Homebrew Cambion Species Details
Cambions are part-human and part-demon. Because Cambions father was an incubus, all Cambions are technically part sex demon.
At their level of genetic distance, their seductive traits are passive, but effective. Those passive traits are unnatural eye color, unnatural beauty, and distinctive voices. Medically and militarily, Cambions are perfect warriors, hearts like long-distance runners, pumping a leisurely thirty beats per minute; Enhanced metabolism, speed, strength, vision, hearing, and sense of touch.
They can be spotted by their fangs and often amber or red colored eyes, and the general dreadfull aura.
When a Cambion is born, they are essentially human. When they turn seven years old, they begin to display their demon heritage and traits. Cambions do eventually lose the ability to do their job well if precautions aren't taken. As they get older, Cambions become more powerful and have a stronger connection to aether. Each year they also lose a bit more of their humanity, called "succumbing to the blood." They become untrustworthy if grow too powerful.
Cambion Traits
Your demonic heritage gives you the following traitsAge
Cambions grow to be 300 years old. they mature at 10 years.
Size
Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
Speed
Your base walking speed is 50 feet.
Anchor Dependance
Your demonic side requires you to have something that keeps you from succumbing to your blood. This something is called an anchor. As long as your anchor is functional you dont take progress towards your demonic nature. this anchor can be a trinket with an immense emotional and personal value, a person that is very special to you (more special than a mother or father) or a powerful purpose or goal (the nature of your anchor is to be discussed with your dm)
A trinket can be a functional anchor as long as its on your person and intact.
A person can be a functional anchor as long as they are alive and within 50 feet for at least 4 hours a day.
A goal or purpose can be a functional anchor as long as it is achievable and as long as you actively work on achieving it.
If you lose your anchor or if its destroyed/killed, youre ****ed and will start to descend into demonhood according to the succumbing to your blood trait.
A new anchor can only be set if the dm allows it.
If your anchor is a person, you can perform a ritual with them to bond them to you. You can feel when they are in mortal peral, scared or generally in distress. you also know exactly where they are as long as they are within 200 feet of you. This bond also means that if your anchor dies, you are subjected to The Agony. The Agony is what bonded Cambions call the pain and grief from feeling a bond break in battle. For the Anchor or Cambion left behind it hurts like nothing one can imagine.
Demon Heritage
You inherit the ability to speak Infernal. You also gain the physical powers of a demon, resulting in a +2 on strength and dex and expertise on perception.
Succumb To Blood
Cambions blood fights itself every day. The older they get, the stronger the demon essence becomes, but their commitments to the anchor keep them from going over. The anchor that a cambion chooses binds them to their human blood, keeping them in control of their souls as long as the anchor is working. This is why Cambions are urged to find an anchor as soon as they are old enough to do so (around the seventh year of life). After this each year without an anchor their demonic side grows stronger. After they turn 50 this becomes each month without anchor, each week at 100 and each day at 200. Each time you would take a step you make a dc 12 + current step number wisdom check, if failed you take the step, if succeed you manage to prevent it.
each 'step' brings forth different traits as shown below.
step 1: your eyes get a tint of red in them or a deeper tint if they are already red.
step 2: you are quicker to anger, and your fangs grow longer.
step 3: you start having rogue thoughts that are hard to ignore, the dm can force you to make a wisdom saving throw (DC 12 + current step number). when failed you roll on the table below
| d10 | Behavior |
|---|---|
| 1 | The creature goes into a bloodlusted frenzy and needs to spend each turn attacking the closest creature. After 3 turns you get to make a dc 12 wisdom saving throw to snap out of it. |
| 2-6 | The creature doesn't move or take actions this turn. |
| 7-8 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature uses his movement to get to the closest one. |
| 9-10 | The creature uses its turn to act on a selfish desire |
step 4: you start growing claws with which you can lash out at enemies. you also become chaotic-(whatever you are)
step 5: your eye white becomes black and your irises become red. red lashes appear on your neck and face. You become chaotic evil
step 6: you actively work towards your own selfish goals, abandoning anything that stands in your way
step 7: instead of abandoning anything that stands in the way of your selfish goals you actively seek its destruction.
Languages
You can speak, read, and write Common and Infernal.
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