Homebrew Cambion Species Details
A cambion inherits features from both of their parents, deriving the basic structure of their physical appearance from their human parent. Their humanoid shape, facial features and hair are often overlooked next to their fiendish traits. A cambion may be nearly indistinguishable from other members of its mortal half, or just as likely they may appear to be entirely demonic. Two cambion siblings might seemingly be of completely different races, their infernal blood manifesting in unique ways.
Their fiendish parent largely contributes to these particular features. Horns may curl and swirl like a ram’s, point sharply upwards towards the sky like a horned devil or resemble a rack of antlers. Their body could be partially scaled or covered in thick, leathery skin, both of which could range from red, purple and green to white, grey and black. Cloven hooves, claws and forked tongues are not uncommon either. Despite all of these terrifying traits, they are considered attractive by many.
History
A cambion, unlike a tiefling, is born directly from a human and a fiend or, more rarely, the offspring of an incubus and a succubus. The result of this union appears to be stillborn, not showing a sign of life through pulse or breath, though responsive to touch and, as legend tells, as heavy as a horse. This continues until the age of seven when they start to resemble their human parent more closely, although their often red skin, leathery wings and sinewy tails betray their otherworldly heritage.
Society
Cambions can often be found in positions of leadership throughout the realms but rarely with their own kin by their side. Their powerful bodies and endless ambition lead many of them to seek out power, particularly in the domination of weaker creatures of which there are many by comparison. Though rare and far between they can most frequently be found in places of fiendish worship or in areas having suffered a fiendish incursion where they have often been abandoned to fend for themselves in a world that doesn't want them. Yet, by their nature, they rise from roughest quarters of those places, where they often grow up to be commanders, lords, or rulers in some way shape or form.
Cambion Names
Cambion names fall into two broad categories. Cambions born into another culture typically have names reflective of that culture while others have names derived from the Infernal or Abyssal language, passed down through generations, that reflect their fiendish heritage.
Male Infernal Names: Akmenos, Amnon, Barakas, Damakos, Ekemon, lados, Kairon. Leucis, Melech, Mordai, Morthos. Pelaios, Skamos. Therai
Female Infernal Names: Akta, Anakis, Bryseis, Criella, Damaia, Ea, Kallista, Lerissa, Makaria, Nemeia, Orianna, Phelaia, Rieta
Cambion Traits
Cambion Traits The children of a fiend and a humanoid, cambions show their parentage through their physical appearance, ability to live comfortably in heated regions that for most would be intolerable and their wicked natures.Ability Score Increase
Your Charisma score increases by 2 and one other ability of your choice increases by 1.
Darkvision
Your fiendish eyes have adapted to the darkness of the lower planes, granting dark vision.
Fiendish Heritage
You know the Mage Hand cantrip. Once you reach 2nd level, you can cast the Burning Hands spell once as a 1st-level spell. Once you reach 3rd level, you can also cast the Flame Blade spell once as a 2nd-level spell. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
Fiendish Charm
You can cast the charm person spell once at will with this trait, and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.
Fierce Presence
When another creature hits you with an attack, you can use your reaction to add your Charisma modifier to your Armor Class for that attack, potentially causing the attack to miss you. After you use this trait, you can’t use it again until you complete a short or long rest.
Fire Ray
As an action, you can hurl a bolt of searing energy at a creature within 120 feet, forcing them to make a Dexterity saving throw. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. A creature takes 2d8 fire damage on a failed save, and half as much damage on a successful one. The damage increases to 3d8 at 6th level, 4d8 at 11th level, and 5d8 at 16th level. After you use this trait, you can’t use it again until you complete a short or long rest.
Otherworldly Resistance
Though you may have been born and bound to the Material Plane you possess a natural resistance to the forces that permeate it. You are resistant to fire damage.
Languages
You can speak, read and write Common and Abyssal.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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3/15/2020 6:03:26 AM
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14
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1
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5e
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Coming Soon
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