Demon (5e Race)
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Demons are infernal entities created by the chaotic energies of the nine hells to act as servants, messengers and warriors of their over lords.
Demons are born devious and greedy, and always scheming to gain power always fighting with others of their same rank, constantly looking for opportunities to overthrow their superiors. Even though they are constantly trying to overthrow their overlords they will still follow the orders given to them out of fear. When a demon gets summoned to the prime material plane they will serve the one who summoned them for as long as they are bound, but they will constantly try to trick them or any one they can to set them free, upon getting freed they will attempt to kill the one who had bound them.
Demons don't generally gain names when they are first spawned instead being refereed to as broodlings, they can earn them through service, notoriety or often times naming themselves.
- Infernal form
Demons come in many shapes and sizes often times biased on which level of the nine hells you come from. Any demon that manages to arrive on the prime material plane are often prosecuted by many for their appearance and don't normally survive very long, those that do have found ways to disguise themselves to fit in to society better all the time biding their time till they can intact their master plan or for orders from the masters they serve.
Male: Amon, Baalbireth, Beherit, Chemosh, Etruscan, Melek, Naahmah, Syrian, Thamuz
Female: Dagon, Abbadon, Canaanite, Diboulas, Emma-O, Lilith, Minia, Niahas, T'an-mo,
Angels are spiritual beings created by a lawful good deity to act as servants, messengers and warriors.
Ability Score Increase. Your Charisma score increases by 2 and your Constitution score increases by 1
Age. You were created fully formed, and do not age.
Alignment. Demons Wrathful, greedy creatures who have no value of the lives of others but only see mortal souls as currency. They tend towards evil in all aspects.
Size. Your size is Medium
Speed. Your base walking speed is 30 feet.
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.
Necrotic Resistance. You have resistance to necrotic damage.
Insidious Mind. You have advantage on saving throws against being charmed or frightened.
Fiend. Your type is fiend. As such, you are immune to the effect of some spells such as charm person or hold person as they target specifically humanoids.
Consuming Touch. As an action you can touch a creature. The target magically takes 1d8 necrotic damage, and you regain half the damage dealt in this way.
Eternal Torment. Your body and soul are one and the same. When you die, you return to the layer of the hells you came from, leaving no body behind. Your body reforms after 1d4 days in the your home layer and you may be resummoned to the material plain through a variety of summoning spells.
Languages. You can speak, read and write Common and Infernal.
The Charlatan, Criminal, hermit or soldier backgrounds from the PHB may work.
Appropriate homebrew backgrounds include unknown.
When you gain a level with your demon character, you can take a level in the demon class.
As a demon you gain the following class features.
Weapons: Simple weapons, shortsword
Tools: Forgery kit
Saving Throws: Charisma, constitution
Skills: Your choice of two from Arcana, Deception, Insight, Intimidation, Or Persuasion
|Features||Cantrips known||Consuming Touch damage||Spells Known||—Spell Slots per Spell Level—|
|1st||+2||Infernal Accord, Insidious form, Cantrips||2||1d8||—||—||—||—||—||—|
|4th||+2||, Ability Score Improvement||2||2d8||4||3||—||—||—||—|
|7th||+3||,Insidious form (2/rest)||2||3d8||6||4||3||—||—||—|
|8th||+3||, Ability Score Improvement||3||3d8||6||4||3||—||—||—|
As an adventuring demon, you have spent so long in the material realm that you have out grown the bonds of the plainer bind. In battle, you can briefly unleash your full power. On your turn, you can enter your insidious form as a bonus action.
While in your insidious form, you gain the following benefits:
- You become resistant to bludgeoning, piercing, and slashing from nonmagical attacks.
- other creatures have disadvantage against saves on spells that would charm them.
- You exude an intimidating presence, creatures must make a wis save against your spell casting mod or be frightened by you for the duration of your Insidious form. Creatures under fear can remake the save again at the end of their turns.
Your insidious form lasts for 1 minute. It ends early if you are knocked unconscious. You can also end your insidious form on your turn as a bonus action.
You can enter your insidious form again when you finish a long rest. When you reach 7th level in this class, you can enter insidious form twice before you need to rest.
At 1st level, you know two cantrips of your choice from the sorcerer spell list. You learn additional battlemage cantrips of your choice at higher levels, as shown in the Cantrips Known column of The Battlemage table.
At 2nd level, you have gained the ability to use arcane magic, and have learned how to bend it to your will.
- Spell Slots
The Battlemage Table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these battlemage spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
- Spells Known of 1st Level and Higher
You know three 1st-level spells of your choice from the sorcerer spell list.
The Spells Known column of the Battlemage Table shows when you learn more battlemage spells of your choice from the sorcerer spell list. Each of these spells must of a level where you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the battlemage spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability
Charisma is your spellcasting ability for your demon spells, since the power of your magic relies on your inner power. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a demon spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
At 5th level, you gain a fly speed of 60 feet.
Improved Consuming Touch
Starting at 6th level, you can use your consuming touch demon race feature twice instead of once. You are also freed of any disease.
At 10th level, you can use your consuming touch feature three times, you gain the full amount of damage dealt as hit points and are also freed of any curse.