Homebrew Accumulation Devil Species Details

Infernal Bloodline

These devils are derived from human, devil, and tiefling blood sacrifices, and in the broadest possible sense, they still look humanoid. However, their devil heritage has left a clear imprint on their appearance. Accumulation devils have large bat-like wings protruding from their back. They possess rigid tails that are clubbed at the end. They posses no eyes, mouth, nose, or ears, yet they still have the senses that are affiliated with those body parts. Their 'skin’ is pure white and they are incapable of growing hair. They always weigh exactly 60lbs and stand at exactly 6ft tall.

Self-Reliant & Hunted

Accumulation devils were brought into this world via ritual sacrifice. They were made for killing and that is all. The more they kill, the more their capacity grows. At certain capacity milestones, when they aid in killing a devil, they absorb it’s essence and take on some of it’s physical traits.

Due to it’s evil intent upon creation, and the fact that it came about via what is still considered murder, accumulation devils have been banned from merely existing in every major city. They are still only rarely accepted among rogue villages and towns and due to this, often end up as weary travelers with no companions.

Accumation Devil Names

As they can be brought about by any race, as long as they have much skill in the dark portion of the arcane, they are often just given the name of one of the sacrifices used to make them. Due to this, their names can be derived from anywhere, though it is usually human or tiefling, as those are the two most important sacrifices of the ritual.

TRAVELER BONDS 

Since Accumulation Devils rarely live in communities, their only social interactions are with other outcasts and adventurers. Those kinds of people are generally more accepting of misfits and outcasts, so they often end up in adventuring party's, taking on whatever personality the party like best.

Accumulation Devil Traits

Accumulation devils have some human traits, some tiefling traits, and some devil traits, along with some entirely unique ones as well.

Tail Club

You can hit a creature with you tail and it will deal 1d4 +2 bludgeoning damage.

Ability Score Increase

Your Strength score increases by 1, and your Constitution score increases by 2.

Age

Accumulation Devils are born with the maturity of a middle aged human and can live up to 666 years old.

Alignment

Any non-good alignment, generally lawful. 

Size

6ft exactly. Your size is Medium.

Devil Absorption

At level two, if you kill a devil, you have the ability to absorb it’s life force and take on some of it’s traits and abilities. You can do this again at levels 5, 9, 13, & 19.

See sub-race section for devil traits you gain.

Speed

Your base walking speed is 35 feet.

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.

Hellish Resistance

You have resistance to fire damage.

Devil’s resistance

You are resistant to poison damage.

Languages

You can speak, read, and write Common, Infernal, and one extra language of your choice.

You can also use telepathy with a range of 15ft.

Barbed Devil

You have absorbed a Barbed Devil and have taken on the following traits:

Your skin has been tinted green and gained spots, as well as sharp barbs protruding from it. You have a natural AC of 15. You also gain an additional 1d8 to your max health.

Barbed hide: At the start of each of it’s turns, you deal 1d10 piercing damage to any target that is grappling you.

Claw: Melee Weapon Attack: +3 to hit, reach 5ft., one target. Deals 1d6 +3 piercing damage.

Bearded Devil

You have absorbed a Bearded Devil and taken on the following traits: 

 

Your skin has been tinted purple and you have grown a beard with sharp bristles at the ends of each hair. You have a natural AC of 13. You also gain an additional 1d8 to your max HP.

Steadfast:  You cannot be frightened when you can see an allied creature within 15ft of you.

Beard: Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Deals 1d8 +2 piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for each if it’s turns until it succeeds. 

Bone Devil

You have absorbed a bone devil and taken on the following traits:

 

Your skin has been tinted red and white, and you have grown spines down the middle of your back, as well as long claws. Your wings have morphed to be more insect like. Your flying speed is 40ft. You have a natural AC of 19. You have also gained 1d10 to your max HP. 

Claw: Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Deals 1d8 +4 slashing damage.

Sting: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Deals 2d8 +4 piercing damage plus 2d12 poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target takes 2d12 poison damage on each of it’s turns until it succeeds.

Chain Devil

You have absorbed a Chain Devil and taken on the following traits:

 

Your skin has been tinted pale. Your natural AC is 16. You also gain 1d10 to your max HP.

Animate Chains (Recharges after a Short or Long Rest): Up to four chains the you can see within 60 feet of you magically sprout razor-­edged barbs and animate under the your control, provided that the chains aren't being worn or carried. The chains deal 1d12 slashing damage. The chains have an AC if 20, and have 20HP and are immune to poison and psychic damage. As a bonus action you can control one of the chains to grapple a creature within sight, and to escape they must make a DC12 Dex save. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies. 

Unnerving Mask. When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.

 

Erinyes

You have absorbed a Erinyes and have taken on the following traits:

 

Your skin has been tinted white and pink, you have grown horns, and your wings have grown vibrantly colored feathers. Your fly speed is 60ft. You have gained 1d8 to your max HP.

Hellish Weapons: The your weapon attacks are magical and deal an extra 3d8 poison damage on a hit (included in the attacks).

Parry:  As a reaction you can add 4 to your AC against one melee attack that would hit it. To do so, you must see the attacker and be wielding a melee weapon.

Horned Devil

You have absorbed a Horned Devil and taken on the following traits:

 

Your skin is tinted brown, you grow long curly horns, and your wings grow twofold. Your fly speed is 60ft. You have a natural AC of 18. You also gain 1d10 to your max HP.

Hurl Flame. Ranged Spell Attack: +7 to hit, range 150 ft., one target. Deals 4d6 fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.

Ice Devil

You have absorbed an Ice Devil and taken on the following traits:

 

You skin turns shiny and is tinted blue, and you grow a longer tail and a set of pincers. You have a natural AC of 18. You also gain 1d10 to your max HP.

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Deals 2d6 +5 piercing damage plus 3d6 cold damage.

Claws: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Deals 2d4 +5 slashing damage plus 2d6 cold damage.

Tail: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Deals 2d6 +5 bludgeoning damage plus 1d6 cold damage.

Lemure

You have absorbed a Lemure and have taken on the following traits: 

 

Your legs have turned into a mess of clay-like organjc substance. Your base walking speed is 15ft. You also gain 1d8 to your max HP. You are immune to being charmed.

Hellish Rejuvenation. If you die while in the Nine Hells you come back to life with all of your hit points in 1d10 days unless you are killed by a good-aligned creature or your remains are sprinkled with holy water.

Pit Fiend

You have absorbed a Pit Fiend and taken on the following traits:

 

Your skin is tinted red, your wings grow twofold, and your tail grows by threefold. Your flying speed is 60ft. You have a natural AC of 19. You also gain 1d10 to your max HP.

Magic Weapons: Your weapon attacks are magical.

Innate Spellcasting: Your spellcasting ability for these spells is Charisma. You can innately cast the following spells, requiring no material components: detect magic, fireball.

Tail: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Deals 3d10 +8 bludgeoning damage.

Spined Devil

You have absorbed a Spined Devil and have taken on the following traits:

 

Your skin is tinted purple, you grow quills that cover the back of your head, tail, and back. Your wings and tail grow threefold. Your flying speed is 40ft. You have a natural AC of 13. You also gain 1d6 to your max HP.

Flyby: The devil doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Limited Spines: The devil has twelve tail spines. Used spines regrow by the time the devil finishes a long rest.
Tail Spine: Ranged Weapon Attack: +4 to hit, range 80 ft., one target. Deals 1d4 +2 piercing damage plus 1d6 fire damage.

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