Baphomeri (5e Race)
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The Baphomeri are a race of goat-like demons. They originated from the failed attempts of Alchemists, Sorcerers, Necromancers, and dark religious zealots alike to conjure the powerful demon known as Baphomet. The Baphomeri were used as slave labor, subjects of magical experimentation, and soldiers in the armies of evil warlords hellbent on domination.
Due to their quiet and submissive natures, Baphomeri slaves and soldiers would occasionally be misunderstood as "loyal" to the ones they served and as such, find themselves promoted into positions of higher authority such as Prison Guards in the case of slaves or Lieutenants in the dark armies.
Though they were brought into the world as submissive slaves and test subjects, the Baphomeri were powerful beings and did possess free will. It was inevitable that once they had begun to realize the strength they possessed, they would turn against their cruel masters.
The strongest Baphomeri who through circumstance and guile (or perhaps just the ignorance of a foolhardy Lord or General) found themselves in a position of power began to fight against those in control.
After years deception and violence the majority of Baphomeri escaped their lives of servitude, and the practice of conjuring them has since been forbidden.
Ignorant, foolish, and naive magicians still attempt to create them in secret... Woe to the unlucky souls who succeed.
The Baphomeri do not generally conform to societies. A Baphomeri who has become aware of it's own power will often look down upon others, especially other races who are deemed inferior. A notable exception to this is the Tiefling race, who most Baphomeri consider to be respectable. One or two Baphomeri can even be found comfortable in a Tiefling community. Although they are demons, their naturally submissive personalities and weariness of war and combat make them approachable. Upon sight, they are often met with the same disdain and suspicion as the Tieflings and most frequently return such in kind. They do not frequently join parties of adventurers (as they are generally unwanted), but will do so if the need arises or there is a desire for something that cannot be attained alone.
Baphomeri names are subject to the creativity of the one who conjures them.
The name is frequently unoriginal, ironic, or simply made to be as degrading as possible. That said, there are not "customary" names for the Baphomeri; Something that truly upsets them.
Ability Score Increase. Your Intelligence score increases by 2 and your Strength score increases by 1 and your Constitution score increases by 1.
Age. Baphomeri are brought into existence as adults, and if left undisturbed, can reach ages up to nearly 1000 years
Alignment. Baphomeri are generally apathetic and tend to be True Neutral
Size. Baphomeri vary in height, from slightly under 5.5 feet to approximately 6.5 feet tall. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Wings:. Baphomeri can sprout wings that enable them to fly. Your base flying speed is 40 ft.
Darkvision:. 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.
Eldritch Knowledge. Baphomeri have an innate understanding of magic. Once per long rest you can cast 1 known spell up to level 7 in the evocation or conjuration schools without expending a spell slot.
Soul Bound. You can form a pact with another being. The pact places the Baphomeri into the servitude of the pact holder and binds the Baphomeri to an object in the pact holder's possession. The pact can be broken if the pact holder releases the Baphomeri, attempts to attack them, or if the object the Baphomeri is bound to is destroyed or willingly given away. The ritual takes 1 day to complete. The ritual pact makes the Baphomeri more powerful, but they will be forcefully summoned to the pact holder's location if called (once per day) regardless of distance but restricted if there is not adequate room.
The Baphomeri subjected to the pact cannot harm the pact holder, and if summoned, must complete 1 task within their power for the pact holder but gains +5 ft base speed to fly, +1 to Strength, and can use Eldritch Knowledge twice per long rest.
If the pact holder breaks the pact, or attempt to command the Baphomeri to do harm against it's will the Baphomeri can make a will save to ignore the order and break the pact. The benefits to the Baphomeri will remain for 1 day after either party breaks the pact.
|languages= You can speak, read, and write Abyssal and common.