Homebrew Demon Species Details

Choose one Demonic Lineage. Your lineage represents the form your Abyssal nature has taken.

Blood Demon

Blood Demons are predatory creatures whose supernatural vitality allows them to recover from injuries by spilling the blood of their enemies. Blood Feast When you damage a creature with an attack and that creature is not a Construct or Undead, you can use a bonus action to draw strength from the wound. You gain temporary hit points equal to: your proficiency bonus + your Constitution modifier You can use Blood Feast a number of times equal to your proficiency bonus and regain all expended uses after a long rest. Blood Hunter You have proficiency in Perception.

Shadow Demon

Shadow Demons are creatures born from darkness, fear, and the places where mortal light cannot reach. Shadow Step Starting at 3rd level, while you are in dim light or darkness, you can use a bonus action to teleport up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. You can use this ability a number of times equal to your proficiency bonus. You regain all expended uses after a long rest. Child of Darkness You gain proficiency in Stealth. War Demon War Demons embody violence, conquest, and the relentless fury of the Abyss. Abyssal Fury When you hit a creature with a weapon attack or unarmed strike, you can unleash your demonic fury. The attack deals an additional 1d6 fire or necrotic damage. The additional damage increases to: 5th level: 2d6 11th level: 3d6 17th level: 4d6 You can use Abyssal Fury a number of times equal to your proficiency bonus and regain all expended uses after a long rest. Born for Battle You gain proficiency with one martial weapon of your choice.

Arcane Demon

Some demons are formed from corrupted magical energy rather than simple violence. These creatures frequently become sorcerers, warlocks, witches, or dangerous scholars. Abyssal Knowledge You gain proficiency in Arcana. Demonic Sorcery Choose one cantrip from the Sorcerer spell list. You know that cantrip. Choose Intelligence, Wisdom, or Charisma as your spellcasting ability for it. Arcane Hunger Once per long rest, when you succeed on a saving throw against a spell, you can gain temporary hit points equal to: your proficiency bonus + the level of the spell

Greater Demon

Your blood descends from one of the physically dominant breeds of demon. You may possess massive horns, thick scales, elongated claws, or an unusually powerful physique. Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Monstrous Strength You gain proficiency in Athletics. Abyssal Endurance When damage reduces you to 0 hit points but doesn't kill you outright, you can drop to 1 hit point instead. Once you use this trait, you cannot use it again until you finish a long rest.

Physical Appearance A Demon character doesn't have to resemble a stereotypical red-skinned devil. The Abyss produces countless mutations. Your character might have: Black, crimson, gray, pale, or human-like skin One or several pairs of horns Black sclera or glowing eyes Retractable claws Sharp teeth or fangs Scales along the shoulders, spine, arms, or face A demonic tail Unnaturally warm or cold skin Smoke escaping from wounds Strange runes appearing when using magic A shadow that moves independently A mostly human appearance that becomes increasingly demonic when angered These characteristics are primarily cosmetic unless another racial trait specifically gives them a mechanical effect.

1. Abyssborn

The Classic Demon

Abyssborn are the closest thing the Abyss has to a common demonic bloodline. They combine supernatural durability, physical strength, and instinctive destructive magic.

Creature Type: Fiend
Size: Medium
Speed: 35 ft.
Darkvision: 120 ft.
Languages: Common, Abyssal

Abyssal Resistance

You have resistance to poison damage and advantage on saving throws against being poisoned.

Demonic Claws

Your claws are natural weapons dealing:

1d6 + Strength modifier slashing damage.

At 5th level, they count as magical.

Abyssal Fury

Once per turn when you hit a creature, you can empower the attack with demonic energy.

The attack deals an additional:

1d6 fire or necrotic damage.

You can use this trait a number of times equal to your proficiency bonus per long rest.

The damage becomes 2d6 at 5th level, 3d6 at 11th, and 4d6 at 17th.

Unleash Demon

At 5th level, you can transform as a bonus action for 1 minute.

