wear heavy armor,
you have a +1 bonus to your AC.
Claws. You can use your claws to make un-
armed strikes. When you hit with them, the
strike deals 1d6 + your Strength modifier slash- Burrower
ing damage, instead of the bludgeoning damage Artwork by Alexandre P. Halah
normal for an unarmed strike. Additionally, your claws
grant you a burrowing speed equal to half of your move-
ment speed.
Lesser Tremor Sense. As long as you are fully submerged
in dirt, earth, soil, or similar ground, you have a tremorsense
of 30 feet, allowing you to sense vibrations in the ground
and pinpoint the location of anything that is in contact with
the ground within range.
Powerful Build. You count as one size larger when deter-
mining your carrying capacity and the weight you can push,
drag, or lift.
Survivalist. You are proficient in Athletics or Survival.
PATREON |DMTUZ
Mark of the Darklurker
Artwork by Kero Kero Dan
Lurker ows, nothing escapes their prying eye. Thus, lurkers get
involved in situations without being asked and usually suc-
Lurkers, unlike other deepkin, are more like occurrences ceed without anyone knowing. These situations are typi-
in the underdark rather than a true species. Their exact or- cally comprised of misgivings perceived by the lurker, who
igin is unknown, and the lurkers do not appear to be par- regard themselves as arbiters of their own brand of justice
ticularly interested in discovering it. Theoretical accounts within their homes.
from the other deepkin range from lurkers being the result
Fortunately for the deepkin, the majority of these interfer-
of nethermancy gone wild to higher beings purposefully
ences are beneficial, leading many of them to value the pres-
creating them. Regardless, Lurkers exist and have success-
ence of lurkers in their communities. On the other hand,
fully coexisted with the other deepkin of the underground,
this may make interpersonal relationships with lurkers diffi-
particularly among choker communities.
cult at times, as their unique mentality allows them to easily
Lurkers are thin and lanky humanoids wearing a large cross or outright ignore boundaries.
black cloak that contrasts sharply with their otherwise pale
Glide. You have a fly speed of 30 feet, but whenever you fly
complexion. However, upon closer inspection, one will
using this trait, you can’t increase your altitude. Additional-
discover that their signature cloak is essentially a skin flap
ly, whenever you fall, and are able to spread your arms, you
that covers the majority of their back and head. The base
can use a reaction to immediately fly and stop your fall.
of a lurker’s spine elongates, acting as a connection point
for their skin flap, and ends in a prehensile tail. Their faces Tail. You can use your tail to make unarmed strikes. When
appear gaunt, with flat noses and piercing red eyes, adding you hit with them, the strike deals 1d4 + your Strength or
to their uncanny appearance. Dexterity modifier piercing damage instead of the blud-
geoning damage normal for an unarmed strike.
Their innate power over nethermancy, which allows them
to easily create lesser phantasms and skillfully use them to Phantasms. You know the Minor Illusion cantrip and the
avoid detection. As the name implies, lurkers are reclusive Mirror Image spell and can cast both without material com-
creatures who try to avoid attention as much as possible. ponents. You can cast the Mirror Image spell without ex-
They prefer to operate discreetly, in the shadows, and alone. pending a spell slot, and once you do so you must finish a
Despite their reclusive nature, lurkers frequently get in- long rest before you can do so again.
volved in the affairs of others. When you choose this subrace, you choose Intelligence,
Lurkers are notorious meddlers of the underdark. Within Wisdom, or Charisma as your spellcasting ability for these
their minds, there appears to be little distinction between spells.
other people’s business and their own, and, from the shad- Nimble. You are proficient in Acrobatics or Stealth.
PATREON |DMTUZ
Mind Render
Perhaps the most alien among the deepkin
are the Mind Rippers, who call themselves
the Cere’ley.
Standing about as tall as a human, the
Mind Rippers’ thin frame is clad in a glis-
tening membrane that ranges in color
between deep purples and midnight
blues. Their head, the mind ripper’s
most distinguishing feature, resembles
that of a squid, featuring protruding tenda-
cles and three pale eyes. Each of their long
and spindly extremities eventually splits
into numerous tendrils, which are adept at
both strength and dexterity.
As best one can describe these enigmatic
beings, Mind Rippers are both intense and cal-
culating in their demeanor. They tackle any is-
sue at hand with a cold calculus and have little
understanding of sentimental matters. None-
theless, they are accepting of the emotional
needs of other species, although commonly
under a veneer of derogation.
In the depths of the underground Mind
Rippers commonly live secluded from the
other deepkin in their own societies, mak-
ing them exceedingly rare to encounter.
Tentacles. You can use your tenta-
cles to make unarmed strikes. When you at-
tack with your tentacles, you can choose to add your
Constitution modifier, instead of your Strength modi-
fier, to the attack and damage rolls. They deal 1d4 bludgeon-
ing damage on a hit.
Whenever you hit a target with your tentacles and your
target is your Size or smaller, you can choose to not deal
damage and grapple the target with your tentacles instead.
