D&D 2024 · HomeOriginal page ↗

Source: D&D Beyond Drops - September 2026

Dusklings are a people who’ve left the Feywild to settle in forested lands of both the Outer Planes and the Material Plane. The inherent magic of the Feywild still runs through them, giving dusklings the ability to suffuse themselves with magical effects.

Dusklings that travel the planes often live in migratory communities that follow livestock herds they tend. When the resources run out in one place, they move to another. Young dusklings play daring games that encourage them to harness and utilize their inner powers.

Duskling Traits

Creature Type: Fey

Size: Medium (about 5–6 feet tall)

Speed: 30 feet

As a Duskling, you have these special traits.

Darkvision. You have Darkvision with a range of 60 feet.

Enhanced Jump. Add 2 feet to the distance you can leap with a running High Jump and 10 feet to the distance you can leap with a running Long Jump.

Inner Magic. You have magic inside you that you can manipulate to enhance your physical or mental attributes. When you finish a Long Rest, choose one of the following benefits, which lasts until you choose a different ability.

As a Bonus Action, you can switch to a different benefit. You can switch the benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Ardor. You have Advantage on Charisma ability checks and on saving throws to avoid or end the Frightened condition.

Mobility. Your Speed increases by 10 feet, and climbing and swimming don’t cost you extra movement.

Vigor. You gain a number of Temporary Hit Points equal to your Proficiency Bonus, and you have Advantage on Strength (Athletics) and Dexterity (Acrobatics) checks.