Homebrew Devil Species Details

 A Devil born from the pits of avernus with strangely... Normal... humanoid features, you sure don't look demonic yet you are. Why is that? Is it because of some kind of magic or simply just genetics? Well that's for you to decide.

Devil Traits

As a devil, you have the following traits associated with your lineage.

Age and Size

 Devils mature at the same rate as a human but then at the age of 20... They appear to stop physically aging in terms of appearance, but they still age. A devil who's 20 is going to look 20 and be physically as healthy as someone who's 20 until they randomly die of old age at around 1,500 years of age, though while rare, some have lived to be 2,000 years of age under (again) rare circumstances.

 Additionally devils are medium sized beings, though they are on the upper end of the medium size class typically standing at around 6'8 to 6'10. Though you could rarely encounter one as short as a halfling, but that's rare.

Alignment

Devils are usually evil aligned... However you can find ones that aren't if you're lucky.

Hellish Resilience

Due to your devilish anatomy, you have resistance to fire damage and vulnerability to radiant damage.

Unnatural Movement

 Due to your demonic lineage, you can move faster than what is normally possible and you can climb on any surface regardless of difficulty, including upside down on ceilings, without needing to make an ability check.

You have a movement speed and climbing speed of 35 ft.

Devilish Anatomy

 Due to your demonic origins, you are naturally stronger and more resistant then others. Which has led to excellent muscle definition and strength while not causing a very big increase in muscle size, devils of your type usually stand at around 6'8 to 6'10 on average due to bone density and size. While generally looking like a normal human, say for their size and naturally higher muscle definition which makes them occasionally be mistaken for just really short Goliaths whom have human skin tones.

 However you could potentially also have a few physical differences that affect your ability to function in day-to-day life, those traits have been outlined on the d12 table down below. You may pick 2 of these traits or roll 2d12 to decide which traits you get.

D12 Trait Bonus
1  Bulky and Leathery body: your limbs have an unnatural level of muscle mass and definition in comparison to your head, neck and torso. Along with that your skin has an almost leather-like feel to it. In terms of your kind, you stand out like a sore thumb.  You have a +1 to both your armor class and strength score, additionally you are treated as being one size larger when determining grapples and shoves.
 2  Dexterous Movement: Your unnaturally quick on your feet, even by the standards of your kind.  You have proficiency in both acrobatics and athletics, also you now add a 1d6 to acrobatics and athletics rolls and checks.
3  Arcane Eye: You were naturally gifted with better perception than your peers, seemingly having the eyes of an eagle in comparison to everyone else. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks and you have a +1 to perception.
 4  Trickery and Slippery: You always seemed to be a particularly hard to pin down individual when moving. When you take the dash action, you seem to move at nigh imperceptible speeds. Attacks of opportunity made against you while you have taken the dash action have disadvantage.
5  Charmer: You where the text book definition of a silver tongued little devil growing up and that trait has persisted to this day. You now add a 1d6 to persuasion and deception rolls.
6 Resilient Soul: Your willpower and steel nerves are second to only others of your kind with this trait.  You have immunity to being charmed and frightened, you now also add a 1d6 to wisdom saving throws.
7  Fiery Aura: You seemed to always really those around you, even in the darkest times.  Any allies within 15 ft of you have resistance to fire damage. Additionally at level 15, allies within 10 ft of you also gain advantage on attack rolls and strength saving throws.
8 Eyes of Truth: You seemed to have been gifted with the ability to make your eyes glow a bright red, consequently forcing those around you to tell the truth.  You can make your eyes glow a bright red for up to 10 minute, while this is active, you have advantage on Intimidation rolls and everyone within your line of sight must succeed a DC 15 wisdom saving throw or be compelled to tell the truth. You can do this a number of times a day equal to 8 + charisma modifier, you regain expended uses at dawn. Additionally if you tell a verbal lie then you take 2d8 psychic damage and visibly wince in pain, you have disadvantage on all rolls for your next turn and there's no way to reduce the psychic damage taken. Even beings of immense power, gods included, cannot resist your gaze if they fail the saving throw, compelled to speak only the truth.
9 Strong Legged: You were known for being unnaturally strong when it came to your lower body, and that has remained true to this day.  You can leap 25 ft in any direction at the cost of 10 ft of movement, and your carry weight is increased by 50 lbs
10 Devilish Vitality: You were naturally tougher than others and could take a much bigger beating before going down. As long as you have 5 hit points and aren't Incapacitated, then you regain 1 hit point at the start of every turn. If you are hit with a slivered weapon then this trait doesn't function until the start of your next turn. You also always have advantage on your first death saving throw.
11 Eldritch Mind: You were naturally gifted with Eldritch knowledge and gifts, being able to talk to those you can see without words. You now add a 1d6 to intelligence saving throws, additionally you have Telepathic speech, you can telepathically speak with anyone from any range for as long as you can see the creature you are talking to.
12 Vacuum Adaptation: You have adapted to a plethora of low and no oxygen environments. You do not need to breath to survive, you only need oxygen to talk.

Comments

Posts Quoted:
Reply
Clear All Quotes