Homebrew Demon clan Species Details
Unlike humans, Demons have more than one heart. The number of hearts varies, although upper-level demons have seven hearts. The removal or destruction of a single heart does not incur death, although it is painful. Destroying all their hearts, regardless of their strength, will kill them.
Some demons have black markings on their face, which vary from demon to demon. Because of its many uses, many demons find it convenient to keep their bodies or weapons cloaked in darkness constantly to various degrees.
Drinking the blood of a demon may give non-demons enhanced strength and magical power, if they are compatible. If they are not, they will explode. Demonic blood may naturally or forcibly turn the drinker into a demon themselves, a process that can be reversed either by removing their demonic plant or through the power of the goddesses
Demon clan Traits
They have many traits that set them above other racesRage
The form only appears when the user is rage or in Rage. The user gets a boost in attack damage +2, and is send into a mind clouded with a thirst for blood.
Pitch Black Wings
This give the user the ability to fly, conjuring wings out of their back or their arms become wings. They have a flying speed of 30ft.
Age
Demons don't really need their age when they have seven hearts, they barely age over 3,000 years of time anyway. They have no sense of their age and don't ever keep growing after their decided age to stop aging.
Pitch-Black Eyes
These eyes are known to be the Demon Clan's trademark trait to figuring out who is stronger based on how dark their eyes can become, a few Demon Blood users be having Purple Eyes to show that they are compatible with Demon Blood (Boost Intimidating Presence to have one more turn)
Demon Markings
The way you figured out you've found a Demon is by the bizarre and traumatic markings that be placed on their body. The Demon's marking are based on their background and are more efficient in battle if they have been used with consistency. (If you roll 1d10 you can half or dodge attacks, similar to Uncanny Dodge)
Intimidating Presence
you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your Proficiency Bonus + your Charisma modifier) or be Frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the Duration of this Effect on the Frightened creature until the end of your next turn. This Effect ends if the creature ends its turn out of Line of Sight or more than 60 feet away from you.
Previous Versions
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11/28/2021 11:58:26 AM
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Coming Soon
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