Mind Rend. As an action, you can force a creature within
60 ft. of yourself to make an Intelligence saving throw. On
a failed save, the creature takes 2d6 psychic damage and has
disadvantage on the next Intelligence, Wisdom, or Charis-
ma saving throw it makes before the end of your next turn.
When a creature that fails its saving throw while grappled
by your tentacles, you additionally regain an amount of hit
points equal to the psychic damage dealt. The DC is equal
to 8 + your Intelligence, Wisdom, or Charisma modifier +
your proficiency bonus. You choose which Ability modifier
you use for the DC when you choose this subrace.
You can use this action a number of times equal to your
proficiency bonus before you have to finish a long rest.
Psionics. You know the Mage Hand cantrip. Once you
reach 3rd level, you can cast the Detect Thoughts spell once.
Once you reach 5th level, you can also cast the Levitate spell
once. You must finish a long rest to cast these spells again
with this trait.
When you choose this subrace, you choose Intelligence,
Wisdom, or Charisma as your spellcasting ability for these
spells.
Mind Render
Esoteric. You are proficient in Arcane or Insight. Artwork by Alexandre P. Halah
PATREON |DMTUZ
Deepkin Unique Feats Lyncher’s Mark
Deepkin characters have access to unique feats when they Prerequisite: Choker Deepkin
level up in a class. Some DMs allow the use of feats to fur- Ancient tales speak of the first of your kind, whose grace
ther customize a character, see chapter 6, “Customization and speed were unrivaled within your underground homes.
Options”, of the Player’s Handbook. You have deepened your bond with your ancient progeny,
The following special feats allow your character to ex- and now you find yourself able to tap into your ancestors’
pand upon their innate abilities, as each feat represents an aberrant quickness. You gain the following bonus:
evolution of your character’s nature and traits. • Increase one of your Ability scores by 1.
• Moving through other creature’s spaces does not cost
Darklurker’s Mark you extra movement.
Prerequisite: Lurker Deepkin • You can now invoke the aberrant quickness innate to
You deepen your connection to the innate nethermancy in your unique body structure. You can use a bonus action
your blood. The darkness that gave birth to your kind in the to make a single weapon attack, cast a cantrip that does
ancient past now shelters you like a loving mother. From its not deal damage, or to dash. You can use this bonus ac-
embrace, you are now able to unleash an otherworldly moan tion an amount of times equal to your proficiency mod-
that breaks the spirits of your foes. You gain the following ifier before you have to finish a long rest to use it again.
bonus:
• Increase one of your Ability scores by 1.
Umber Hulk’s Mark
• As long as you are in dim light or darkness, speaking Prerequisite: Burrower Deepkin
does not cause you to reveal yourself if you are hiding While prolonged eye contact with a burrower may cause a
and you can project your voice from any point within slight feeling of disorientation, it was said that a mere glance
60 ft. of you that is also in dim light or darkness. at one of your progenitors was enough to send a man into
• As an action you can let out a terrifying scream. Each raving lunacy. As you have deepened the connection with
creature within 20 ft. of you that can hear you must suc- your ancient blood, you too are now able to inflict mental
ceed a Wisdom saving throw or be frightened by you strain on anyone whose eyes meet yours. You gain the fol-
until the end of your next turn. A creature frightened lowing bonus:
this way can’t use reactions. The DC is equal to 8 + your • Increase one of your Ability scores by 1.
Constitution or Charisma modifier + your proficiency • You gain the Befuddling Gaze racial trait.
bonus. If a creature’s saving throw is successful or the Befuddling Gaze. As an action, you can emanate a
effect on it ends, it becomes immune to your terrifying befuddling gaze in a 30 ft. cone. Each creature in the
scream for 24 hours. If you use this action while in dim area that can see you (excluding creatures that only
light or darkness, you can choose to project your scream perceive you via blindsight or tremorsense) must suc-
in a 30 ft. cone instead. ceed a Charisma saving throw or become dazed until
the end of your next turn. A dazed creature can’t use
Grand Synapse’s mark reactions and reduces any ability checks and attack rolls
Prerequisite: Mind Render Deepkin by 1d6. The DC is equal to 8 + your Constitution or
Charisma modifier + your proficiency bonus. You can
The Grand Synapse, the collective consciousness that lies at
use your gaze an amount of times equal to your profi-
the center of your kind’s civilization, has deemed you wor-
ciency modifier before you have to finish a Long Rest
thy and allows you to deepen your connection with it. Now
to use it again. Instead of using an action, you can also
your psionic capabilities not only excel over the ones of your
use a bonus action to use your gaze. If you do so, you
kin, but with each mind you rend, you become enervated.
target only a single creature within 30 ft. of you (same
You gain the following bonus:
restrictions apply).
• Increase one of your Ability scores by 1.
• You can now telepathically communicate with any
creature within 60 ft. of yourself.
• Whenever you use your Mind Rend trait and a target
succeeds its saving throw, you do not expend the use
of your trait. Additionally, whenever a creature fails
its saving throw against your Mind Rend, you gain
advantage on the next ability check or attack roll you
make within the next minute.
PATREON |DMTUZ
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