Homebrew Abling (demon-touched) Species Details
Altered Blood
There are many ways a person can become an abling, but the most common way is to be altered from a demon lord with a specific purpose in mind. An example of this would be if you were a necromancer, then Orcus might appear to you and force some of his power upon you and might change the frequency you raise the dead to further his goals. Other ways to become an abling is to be born from another abling, injecting demon blood into your blood stream, or making a deal with one.
Ablings often have a change in their overall appearance and personality depending on who they were in contact with. They may be dual natured like the Demogorgon, be as bloodthirsty as Yeenoghu, or maybe even as charming as Graz’zt. Ablings mainly look like the race they derived from, but with a few changes. Ablings grow a bit taller when they are in contact with a demon lord, which causes an abling to at most be a foot taller. They also have either patches of scaly skin covering parts of their body, or have instead fur or abundance of hair. They are even more altered depending on their subrace.
Unhinged and Reclusive
Ablings are often avoided with their unhinged personalities, but unlike tieflings, they are usually not hated by their own society because the people know that they were either forced to become this way or were born with it. The ones who made pacts to become this way are usually dodgy and prefer not to engage in fear of showing their true nature. There are two spectrums of the ablings, the unhinged and the reclusive.
The effect of their blood will cause them to do one or the other. If they embrace this new chaotic energy, they usually do so through something idealistic to their Demon Lord’s interests, such as hunting (Yeenoghu), Lieing and deception (Fraz-Urb’luu), growing poisonous plants (Zuggtmoy), etc. The other option is to be more reclusive and try to hide their chaos, but it can sometimes still slip through. This option is usually preferred by those who were forced to be this way.
Abling (demon-touched) Traits
Ablings get their traits from the blood of demons, whether cursed with it or blessed.Ability score increase
Your strength score increases by 2
Age
Ablings mature at the same rate as humans but live a few years longer.
Size
Ablings are the same build and height as their humanoids counterparts, but are naturally taller to at most a foot more. Your size can be either medium or small.
Speed
Your base walking speed is 30 feet
Darkvision
Thanks to your abyssal heritage, you have superior vision in dark and dim conditions. 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.
Demonic resistance
You gain resistance to poison damage
Languages
You can speak, read, and write Common and Abyssal.
Bloodline of Baphomet (prince of beasts)
Baphomet is the prince of beasts, and appears as a black furredhuge minotaur, and he strives for everyone to return to animal savagery. He has long had a feud with Yeenoghu, and ablings of both bloodlines have a natural resentment to each other.
Ablings connected to Baphomet often act on emotion and instinct without any restraint, and embrace the true primal instinct within themselves. All ablings of this bloodline have pure iron horns on the front of their head resembling a minotaur’s horns, black fur covering most of their body, hooves instead of legs, and red eyes, that occasionally grow red in a state of pure emotion.
Ability score increase
Your constitution or wisdom increases by 1
Labyrinthine recall
You always know which way is north, and you have advantage on any wisdom (survival) check you make to navigate or track.
Prince of beasts
Starting at 2nd level, You can cast Hunter’s Mark once with this trait, and you can do so again once you finish a long rest. You can cast it as a 2nd level spell at level 5, a 3rd level spell at level 9, a 4th level spell at level 13, and a 5th level spell at 17th level.
Bloodline of Fraz-Urb’luu (prince of deception)
Fraz-Urb’luu, the prince of deception, resembles that of a huge and hideous gargoyle with bat-like wings and leathery skin. He has fallen from grace and is currently attempting to rise again to power. Ablings connected to Fraz-Urb’luu have a tendency to lie and be deceitful. Fraz-Urb’luu prefers to give blood to those who know illusion magic or need lying in order to fulfill his bidding. Ablings of this bloodline have small and flightless bat-like wings, claws, and a muscly tail with point at the end that stretches for about 4-6 feet.
Ability score increase
Your constitution or charisma score increases by 1.
Liar’s eye
Once per long rest, you can gain advantage on one insight or perception check.
Prince of deception
You gain proficiency in deception, and if you already have proficiency, you can double your proficiency bonus when making checks with it. Additionally, if you have already used your Liar’s eye, you can add 1d4 to one deception check , and you regain the use when using Liar’s eye again.
Bloodline of Graz’zt (prince of pleasure)
Graz’zt is the prince of pleasure (also known as the dark prince), and his name says it all. He strives for pleasure and power in any way he can, and has the most luxurious and fashionable of lairs. He looks like a 9 foot tall humanoid with a crown of horns, pointed ears, with an additional finger on each hand and an additional toe on each foot. Ablings with this bloodline tend to be more for the finer things in life, and enjoy every pleasure they can get. These ablings grow horns that resemble a crown over their head, yellow fangs, pointed ears, radiant eyes, either extra fingers or toes, and have a chance of having ebon skin.
