Homebrew Demon Species Details
Demons are the powerful and pride filled inhabitants of the lower planes.
Physical Description
Demons can look quite similar to Humans, though their outward appearance differs significantly from Demon to Demon, they tend to have some combination of horns, wings, claws, fangs, and possibly a tail.
Their skin tones cover the full range of human coloration, but can be almost any color, including but not limited to: Red, White, Black, Blue, Purple, and Pink.
Some Demons have additional traits like a forked tongue, slit eyes, hooves, sharp teeth, eyes that glow in the dark, or blood that literally boils when upset.
Demons naturally produce an armor that grows over their skin for protection, due to this, and the lack of skilled Demon workers and trade, many Demons wear little else apart from their armor.
Society
In the Demon realm where power is the only thing that matters the Demon King rules above all, it is every Demons duty to grow in strength in order to either better serve the Demon King, or attempt to overthrow the current Demon King and take their place as ruler, creating a self perpetuating cycle that allows them to be ruled by only the current strongest.
Demons care little for the typical roles and norms of other races, and don't discriminate based upon apparent age, gender, or financial status, instead focusing almost solely upon an individuals strength and general reputation.
The Abyss
The most common origin for any Demonic Lineage, it is a lawless and infinite plane were anything is possible, being born here means survival, kill before you are killed, always be on the run, everyone is your enemy, gathering strength and seeking the throne one way or the other.
Demon Names
Many Demons end up naming themselves, and as a result of their heightened self importance and pride they commonly have names that imply strength, royalty, or are affiliated with the bible or other forms of mythology, they are often changed slightly in order to differentiate themselves.
Male Names: Abaddon, Asmodeus, Asura, Behemoth, Diabolus, Loki, Nergal, Khorne, Pazuzu, Sabnock, Set.
Female Names: Amy, Azazel, Banshee, Kali, Kore, Lilith, Mania, Mormo, Pan, Shiva, Hecate.
Gender Neutral Names: Anti, Archon, Baku, Ifrit, Jinn, Lamia, Lucie, Leviathan, Mag, Murmur, Oni.
Demon Traits
Demons are as varied as they are strongAbility Score Increase
When determining your character’s ability scores, increase one score by 2 or increase two different scores by 1.
Age
Demons do not age, and most have no sense of their age.
They may stop maturing visually at any given stage of their life, though this has no effect on their power.
Languages
You can speak, read, and write in Common and one exotic language of your choice.
Alignment
Demons can be any alignment, though they tend toward Evil, Neutral, and Chaotic alignments.
Size
Demons stand between 3 and 8 feet tall, Your size is Medium or Small. You choose the size when you select this race.
You may change size when you undergo your Arch Demon Transformation.
Speed
Your base walking speed is 30 feet.
Superior Devilsight
You can see normally in total darkness, both magical and nonmagical, up to 300ft.
Sunlight Sensitivity
Standing in direct sunlight weakens you, and your eyes will never adjust properly.
You have disadvantage on all attack rolls, physical checks and saving throws, and on Perception checks that rely on sight when you are standing in direct sunlight.
This weakening happens regardless any clothing or equipment you have equipped, unless it is magical and specifically helps creatures with Sunlight Sensitivity.
Creature Type
You are a Fiend, you are vulnerable Radiant damage, as well as attacks from silvered weapons.
Demon Type
What kind of Demon are you?
Choose between Martial, Hybrid, Caster or a Variant.
The following features change depending on your current type.
Natural Weapons
Martial and Hybrid Demons grow claws, fangs, spines, horns, or different natural weapons of their choice.
All natural weapon attacks deal either Bludgeoning, Slashing, or Piercing.
Bludgeoning uses Strength.
Slashing uses Strength or Dexterity, whichever is higher.
Piercing uses Dexterity.
Hybrid Demons deal 1d6
Martial Demons deal 1d8 and can make an attack with their natural weapons as a bonus action.
Innate Focus
Caster Demons posses a special internal organ that allows them to cast spells without a focus, most commonly it would be opposite the hearts position.
However they can be destroyed, and other times Demons are targeted for their Internal Focus as they are quite useful for magic item crafting, and can possibly be implanted into another creature granting them its benefits.
Hybrid Demons posses a special external organ that they can use as a focus, most commonly it would be built into their Demon Armor or Natural Weapon
If the focus takes damage from an attack that was specifically directed at their focus, it is destroyed and will be repaired over the next long rest.
Hybrid and Caster Demons have proficiency in Arcana checks.
Flight
Almost all Demons can fly, most have wings, some even have multiple pairs, though some fly without them, and others yet have wings and fly without using them.
Martial Demons have fly speed equal to their walk speed and can fly while using any armor.
Hybrid Demons have fly speed equal to their walk speed with hover and can fly while using medium or lighter armor.
Caster Demons have fly speed equal to their walk speed with hover, to use this you cannot be using medium or heavy armor.
Demon Armor
All Demons are able to passively grow armor on their body, due to this you have an unarmored defense of 13 plus Dexterity.
Hybrid Demons have a +1AC bonus
Martial Demons have a +1 bonus on AC and saving throws.
While wearing normal armor you only gains it's AC if it is higher than your Demon Armor.
You can use a shield and still gain this benefit.
Variant 1
No Natural Weapons, Innate Focus or Flight.
Has Demon Armor, a proficiency, and a Feat.
Variant 2
No Natural Weapons or Innate Focus.
Has Demon Armor and Flight.
Variant 3
No Natural Weapons, Innate Focus, Flight, or Demon Armor.
