Homebrew Dark Fire Imp Species Details
Personality
Dark Fire Imps are known to be seducers, troublemakers or tricksters. On an average day, they will get into whatever mischief tickles their fancy at the time. Due to them being part succubi, their jokes can tend to be mean and nasty depending on who their target is. If their target has mistreated them or one of their friends, the worse the ends result of the jokes. Should their target be someone they like or are friends with; the joke is benign and playful. They can be fun and playful, but are dead serious when it comes to friends.
Physical Description
Born from the union between an Elf and Succubi, Dark Fire Imps are a lithe race that is quite beautiful to look upon. Their wings, skin, horn and hair color can be as varied as the personality of the Dark Fire Imp, but all of them have pitch black eyes that are a tell tale sign of their potent abilities. They are a Medium sized race, so they stand between 5 feet to 8 feet. They tend to weigh between 90 and 120 lbs, and can be either female or male.
Relations
Dark Fire Imps, due to their seductive and mischievous nature, are often avoided since their “jokes” can sometimes get people hurt. But if you can take their “jokes” with a grain of salt, they will be a loyal and steadfast friend for life. They tend to get along well with Gnomes and Halflings, their goodhearted nature and penchant for mischief is favored by Dark Fire Imps. Humans and Dwarves tend to have a neutral outlook on Dark Fire Imps. Half-Elves and Half-Orcs tend to get along with them, since they too know the feeling of being different and not accepted for their lineage. Most Elves hate Dark Fire Imps with a burning passion. They find them to be abominations that need to be eradicated at all costs.
Alignment
Dark Fire Imps are usually Chaotic and almost never Lawful. They tend toward Neutral, but can be either Good or Evil as well.
Lands
Dark Fire Imps can be found wherever they can cause the most mischief, except Elven Lands.
Religion
Dark Fire Imps are ones to follow gods of Mischief and Trickery. This is because it follows their mischievous nature.
Language
Dark Fire Imps speak Common, Elvish, and Abyssal. They can learn any other language besides Secret Languages like Druidic or Celestial.
Names
Dark Fire Imp names depend on who is raising the child or if the Dark Fire Imp plans on staying in a certain area for a long period of time to best fit in.
Dark Fire Imp Traits
Dark Fire Imps are nimble and athletic due to their lineage. A high intelligence and Charisma helps them asses and possibly avoid situations their lower Wisdom tends to get them into.Ability Score Bonus
⦁ Stat Bonuses: At character creation, the Darkfire Imp gains a +6 Dexterity, +4 Intelligence and Charisma, and a -2 Wisdom: Dark Fire Imps are nimble and athletic due to their lineage. A high intelligence and Charisma helps them asses and possibly avoid situations their lower Wisdom tends to get them into.
Fey Humanoid
Dark Fire Imps have a knack for destructive magic. They can cast 4 Spells from the Sorcerer's spell list. These spells are chosen from the 4th level spell list and lower. They can only use damaging or harming spells, such as polymorph or fireball. If they give up two spell slots, they may take Baleful polymorph. These are spell like abilities; each one is usable 4/day. These are cast as a 10th level caster. Due to their innate nature with destructive spells, all destructive spells they cast receive a +3 to the Spells Save DC, and to overcome spell resistance.
Racial Proficiencies
Grants Deception and Perception as racial proficiencies. You may choose one more from the following list: Insight, Investigation, Intimidation, Persuasion, Or Sleight of Hand.
Gain Proficiency in Dex and Cha saving throws
Immunity to sleep
⦁ Immunity to sleep spells and effects, with a racial advantage saving throw bonus against enchantment spells or effects.
Flight
Imps can fly with wings that can be summoned and dismissed at will. They have good maneuverability with these wings and have a flight speed of 90. They are able to fly for up to 2 hours before needing to rest for at least 30 min before attempting to fly again. The wings of a Dark Fire Imp usually look Bat-Like. They retain these wings until death.
Dark Fire
Due to being the offspring of a Succubi and Elf, Dark Fire Imps can use Dark Fire at will. Starting at 2nd level, and every even level there after, a Dark Fire Imp using Dark Fire can strike an opponent with a melee attack or throw the flames up to 120’ as a ranged touch attack. This light less fire is invisible to normal vision, but can be seen by those with dark vision. Dark Fire produces heat and burns like normal fire, but being conjured from darkness, it bypasses all types of fire resistance and immunities. When used, it causes 1d8 fire damage per HD (max 20d8) of the Dark Fire Imp, and burns for 12 rounds unless extinguished by magical means. There is no save or spell resistance to avoid the effects of Dark Fire.
Dark Vision
Dark Fire Imps have Dark Vision that allows them to see 120 feet in Moonlight, Torchlight, Dim Light, or No Light situations. They Retain color when doing this, but cannot see through Magical Darkness.
Change Shape
A Dark Fire Imp may change to resemble any Medium or Small size Humanoid creature, the time being unlimited. A Dark Fire Imp uses the Alter Self spell when changing shape. They may change form up to three times per day, although changing back to the base form does not count towards this limit.
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Posted Aug 8, 2021this seems like a really cool race and im trying it out in my next one shot