Ability score increase
Your intelligence or charisma increases by 1
Joy from pain
When hit with an attack that is either a critical hit or hits 7 above your AC, you can use your reaction directly after this hit to either do a weapon attack, or cast a spell that has a casting time of one action and is either a Cantrip or a 1st level spell.
Shape changer
You know the disguise self spell, and can cast it once before needing to take a long rest. Intelligence, wisdom, or charisma is your spellcasting for it.
Bloodline of Orcus (prince of undeath)
Orcus is the demon lord of undeath whose power rivals even the Demogorgon. Orcus wants to replace humanity with the undead. His main goal is to become the new prince of demons and take over all life to put under his command. Ablings of this bloodline sometimes tend to see humanity as a curse, and they often are easily desensitized to gore or the undead. Their legs are replaced with goat-like ones, they grow bat-like flightless wings, and they also gain pointed ears, skeletal goat horns, and up close a decaying look.
Ability score increase
Your constitution or charisma score increases by 1.
Form of Orcus
As a bonus action you can take on a more conspicuous form of Orcus, where you have a goat skull helmet and your wings become more potent. While in this state, you have advantage on saving throws to end the frightened condition on yourself, resistance to radiant damage, and your choice of either having your damage dealt via attack rolls deal an extra 1d4 necrotic damage once per turn, or having a flying speed equal to your walking speed. This transformation lasts for 1 minute or until you end it (no action required). You can’t use this feature again until you finish a long rest.
Bloodline of the Demogorgon (prince of demons)
The Demogorgon is the two-headed prince of demons who rules the abyss, and often when he comes up from it he creates abominations and chimeras, and Ablings are often an effect from this.
Ablings connected to the Demogorgon are often more dual natured in personality, and occasionally have mood swings. They have webbed and clawed feet, they have a more ape-like torso with hair running down their backs, and a thick and forked tail running about 4-5 feet long.
Ability score increase
Your constitution or intelligence increases by 1
Dual minds of Chaos
Once per long rest, you can choose to have advantage on either all intelligence, wisdom, or charisma saving throws.
Prince of Demons
You gain proficiency in intimidation, and if you already have proficiency, you can double your proficiency bonus when using it.
Bloodline of Yeenoghu (prince of gnolls)
Yeenoghu is the prince of gnolls, nemesis to Baphomet, and the beast of butchery. He resembles a gnoll about 14 feet tall and wields a triple headed flail. He hunts for sport with unmatched savagery in his free time. His goals align with senseless destruction and and slaughter. He expresses this slaughter through hunting, which lead to the creation of the gnolls. Ablings of this bloodline are a bit more bloodthirsty and tend to hunt more, sometimes just for sport. This bloodline causes the affected to be a bit more hunched over and grow sharp teeth, and some others grow fur and a tail to go alongside it.
Ability score increase
Your constitution or wisdom score increases by 1.
Speed
Your base walking speed is now 35 feet.
Gnashing jaws
With your sharp teeth, you can bite enemies. It is a natural melee weapon, and the damage is 1d4 + str. Modifier piercing.
Rampage
When you reduce a creature to 0 hit points, you can use a bonus action to move up to half your speed (rounded down) on the most direct route towards a hostile creature, and then you can make a gnashing jaws attack as part of this bonus action.
Bloodline of Zuggtmoy (lady of fungi)
Zuggtmoy is the lady of fungi. She is an alien like creature that resembles fungi, but she is seen and depicted as a humanoid shape when she pleases. Her goals are to infect everything living with her spores. Ablings with her bloodline have an affinity with nature and how it can give and take away life. Those who are affected by her start to grow spores in random patches all over the body, and from afar you seem to be lifeless.
Ability score increase
Your choice of intelligence, wisdom, or charisma increases by 1.
Fungal nature
You have advantage against being charmed or frightened, and you also have advantage to end these conditions.
Spore retaliation
When you are reduced to 0 hit points and not killed outright, you can use your reaction to let your fungal spores explode. Each creature within a 10 foot cube, originating from you, must make a constitution saving throw or take poison damage equal to an amount of d4s spent with the maximum equal to your hit die total, half on a successful save. The DC for this ability is 8 + Proficiency bonus + ether your intelligence, wisdom, or charisma modifier. You can’t use this ability again until you finish a long rest.
Comments
-
View User Profile
-
Send Message
Posted May 30, 2022Just a quick note, I only included the demon lords who have official stat blocks. I have decided not to include juiblex or Kostchtchie since one is too complicated since they’re an ooze and don’t usually have humanoid cultists/patrons and the other is trapped in the nine hells.
CLARIFICATION: The Demogorgon subrace does not have the advantage permanently, but can change what saving throws they have have advantage on for the day.
-
View User Profile
-
Send Message
Posted Aug 30, 2022Cool