Homebrew Cambion Species Details

"We were as good as dead, we was. Those goblins, they came out of nowhere...but then, that courtesan, the quiet one, she stood up, and, she must've been a wizard or somesuch, 'cause she just...waved 'er hand, and jus' like that, them goblins all suddenly caught fire and ran screamin' fer the hills!"

-A traveling caravan worker, witnessing a Cambion for the first time.

 

 A cambion is the offspring of a fiend (usually a succubus or incubus) and a humanoid (usually a human). Cambions inherit aspects of both parents, but their fiendish heritage usually shines through most. Most Cambions acquire power by corrupting others and tempting them into deals of their own, but a select few reject this, and find their own path.

Age. Cambions mature at the same rate as humans until they reach 20, at which point their aging slows dramatically. They can live up to a thousand years before they are forced to join their fiendish kin.

Size. Cambions are medium-sized fiends.

Hellbound. All Cambions are destined to fall into hell once their time in the material plane is over. Many fully embrace this, and seek to corrupt as many souls as possible so they can get a kind of "head-start" down in the depths of the Nine Hells. Some, however, resist this notion, and vow to clean and save their souls.

Appearance. As many Cambions are descended from Succubi/Incubi, many of them appear quite beautiful and so striking that they turn heads wherever they go. Of course, their bodies are marked by infernal mutations, but how those mutations manifest on their bodies is up to you.

Infernal Repute. All Cambions must be mindful of the mistrust all mortals have of their intentions, as even rumors of an existing Cambion can usher forth the wrath of jumped up paladins or bloodthirsty clerics. As a result, many Cambions are on-edge at the best of times, and always have an escape route planned.

Cambion Traits

A Cambion has a choice: accept their heritage, become fully corrupt and turn to evil; or, reject the evil of their parent, and turn themselves to the light.

Languages

You can speak, read, and write Common & Infernal.

Ability Score Increase.

Your Charisma score increases by 2. You may increase two other ability scores of your choosing by 1.

Child of the Hells

Your Infernal blood empowers you, even from your earliest days. You have resistance to fire damage; you are immune to diseases, being poisoned, and poison damage; and you are classified as humanoid and fiend.

Darkvision

Thanks to your infernal heritage, you have superior vision in dark and dim conditions. 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. You can’t discern color in darkness, only shades of gray.

Infernal Magics

You know the Produce Flame, Control Flames, and Thaumaturgy cantrips. Your spellcasting modifier for these is Charisma.

Devil's Deal

At 3rd level, your hellish powers manifest fully. By bargaining with another character, you can have them agree to sell you their soul in exchange for a service. This arrangement does not grant you any power, as you must still put the work in to acquire the other character's soul, however, once your end of the contract has been fulfilled, you are free to collect your payment at any time. No divine intervention nor influence of magic, not even a Wish can stop this process. Once a character's soul is collected, you may choose to do one of several things with it:

Produce Soul Coin. You mint the soul, turning it into a "Soul Coin," a form of currency in the nine hells.

Absorb Ability. You can choose to take on one ability or spell the character had in life. If it's a spell, your spellcasting modifier is Charisma. Once this is done, the soul is absorbed fully by you, and ceases to exist.

Draw Health. As an action, you can draw the vitality out of the soul you carry. It acts as a [Tooltip Not Found], up to the maximum HP that soul had in life. Once it is used up to its maximum HP, the soul is fully absorbed by you and ceases to exist.

Hellish Wiles

At 5th level, your ability to charm and enchant others to your will fully comes to fruition. You acquire the Suggestion and Charm Person spells. They do not count against spells you know, and use your Charisma modifier.

Devil Wings

At 3rd level, your hellish power manifests in yet another manner. As an action, you can unfurl a set of hidden, leathery wings from your back. While extended, these wings give you a flying speed of 35 feet. An action is required to pull the wings back in. You cannot fly while the wings are pulled in.

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