Kalku

Lifestyle

The Kalku are people of tradition. Their entire lifestyle and actions revolve around them. They tend to live in small villages located in remote location. Each village is managed by a group of elders who make all the important decisions. The Kalku usually remain neutral and consider becoming evil a sign of great weakness.  

Build

They are close to humans in size and weight.  

Appearance

Kalku look like any other human with a bit paler skin. They usually have very dark or very pale hair and the irises of their eyes are usually red, violet or yellow.   

A Feared Bloodline

Kalku are from an ancient bloodline. Some say that the blood is magical while other call it cursed. What ever the case may be it binds them to the more sinister side of life. For this reason the bloodline has been rumored to be linked to many powerful witches and sorcerers, both evil and good.

Kalku

ability score increase: +2 CHA; +1 WIS
age: They reach adulthood at the same rate as humans but can live up to 160 years.
alignment: Usually Lawful
Size: Medium
speed: 30 ft
Languages: Common, Abyssal
race features:

Sinister Servants

You can cast the Find Familiar spell once using this feature without any component requirements. The spirit takes the form of a crow. You regain the use of this feature at dusk.  

Dark Lineage

You know the Toll the Dead cantrip. Charisma is your casting ability for this spell. Once you reach the 5th level you gain the ability to cast the Life Transference spell once at 3rd level using this trait. You regain the use of this trait at dusk.  

Blood Curse of the Kalku

When a creature you can see within 30 feet is hit by an attack or spell, you can use your reaction to temporarily weaken their resilience against it. Until the end of the turn, the target loses resistance to the damage types of the triggering attack or spell.   You can deal 1d6 slashing damage to yourself instead to make the target lose invulnerability to the damage types of the triggering attack or spell and reduce it to a resistance until the end of the turn. The self inflicted damage cannot be mitigated or reduced. You regain the use of this trait after a short or long rest.