Homebrew Cambion Species Details

A cambion is the offspring of a fiend (usually a succubus or incubus) and a humanoid (usually a human). Cambions inherit aspects of both parents, but their horns, leathery wings, and sinewy tails are hallmarks of their otherworldly parentage.

Born to Be Bad. Cambions grow into ruthless adults whose wickedness and perversion horrifies even the most devoted mortal parent. Even as a youth, a cambion identifies its rightful place as an overlord of mortals. It might orchestrate uprisings in towns and cities, gathering gangs of humanoids and lesser devils to serve it.

Pawns of the Mighty. A cambion forced to serve its fiendish parent does so out of admiration and dread, but also with the expectation that it will one day rise to a place of prominence. Cambions raised in the Nine Hells serve as soldiers, envoys, and personal attendants to greater devils. In the Abyss, a cambion carries only as much authority as it can muster through sheer strength and force of will.

A cambion always embraces their fiendish legacy.

Infernal Legacy

The infernal legacy connects cambions not only to Gehenna but also the Nine Hells and the raging battlefields of Acheron. Horns, spines, tails, golden eyes, and a faint odor of sulfur or smoke are common physical features of such cambions, most of whom trace their ancestry to devils.

 

Cambion Traits

As a Cambion, you have the following special traits.

Creature Type

You are a Fiend.

Size

You are Medium (about 4–7 feet tall) or Small (about 3–4 feet tall), chosen when you select this species.

Speed

You have a Speed of 30 feet.

Darkvision

You have Darkvision with a range of 60 feet.

Infernal Legacy

You have resistance to fire damage and know the Thaumaturgy cantrips.

When you reach character levels 1, 3 and 5, you can choose a spell to learn, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you gain the legacy).

Infernal Legacy
Legacy Level 1 Level 3 Level 5
       
Infernal Fire Bolt or Friends Burning Hands or Charm Person Scorching Ray or Suggestion

Infernal Revelation

When you reach character level 3, you can transform as a Bonus Action using one of the options below (choose the option each time you transform). The transformation lasts for 1 minute or until you end it (no action required). Once you transform, you can't do so again until you finish a Long Rest.

Once on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your Proficiency Bonus, and the extra damage's type is Psychic for Devilish Charm, force for Fiendish Resistance, or fire for Infernal Wings.

Here are the transformation options:

Devilish Charm . One humanoid you can see within 30 feet of it must succeed on a Wisdom saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus) or have the charmed condition until the transformation ends. The charmed target obeys your commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this effect for the next 24 hours.

Fiendish Resistance . Until the transformation ends, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Infernal Wings . Two wings of flame sprout from your back temporarily. Until the transformation ends, you have a Fly Speed equal to your Speed. You can use your reaction to end your transformation early, granting you immunity to fire damage until the end of your next turn.

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