
Nightsister
The Nightsisters — the Witches of Dathomir — were an ancient, matriarchal order of magick-wielding women native to Dathomir, a remote planet steeped in dark-side energy.
Home world: Dathomir
- Size
- Medium
- Speed
- 30 ft
- Height
- 1.6 to 1.8 meters
- Weight
- 55 to 75 kilograms
- Adulthood
- 16 standard years
Traits
Daughters of Dathomir
Every Nightsister is raised in the dark 'magick' of Dathomir — an aspect of the Force channeled through incantation and the planet's ichor. If you have levels in a Force-using class, you gain +1 to Use the Force checks.
Witch's Brews
Once per long rest, while in a natural environment with flora, water, and raw materials at hand, you can brew a healing elixir. Drinking it restores 1d6 + your Wisdom modifier + your Proficiency Bonus hit points.
Marked by the Dark
Tattooed, ash-pale, and wreathed in dark-side energy, a recognized Nightsister is met with fear and hostility. You have disadvantage on Persuasion checks against anyone who knows you are a Nightsister.
Ichor-Imbued Blade
Once per short rest, you can channel Dathomir's dark ichor into a melee weapon made of simple, non-energy materials — wood, bone, stone, or metal, never a lightsaber or energy weapon. For a number of rounds equal to your Wisdom modifier (minimum 1), the imbued weapon deals double damage.
Witch's Cloak
The veiling magicks of Dathomir let a Nightsister slip from sight. If you are a Force-using class, you know the Force Cloak power innately, in addition to the powers you select.
Lore
The Nightsisters — the Witches of Dathomir — were an ancient, matriarchal order of magick-wielding women native to Dathomir, a remote planet steeped in dark-side energy. Most were Dathomirian Zabraks, marked by ashen skin and intricate clan tattoos, though the coven was never strictly defined by species — the human Morgan Elsbeth, for one, rose to its ranks. The witches drew their power from the 'ichor,' a magical essence that flowed from the depths of their world, and lived apart from the planet's men, the Nightbrothers, in a stone fortress bordering Dathomir's endless swamps. For generations the separate clans drifted in and out of harmony until the iron will of Clan Mother Talzin unified them into a single, formidable sisterhood.
Nightsister power was called 'magick,' which Maul himself identified as an aspect of the Force — yet the witches wielded it unlike Jedi or Sith. Through incantation, ritual, and the ichor they called the Water of Life, the most powerful could conjure objects from thin air, veil themselves from sight, transform foes into ghostly shadows of themselves, and even reanimate the dead as Nightsister zombies. They brewed elixirs, poisons, and medicines; bonded with the rancors they rode into battle; and imbued their finest warriors with supernatural strength. Crucially, they made little distinction between light and dark — they used the dark side as a tool while remaining themselves, avoiding the consuming rage and ambition that defined the Sith. Some revered the Winged Goddess of life and divination, others the Fanged God of death and the hunt; all regarded death not with fear but as a veil to be passed through.
During the Clone Wars, Talzin sold her sisters' services as mercenaries and briefly allied the coven with Count Dooku — though, as she told him, a Nightsister's loyalty is reserved for her sisters alone. After Dooku betrayed and discarded Asajj Ventress, she returned home seeking vengeance, and the witches unleashed the Nightbrother Savage Opress as their weapon. Their schemes earned Dooku's wrath: he dispatched General Grievous to Dathomir, and the resulting Massacre decimated the clan, ending the Nightsisters as a civilization. A scattered few survived — Talzin, Ventress, Merrin, Old Daka, and Morgan Elsbeth among them — their lessons lost among rotting marsh villages and haunted caverns. Their legend persisted: Merrin would later join Cal Kestis aboard the Stinger Mantis, and decades on, Elsbeth, empowered by the Great Mothers, would carry the witches' dark inheritance to the distant world of Peridea.
In Legends material, the Nightsisters first appeared in Dave Wolverton's 1994 novel The Courtship of Princess Leia as a renegade splinter of the broader Witches of Dathomir, said to descend from the exiled Jedi Allya, who wrote the Book of Law that taught the sisters to distrust the Jedi. Legends gave them signature arms — the energy bow and, later, the lightwhip — and a deeper tradition of spell-craft and beast-taming. (Assumption: SWURPG treats canon and Legends as a shared well, so a Nightsister character may draw on either tradition; where the two disagree on specifics, defer to your table's preferred continuity.)
As a player character, a Nightsister is a survivor of a dead world — a dark-side mystic who walks her own path between the Jedi's restraint and the Sith's hunger. She is feared wherever her nature is known, brews her own remedies in the wild, and binds dark magick to a simple blade when a fight turns desperate. Nightsisters make natural lone agents, vengeful exiles, occult advisors, and wary allies whose loyalty, once given to a true companion, runs as deep as the ichor of their homeworld. The order was, and remains, a sisterhood of women — a Nightsister character is female (or non-binary), never a man; the men of Dathomir walk the separate path of the Nightbrother.
Physical Description
Nightsisters are humanoid, most commonly Dathomirian Zabraks: lithe and pale, with skin ranging from chalk-white to ashen grey, dark-rimmed eyes, and the faint cranial horns of their Zabrak heritage. Their bodies are marked with intricate black tattoos — clan sigils, rites of passage, and channels for their magick — painted or branded across face, throat, and arms. Hair is often dark and worn long or shorn into ritual patterns. Members of other species, such as humans, lack the horns but adopt the same tattooed, dark-robed presentation once initiated.
They favor flowing dark robes, hooded cloaks, and layered leathers suited to Dathomir's swamps, accented with bone, talon, and shell talismans. A Nightsister at work in her magick is an eerie sight — green or crimson dark-side energy gathering at her fingertips, her voice dropping into the cadence of incantation. Even at rest, an aura of cold menace tends to cling to them, the unmistakable mark of a life steeped in the dark side.
Culture & Personality
Nightsisters are proud, self-possessed, and fiercely independent, raised in a matriarchal sisterhood that prizes survival, secrecy, and loyalty to one's own. They are pragmatic about power — willing to ally, bargain, or serve as mercenaries when it suits the clan, but never truly subordinate to outsiders, and quick to discard any alliance the moment it stops serving them. Where the Sith are ruled by passion and the Jedi by restraint, a Nightsister aims to wield the dark side as a tool while keeping her own mind, a discipline drilled into every initiate.
They are unafraid of death and comfortable with the macabre, treating poisons, rites, and even the reanimated dead as ordinary instruments of the craft. To outsiders this reads as cold, sinister, or unsettling — and the witches rarely trouble to dispel the impression. Yet within the sisterhood, bonds of shared hardship and ritual run deep, and a Nightsister who comes to trust a true companion can be a loyal, formidable ally.
For adventuring, a Nightsister suits players who want an occult, dark-side flavor without the rigid ideology of a Sith — a mystic, healer, poisoner, and beast-friend who survives by wit, will, and witchcraft. Many are exiles or lone survivors of the Massacre, giving rich hooks for stories of vengeance, rediscovered tradition, and the slow, wary forging of new loyalties beyond Dathomir.