Homebrew Demonfolk Species Details

 

 

The proud, and rarely lawful Demonfolk people are often seen by others as a bad omen, as seeing them often means an opening to the nine hells has been opened nearby. Legends tell of particular Demonfolk who have come to take over other realms, using their charismatic nature to strike deals with the unwise and persuade the more knowledgeable.

Hellish Heritage

Demonfolk are descendants of a long extinct race of fiends, who eventually grew to be (a bit) more civilized. However they still retain parts of their ancestor's appearance, with a spade-tipped tail, cloven hooves, long ears, and long, varying types of horns. Also, a majority of the population has pitch black eyes that glow a soft yellow in the dark. On a different note, Demonfolk who grow outside of the nine hells are stunted. Often ending up with catlike eyes, smaller horns and end up over all shorter. Demonfolk skintones range from any human tones to reds and oranges, which are considered rather rare. Stunted Demonfolk are often looked down upon by the rest, considered less fiendish and more cowardly.

Demonfolk Society

The Demonfolk often live in towns, cities and kingdoms ruled by a Monarch or even sometimes a Dictator-like figure. The buildings, often resembling gothic-style architecture, are tall and intricate, with the homes of the wealthy being mansion-like and often filled with belongings to gloat their riches. Many Demonfolk prefer to have imps or other small fiends as a type of house pet, gifting them little bits of jewelry and sometimes even custom armor.

Demonfolk Names

Their naming system is quite simple, often choosing Infernal or Abyssal based names. Sometimes the name means something personal to one of the parents.

Male Infernal Names: Akmenos, Amnon, Barakas, Damakos, Ekemon, Iados, Kairon, Leucis, Melech, Mordai, Morthos, Pelaios, Skamos, Therai

Female Infernal Names: Akta, Anakis, Bryseis, Criella, Damaia, Ea, Kallista, Lerissa, Makaria, Nemeia, Orianna, Phelaia, Rieta

Demonfolk Traits

All Demonfolk, Stunted or not, share similar traits.

Ability Score Increase

Your Charisma score increases by 1, and your Dexterity score increases by 2.

Age

Demonfolk mature at the same rate as humans but cannot die from old age. However, they often die from each other or their own mistakes.

Alignment

Demonfolk have a tendency to lean towards Neutral or Evil, however there are always rare exceptions.

Size

Demonfolk are often much taller than humans, ranging from 6 to 7 feet tall, The stunted Demonfolk are usually human-sized. Your size ranges from Large to Medium.

Speed

Your base walking speed is 30 feet.

Darkvision

Thanks to your infernal heritage, you can see well in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. However, you see everything in shades of yellow, orange and red, as if it were put through a filter.

Hellish Skin

You have resistance to fire damage.

Infernal Heritage

You know the produce flame spell, due to it practically being a part of your blood. You can cast this either via your hands or as a breath based weapon.

Languages

You can speak, read, and write Common and Infernal.

Feral Stance

As an action, you can lower yourself onto the ground and pump your blood with adrenaline. Before anything, you must roll a DC 10 Wisdom Saving throw or let your character be momentarily controlled by the DM. The DC Increases the less health you have. (Half of your max HP increases the DC to 12, A quarter of your max HP increases the DC to 14). You can also choose a strength (fight) or dexterity (flight) based path. However, you Cannot cast any spells in this stance, as all your focus will be towards fighting or fleeing. 5 rounds through however, you must make another Wisdom save to stay under control.

Fight: For the next minute (10 Rounds), You gain resistance to all physical attacks from non magical weapons, you also gain a +2 (Both in attack rolls and Damage) to Strength based attacks.

Flight: For the next minute (10 Rounds),  Your movement speed increases by 10 and you gain a +2 (Both in attack rolls and Damage) to Dexterity based attacks.

Possesion

You can use an action (1 per short rest) to possess another creature.
The creature must succeed on a Charisma save. The DC is equal to 8 + Proficiency Modifier + Charisma Modifier. While in this state, the Demonfolk sees through the other person's eyes and can control them completely, even so much as using the possessed creature's voice. This effect lasts for 1 hour or until either the Demonfolk OR the possessed creature takes any damage.
The possessed creature, upon failing the save is fully conscious the entire time and can remember everything that happened. However, passing the save will let the creature be fully aware of something trying to enter it's head and get a mild headache lasting only a few seconds.

Flame Stride

Once per long rest, and during a bonus action, you can teleport up to 30 feet away and to an empty space. This will cause any wood or plant based material you stood on previously to burn, however there isn't enough fire to hurt anyone.

Previous Versions

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8/19/2020 4:30:49 AM
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