While transformed:

  • Your speed increases by 10 feet.
  • You gain temporary HP equal to twice your level.
  • Once per turn, you deal additional damage equal to your proficiency bonus.
  • You have advantage on Intimidation checks.

Once used, this ability requires a long rest.


2. Hellblood

Demon of Fire and Destruction

Hellbloods possess bodies resembling living furnaces. Their veins glow beneath their skin, their breath carries smoke, and intense emotion can cause flames to crawl across their bodies.

Creature Type: Fiend
Speed: 30 ft.
Darkvision: 120 ft.

Hellforged Body

You have resistance to fire damage.

Flame Claws

Your unarmed strikes deal:

1d6 slashing damage.

You can instead make the damage fire.

Hellfire

Once per turn when you hit with an attack, you can cause the target to take an additional 1d6 fire damage.

You can do this a number of times equal to your proficiency bonus per long rest.

Infernal Eruption

At 5th level, you can use an action to unleash fire around yourself.

Every creature of your choice within 10 feet makes a Dexterity saving throw.

Damage: 3d8 fire

Successful save: half damage.

The damage becomes:

11th level: 4d8
17th level: 5d8

Once per long rest.

Weakness — Sacred Flame

Radiant damage suppresses your Hellfire and Infernal Eruption until the end of your next turn.


3. Shadowborn

Demon of Darkness

Shadowborn demons stalk the places where light dies. Their physical forms sometimes blur into smoke or living darkness.

Creature Type: Fiend
Speed: 35 ft.
Darkvision: 120 ft.

Shadow Sight

Magical darkness created by your racial abilities does not impede your vision.

Shadow Walker

Starting at 3rd level, while in dim light or darkness, you can teleport:

30 feet

as a bonus action.

Uses equal your proficiency bonus per long rest.

Living Shadow

While in dim light or darkness, you gain proficiency in Stealth.

If already proficient, you instead gain advantage on the first Stealth check you make after entering darkness.

Shadow Form

At 5th level, you can transform for 1 minute.

While transformed:

  • You can move through another creature's space.
  • Opportunity attacks against you have disadvantage.
  • Your movement increases by 10 feet.
  • Your attacks can deal necrotic instead of their normal physical damage.

Once per long rest.

Weakness — Radiant Exposure

After taking radiant damage, Shadow Walker cannot be used until the end of your next turn.


4. Bloodfiend

Demon of Blood and Vitality

Bloodfiends manipulate the life force contained within living creatures.

They are particularly dangerous during prolonged battles.

Creature Type: Fiend
Speed: 30 ft.
Darkvision: 120 ft.

Blood Sense

You can detect the presence of wounded living creatures within 30 feet, provided they aren't behind total cover.

You know their direction but not their exact HP.

Constructs and Undead cannot be detected.

Blood Feast

Once per turn when you damage a living creature with a melee attack, you can gain temporary HP equal to:

your proficiency bonus + Constitution modifier.

Uses equal your proficiency bonus per long rest.

Crimson Regeneration

As a bonus action, regain:

1d10 + Constitution modifier

HP.

At 5th level: 2d10.

At 11th level: 3d10.

At 17th level: 4d10.

Once per long rest.

Blood Frenzy

When below half your maximum HP, your walking speed increases by 10 feet.

Weakness — Bloodless Creatures

Your Blood Sense and Blood Feast don't function against:

Constructs, incorporeal creatures, or creatures without functioning blood or comparable life essence.


5. War Demon

Demon of Battle

War Demons were created for one purpose:

combat.

They tend to be physically imposing, heavily scarred and covered in armored scales.

Creature Type: Fiend
Speed: 35 ft.
Darkvision: 60 ft.

Powerful Build

You count as one size larger when determining carrying capacity and the amount you can push, drag, or lift.

Demonhide

When not wearing armor:

AC = 13 + Dexterity modifier.

You can use a shield.

