Homebrew Demon Species Details

Created from the Paragons and shunned by all other races barring Half-Demons and some Humans, Demons are powerful creatures that are considerably stronger and more agile than other races. Usually associated with Tartell, many believe Demons to be creatures from that realm after they started worshiping the Paragons and misinterpreted a bunch of information. However, Demons are not evil by nature, but a large number of them are evil by circumstance, the hatred and rage from their unjust discrimination driving them to become the monsters others say they are. Also not all of them are buff and muscular, some are lean and a bit more petite, and some are pretty ******* hot, which is why they were able to **** Humans and make Half-Demons. Their patron Paragon is Zel’Mors, who took pity on them due to their discrimination.

Demon Traits

Has horns and foldable wings in varying sizes. Skin colour can vary a lot but the most common one is red. Males have darker shades while females have lighter shades.

Ability Score Increase

Demons are stronger, more agile and have slightly more charisma than your normal race.

Fire resistance

Fire resistance.

Darkvision

Darkvision

Languages Spoken

You speak Abyssal and Infernal

Infernal Vision

Can see any infernal or demonic arcana traces around as a passive.

Threatening Presence

Gain a permanent +2 to Intimidation

Devilish Ire (Available at Level 1)

On your turn, forgo all movement and actions and reactions to use Devilish Ire. For your next 3 turns, you gain:

    1. Double your movement.
    2. Advantage for all attacks and saves.
    3. An additional 1d8 fire damage for every attack that hits.
      1. This damage goes up once every 5 levels, when that happens add another d8 to the fire damage rolls.
    4. Complete immunity to fire damage.

You may only use Devilish Ire once per long rest.

Wrath of Zel’Mors (Available at Level 10)

On your turn, subtract HALF of your MAXIMUM hit points from your CURRENT hit points and forgo all movement and actions and reactions to use Wrath of Zel’Mors. For your next 3 turns, you gain:

    1. Automatic hits on all attacks.
    2. Automatic passes on all spells with a spell save DC of 15 or less.
    3. Immunity to all bludgeoning, fire, piercing, poison, and slashing damage.
    4. An additional 1d12 fire damage and 1d12 necrotic damage for every attack that hits.
      1. This damage goes up once every 5 levels, when that happens add another d6 to the fire and necrotic damage rolls.

You may only use Wrath of Zel’Mors once per long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
7/2/2023 7:41:11 PM
8
2
5E
Coming Soon
7/2/2023 7:52:15 PM
10
1
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Coming Soon

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