Homebrew Empyrinyes Species Details
Empyrinyes
While many half-breeds are accepted among their respective races, the union of some creatures is rejected in all forms. These celestial-fiend hybrids first spawned from Empyreans that turned evil after falling to the Lower Planes. Some powerful Erinyes found companionship in the abandoned Empyreans, creating a rejected race that were hidden by their parents for millennia: the Empyrinyes. Empyrinyes are most noted from their hulking stature, as this is uniform across sexes and alignment. Empyrinyes need no exercise to keep their impressive muscle mass, thus attributing to their intimidating presence. A great pair of horns protrude from crevices on either side of their skull, typically adding half a foot to their height above their head. This race's skin tone spans from a pitch black to snow white scale, depending on the bloodline they follow; fiendish aligned are closer to black in color, while celestials are closer to gray and white. An Empyrinyes’s horns changes color as they progress through their bloodline, celestials horns turning golden and fiendish horns turning blood-red. A truly neutral Empyrinyes would only be various shades of gray, albeit this is a rare occasion. This half-breed utilizes their size to the fullest in every scenario they can. Almost uniformly the Empyrinyes usually prefer unrestrictive armor and heavy hitting weapons, if they choose to bring a matter to battle.
**The Empyrinyes pictured is Celestial-aligned
Charismatic Nature
Born from the silver-tongued Empyreans and deceptive Erinyes, every Empyrinyes is particularly skillful with their words. Any alignment of Empyrinyes can often convince their targets to take an alternate course of action, or even attend to their desires. Fiend-aligned Empyrinyes may use an array of powers to insight fear, panic, or deception in the unfortunate soul who crosses them. Even the strongest of wills would struggle against a fiendish Empyrinyes, whose power grows as they commit themselves to their dark ancestry. While not all Empyrinyes choose to dominate opponents though fear alone, most use it in unison with their fighting style to turn fights in their favor. Conversely, celestial Empyrinyes tend to be quick-witted, using their affinity for speech to persuade or inspire others. When it comes to fighting, they are known to rally their allies against any foe - often leading the charge as they curse the evil in front of them. Celestial Empyrinyes are not typically malignant at heart, but that does not stop their hulking presence from intimidating anyone who may argue against them.
Bloodline Rituals
Widely practiced among the Empyrinyes, yet sometimes hidden from the view of others, is the practice of bloodline rituals. These rituals come in two forms, with the purpose of sapping away any remaining life in a fresh corpse. The energy harnessed from the ritual acts as tribute to their patron/deity that the Empyrinyes follows, depending on the bloodline they are embracing. The ritual must be left undisturbed for at least 10 minutes as the energy is harvested. Any creature made of organic material that was once self-aware is viable for the ritual, but aside from this the ritual takes somewhat different forms. The bloodline ritual of a celestial aligned Empyrinyes could easily be mistaken as a religious blessing to those who are unaware. The ritual requires the placement of a runic mark and a keyword to be spoken aloud. The mark is to be placed on the forehead of the tribute and may be applied with anything (dirt, ink, blood, etc.) that will leave a visible rune. The keyword may be spoken as part of a phrase or by itself but must be spoken audibly, even if it is only whispered. The bloodline ritual performed by fiendish Empyrinyes is usually hidden from plain sight as it is often seen as a sacrifice (this totally is not a sacrifice). The tribute is sacrificed to a chosen patron/deity again through the placement of a rune, though it instead must be accompanied by a gold piece. The rune may not be drawn, but instead must be carved into the flesh of the tribute in any location. The gold piece is to be left in close proximity to the tribute, often left in clothing or simply laid atop the body.
Bloodline Perks
As an Empyrinyes progresses through either bloodline, they gain access to race-specific feats with the same title as the rank they achieve. In addition, gaining rank one in either bloodline gives access to the “Defy Phenotype” spell. An Empyrinyes may progress through both bloodlines but must perform the respective number of rituals for each bloodline.
