Solitary Demon (5e Race)
From D&D Wiki
- 1 Solitary Demon
- 2 Solitary Demon Class
Demons that live alone and interact with others only during a pact or a contract with a spellcaster that summoned them, these demons don't abide by the normal rules of other demons since their powers changed them greatly.
Solitary Demons are usually humanoid figures slightly taller than elves with dark skin tone,horns that resemble those of animals or certain demons, red or dark eye color and hair that tends to dark colors; even so Solitary Demons vary greaty depending on their origin and powers,where they live and other factors, a Solitary Demon could have scales instead of skin,they may have additional pair of limbs or even not being humanoid at all and resembling some kind of animal.
Solitary demons are a extremly ancient race that separated themself from the normal demonic society,their powers sometimes even rivaling those of demon lords,there is more than one instance recorded in history of a summoning of one of these particular demon,even though succesfull summoning can be counted in only one hand since the particular power these demon carry disturb the summoning, this has many effects recorded,somethimes the wizards that did the summoning die because of magical depletion, other times the area surrounding the summoning location gets destroyed in flames or frozen in ice, these failed summoning all have something in common: the power of the Solitary Demon get dispersed in the plane, this causes the Solitary Demon to temporaly lose a good part of their powers.
Solitary Demons more times than not are discriminated in society because of their demonic origin even though in when their identies are well hidden they can blend very well in the society they live in, Solitary Demons aren't always friendly with each other since every single one of them can be counted as an indipendent race,Solitary Demons tend to hate normal demons considering them an inferior version of themeselves and because of their indipendece they are usually hated by demons,Solitary Demons tend to blend really well in devil society even though they tend to stay alone.
Solitary Demon Names
Solitary Demons tend to take on the names that mortals or other races give them not having a real naming tradition,because of this their name vary greatly and if given from mortal they tends to be a name that summarize the impression that the Solitary Demon first gives.
Solitary Demons Traits
A demon that mutated thanks to his power and is now a new race altogether.
Ability Score Increase. You increase two ability score by 2 at your choice.
Age. Solitary Demon reach maturity at an early age and are said to be immortals,with their body not aging after the age of 20.
Alignment. Because of your demonic origin you tend to chaotic alignments and can never be good.
Size. Solitary Demons go From 5 feet to 8 feet in height.Your size is Medium.
Speed. Your base walking speed is 35 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.
Demon. Your creature type is considered to be both fiend and humanoid
Fear Aura. You can let out an aura that frightens creature around you, a number of times equal to your proficency you can release your demonic aura every creature in a 20 feet radius from you makes a Wisdom saving throw with dc 8+proficency+your Charisma modifier or become frightened until the end of your next turn,If a creature's saving throw is successful, the creature is immune to the Solitary Demon's Fear Aura for the next 24 hours.You are proficient in the Intimidation skill.
Demonic Resistance. You have resistance to poison damage and have advantage on saving throws against being poisoned.
Demonic Traits. Due to your demonic nature, you are vulnerable to radiant damage and resistant to fire damage.
Natural Armor. Your skin is scaled and hardened due to your demonic lineage. While unarmored, your Armor Class is equal to 14 + your Dexterity modifier.
Demon tongue. You are proficient in the Persuasion and Deception skills.
Claws. You have claws that are considered natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Languages. You can speak, read, and write Common,Abyssal,Infernal and one other language of your choice.
Random Height and Weight
|Base Height||Height Modifier||Base Weight||Weight Modifier|
|5′||+ 3d10 in||50 lb.||x (2d12) lb.|
Solitary Demon Class
Because of your powers and particular body you cannot take level in any other class but Solitary Demon until level 10
Creating a Solitary Demon
When creating a Solitary Demon think about your origin and history. How did you come to be and how are you treated in your society and did it that affect your personality? Also, when creating a Solitary Demon ask yourself what your character wants to accomplish and why it starts adventuring.
As a Solitary Demon you gain the following class features.