Brutal Claws

Your natural weapons deal:

1d8 + Strength modifier slashing damage.

Berserker's Momentum

When you reduce an enemy to 0 HP, you gain temporary HP equal to:

your proficiency bonus + Constitution modifier.

This can occur only once per turn.

Unstoppable

At 5th level, when you would become frightened, stunned, or paralyzed, you can reroll the saving throw.

You must use the new result.

Once per long rest.

Weakness — Arcane Control

War Demons have evolved for physical confrontation rather than resisting supernatural control.

They receive no special protection against enchantment, banishment, or battlefield-control magic.


6. Soul Eater

Demon of Souls

Soul Eaters consume fragments of spiritual energy instead of flesh.

Their eyes frequently glow blue, violet, white, or green when feeding.

Creature Type: Fiend
Speed: 30 ft.
Darkvision: 120 ft.

Soul Sight

You can sense living creatures within 30 feet unless they are behind total cover.

This doesn't reveal identity or exact location.

Soul Consumption

When a hostile creature within 30 feet drops to 0 HP, you can use your reaction to absorb residual spiritual energy.

Choose one:

Recover HP: proficiency bonus + your level.

or

Empower Attack: your next successful attack before the end of your next turn deals an additional 1d8 necrotic damage.

Uses equal proficiency bonus per long rest.

Spirit Resistance

You have resistance to necrotic damage.

Soul Scream

At 5th level, you can release accumulated spiritual energy.

Creatures within a 15-foot cone make a Wisdom saving throw.

Failure:

3d8 psychic damage and frightened until the end of your next turn.

Success:

Half damage and no frightened condition.

Once per long rest.

Weakness — Soulless Targets

Constructs and other creatures without souls cannot trigger Soul Consumption.


7. Void Demon

Demon of Nothingness

Void Demons originate from regions where the Abyss has been warped by impossible spaces.

They manipulate distance and spatial fractures.

Creature Type: Fiend
Speed: 30 ft.
Darkvision: 120 ft.

Void Resistance

You have resistance to necrotic damage.

As a bonus action:

Teleport 30 feet to an unoccupied location you can see.

Uses equal proficiency bonus per long rest.

Void Strike

After teleporting using Void Blink, your next successful attack before the end of your turn deals:

1d6 force damage.

At 11th level:

2d6 force damage.

Spatial Distortion

At 5th level, when an attack would hit you, you can use your reaction to distort space.

Roll 1d6.

On a 4–6, the attack misses.

Once per long rest.

Weakness — Dimensional Anchoring

Effects that prevent teleportation or planar travel also prevent Void Blink.


8. Plague Demon

Demon of Disease and Decay

Plague Demons embody corruption, rot and biological destruction.

Plants wilt beneath their footsteps and insects frequently gather around them.

Creature Type: Fiend
Speed: 30 ft.
Darkvision: 60 ft.

Diseased Immunity

You are immune to mundane diseases.

You have resistance to poison damage.

Rotting Touch

Your natural attacks can deal necrotic damage instead of their normal damage.

Plague Cloud

At 5th level, as an action you create a poisonous cloud extending 10 feet around yourself.

Enemies entering or beginning their turn inside make a Constitution saving throw.

Failure:

2d6 poison damage.

The cloud lasts for 1 minute but requires concentration as though concentrating on a spell.

Once per long rest.

Rot Walker

Nonmagical disease, spoiled food, contaminated water and naturally occurring poisonous environments generally don't harm you.

Weakness — Purification

Powerful magical purification can suppress your Plague Cloud and Rotting Touch temporarily at the DM's discretion.


9. Dread Demon

Demon of Fear

Dread Demons don't simply frighten mortals.

They feed upon fear itself.

Creature Type: Fiend
Speed: 30 ft.
Darkvision: 120 ft.

Fearless

You have advantage on saving throws against being frightened.

Dreadful Presence

You gain proficiency in Intimidation.

Feed on Fear

Once per turn when you damage a frightened creature, deal an additional:

1d6 psychic damage.

