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Darkwalkers were specialty priests devoted to Ibrandul, the Lord of the Dry Depths.[1]

Culture[]

The vast majority of darkwalkers were human, with a large group of skulks inhabiting the Underdark beneath Calimshan. However, Ibrandul allowed other races to become darkwalkers as well. These included dwarves, gnomes, drow, and half-drow.[1]

Abilities[]

Any darkness-related spell cast by a darkwalker affected twice the normal area and duration. All darkwalkers could see in the dark with infravision, even if their race normally could not. Darkwalkers of a race that already possessed infravision had their range extended. They could use a number of abilities on a daily basis including darkness, dark path, continual darkness, blacklight, meld into stone, stone shape, and skulk. A darkwalker's eyes eventually became so accustomed to the dark that they could see in utter darkness as if it were daytime.[1]

Possessions[]

Darkwalkers did not have restrictions on the type of weapon they carried. The heaviest armor they wore was chainmail and they did not carry a shield.[1]

Appendix[]

Appearances[]

Organized Play & Licensed Adventures

References[]

  1. 1.0 1.1 1.2 1.3 1.4 Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc.), pp. 73–74. ISBN 978-0786903849.