Homebrew Fractasian Devil Species Details

In the end we got Zalkith’s devil-lieutenant to switch sides. We were lucky; Chance is a devilkin. She did all the talking.

After the fight, the lieutenant wanted to broker some agreement, but we’re not stupid. First rule of dealing with devils—don’t sign anything.

In the world of Fractasia, in the lower plane of Hell, devils of the Nine Circles vie unceasingly against each other for power and control—a conflict fought foremostly through cunning and schemes. Compared to other fiends, devils appear remarkably humanoid, but infernal attributes such as horns, hooves, tails, and wings still set them apart.

Precarious Pyramids

The Nine Hells are built on a strict hierarchy and bureaucracy. Draconian chains of command place each devil in service to a higher authority—typically a more powerful devil. While devils are lawful, they’re always looking for another way up the ladder. They twist every rule to their benefit to gain power and usurp those they answer to, eager to uncover loopholes in the eternal struggle for significance and supremacy.

Silver Tongues

These winsome fiends can acquire great influence through corrupting mortal souls—who then become subordinate devils when they die. Devils are virtuosos with words, skilled at tempting and coercing people into performing atrocities. They exploit the weaknesses of mortals—greed, revenge, vanity—or just simple desperation. In the heat of battle, a devil’s supernatural charisma can influence a mortal to do their bidding, often without realizing until it’s too late.

True Names

All devils have two names: one they’re commonly known by, and another secret true name. Every devil zealously safeguards the latter, as their true name can be spoken aloud to aid in summoning the fiend or to strip them of their power.

Hell's Defectors

Not every devil in the Nine Hells wants to ruthlessly ascend the hierarchy. Some others do desire advancement, and are dissatisfied that they remain at the bottom. As luck would have it, these fiends can free themselves from Hell’s bureaucracy—for when a mortal overestimates their fortitude and dies while enacting an infernal summoning, it leaves open a passage to the Prime Material plane that an enterprising devil can cross through. Some of these defectors cling to old habits, acquiring power in mortal spheres of business, law, or politics. Others, inspired by mortals, join adventuring parties or set out to explore the world. These devils and their descendants are often colloquially known as tieflings.

NOTE:

This is not a typical ancestry; it is not balanced to coexist in a party with standard player characters. This is a tool for scenarios and one-shots that the ancestries in the core rules are less capable of emulating, like a party of devils from Hell. The design of these devils originates in Flee, Mortals!

Fractasian Devil Traits

Devils share certain traits by virtue of their infernal nature.

Ability Score Increase

Increase one ability score by 2, and increase a different one by 1.

Creature Type

You are a Fiend.

Size

Devils are of a slightly larger size and build than humans. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Languages

You can speak, read, and write Common and Infernal.

Darkvision

You can see in dim light within 120 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.

Infernal Resistance

You are resistant to bludgeoning, piercing, and slashing damage from mundane attacks.
You are immune to fire damage.
You cannot be charmed.

True Name

All devils have a true name that is kept as a closely guarded secret. If a creature you can hear within 60 feet of you speaks you true name aloud, you lose your damage resistances and immunities and your Devilish Charm reaction for 24 hours.

Devilish Charm

As a reaction when you are targeted by an attack, power, spell, or other supernatural effect by a creature you can see within 60 feet of you, you force the creature to make a Charisma saving throw. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. On a failed save, the creature is charmed by you until the start of their next turn, and you may choose a new target you can see for the triggering effect. The new target must be within the triggering effect’s range.

Once used, this reaction cannot be used again until you finish a long rest.

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