Homebrew Cambion Species Details
Of Devils and Demons
Unlike tieflings, who usually possess fiendish traits from an ancient pact their ancestors made, cambions are the direct children of a fiend and a mortal. The fiend can be of any kind, devil or demon, with the mortal humanoid also of any race. These unions are most common between a succubus/incubus and a human.
Cambions inherit traits from both of their parents, but almost always have some form of horns, bat-like wings and a leathery tail. Their skin tone is most commonly a vibrant, blood red, with their eyes usually an insidious sulfur-yellow. However, their coloration and fiendish aspects can vary wildly — from black, yellow or blue skin, to hooves instead of feet, to extra digits and eyes. They can possess otherworldly beauty or be entirely grotesque.
Those born of devil's are strictly lawful, and serve greater devils in the Nine Hells. The cambions born of demons are extremely chaotic, and battle for a place in the Abyss with nothing more then their own heinous strength. Most cambions, those born of succubi/incubi, fall anywhere in-between in terms of alignment, and may be raised in either fiendish plane. Alternatively, a cambion is raised in the Material Plane by their mortal parent, who helplessly watches on as their child inevitably commits increasingly cruel and horrific acts.
Regardless of where they were raised, all cambions are born with a sense of overwhelming of ambition, and an entitlement to rule over mortals. An entitlement that can very much lead to reality unless stopped, beginning with the forming of small gangs and groups before masterminding large uprisings
Cambion Traits
halfbreedSize
You typically resemble your humanoid parent in height and build. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Languages
You can speak, read, and write Common and either Abyssal or Infernal.
Flight
Tapping into your fiendish heritage you've manifest leathery wings. You gain a flying speed of 60 feet.To use this speed, you can’t be wearing heavy armor.
Dark Blessings
Dark forces favor your bloodline. If you are hit by an attack, you may use your reaction to add +3 to your AC for that attack. Once per short rest.
Ability Score Increase
Your Charisma score increases by 2, and one other ability score of your choice increases by 1.
Age
Cambions mature at a faster rate than the children of mortals attaining immortality at the peak of their maturity.
Alignment.
Cambions are born to be bad, with innately evil tendencies that can cause even the most devout mortal parent to abandon them leading them down a darker path, but if the parent of a cambion can holdfast and nurture the child they can become better than their nature. As evil, as they are ambitious many of them sway towards chaos or law depending on their fiendish parents, own wicked makeup.
Cambion Magic
You learn the magic of those formed from evil. You can cast the command, detect magic, and alter self spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for all these spells.
Darkvision
Born of fiendish blood, 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.
Fiend
Your creature type is fiend, instead of humanoid.
Fiendish Charm
You can cast the charm person spell once at will with this trait, and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.
Fierce Presence
When another creature hits you with an attack, you can use your reaction to add your Charisma modifier to your Armor Class for that attack, potentially causing the attack to miss you. After you use this trait, you can’t use it again until you complete a short or long rest.
Fire Ray
As an action, you can hurl a bolt of searing energy at a creature within 120 feet, forcing them to make a Dexterity saving throw. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. A creature takes 2d8 fire damage on a failed save, and half as much damage on a successful one. The damage increases to 3d8 at 6th level, 4d8 at 11th level, and 5d8 at 16th level. After you use this trait, you can’t use it again until you complete a short or long res
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