Homebrew Cambion Cursed Species Details
The circumstances surrounding a cursed cambion' s birth are usually gruesome, rarely pleasant and fortunately uncommon. They are often the result of the efforts of a fiend-worshipping cult or a dark pact between mortals and fiends, cambions have their lot cut out for them before they are even born, with the evil that forms part of their nature being either fostered or poorly controlled by their parental figures. The lack of filial bonds, friendships or emotional attachment sets them on a very narrow path towards eve, yet this is not always the case. Either by outside intervention or their own volition cursed cambions can choose a different path be it for good or bad, setting aside the purpose that was imposed onto them.
Cambion Cursed Traits
Cursed cambions usually have red tinted skin, partially functional, leathery wings, small horns, and a tail. All other physical traits, such as size and movement speed, they inherit from their humanoid parentCambion Cursed Traits
Ability Score Increase. Your Charisma score increases by 2
Age. Cambions can live up to 300 years or more depending on there bloodlines.
Alignment. Due to their fiendish heritage most Cambions are evil, although a select few manage to reject their natural tendencies.
Size. You typically resemble your humanoid parent in height and build, but most are medium.
Speed. Your base walking speed is usually 30 feet, but is also dictated by your humanoid heritage.
Innate Spellcasting. You may cast the produce flame cantrip as an action. Charisma is your spellcasting modifier for this spell.
Darkvision. You have superior vision in the dark and dim conditions. You can see in dim light within 60' of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Languages. You know Common and Infernal.
Dark Gift. You gain a special ability depending on the type of fiend that sired you. Choose on of the following gifts.
Gift of the Deceiver - Your words are as sweet as honey and your supernatural charisma makes people prone to believing you. If you spend at least 1 minute talking to a creature outside of combat you can gain advantage for the next 10 minutes on all Charisma (Deception and Persuasion) checks made against that creature, and they have disadvantage on Wisdom (Insight) checks made against you for the duration of this effect. Once you use this feature you can't use it again until you finish a long rest.
Gift of the Despoiler - You are an unstoppable force in combat. Whenever you would miss with a melee attack roll you can use your reaction to reroll the attack and use the new roll, potentially cause the attack to hit. You can use this feature after knowing whether the attack to hits or misses, but before any of it's effects are applied. You can use this feature a number of times equal to your proficiency bonus and regain all uses once you finish a short or long rest.
Gift of the Delver - You have a natural talent for the occult arts. During the course of a long rest you can perform a dark ritual, you learn one 1st level spell of your choice from the warlock spell list, and you gain a single 1st level spell slot which you can only use to cast this spell. Charisma is your spellcasting ability for this spell. You forget the spell and loose the ability to cast it along with any remaining spell slots the next time you take a short or long rest.
Gift of the Drifter - Your leathery bat-like wings sprouting from your back are just large enough for ten minutes of flight. For this time you have flight speed of 30 feet. You may use this ability once per long rest. To use this speed you can't be wearing heavy armor.
Subrace. Your subrace depends on a mix of your parent's traits.
Previous Versions
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