Terror

At 5th level, as an action, creatures of your choice within 15 feet make a Wisdom saving throw.

Failure:

They become frightened of you for 1 minute.

They repeat the saving throw at the end of each turn.

Once per long rest.

Weakness — Fearless Opponents

Creatures immune to frightened cannot be affected by several of your racial abilities.


10. Demon Brute

The Abyssal Juggernaut

Brutes sacrifice magical versatility for overwhelming physical power.

They frequently stand between seven and eight feet tall.

Creature Type: Fiend
Size: Medium
Speed: 30 ft.

Massive Frame

You count as Large for determining carrying capacity and the weight you can push, drag, or lift.

Natural Armor

Your AC while unarmored is:

13 + Constitution modifier

Maximum Constitution bonus: +3.

Monstrous Weapons

Your claws or fists deal:

1d8 + Strength modifier

damage.

Abyssal Charge

If you move at least 20 feet directly toward a creature before hitting it with a melee attack, the attack deals an additional 1d6 damage.

The target must then succeed on a Strength saving throw or be pushed 10 feet.

Once per turn.

Unbreakable

Once per long rest, when reduced to 0 HP, you instead remain at 1 HP.

Weakness — Slow Reflexes

Your size and mass make subtle movement difficult.

You cannot gain racial advantage on Dexterity checks or Dexterity saving throws.


11. Demon Noble

Highborn Demon

Demon Nobles rule through supernatural charisma rather than raw physical strength.

They often appear remarkably human until they reveal their true nature.

Creature Type: Fiend
Speed: 30 ft.
Darkvision: 120 ft.

Abyssal Charisma

Gain proficiency in either:

Deception, Intimidation, or Persuasion.

Demonic Magic

You know Thaumaturgy.

At 3rd level:

Charm Person

At 5th level:

Suggestion

At 9th level:

Fear

Each leveled spell can be cast once per long rest without using a spell slot.

Commanding Presence

When you fail a Charisma check, you can add your proficiency bonus to the result.

Once per long rest.

Noble Transformation

At 5th level, you can reveal your true form for 1 minute.

While transformed:

  • You gain temporary HP equal to twice your level.
  • Your eyes and markings visibly transform.
  • You have advantage on Intimidation.
  • You have advantage against being charmed or frightened.

Once per long rest.


12. Death Demon

Demon of Death

Death Demons exist somewhere between fiend and walking omen.

Their presence causes flames to weaken and nearby creatures to feel an unnatural chill.

Creature Type: Fiend
Speed: 30 ft.
Darkvision: 120 ft.

Death Resistance

You have resistance to necrotic damage.

Grave Sight

You can see normally through nonmagical darkness.

You also have advantage on checks made to identify Undead.

Death Touch

Once per turn when you hit with a melee attack, you can deal an additional:

1d6 necrotic damage.

Uses equal proficiency bonus per long rest.

Refuse Death

When reduced to 0 HP without being killed outright:

You instead fall to 1 HP.

Once per long rest.

Radiant damage prevents Refuse Death from activating.

Deathly Transformation

At 5th level, transform for 1 minute.

While transformed:

  • Your attacks count as magical.
  • You gain temporary HP equal to twice your level.
  • Death Touch becomes 2d6.
  • You have advantage against frightened.

Once per long rest.


13. Fallen Celestial Demon

The Corrupted Divine

These demons were once connected to celestial forces or descend from something that fell from the Upper Planes.

Unlike ordinary demons, their power combines radiant and Abyssal energy.

Creature Type: Fiend
Speed: 30 ft.
Darkvision: 120 ft.

Fallen Resistance

Choose either:

Radiant resistance

or

Necrotic resistance.

The choice becomes permanent.

Broken Halo

You know the Light or Thaumaturgy cantrip.

Divine Corruption

Once per turn when you hit with an attack, you can deal an additional:

1d6 radiant or necrotic damage.

