Homebrew Demonborn Species Details

PHYSICAL DESCRIPTION

Though your souls may have been dragonborn and tieflings before, the physical representation is different. Your eyes have no iris and are solid black, aside from the pinprick pupil during the day. Your horns are more gnarled, curved, and larger than those of tieflings. Your skin with hints of your dragonborns scales scattered about, like bodies on a battlefield, ranging from dark reds and blues to pitch black or ashen grey. Your tail, slender and whip-like, sometimes with a barbed tip. Your legs are digitigrade (like a werewolf). Your hand and feet are clawed with stone-like nails.

HISTORY

Dragonborns and Tiefling have never like each other; dragonborns with their dragon heritage and tieflings with their demonic heritage. There seemed to be more bloodshed on the horizon and there was; through rituals and sacrifice for many years. Then the earth cracked under their feet on the battlefield, and clawing out was the first demonborn; born of blood and hate. When he stepped out, the fighting stopped, they were awestruck, until his eyes flared and a thousand warriors turned to ash before him; where mere moments ago there was war waging now only ash and quiet remain. He was the first but not the last Demonborn.

SOCIETY AND ALIGNMENT

Demonborns typically align with lawful evil and stay in the shadier parts of the city to remain out of sight, as to not draw unwanted attention; though some walk tall and upright with blackened horns and tail swaying as they pass through town.

 

Demonborn Traits

The fires of hell burn deep in your torn soul.

Skills

You are proficient in Acrobatics and your choice of stealth or intimidation.

Speed

Their base walking speed is 30ft.

Ability Score Increase

Increase Dexterity by 2 and Charisma by 1.

Age

As a Demonborn, born of hell, you do not age.

Alignment

Demonborn typically side with lawful and typically not good; as they understand law but not going out there way to help unless law dictates it.

Size

Demonborn typically range from a height of 6'0-6'4" and weigh anywhere from 145-180. Your size is medium.

Hell Vision

During the day your vision is normal and pupils are nonexistent, at night your eyes burn like hot coals. 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. Your vision also is based on thermal sense and can work in pitch black when tracking heat. Due to your glowing eyes at night, you are easier at being seen.

Nine Hells Resistance

You have resistance to fire damage and acid damage. In addition, you are immune to torture (with your time in hell you've learned what pain is but nothing on the material plain comes close).

Possession

As an action you can possess any willing creature within 10ft, if the creature is unwilling they must make a DC 14 Charisma saving throw. On a success they are aware of a presence trying to possess them but not necessarily by whom; on a failure they are possessed for up to 1 hour or until their health reaches 0 (if combat ensures), upon which you are expelled from the body (health unaffected).

Hellfire

You can use your action to exhale hellish fire. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 1d6 damage on a failed save, and half as much damage on a successful one from the immense heat. The damage increases to 2d6 at 4th level, 3d6 at 7th level, 4d6 at 11th level, and 5d6 at 15th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.

Feral Stance

As a bonus action you can switch to a feral stance; in this stance your Dex is increased by 2 and if unarmed you can make 2 attacks per action and 1 per bonus but you are unable to make any Charisma attacks/checks and have disadvantage on charisma saves while in this stance. The stance lasts until the player uses their action to drop stance, which reverts the character to their previous stats.

Flash Step

As an action you can use Flash Step to move anywhere within your movement range. When you do a Flame erupts where you are, teleporting you to your destination; the flame does 1D6 fire damage, at the previous and current location, to all in melee range. No attack of opportunity when you use this trait to move. This can only be used once per long rest.

Languages

You can read, write, and speak common and infernal; as well as one language known to your summoner.

Resting Hearth

When you rest near a fire, you need only to rest for 4hrs to get the benefits of an 8hr rest.

Cauterize

In place of healing potions, you use ash to heal. Potions still work with a successful DC CON 12 save otherwise it only heals 50% of the rolled value. 

Previous Versions

Name Date Modified Views Adds Version Actions
11/2/2021 6:47:58 PM
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