Homebrew Fiend Species Details
Fiends are, surprisingly, fiends. Unusual for outsiders on the darker spectrum, these fiends are more representative of chaos than pure evil. Able to adapt to a numerous environments, their only limits are their low reproductive rate and frequent enjoyment of battle.
Fiend Traits
Your fiend character has the following traitsAbility Score Increase
Your Constitution, Dexterity, and Charisma scores each increase by 1.
Age
Fiends mature much like the mortal races; though their true lifespan remains unknown, barring a violent death they might live forever. Unfortunately, they seek violent deaths.
Alignment
As their name indicates, fiends tend towards chaotic alignments, as their mercurial natures and bodies hate to be tied down. Very few lean toward evil or good, preferring to do as how they feel during the given moment.
Size
In their natural forms, fiends average between 5 to 6 feet in height, with a slender build. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Languages
You can speak, read, and write Common and Infernal.
Malleable Limbs
Your shapeshifting capabilities offers you a larger degree of flexibility with your limbs. You gain the following traits;
- You are proficient with your unarmed strikes, and your unarmed strikes deal 1d4 bludgeoning, piercing, or slashing damage, as appropriate to shape you chose when you strike with them.
- When you make a melee attack on your turn, your reach for it can be 5 feet greater than normal.
- You can perform minor interactions with your limbs, such as activating buttons, using touch spells, or retrieving small items, from a distance of up to 10 feet.
Adaptive Form
Your body structure is naturally unstable; by focusing, you can adapt your form for a variety of environments. Once, at the end of a short or long rest, you can choose one of the following adaptations:
- You adapt your body for underwater, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. In addition, you ignore any of the drawbacks caused by a deep, underwater environment.
- You adapt your body for flight, sprouting wings or some other means of propulsion. As a bonus action, you can gain a flying speed equal to your walking speed until the end of your turn. In addition, when you fall and aren’t incapacitated, you can subtract up to your walking speed from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend.
- You adapt your body for underground environments, granting you the ability to see in the dark and strengthening your arms. You gain darkvision out to 120 feet and you gain a burrowing speed equal to your walking speed. In addition, you can tunnel through solid rock at a rate of 1 ft per round. Whilst you have this adaption, you can’t manipulate objects or cast spells with somatic components.
- You adapt your body for mountains, increasing the strength of your legs and grip. You gain a climbing speed equal to your walking speed and your jumping distance is tripled. In addition, you’re acclimated to high altitude and cold climates, including elevations above 20,000 feet.
Soft Body
Your body absorbs blunt force more keenly than normal flesh. You have resistance to bludgeoning damage.
Fluid Appearance
As an action, you can modify your appearance or revert to your natural form.
You decide what you look like; including your height, weight, facial features, the sound of your voice, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t appear as a creature of a different size than you. In addition, your coloration is limited; whilst you can change the saturation and value, you cannot change the hue. Your clothing and other equipment don’t change in appearance, size, or shape to match your new form.
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