Homebrew Crimson Demon Species Details
Physical Description
Crimson Demons, also known as the Crimson Magic Clan, for the most part appear to be normal humans, with a few exceptions: their eyes all feature deep crimson irises that glow when they experience intense emotions which is misinterpreted as a sign of anger. They also have brown or black hair, and every Crimson Demon also has a barcode somewhere on their body.
History
The Crimson Demons are Humans that are genetically modified to have incredibly high innate talent and potential for all kinds of magic, the original group of which were decided at random from a large pool of volunteers.
By complete chance every single member of the original group happened to be chuunibyou, asking their creator for various changes, resulting in all the other differences from a normal Human and passing down rather eccentric mannerisms that persist in all of the Crimson Demon villages today.
Society
Crimson Demons generally live in their own villages, although outsiders are welcome to visit. To many outsiders, though, their behavior is viewed as rather strange. Growing up, children are taught that the number one purpose of Crimson Demons is to "look cool." When introducing themselves to strangers for the first time, it is customary to strike an awesome pose and loudly announce one's name and profession/goal/notable achievement(s). They are also prone to accompany the spells they cast with dramatic phrases and chants; the more esoteric and incomprehensible it is, the better. Despite these somewhat quixotic tendencies, Crimson Demons possess very high intelligence, and when engaged in conflicts they can easily outwit and disorient enemy forces as they unleash their magic upon them. In addition, they have little concern for collateral damage in their own villages, since they can easily make repairs with their magic. The combination of these traits make invading or conquering a Crimson Demon village nigh impossible without some sort of defense against magic.
Crimson Demon children are taught using a public education system, and graduate once they become proficient with magic. While some take up jobs and professions around their village, it is also common to set off in search of adventure. Due to their reputation for potent magic, they are usually in high demand among adventuring parties.
Crimson Demon Names
Crimson Demons are known for their strange name choices, though of you ask them everyone else has weird names.
Male: Bukkorori, Chekera, Hyoizaburo, Jarippa, Pucchin.
Female: Arue, Dodonko, Funifura, Komekko, Nerimaki, Soketto, Yuiyui.
Crimson Demon Traits
Crimson Demons have the following traits.Ability Score Increase
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.
Languages
You can speak, read, and write Common and one Exotic language of your choice.
Age
Crimson Demons have the same natural lifespan as regular humans, maturing in their teens and generally living no more than a century.
Alignment
Crimson Demons tend towards chaotic alignments. They won't hesitate to disregard rules or societal conventions if they sense an opportunity to do something "awesome," although they are generally accepting of the consequences.
Size
Your size is Medium or Small. The average adult Crimson Demon is Medium, but they are known to become adventurers at a young age and in such cases would be Small.
Speed
Your base walking speed is 30 feet.
Magical Education
You gain Proficiency with one Intelligence, Wisdom, or Charisma skill, and one skill or tool of your choice.
Traditional Crimson Demon Clan Introduction
The Crimson Demons are known for their introductions that usually include their name, titles, accomplishments and profession while striking a dramatic pose that shows off their red eye.
You add half your proficiency bonus (round up) to any Performance check you make that doesn't already use your proficiency bonus, and when making a Performance check you may cast a Cantrip as if it were a Subtle cast using Metamagic.
Dramatic Flair
You know the Thaumaturgy cantrip and use it excessively, especially when introducing yourself, when casting any spell, you may choose one effect from the Spell Thaumaturgy, in addition you can change the way your spells look at will, but the change is purely cosmetic and the spell cannot be mistaken for another.
Indomitable Will of the Fearsome Crimson Demons
You have advantage on Intelligence, Wisdom, and Charisma saving throws.
Release of the Cursed Power Sealed Within
An action you can draw a 5ft magic circle on a surface, the magic circle is your own and only works for you, the circle lasts until it is removed by a creatures action or other cleaning effect, you drawn a new one, or you move farther than 120ft away from it.
While you are standing within 5ft of your completed magic circle, you may use your Bonus Action to channel the dark power within, upon activation you receive two levels of exhaustion and for the next minute: (10 rounds)
- Ignore the effects of exhaustion.
- Automatically succeed on concentration saves.
- Your spells cannot be counter spelled.
- Your spell attacks are made with advantage.
- Creatures have disadvantage against your spell effects.
When you start your turn and are concentrating on your Absurd, Yet Menacing Chant the duration of Release of the Cursed Power Sealed Within is extended by one round.
The effects end after ten minutes, when you are rendered unconscious, or if the magic circle is removed, destroyed, or is on a different plane.
While the circle is active a pillar of light erupts from it, and energy flows from it to you, other creatures are aware of its location and know it's assisting you.
Absurd, Yet Menacing Chant
Once per short rest, when casting a spell that has a cast time of one action and does not require concentration, you can choose to delay the spells activation.
While doing so you move at half speed, you must retain concentration on the spells chant until you finish casting, and when doing so it has a verbal component that cannot be ignored by any means.
While concentrating wind billows your clothes dramatically, your speech is increased in volume as if by the Thaumaturgy spell, and for every turn past the first a magic circle grows in complexity at your feet and around your focus.
During your turns you can use an action to either finish the spell cast and choose its target(s), or further delay the spell cast, the spell can be held for up to an hour but turns spent after the tenth don't increase the effects any further.
The charge for this feature and the spell slot of the spell used is only consumed upon a successful cast.
Leveled spells: For every additional turn spent chanting, your spells effects are increased as if it were upcast, this does not count as being upcast for the effects of other features or effects.
Cantrips: For every additional turn spent chanting your cantrip deals an additional damage die to one creature, or effects one additional creature within range.
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