Lilin (5e Race)

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Scales.png This page is of questionable balance. Reason: Comparatively stronger than any first party race due to several level dependant abilities of easily questionable balance. Overall poorly executed and needs a rework both from a mechanic perspective and the lore could be improved as its pretty much just a vampire/succubus as to better integrate with the first party content. Consult the 5e Race Design Guide for help and see the Featured Articles pages for some exemplary content.

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People tell tales of malicious spirits who come to mortals in their sleep and drink of their life. Sensual beings intent on satisfying their lust with mortal flesh. Succubi and Incubi, they have been called. With a touch of their hand a stout and honest man will lose himself and betray his wife and a loyal woman will succumb to desire and break faith with her husband. All this, if the creatures do not drink one dry in the first night, leaving one wizened and old and without sense.

The Lilin are these beings, though the tales are widely exaggerated. They are life vampires. Yes. They seduce and beguile the mind. Yes. But, they do not do so out of maliciousness, but out of need.

Physical Description[edit]

Coven - Carlisle, by LAS-T, on DeviantART]

The Lilin are indistinguishable from the average human, save for a slight paleness of the skin and intense beauty. They are as tall (no taller). They are as massive (no more). They typically have glossy black hair and large, pale eyes. They have an intense sensuality about them which draws many to them.


The Lilin have been around since the dawn of time. They are descended from demons and walk among the rest of mankind. Lilin are not subject to the ravages of time as others are. They age, but do not die unless killed by disease or violence. It may be that some of the original, ancient Lilin yet live.


The Lilin do not have many settlements of their own, choosing instead to blend into human settlements where they can feed on as many as possible without draining them completely. As such, Lilin live very similar lives to the humans with whom they cohabitate. They tend to gravitate to jobs which allow them a reasonable excuse to be out at all hours of the night, as that is the safest time for them to feed without being seen. Lilin are often Lamplighter, night watchmen, or tavern masters. Some of the more unsavory or desperate Lilin have become ladies or men of the night. There is tell, however, of an ancient Lilin Court established when the world was young. That may just be a legend.

Lilin Names[edit]

Lilin are named similarly to the humans they resemble.

Male: Khemed, Mehmen, Darvin, Grim, Igan, Ivor, Ander, Geth, Lander, Mumed, Ramas, Borivik, Jandar, Vladislak, Chi, Jiang, Jun, Anton, Pieron, Salazar.

Female: Ceidil, Hama, Jasmal, Arveene, Esvele, Kara, Mara, Natali, Betha, Mara, Olga, Sefris, Thola, Imzel, Navarra, Shevarra, Bai, Mei, Tai, Dona, Luisa, Marta.

Lilin Traits[edit]

Pale, beautiful beings who seduce and feed on the life force of others.
Ability Score Increase. Your Strength score increases by 1, and your Charisma score increases by 2.
Age. Lilin are long lived, reaching maturity at 200.
Alignment. Despite their demonic ancestry, modern Lilin are not necessarily Evil. They feed for survival not for pleasure (usually). This ancestry, however prevents them from being wholly Good. Most tend towards neutrality. The necessity of feeding makes it so that no Lilin could survive while following the laws of most lands.
Size. Lilin walk among us and are indistinguishable in size and build from humans. 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.
Infernal Hunger. Lilin live of the life force of other living beings. By simply touching another being’s skin with their own, Lilin may draw out the very life essence of another. At 1st level you gain the Feed ability. If a Lilin does not gain at least 10 total life from feeding a week it begins to lose its sanity as the hunger takes over and it becomes feral.

After not feeding for 7 days:

On the 8th day a Lilin becomes faint and ill-tempered. It’s Constitution score is reduced by 2 and it has disadvantage on all skill checks which involve Constitution or Charisma.

On the 10th day, a Lilin becomes weakened. Both Strength and Dexterity scores are reduced by 2.

On the 14th day, a Lilin begins to lose it sanity. Both Intelligence and Wisdom scores are reduce by 2.

On the 17th day, a Lilin has descended almost completely into madness. Its Charisma modifier is reduced to 0.

By the 21st day, a Lilin is completely feral. It loses all control and will attack anything it perceives as food. Its Strength and Dexterity scores increase by 4 (from their current levels).