- Hit Points
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a component pouch or (b) a pouch with 30gp
- (a) two simple weapons or (b) one martial weapon
- if you use starting wealth you start with 4d6 x 10gp
|Sorcery Points||Features||Cantrips Known||Spells Known||—Spell Slots per Spell Level—|
|1st||+2||—||Spellcasting, Personal Spell||4||2||2||—||—||—||—||—||—||—||—|
|2nd||+2||2||Font of Magic||4||3||3||—||—||—||—||—||—||—||—|
|4th||+2||4||Ability Score Improvement, Personal Spell improvement||5||5||4||3||—||—||—||—||—||—||—|
|8th||+3||8||Ability Score Improvement, Personal Spell improvement||5||9||4||3||3||2||—||—||—||—||—|
|12th||+4||12||Ability Score Improvement, Personal Spell improvement||6||12||4||3||3||3||2||1||—||—||—|
|16th||+5||16||Ability Score Improvement, Personal Spell improvement||6||14||4||3||3||3||2||1||1||1||—|
|19th||+6||19||Ability Score Improvement||6||15||4||3||3||3||3||2||1||1||1|
|20th||+6||20||Sorcerous Restoration , Personal Spell improvement||6||15||4||3||3||3||3||2||2||1||1|
your demonic origin gives you access to magic
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional Solitary Demon cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.
- Spell Slots
The Solitary Demon table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Solitary Demon 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 two 1st-level spells of your choice from the sorcerer spell list.
The Spells Known column of the Solitary Demon table shows when you learn more Solitary Demon spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd 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 Solitary Demon 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 Solitary Demon spells, since the power of your magic relies on your ability to project your will into the world. 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 sorcerer 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
- Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your Solitary Demon spells.
this is your main ability,the Personal Spell,during a long rest you can create a personal spell,choose an element,the Personal Spell will do 1d8 of damage of that elementon hit, every 4 level add one damage dice to the Personal Spell (4th,8th,12th,16th,20th),you can use the personal spell during you attack action,if you use the personal spell you cannot attack,and if you have already attacked this turn you cannot use the personal spell,you ability with this spell increase as you proceed,you can cast this spell a maximum of your proficency bonus per attack action. Charisma is your spellcasting ability for the Personal Spell.the Personal Spell as a 120 feet range and no components are needed to cast it.At level 4 your Personal Spell can now target 2 creature at the same time, or target the same target giving you advantage on the attack roll.At level 8 your Personal spell now damage every enemy in a 5 feet radius around the initial target by half the damage you deal (before resistance).At level 12 the element of your Personal Spell lingers around those that are hit by hit causing them to receive half the damage dice of the Personal Spell at the end of every round per 1 minute, every enemy can only be afflicted with one of these effects at a time.At level 16 your Personal Spell considers immunities as resistance,resistance as normal and normal as weakness for the damage it deals.At level 20 your mastery of your personal spell as reached the peak you can now change the element of the spell at will,the damage dices increases to d10 and Feature that would normally destroy or stop the Personal Spell no longer affects it (example:antimagic field,dispel,tarrasque reflective carapace).
Font of Magic
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
- Sorcery Points
You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Solitary Demon table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
- Flexible Casting
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
Any spell slot you create with this feature vanishes when you finish a long rest.
|Spell Slot Level||Sorcery Point Cost|
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
Metamagic can be applied to your Personal Spell.
- Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
- Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
- Empowered Spell
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
- Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
- Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
- Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
- Subtle Spell
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
- Twinned Spell
When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
At 6th level your claw become deadly weapon,they are considered magic weapon for the purpose of ignoring damage resistance, and theit damage dice increases to d8.
At 14th level you can decide who gets affected by your aura, and creature frightened by your aura automatically fail every saving throw and ability check they make.
At 18th level you can release your demonic energy gaining these benefits:
- you hover above ground and have a fly speed of 60 feet
- your Damnation aura activates at the end of your turn
- you gain resistance to all non magical damage
- you can spend sorcery point to heal yourself for a hit dice every point spent
- creature that end their turn 5 feet around you make a Constitution saving throw of dc: 8 + your proficency bonus + Intelligence modifier and take 2d6 fire damage if they fail or half as much on a success
At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.