Homebrew Half-Fiend Trickster Species Details

You are the half-breed spawn of a fiend and a human. This unholy mixing of races and plains of existance makes you hated by humans but loved by fiends, who see you as an easy access point to the mortal plains. Your appearance is that of a stockier and taller version of your mortal race. You have deep pitch-black eyes that appear as though they are portals to the hellish abyss of your fiendish ancestors homeland. Your skin is paler than normal with small patches of tiny scales that are either pitch black or blood red. Your skin is also covered in intricate black and dark purple tatoos. You also have a pair of small horns the same color as your scales that grow as you age.

Half-Fiend Trickster Traits

You share traits with both humans and fiends.

Size

Half-Fiend Tricksters have slightly smaller builds than their mortal kin. Your size is Medium.

Age

Half-Fiends mature at a slightly slower rate to their mortal half, but their lifespans often last closer to 1000 years.

Allignment

Half-Fiends are typically inclined towards chaos, but not necessarily evil. Many even rebuke their demonic heritage and walk the path of good.

Languages

You can speak, read, and write common, abyssal, and infernal.

Ability Score Improvement

You gain a +2 to dexterity and a +1 to intelligence.

Fiendish Resistance

You have resistance against poison and acid damage but vulnerability to fire and radiant damage.

Fiendish Vision

You have dark vision out to 60 ft.

Fiendish Form

Once per long rest, as an action, you can transform into your fiendish form. This transformation lasts 1 hour, until you revert forms, or you become incapacitated, whichever comes first. During each long rest you roll a d6, if you roll a 1 you dont gain the benefits of a long rest or the ability to transform again.

 

Fiendish Form

Medium fiend (devil)

Armor Class 16 + your dex. Mod. (Natural armor)
Hit Points (1d10 + your con. mod.) × your level
Speed 40 ft., fly 30 ft.


 

Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 18
Languages same languages you spoke before + 120 ft. of telepathy


 

Adaptive Skin. Your skin is able to adapt to your surroundings giving you advantage on stealth rolls
Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

Limited Spines. The devil has twelve tail spines. Used spines regrow when you transform again.

Flyby. If you used the dash action (or bonus action) you don't provoke opportunity attacks while flying.

Actions

Multiattack. The devil makes three attacks, divided among the attacks you can make. 

Claws. Melee Weapon Attack: +6 + your proficiency bonus to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) slashing damage. 

Tail Spine. Ranged Weapon Attack: +6 to hit + your proficiency bonus, range 30/120 ft., one target. Hit: 8 (1d4 + 6) piercing damage.

Stinger. Melee Weapon Attack: +6 + your proficiency bonus to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) piercing damage, and the target must make on a DC 12 Constitution saving throw, taking 2 (1d4) poison damage and becomes poisoned for one minute on a failed save, or half as much damage and no poisoning on a successful one. It can repeat this save at the end of each of its turns, ending the effect early. 

Equipment. You can also equip weapons, replacing your claw attack. If you replace them with a 2-handed weapon you can only make 1 attack with it but still gain your other 2 attacks.

Previous Versions

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