Homebrew Dassadann Species Details

 



The Dassadann are obviously demons. They usually have horns coming from their head. The most common have long swirly horns or short spiky ones. Their colors can be anything really. Their bodies are like humans. Their eyes can be any color as well. 

 

Dassadann are chaos demons. Their behaviour is usually around deception because of the contracts. They very rarely are ‘happy go lucky’ types or anything like that.

 

Dassadann can easily be mistaken for tieflings and can fit into society. Some of the more illusionist types like to disguise themselves as humans to fit in. Though due to being from the depths of hell most angelic or holy beings can tell they’re demonic.

 

Dassadann are usually the more Wizardry types. (Ex;; wizard, warlock, sorcerer, etc.) Rarely they are Clerics. They despise clerics and are mostly cast down if one follows that path. 

 

Dassadann may spend most of their time locked up in an inn writing contracts, but a lot of them are adventurous. Most are driven by the aspect of making more contracts. Cleric Dassasann usually goes down the adventuring path since they don’t want to run into more of their kind alone. 

 

Manipulative- Dassadan are devoid of emotion and see others as tools to manipulate. They care little for law or chaos and typically are Neutral Evil.

Chased by Death- have somehow cheated death, they are not immortal. They just can’t die by old age.

 Stock Size- Dassadann stand from 5 feet to over 6 feet tall. They weigh from 140-200 pounds normally.

Additional: Creature Type: Devil




Dassadann Traits

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Contract Binder

Dassadan can infernally make contracts. By spending at least 10 minutes of writing you can compose an infernally sealed contract. You can choose to intentionally obscure the true intentions of the contract, if you do, make an intelligence check. Creatures can see through your obfuscation with an equal or higher intelligence check. Any willing creature not under compulsion that signs your infernal contract becomes bound to the contract. If any signer breaks the contract or fails to uphold their part of the bargain before a stipulated time for any reason, 1d4+1 chain devils appear in unoccupied spaces as close as possible to the participant who broke the contract and the contract bursts into flames and is destroyed. The chain devils are hostile towards the participant who broke the agreement and anyone trying to defend them if possible. If the contract breaker is brought down to 0 hp they will disappear along with the chain evils and will be brought to hell. The chain devil die increases to 2d4 at 6th level and increases to 3d4 at 11th. 

Darkvision

You can see within 60 feet in dim light as if it were bright light, and darkness as dim light. You cannot discern color in darkness, only in shades of grey.

Scorched By Light

You are vulnerable to radiant damage

Communing Token

You can speak, read and write common, infernal, and sylvan. You can create a small magic token out of some part of you or a small trinket. (ex;; lock of hair, wooden coin, etc.) This magical process takes one minute. Thereafter anyone holding it can have a whispered conversation through it. Most often Dassadann uses it to tell the person time's up. The face of the person who made the contract appears in front of their face and tells tem time is up. Only the participant can see and hear this. You can have up to 5 at a time and can disenchant them with a 10 minute ritual. The token only works for talking to each other within a 5 mile radius.

Sleeping Mist

You can use your ation to let out a cloud of sleeping mist. Each creature within a 15 foot cne must make a wisdom save or fall asleep.The save DC is 10 + your proficiency bonus + your intelligence modifier. On a failed save the creature falls asleep for 1d6 hours. Someone can try to slap or shake the person awake. Undead and creatures immune to magical sleep are not affected by this. After you use this ability you can’t use it again until a short or long rest.

Puzzling

As a bonus action, you can pose a mentally challenging puzzle or riddle to a single creature with an intelligence score of 6 or higher that can hear you and make an opposed intelligence check. If you succeed the creature becomes befuddled or frustrated. They make their next check at and disadvantage and vice versa. 

Ability Score Increase

Your intelligence increases by 2 and your charisma increases by 1.

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