Homebrew Daemon Species Details

 

Daemon Origins

Daemons were once humans that were inslaved by Demons to assist demon lords and help fight in the Blood War long ago. After centuries of servitude the Abyss changed and mutated the humans to the point that they very much resembled Tieflings, subtracting the tail. The Daemons then began to learn of the magic the Abyss had given them, and with that many of them escaped servitude and went across the Planes of Existence to insure a safe get away. Enraged, any demon lords that had Daemons still under enslavement slaughtered all of them. Some Daemons escaped to the Astral Plane and began following githyanki beliefs, whilst many others went to the Material plane or the Feywild where they reached a safe haven. Very few Daemons continued to live in the Abyss, where their Abyssal magic only grew. Because of such there are 4 different types of Daemons in existence.


Abyssal Bloodline

Daemons are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their Abyssal heritage has left a clear imprint on their appearance. Daemon have large horns that take any of a variety of shapes: some have curling horns like a ram, others have straight and tall horns like a gazelle’s, and some spiral upward like an antelopes’ horns. Daemons possess a wide variety of skin tones, ranging from greyish brown, red, or deep purple. Each skin tone can be slightly darker or brighter. Daemons horns typically range from Grey, Black, Deep Purple, or Crimson, with their hair almost always black.


The Blood Wars

Daemons and Tieflings have a natural disliking to each other due to their heritage. Most leave it at simple mistrust, but some will go to farther measures against each other. Few wars have been waged against Daemons and Tieflings, as both sides try to keep the peace and not fall as low as the Demons and the Devils. However, there are many times in recorded history where Daemons and Tieflings become allies and even friends, so it is possible that the distrust between the races is only caused by themselves and not their heritage.

 

Daemon Names

Daemon names fall into three broad categories. Daemons born into another culture typically have names reflective of that culture. Some have names derived from the Abyssal language, passed down through generations, that reflect their fiendish heritage. And some younger Daemons, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a noble quest. For others, it’s a grim destiny.

Male Abyssal Names: Aebol, Boetook, Bol, Meraendo, Reednock, Teeiknook, Tujungo, Uke, Vaerando, Yokprok, Zuno

Female Abyssal Names: Aerulea, Baena, Dania, Fea, Haela, Tia, Uvae, Vae, Yvewaeren, Zapanoctos

MET WITH MISTRUST

Much like Tieflings, people tend to be suspicious of Daemons, assuming that their Abyssal heritage has left its mark on their personality and morality, not just their appearance. The reality is that a Daemons' bloodline doesn’t affect their personality. They are gifted with magic from the abyssal realms but chart their own course in life.

Daemon Traits

Daemons share certain racial traits as a result of their abyssal descent.

Ability Score Increase

Your Strength score increases by 1, and your Intelligence score increases by 2.

Age

Daemons mature at the same rate as humans but live to be up to 450.

Size

Daemons are about the same size and build as humans. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Darkvision

Thanks to your abyssal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 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.

Abyssal Resistance

You have resistance to necrotic damage.

Abyssal Legacy

You know the Thaumaturgy cantrip at 1st level. When you reach 3rd level, you can cast the Abyssal Rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.

Languages

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

Daemon's Summons

At level 10 The Daemon unlocks it even more of its abyssal power and is capable of summoning a Daemon's Summons. Each Summons is unique its Daemon, with different personalities, sizes, and shapes. A Daemon's Summons appears as a metallic suit of armor in the shape of a animal. Inside of the armor if a green flaming spirit. Daemon's Summons have their own names, named by their Daemon. Daemon's Summons are incredibly loyal to their Daemon and will never betray its Daemon. Known as friends to the end, the Summons will do anything it's Daemon tells it, and will do anything to protect it's Daemon. The Daemon owning the Summons is capable of removing parts of the metal armor and replacing it, so a Daemon could theoretically have a full adamantine summons or anything in-between.


The Making Process

Daemon's Summons require a great deal of time and items to craft. Depending on the size the time and materials spent crafting it will go up. Small Summons require the least to craft, and are weak but fast and quiet. They have advantage on stealth checks and are by far the fastest of the Summons. Medium Summons are a mixture of both, have neither advantage or disadvantage on stealth checks, medium speed, and medium health. Large summons are the biggest, strongest, and most time and material consuming to make. They have disadvantage on stealth checks and are slow compared to the other summons. 

Undying

The Daemon's Summons is intelligent. It is capable of making its own thought, and even though it takes orders only from its Daemon, it can interpret jokes and sarcasm, and adjust its tactics so that it can complete its orders. If the Summons hit points hit zero, it falls apart. However, after 2d4+1 days, its body comes back together and its spirit returns. If its body is completely destroyed or a piece is unable to return, then all of it disintegrates and it magically reforms where it died. It always knows where its Daemon is, and once it's spirit returns, it either continues any unfinished orders or returns to it's Daemon.

Cost
Small: 25 GP worth of metal and 5 GP worth of sand, with a hair of the Daemon creator, and 1 hour of ritual time.
Medium: 50 GP worth of metal and 15 GP worth of sand, with a hair of the Daemon creator, and 3 hours of ritual time.
Small: 100 GP worth of metal and 30 GP worth of sand, with a hair of the Daemon creator, and 5 hours of ritual time.

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