Uses equal proficiency bonus per long rest.

Fallen Wings

At 5th level, you can manifest corrupted celestial wings for 10 minutes.

You gain a flying speed equal to your walking speed.

Once per long rest.

At 11th level, the duration becomes 1 hour.

Dual Nature

You have advantage on saving throws against being charmed or frightened.

Weakness — Conflicting Essence

Certain effects specifically targeting Celestials or Fiends may interact unusually with you at the DM's discretion, but you remain mechanically a Fiend unless another feature explicitly changes your creature type.


14. Demon Dragon

Abyssal Draconic Hybrid

Some demons have absorbed draconic essence or descend from ancient unions between fiends and corrupted dragons.

They are among the most physically dangerous demonic bloodlines.

Creature Type: Fiend
Speed: 35 ft.
Darkvision: 120 ft.

Draconic Scales

While not wearing armor:

AC = 13 + Dexterity modifier.

Demonic Breath

Choose:

Fire, Cold, Acid, Lightning, or Necrotic.

As an action, release a 15-foot cone.

Targets make a Dexterity saving throw.

Damage:

Level 1: 2d6
Level 5: 3d6
Level 11: 4d6
Level 17: 5d6

Half damage on a successful save.

Uses equal proficiency bonus per long rest.

Draconic Resistance

You have resistance to the damage type chosen for Demonic Breath.

Predator's Claws

Your claws deal:

1d6 + Strength modifier slashing damage.

Abyssal Dragon Form

At 5th level, transform for 1 minute.

Your horns enlarge, scales spread across your body, your eyes become draconic, and Abyssal energy surrounds you.

During the transformation:

  • Speed +10 feet
  • Temporary HP equal to twice your level
  • Breath weapon damage increases by 1d6
  • Claw attacks count as magical
  • Advantage on Strength checks and saving throws

Once per long rest.



Optional Rule — Demonic Transformation For campaigns where demons are supposed to feel considerably more supernatural, the DM can allow this additional trait. Unleash Demon Starting at 5th level, you can use a bonus action to partially reveal your true demonic form for 1 minute. During the transformation: Your eyes glow with supernatural energy. Your claws, horns, markings, scales, or other demonic features become more pronounced. You gain temporary hit points equal to twice your proficiency bonus. Once on each of your turns when you deal damage with an attack, you can deal additional fire or necrotic damage equal to your proficiency bonus. You have advantage on Intimidation checks. The transformation ends early if you become unconscious or choose to end it. Once you use Unleash Demon, you cannot use it again until you finish a long rest.

 

Demon Traits

THey deemons

Demonic Claws

our hands can develop claws, talons, or similarly vicious natural weapons. Your unarmed strikes can deal 1d6 slashing damage + your Strength modifier instead of the normal damage of an unarmed strike. You can retract or manifest these claws as part of making an attack with them.

Infernal Presence

Something about you immediately feels unnatural. It might be your eyes, voice, shadow, horns, supernatural beauty, or predatory presence. You gain proficiency in either Intimidation or Deception.

 

size

Most demons stand between 5 and 7½ feet tall. Your size is Medium.

 

Life Span

Demons do not age like mortals. Once mature, they can survive indefinitely unless slain.

Darkvision

Accustomed to the darkness of the Abyss, you can see in dim light within 60 feet as though it were bright light and in darkness as though it were dim light. You cannot discern color in darkness, only shades of gray.

 

Abyssal Resistance

You have resistance to poison damage. You also have advantage on saving throws against the poisoned condition.

Abyssal Legacy

Your demonic blood manifests as supernatural magic. You know the Thaumaturgy cantrip. At 3rd level, you can cast Hellish Rebuke as a 1st-level spell once without expending a spell slot. At 5th level, you can cast Darkness once without expending a spell slot. You regain the ability to cast these spells this way when you finish a long rest. Choose Intelligence, Wisdom, or Charisma as your spellcasting ability for these spells when you select this race.

 

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