Homebrew Quasit Species Details

Creating Your Character

Ability Score Increases

When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.

Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Creature Type

Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race in this chapter tells you what your character’s creature type is.

Life Span

The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. Fairies and harengons, however, have a life span of about a century.

Height and Weight

Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.

Quasit Traits

As a Quasit, you have the following racial traits.

Creature Type

You are a fiend (Demon). 

Size

You are Small. 

Demonic Resistance

You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.

Speed

Your walking speed is 40 feet.

Darkvision

Accustomed to dismall domain of the hells, 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. 

Invisibility

You magically turn invisible until you attack or until your concentration ends (as if concentrating on a spell). Any equipment you wear or carry is invisible as well.

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 

Scare

As an action, you can inspire fear within a creature that you can see within 20 feet of you. The target must make a  Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Charisma Modifier or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if you are within its line of sight, ending the effect on itself on a success. 

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 

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