The ill effects of Infernal Hunger may be reversed by feeding 5 hit points for each day of not feeding after the 7th.
Feed. To satisfy your hunger for life, you must absorb it from the living. Make a melee spell attack against a creature within your reach whose skin you are able to touch with yours. On a hit, the target takes 2d4 necrotic damage, and you regain hit points equal to the amount of necrotic damage dealt. If you would absorb health in excess of your max life total, you do not gain additional life, but the entire value does count towards slaking your Infernal Hunger.
Seduction. As a Lilin grows in power, he or she learns new ways to trick or entrance others with just the touch of your hand. You know the thaumaturgy cantrip and gradually learn various mind-altering techniques. You use your Charisma modifier when setting the saving throw DC for all Lilin abilities. Spell save DC = 8 + your character level + your Charisma modifier
Beguiling Touch. When you reach 3rd level, you can touch a portion of bare skin on any humanoid creature with your own bare skin to attempt to charm them. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature is unaware it was charmed by you. You may only charm one individual at a time. You may us this ability a number of times equal to your Charisma modifier. You regain the ability to use this trait when you finish a long rest.
Soothing Touch. When you reach 3rd level, you can touch a portion of bare skin on any humanoid creature with your own bare skin to attempt to suppress strong emotions in an individual for up to 60 seconds. You may touch a number of people equal to your charisma modifier per long rest. You may calm multiple individuals at the same time. Each humanoid you touch must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the GM rules otherwise.
Enthralling Touch. When you reach 5th level, you can touch a portion of bare skin on any humanoid creature with your own bare skin to cause them to focus all their attention on your face. The target must make a Wisdom saving throw to fight off the effects. Any creature that can’t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends. The spell ends if you are incapacitated or you no longer have direct physical contact with the target.
Manipulate Mind. When you reach 7th level, once per long rest you can use your entire turn to touch a portion of bare skin on any humanoid creature with your own bare skin to attempt to reshape another creature’s memories. The creature that you touch must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage, is targeted by another spell, or physical contact with you is broken before the start of your next turn, this spell ends, and none of the target’s memories are modified. While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the spell ends. A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The GM might deem a modified memory too nonsensical to affect a creature in a significant manner. A remove curse or greater restoration spell cast on the target restores the creature’s true memory.
Languages. You can speak, read, and write Common and Infernal.

Random Height and Weight[edit]

4’′ 8”″ +2d10” 110 lb. × (2d8x2d4) lb.

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

Suggested Characteristics[edit]

When creating a Lilin character, you can use the following table) of traits, ideals, bonds and flaws to help flesh out your character. Use these table in addition to or in place of your background's characteristics.

d8 Personality Trait
1 I would go out of my way to flirt with a person I find attractive.
2 I believe that anything worth doing is worth doing right. I can’t help it— I’m a perfectionist.
3 I’m a hopeless romantic, always searching for that 
“special someone.”
4 Nobody stays angry at me or around me for long, one look into my eyes can defuse any amount of tension.
5 The first thing I do in a new place is isolate potential sources of entertainment or food…or both.
6 I fall in and out of love easily, and am always pursuing someone.
7 My demonic heritage causes me to instinctively fear and shun all holy symbols and those who associate closely with them.
8 I can find universal ground between the most vehement enemies, sympathizing with them and always moving toward unity.
d6 Ideal
1 Love. Closeness is a big part of your life. You crave the support and affection gained from close relationships (Any).
2 Lust. Satisfying you carnal desires is all that matters. It isn't about sustenance. It is about pleasure and control (Evil).
3 Hunger. Mortals are cattle. They are to be fed upon. All that matters its that you are never left unfed (Evil).
4 Normalcy. You just want to blend in and live a normal life. If something needs to be done and you are the one to do it, you will. The fewer people who notice the better (Neutral).
5 Beauty. If you’ve got it, flaunt it. If you do not, stay out of the way.(Neutral)
6 Fun. Eating is fun. Sex is fun. Let's enjoy ourselves (Chaotic).
d6 Bond
1 I have fallen in love with someone I have fed upon. I will do anything to protect them, yet I must remain distant lest my lust bring harm to them myself.
2 I have been driven out of all the mortal settlements in which I have tried to live. This has crated a deep abiding hatred for all humans in me.
3 I have rendered an innocent person comatose from feeding upon them. I have vowed to repent by protecting and supporting their loved ones in secret.
4 The one I love has discovered the truth about my blood. This person will no longer come near. I will prove that I am worthy of love.
5 Only one person has ever rejected my advances. I will show them that I am worth their time.
6 I am in love with the heir of a family of demon hunters. They can never learn my true nature.
d6 Flaw
1 After years of persecution and exile for clumsy feedings in the past, I have become terrified of my own needs. I am reluctant to feed, choosing instead to wait for as long as possible before forcing myself to do so.
2 I despise ugliness and those who I deem less beautiful than me. I refuse to be seen without spending hours grooming myself first.
3 I love what I am. Maybe too much. I often feed to excess threatening the lives of those upon whom I feed.
4 My zest for life often causes me to act without forethought and get myself into trouble.
5 I can’t keep a secret to save my life, or anyone else’s if an attractive person of the opposite sex is involved.
6 My pride will probably lead to my destruction.

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