But you also are not weak to Radiant, and no longer suffer Sunlight Sensitivity.
Increase one ability score by one.
Variant 4
No Natural Weapons, or Flight.
Has Demon Armor and Innate Focus.
But your Sunlight Sensitivity is lessened, only affecting attack and Perception rolls.
Arch Demon
Starting at 7th level you evolve during your next long rest, choose one of the following features.
During this long rest you can change your size, and demon type.
Archmage Archdemon
- Bodycast
A number of times each rest equal to your proficiency.
When casting a spell you can ignore the normal somatic component and cast it from any point on your body.
When you do, the spell attack, damage, or save DC is increased by 1d6. (your choice) - Snap
A number of times each rest equal to your proficiency.
When using your movement you can choose to instead teleport instantly without provoking opportunity attacks.
This still uses your turns movement normally and cannot exceed your remaining movement. - Magic Resistance
You have advantage on saving throws against spells. - Untapped Strength
You can use hit die to cast spells, one spell level per hit die.
However for every hit die spent you take 10 Necrotic damage that cannot be reduced.
Astral Archdemon
- You no longer need to breathe and can survive in the vacuum of space.
- Your voice can travel in a Vacuum.
- Your flight works while in a vacuum, and your flight speed is tripled while in one.
- You don't suffer disadvantage caused by zero gravity.
- Jaunt
As an Action you can consume any number of charges and travel 15ft per charge towards a place you can see.
A number of willing creatures up to your proficiency that are in contact with you can travel with you during Jaunt.
Distance increased by one thousand times while in space.
Charges equal to your total level, restored on a short rest. -
Minions Passage
At-Will you can cast grant an effect that is very similar to the Air Bubble spell on a number of willing creatures up to your proficiency simultaneously.
College Level Education Archdemon
- Increase one ability score by 1.
- Learn two languages, and one exotic language.
- Gain three skill, simple weapon, or tool proficiencies.
- Gain Expertise in a skill of your choice.
Cyborg Archdemon
- You now count as both a Construct, and a Fiend.
- Auto Translator
You learn to read and write one language, and when finishing a rest you can swap it to a different one. - Nanomachines
A number of times each rest equal to your proficiency.
When being targeted by an attack, you can use your reaction to increase your AC by 1d4+1 until the start of your next turn. -
EnhancedA number of times each rest equal to your proficiency, but only once per interaction.Add 1d6 after you roll a die, but before the outcome is determined.
-
Life SupportOnce per short rest.When you would fail a death saving throw, you instead can consume one hit die and heal for the rolled die plus your constitution modifier.
-
FirewallA number of times each rest equal to proficiency.
When your turn starts and you are affected by something that alters your mind or your perception of reality you can end the effect.
If you are not conscious or the effect is rendering you unconscious, this happens automatically.
Elemental Archdemon
- Choose an element, Acid, Cold, Fire, Lightning, or Thunder.
- Gain resistance to the chosen damage type.
- Your damage with the chosen element ignores resistance.
- When you roll damage that deals damage of the chosen damage type, you can treat any 1 on a damage die as a 2.
- Element Spike
A number of times each rest equal to proficiency, but only once per target in an interaction.
Deal an additional 2d6 of the chosen damage type when landing a melee strike, or when dealing your chosen element.
The damage increases by 1d6 at levels, 11, 16, and 20. - Elemental Breath
As an Action, exhale your chosen element.
Choose between a 5 by 60ft line, or a 30ft cone each time this feature is used.
When you use your breath weapon each creature in the area must make a DC8+constitution+proficiency dexterity saving throw or take 2d10 damage on a failed save, or half as much on a success.
The damage increases by 1d10 at levels, 11, 16, and 20.
You can't use it again until you finish a rest.
Juggernaut Archdemon
- +1AC
- +1 on all saving throws.
- +1 hp per level.
- All damage taken is reduced by 3.
- You have the carrying capacity of a Large creature.
- Hard to kill
A number of times each rest equal to proficiency.
You can use your reaction to reduce damage you take from any source by 1d12+proficiency.
Speed Archdemon
- Your walk speed is increased by 10ft.
- When you take the Dash action you cannot be targeted by opportunity attacks until the end of your turn.
- Boost
A number of times each rest equal to proficiency, but only once per turn.
You can double your speed until the end of your turn.
Tunnel Archdemon
- You have a Climbing speed equal to your walking speed.
- You have 5ft Burrowing speed.
- You have Tremorsense with a range of 30ft.
- You do not need to breathe.
- Wide Tunnels
While using your burrowing speed, you can choose to make your tunnels large enough for creatures your size or smaller to be able to follow you. - Heavy Hitter
A number of times each rest equal to your proficiency
When landing an attack with a melee strike, or with a thrown weapon attack.
You can deal an additional 2d6 damage.
The damage increases by 1d6 at levels, 11, 16, and 20.
Undying Archdemon
- Undying
The next time you die, you revive after twelve seconds with full health and the effects of a long rest.
This only happens once. - Once you revive through the use of Undying you gain the following features:
- You are now an Undead, as well as a Fiend.
- You are immune to disease and the poisoned condition, and you have resistance to poison damage.
- You have advantage on death saving throws.
- You don’t need to eat, drink, or breathe.
- You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
- When your hit points drop to zero, you automatically succeed on one death saving throw.
- When you are stabilized, your health is restored by 1 and you regain consciousness.
- If a spell that has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you.
Custom Archdemon
- Nobody tells you what to do.
- Homebrew your own option and forge your own path!
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