Homebrew Devil Species Details

Your devil character has the following racial traits.

Ability Score Increase. Your Wisdom score increases by 1, and one other ability score of your choice increases by 1.

Age. devils reach maturity around the age of 2. They can live to be 500 years old.

Size. devils are the same height and build as humans. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Empath. You have proficiency in the Insight skill.

Astral Architect. You know the minor illusion cantrip. When you reach 3rd level, you can cast detect thoughts once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast major image once with this trait, and you regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells

Nightmare. As an action, you assume a terrifying form that huants your target’s mind. Choose one creature that you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or become frightened of you for 1 minute. The DC for this saving throw equals 8 + your Wisdom modifier + your proficiency bonus. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this trait, you can’t do so again until you finish a long rest.

Devil Traits

Your devil character has the following racial traits.

Ability Score Increase

Your Wisdom score increases by 1, and one other ability score of your choice increases by 1.

Age

Devils reach maturity around the age of 2. They can live to be 500 years old.

Empath

You have proficiency in the Insight skill.

Astral Architect

You know the minor illusion cantrip. When you reach 3rd level, you can cast detect thoughts once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast major image once with this trait, and you regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells

Nightmare

As an action, you assume a terrifying form that haunts your target’s mind. Choose one creature that you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or become frightened of you for 1 minute. The DC for this saving throw equals 8 + your Wisdom modifier + your proficiency bonus. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this trait, you can’t do so again until you finish a long rest.

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