Empyrinyes Traits
Empyrinyes wield a large amount of utility for various encounters.Ability Score Increase
Increase your Charisma score by two and your Strength score by one.
Darkvision
Your fiendish blood grants you 30 feet of darkvision.
Languages
Empyrinyes can speak, write, and read common, celestial, and infernal.
Size
Children are born roughly the same size as human babies but grow at a fairly steady rate until age 10. Empyrinyes are Medium creatures, whose height and weight vary slightly by gender. On average, Males are 7 Foot and 400 Pounds, while Females are 6 ½ Foot and 350 Pounds.
Age
Empyrinyes are fully mature at age 10. Most Empyrinyes live 750 years, with some of the oldest reaching 800 years in age.
Alignment
It is atypical to find a completely neutral Empyrinyes, as most find themselves on the extremes of Good or Evil.
Note: Bloodline does not directly influence alignment.
Natural Weapons
The horns adorned by Empyrinyes also have functional use. The horn attack does 1d4 + Strength modifier as piercing damage.
Hallowed Hands
Holy energy from the palms of an Empyrinyes ibues an ally, giving their attacks that would normally miss guidance toward their target. As a reaction once per short or long rest, add your charisma score modifier to an ally’s attack roll, potentially causing their attack to hit.
Range: (5*CHAMod) Feet.
Defy Phenotype
One time per short or long rest, take the appearance of the opposite side of your bloodline. Any being that has seen you more than once may make an arcana roll against your charisma saving throw to identify your disguise. Any creature that has witnessed you use this spell can no longer be deceived. This is a concentration spell that lasts up to one hour.
Adaptive Reasoning
Empyrinyes know how to use their stature to get their way, start with proficiency in Intimidation (this is your adaptive reasoning Charisma proficiency).
Quick to act on their feet, Empyrinyes will often consider the best tactic, and change their strengths to accommodate. One time per short or long rest you may change your Charisma skill proficiency to any other Charisma skill proficiency until you use this skill again. This must be done before a player rolls for a skill check and occurs instantaneously. Using this ability adds advantage on the next roll made with the new proficiency skill.
Bloodline Feats
Bloodline feats are feats that can be taken whenever you have the option to take a feat as per your class, as long as you meet the requirements of the bloodline feat.
Celestial-Aligned Features
- Inspiring Leader: 3 Celestial Tributes required
- Gain access to the Inspiring Leader spell once per long rest without expending any spell slots.
- Gain an extra charge in Hallowed Hands.
- Captivating Voice: 6 Celestial Tributes required
- Grant access to Charm Person spell once per long rest without expending any spell slots.
- When attempting to charm, add 1d4 to your spell save DC.
- Add 1 point to charisma ability score, to a max of 20.
- Heavenly Presence: 10 Celestial Tributes required – Level 8 Required
- Gain two Hallowed Hands charges.
- Gain the ability to add Hallowed Hands to your own attack roll (using Hallowed Hands on yourself requires a bonus action).
Fiend-Aligned Features
- Endless: 3 Fiendish Tributes required
- Defy Phenotype is no longer concentration and lasts 2 hours.
- Gain two Defy Phenotype charges (all replenish on short or long rest).
- A creature trying to see past your facade must make an insight check against a (10+CHAMod) DC.
- Jealous Rage: 6 Fiendish Tributes required
- Failing a charisma skill check sends you into a wild rage if you choose to succumb to your anger, once per short rest.
- You have advantage on subsequent intimidation skill checks against the target that you failed against for the next minute.
- You have advantage on attack rolls against the target that you failed against for the next minute.
- Vengeful Destruction: 10 Fiendish Tributes required – Level 8 Required
- Once per day, cast Defy Phenotype as a reaction to being hit, this does not consume any Defy Phenotype charges.
- Defy Phenotype now empowers your demonic blood; after casting Defy Phenotype as a reaction, gain advantage on your next attack roll.
- Gain temporary health equal to 1d10 plus your strength modifier when casting Defy Phenotype.
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