Innocent (5e Race)

From D&D Wiki

Jump to: navigation, search
Missing.png One or more images on this page are unattributed. Please include on this page the name of the artist or copyright holder, in addition to a link to the artist's website if available and appropriate. If you own this image, or it is covered by public domain, consider uploading the image to D&D Wiki. If the source of the image cannot be located or the copyright holder wishes for the image to not be on this page, then remove the image. For more information on copyright law, see D&D Wiki:Copyrights.

Edit this Page | All pages with an unattributed image


An example of a Devil Child

Innocents appear to be young children on the outside and even act nigh identical to them. However, Innocents are still aware of their true nature and will show it if need be. One of the main reasons it is so difficult to find innocents is that they hid in plain sight. They blend in perfectly with children, and only masters of observation and the most attentive can find clues to their true nature.

First is the Devil Child. This creature is usually connected to a hellish figure, namely Satan, and was sent to the mortal realm to collect souls for him. However, some say that a Devil Child means no harm, and only devours souls due to their demonic instincts. There exists a tale of a girl named Lucy, a Devil Child, who came to the mortal realm. She encountered many allies and enemies, and as she grew to understand humans and the other mortal races, she began to shed her demonic ways. It is said that she is still out there, to this day, doing her best to be a kind soul. Many Devil Children are stated to be completely Chaotic Evil, though may are, in fact, Chaotic Good. A minute portion, like Lucy, even try to be Lawful Good.

Second, we have the Pure Bloods. These Innocents are always pacifists and do their best to end conflict when possible. They specialize in healing others and bringing peace to those around them. Adventurers, common folk, and even villains of all races and backgrounds have told tales of what they believed to be their demise. When they closed their eyes, they had accepted their fate. Yet, to their surprise, they eventually woke up, with their wounds healed. It is said that when this happens, the faint laugh of a happy child could be heard in the distance. Pure Bloods are always Lawful Good unless a law is specifically aiming to harm someone. They are always on the side of pacifism.

Last, but certainly not least, we have Spazzes. These Innocents contain more energy than a power plant. Jumping from place to place and thought to thought is completely normal among them. Spazzes are incredibly fast thinkers and runners. Their biggest struggle is attempting to focus and stay still. There have been a few accounts of people reporting they think they saw a child run past them at inhuman speeds, yet weren't quite sure, as it was moving too fast to truly tell. Although Spazzes are often trouble makers, they do their best to be Lawful Good, though they are more often Neutral Good or True Neutral.


Innocents have been regarded as "wonder children" throughout history. There are many different tales about Innocents, ranging from great heroic deeds to causing anarchy. No matter where you go, or how far back you look, you are sure to find these remarkable children appear in tomes and even wall carvings. Although they are called Innocents, they have been known to go by "Children of the Divine."

Innocent Names[edit]

Male: Charley, Dwayne, Will

Female: Lucy, Ashley, Melissa

Innocent Traits[edit]

Ability Score Increase. You gain +2 to Charisma.
Age. You look as though you are an 8-year-old human, though your true age and species are unknown. Although is unknown how long Innocents live for, it seems they perpetually appear as a child.
Alignment. You can be of any alignment, though Spazzes tend to be neutral, Devil Children tend to be evil, and Pure ones tend to be Lawful Good.
Size. You are Small, standing at only around 4 feet in height.
Speed. You walk at a speed of 30 feet.
Child-Like. Your cute face grants and adorable mannerisms grant you proficiency in the Persuasion and Performance skills.
Wonder Child. Despite appearing as a normal human child, you do not need to eat, drink, breathe or sleep. You enter an 8-hour state of inactivity where you are semi-conscious and can hear and sense your surroundings within 60 feet of you.
Languages. You can speak, read, and write Common and two other depending on your subrace.
Subrace. You may choose one of the subraces listed below


Below are the three types of Innocents that exist. Pick one, and then choose the Child background.

Devil Child[edit]

Ability Score Increase. Your Charisma further increases by 1
Midnight Eyes. You can see in both magical and nonmagical darkness with 60 feet as if it were brightly lit.
Satan's Prodigy. You must at least consume one soul a day or suffer one level of exhaustion. You can only consume the soul of a dead creature, and you cannot collect souls from the undead. You may consume a maximum of your Proficiency bonus, at level 5, a maximum of your charism modifier, and at level 10, a maximum of your proficiency bonus + Charisma modifier of souls. You heal 1d4 per soul consumed past 1. If consuming souls fully restores your hit points, temporary hit points heal you instead until your next long rest. This can only be used once every long rest. You may use this feature 2 times at level 5, 3 times at level 10 and 4 times at level 15 before needing a long rest.
Soul Strength. You can use souls to renovate your energies.Each soul you have consumed past 1 can be exchanged for the benefits it gives 1 hour of rest. If you exchange 8 or more they give the benefits of a long rest. You can use this feature twice a day at level 10th and three times a day at level 15.
No... can't be. Those who attempt to read your true intentions (Insight) roll at disadvantage.
Extra Languages. You can speak, read, and write Infernal and Abyssal.


Ability Score Increase. Your Wisdom increases by 2, but your Charisma decreases by 1.
Let's Not Fight. You have advantage in Charisma (Persuasion) and Wisdom (Animal Handling) checks related to calming other creatures down.
Are You OK?. You know the Spare the Dying cantrip. In addition to this, Spare the Dying restores a creature to 1 HP.
All Better!. Your charming personality warms the heart of those you help. When you heal others, increase the amount healed by your proficiency bonus.
Extra Languages. You can speak, read, and write Druidic and Sylvan.


Ability Score Increase. Your Dexterity increases by 1
ADH- SQUIRREL!. Your movement increases by 10 feet
Can't.. sit...STILL!. When an opponent attempts to make a ranged attack roll (spell or physical) against you, you may use your reaction to impose disadvantage. You can only perform this once per long rest.
SUGAR!. When you consume an object high in sugar, you gain a bonus action for 1 minute. However, you then crash after this minute and fall asleep instantly, regardless of where you are or what you were doing and you fall unconscious for 8 hours (a long rest).
Extra Languages. You can speak Goblin and Gnomish

Random Height and Weight[edit]

4′ 0″ +2d4 80 lb. × (1d10) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!