Homebrew Devil Race Species Details
Devils' Soul
Your soul is bound to Hell. Although you can physically travel to other realms your soul remains in Hell. If you are killed in any other realm, your body will reform in Hell. If you are killed in Hell, your soul is also destroyed and as such you are permanently destroyed. Only divine intervention can bring back a devil destroyed in this way.
Your body does not re-form instantly in Hell. The time it takes is decided by your GM based on the death. The less of your body that remains intact the longer it takes to reform. For light damage this could range for hours to days. For moderate damage, weeks up to a month. Heavy damage could require a years worth. Extreme deaths, such as disintegration can require years to re form.
Unnatural Tongue
You speak both common and infernal
Barbed Devil
Resembling a tall humanoid covered in sharp barbs, spines, and hooks, a barbed devil has gleaming eyes that are ever watchful for objects and creatures it might claim for itself. Barbed devils are known for an alertness that makes them difficult to surprise, and they attend to their duties without boredom or distraction.
Alertness
Barbed devils are excellent watchmen due to their inherent alertness. You gain the feat Alert and proficiency in perception
Ability Score Increase
Choose an ability score to increase by 1
Claws
Your unarmed attacked deal 1d4 damage
unarmoured defense
While unarmoured your AC is equal to 12 + Dex mod
Erinyes
Legends tell that the first erinyes were angels that fell from the Upper Planes because of temptation or misdeed. Erinyes are always willing to take advantage of being mistaken for celestials in their missions of conquest and corruption.
The erinyes appear as male or female humanoids with statuesque builds and large feathery wings.
Ability score increase
Choose an ability to increase by 1.
Choose either strength or dexterity to increase by 1.
Wings
You have feathered wings that resembles those of angels, however, their colours tend to be red or black opposed to the white of angels.
Hellish Weapon
As a bonus action, you may imbue a weapon which you are currently holding with fiendish poison. For one minute, melee weapon attacks with the weapon deal an additional 1d6 poison damage. You must maintain concentration during that time, as if you were casting a spell. If you lose concentration or lose your grip on the weapon, the poison effect ends. After you use this ability, you can't use it again until you complete a short or long rest.
Ice Devil
It is a misconception that Hell is full of fire and brimstone. The Nine Hells are as varied as the mortal realms.
Found most commonly on the cold layers of Stygia and Cania, ice devils serve as commanders of the infernal armies of the Nine Hells, tormenting lesser devils as an outlet for their anger and resentment.
Resembling a giant bipedal insect, an ice devil has clawed hands and feet, powerful mandibles, and a long tail covered in razor-sharp spikes.
Ability score increase
You can select 2 ability scores to increase by 1
Command of ice
You have an innate ability to cast magic. Once per turn, you can create ice. This ice must be no more than 5 feet wide, 5 feet high and 6 inches think. This ice lasts for 1 minute or until you are incapacitated, you lose concentration (as if you are casting a spell) or you die.
The ice has 15hp and AC 10. It is vulnerable to fire damage but has immunity to acid, cold, poison, psychic or necrotic damage.
Unnatural chill
As a bonus action you can freeze metallic items you touch for 1 minute. You must maintain concentration as if you were casting a spell to maintain this.
If this item is a weapon you are wielding, it deals 1d6 extra cold damage upon a hit.
If this item is your own armour, you gain resistance to the next source of fire damage. Taking fire damage automatically ends the spell.
If the item is held by, or touching a creature other than yourself, they must drop or remove the item at the start of their turn or make a saving throw vs 8+proficiency+Charisma mod. If they fail, they take 1d6 cold damage.
Unarmoured defence
Ice Devils have a thick icy armour that helps to protect them. While unarmoured you have an AC of 12+dex modifier.
This does not stack with any other natural, or unarmoured defence abilities.
Claws and tail
your hands have claws which modify unarmed strikes to 1d4 piercing damage.
Devil Race Traits
Devil Traits Creature type
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