Homebrew Cambion Species Details

(This Description has just been taken from the monster manual will update in the future)

Of the Lower Planes

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 horns, leathery wings, and sinewy tails are hallmarks of their otherworldly parentage.

Born to Be Bad.

Cambions grow into ruthless adults whose wickedness and perversion horrifies even the most devoted mortal parent. Even as a youth, a cambion identifies its rightful place as an overlord of mortals. It might orchestrate uprisings in towns and cities, gathering gangs of humanoids and lesser devils to serve it.

Pawns of the Mighty.

A cambion forced to serve its fiendish parent does so out of admiration and dread, but also with the expectation that it will one day rise to a place of prominence. Cambions raised in the Nine Hells serve as soldiers, envoys, and personal attendants to greater devils. In the Abyss, a cambion carries only as much authority as it can muster through sheer strength and force of will. Spawn ofGraz'zt. The demon lord Graz'zt is fond of procreating with humanoids who have made pacts with fiends, and he has sired many cambions who help him sow chaos across the multiverse. These cambions are characterized by charcoal-black skin, cloven hooves, sixfingered hands, and unearthly beauty

Cambion Traits

A Cambion is a rare, vile and unholy union between a fiend and a mortal

Ability Score Increase

+2 to Charisma and +2 to your Choice of Strength, Dexterity or Constitution.

Age

You mature and reach adulthood the same time as your mortal parent. You then can live for multiple centuries or you can possibly be immortal.

Alignment

Cambions have an innate tenancy towards evil and sin due to their fiendish blood, thus a majority have an evil alignment. Depending on the type of fiend they may lean strongly towards chaos or law. However some have bested their nature and may be neutral aligned even in some rarer cases good aligned.

Darkvision

Due to your fiend blood you can see in the dark and in dim conditions. You can see in dim light within 60 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.

Beguiling Influence.

Choose a proficiency in 1 of the following skills.

Persuasion, Deception, Intimidation, Performance, Insight 

Fiendish Resilience

You can choose to be resistant to two of the damage types listed here, and another resistance at 5th level:

Fire, Lightning, Cold, Poison, Acid

Or you can choose to instead gain the benefit of Adding your Charisma Modifier to your Armour class (AC) and your choice of 1 resistance from the list above. This can be added along with your Dexterity Modifier. however you can only Add a +2 if you are wearing Medium or Heavy Armour. Feats such as Heavy Armour master and Medium Armour master boost this to a +3.

However you loose the benefit of this trait if you are hit with Radiant damage or a Silvered weapon, until you take a short or long rest.

Fiendish Legacy

Your blood has given you access to infernal magic that you can call upon at will.

At 1st level you can choose 1 of the following cantrips:

Thaumaturgy, Firebolt, Chill Touch, Eldritch blast, Friends, Minor Illusion, Produce Flame, Green Flame Blade.

At 3rd level choose 1 of the following spells casting it once, to do so again you need to take a long rest.

Burning Hands, Charm Person, Bane, Inflict Wounds, Command, Searing Smite, Wrathful Smite, Disguise Self, Detect Magic, False Life, Grease, Ray of Sickness, Tasha's Hideous Laughter, Arms of Hadar, Hex, Armour of Agthys (2nd level), Hellish Rebuke (2nd level), Witch Bolt.

At 5th level choose 1 of the following spells casting it once, to do so again you need to take a long rest.

Blindness/Deafness, Hold Person, Continual Flame, Flame Blade, Flaming Sphere, Branding Smite, Alter Self, Darkness, Suggestion, Scorching Ray, Ray of Enfeeblement, Crown of Madness.

Charisma is your spellcasting ability for these spells.

Fiendish Power

By expending a use of 1 of your racial spells

Your next illusion or Enchantment spell lasts twice as long. 

Or: 

When you roll a 1 on a damage die for a spell or attack it is treated as a 2, for the next hour if the 3rd level racial spell was used or for 3 if a 5th level racial spell was used.

To do this during combat costs a bonus action.

If you are hit with radiant damage silvered weapon you loose this if it is in effect and cannot use it until a short or long rest.

 

Spawn of the Lower Planes

For all intents and purposes your creature type is fiend not humanoid.

As a fiend you also have some unfortunate unique weaknesses.You have vulnerability to Radiant damage and Silvered weapons.

Also if an NPC or PC is aware of your Fiendish nature all charisma checks are made at disadvantage (DM's discretion) apart from intimidation checks. 

Languages.

You can speak, read and write Common, Infernal and Abyssal

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