Homebrew Fiendling Species Details
Artwork by @hhhoooke.
At times, a mortal may see it fit to sell their unborn child's soul to demons and devils. Those that miraculously survive are the Fiendlings, and accursed fraction of what they were meant to be. As weak, fragile, and afflicted beings, they often find themselves beneath the dregs of society.
Fiendling Traits
Fiendlings are afflicted whelps, incapable of little more than surviving on scraps.Ability Score Increase
Your Charisma Score increases by 2.
Age
A Fiendling matures at a hellish speed, and reaches adulthood at the age of 12. They generally only live to the middle of their first century. Lifting your curse can extend your lifespan to normal.
Alignment
Fiendlings often despise the world, detest their family, and reject the evil that cursed them. They tend to be independent and chaotic, but not necessarily evil.
Size
Fiendlings average about 3 feet tall and weight about 40 pounds. Your size is Small.
Here's how to determine your height and weight randomly, starting with rolling a size modifier:
Size Modifier = 1d12
Height = 2 feet + 6 inches + your size modifier in inches
Weight in pounts = 24 + (1d6 x your size modifier)
Speed
Your base walking speed is 25 feet.
Darkvision
Your curse has not left you alone, and helps you see through dark hells. 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 colour in darkness, only shades of grey.
No Evil
You were cursed from the womb, and something was taken from you. Nothing short of a Wish spell lift the curse. Other spells, such as Remove Curse can alleviate the effect for a number of hours equal to the spell's level. Choose Hear No Evil, See No Evil, or Speak No Evil:
Hear No Evil: You are incapable of understanding common tongues. You cannot understand spoken dialogue or discern information from a conversation in a common language. You can only understand exotic languages.The exotic languages that you can understand include Abyssal, Celestial, Deep Speech, Draconic, Druidic, Infernal, Primordial, Sylvan, or Undercommon.
See No Evil: Your vision is blurred with distance. You have disadvantage on any Attack roll or ability check that requires sight and exceeds 30 ft. You cannot see beyond 60ft.
Speak No Evil: Your voice is raspy and soft, and speaking can be painful for you. You must succeed at a DC20 Charisma ability check to speak comprehensively or audibly. This does not affect your ability to speak verbal spell components.
Shared Curse
As an action, you can touch one creature to try and afflict them with the same curse you suffer. The creature must succeed on a Charisma saving throw contested by your Charisma Ability check + your proficiency bonus or suffer the effects of your No Evil feature for 1 hour.
You can use this feature once, and gain the ability to do so when you finish a short or long rest.
Survival Fleet
You can move up to your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.
Demonic Devices
Languages
You can speak, read, and write Common and your choice of Infernal or Abyssal.
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