Homebrew Daevi Species Details

Former slaves.

Life in the nine hells is not easy for most races, It is especially hard for the small ones usually being enslaved by the bigger and stronger races. They are strongly against slavery having experienced it themselves and would try to free any slaves they encounter in their lives. The escape from the nine hells 100 years ago did not come without sacrifices, Almost half of the Daevi population sacrificed themselves to allow the others to escape, It was mostly the older Daevi that stayed behind to give their children a chance at freedom. They wish that one day they will be strong enough and have enough allies to free the ones that remain in slavery.

Life in the Material plane and society.

With their newfound freedom the Daevi adopted quickly to their new lives. Being a smart race they mostly got jobs being merchants, Teachers, Alchemists or doing paper work, Some took jobs that the bigger races had a hard time doing like squeezing into small spaces. Most Daevi went to live in the cities but some elected to create their own little communities traveling the lands in large caravans. The Daevi have an easier time to accept other races that would seem repulsive to most other races like Goblins and Kobolds.

Behaviour and names.

Daevi are happy go lucky by nature but at the same time are cautious so they do not get enslaved again. When they are guarded their demeanor remains the same but their words will have hidden meanings.

Daevi names does not usually have any meaning and they originally did not have surnames so most gave themselves one that they thought would be fitting when the arrived at the Material plane.

Male name examples: Hovi, Karmel, logi, malmak

Female name examples: Liki, Karvia, Hilja, Jilea

Surnames examples: Newlander, Traveler, Looker, Free

Appearance.

Daevis skin are usually bright red but some have bright green or blue skin, a very rare few have pitch black skin. They have yellow eyes, sharp teeth, Usually white hair, small horns sprouting from their foreheads and long tails.

Tail tip

A Daevis tail tip are naturally hardened and formed to a shape as they age, They take on many different forms for example a sharp spike or a scythe shape allow Daevi to use them as weapons. 

 

Size.

Daevi grow between 2'5 and 3'2 feet tall and weigh about 50 pounds. Your size is Small.

Age.

A Daevi reaches adulthood around the age of 50 and lives to be up to 600 years old

Alignment.

Daevi lean more to the good side, They are happy to help the people that took them in if they are under attack but mostly will not participate if they are the aggressor.

 

Creator: ClickedDaisy

Art: ZeOWNI

Daevi Traits

Infernal Flame. Devil Intelligence. Infernal Heritage. An Eye for a Lie. Hell Hide. Tip of the tail.

Infernal Flame

when you hit with a Melee, ranged or spell attack you can infuse it with infernal flames dealing additional 1d6 fire damage. Increases to 2d6 at 5th level, 3d6 at 10th level and 4d6 at 15th level. Recharges after a short rest (Does not benefit from critical strikes, sneak attacks and other abilities of the same nature). Additionally you can produce a small flame in your hand and a bonus action that can be used as a light source that sheds light for 10ft and dim light 10ft more, Can also be used to set flammable objects on fire. Does not expend use of Infernal flame.

Devil Intelligence

Daevi are naturally smart creatures. You gain +2 to your Intelligence score

Infernal Sturdiness

Daevi are robust for their small size. You gain +1 to your Constitution modifier.

An Eye for a Lie

Years of slavery under the heels of their former masters have taught the Daevi how to tell when someone is lying. You are proficient with Insight.

Languages

Daevi natively speak Infernal and have learned how to speak, read and write Common

Tip of the tail.

Daevi does not like using their fists in unarmed combat due to their small size. Instead they elect to attack with their tail dealing either Slashing, Piercing or Bludgeoning damage.

Hell Hide

You are resistant to fire damage (½ damage) but you have disadvantage on saving throws involving cold

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