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character:teo:race_details [2019/01/24 19:06] – Cinder | character:teo:race_details [2019/05/02 15:41] – Kyle | ||
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- | ====Teostra’s Racial Traits==== | ||
- | [[Character: | + | ====Teostra Decota The Dialias==== |
- | Ability Score Increase: \\ Increase Dexterity by 2 and Charisma by 1 \\ | + | Dialias are a rare and ancient race shrouded in mystery. Not much is known about them outside the 9 hells. |
- | Age (4 D4 x 100 + 1 D10 x 10): Teo will live around 820 years and stop aging physically at age 21 \\ | + | |
- | Speed: Teo has a walking speed of 30ft \\ | + | |
- | Languages: Teo can speak, read and write Common | + | |
+ | Dialias are of Humanoid appearance with perhaps wings, tails or Horns. Some more monstrous then others looking more like beasts or reptiles rather then humans, others have extra limbs, extra eyes or other odd appearances. they can be anywhere between 5ft and 10ft tall. all these make it very difficult for a Dialias to be picked out from just a regular demon or tifling even being confused for Tabaxi or half orcs. \\ | ||
+ | Dialias are strangle kind hearted | ||
- | ====Halfbreed Tabaxi Traits==== | + | Most Dialias long for the realms outside of the circles of hell, something inside them compels them to leave and they have a very fragile but powerful way of doing it. |
- | **Cat' | + | Being of demonic heritage the have a natural strength against |
+ | ---- | ||
- | **Darkvision: | + | ===== Dialias Stats ===== |
- | **Demonic Fur:** \\ You have resistance to fire and acid damage, you also have weakness to radiant damage. Holy items and equipment burn to the touch, trying hold or carry such items will deal radiant damage. | + | **Ability Score Increase:** \\ Dexterity +2 Charisma +1 \\ |
+ | **Age:** \\ Typically live around 500 years but pacts with more powerful Demons can double, triple or extend your lifespan even further. \\ Calculate your age as follows: Age (4 D4 x 100 + 1 D10 x 10) \\ [[character: | ||
+ | **Speed:** Your base walking speed is 30ft \\ | ||
+ | **Languages: | ||
+ | **Size**: Medium to Large | ||
+ | ---- | ||
- | **Cats Claws:** \\ Because | + | **Demonic Vision** \\ You have 30ft of Dark vision. \\ You can hold your eyes closed for a second. Upon reopening them, they gain heat vision out to a range of 60 feet. Beyond that range, the world appears a smoky violet blue. \\ This ability can penetrate most barriers, but it is blocked by the following: \\ 1 foot of stone \\ 1 inch of common metal \\ a thin sheet of lead \\ 3 feet of wood or dirt \\ While you have Primal Hell vision active your eyes glow a bright orange and you have disadvantage |
- | **Feline Agility:** \\ Your reflexes | + | **Hellish Resistance** \\ You have immunity to fire and resistance |
- | ====Halfbreed DemonBorn Traits==== | + | **Demonic Talent:** \\ You have proficiency in the Arcana skill and: Intimidation skill **or** Stelth Skill. |
- | **Demonic Talent:** \\ You have proficiency in the Arcana skill. | + | **Demon' |
- | **Demon's Heritage** | + | Barbed Hide \\ |
+ | One of your ancestors was a barbed devil or other spiky fiend. Barbs protrude from your head. You gain the following benefits \\ | ||
+ | Increase your Constitution or Charisma score by 1, up to a maximum of 20. \\ | ||
+ | You gain proficiency in the Intimidation skill. If you're already proficient in it, your proficiency bonus is doubled for any check you make with it. \\ | ||
+ | As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you. | ||
+ | |||
+ | Flames of Phlegethos \\ | ||
+ | You learn to call on hellfire to serve your commands. You gain the following benefits \\ | ||
+ | Increase your Intelligence or Charisma score by 1, to a maximum of 20. \\ | ||
+ | When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1. \\ | ||
+ | Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, | ||
+ | |||
+ | Infernal Constitution \\ | ||
+ | Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits \\ | ||
+ | Increase your Constitution score by 1, up to a maximum of 20. \\ | ||
+ | You have resistance to cold damage and poison damage. \\ | ||
+ | You have advantage on saving throws against being poisoned. | ||
+ | |||
+ | Any ability or status used on you that uses the allingment will treat you as Evil despite your actuall alignment. | ||
**Blood Thirst:** \\ You must feed on blood once every 2-3 days, Feeding on life force restores health equal to half the damage a bite attack caused. Failure to feed you turn feral, attacking allies and if still not satisfied within 1 week after turning feral you will become extremely weak. \\ | **Blood Thirst:** \\ You must feed on blood once every 2-3 days, Feeding on life force restores health equal to half the damage a bite attack caused. Failure to feed you turn feral, attacking allies and if still not satisfied within 1 week after turning feral you will become extremely weak. \\ | ||
- | Bite damage is calculated as 1d6 + strength .Half of this total damage is restored as health. \\ you can store blood in viles to drink at later dates, blood only keeps for a few weeks. \\ 1st day after 3 day threahhold You suffer disadvantaged on charisma checks \\ 2nd-3rd days you are loosing yourself, when you start your turn in combat roll a wisdom save throw of DC 10 on a fail roll a d 12 as a compass to decide your target. \\ any further days you fail or refuse to drink blood you will suffer level 3 exsagust | + | Bite damage is calculated as 1d6 + strength .Half of this total damage is restored as health. \\ you can store blood in viles to drink at later dates, blood only keeps for a few weeks. \\ 1st day after 3 day threahhold You suffer disadvantaged on charisma checks \\ 2nd-3rd days you are loosing yourself, when you start your turn in combat roll a wisdom save throw of DC 10 on a fail roll a d 12 as a compass to decide your target. \\ any further days you fail or refuse to drink blood you will suffer level 3 exhaustion |
- | **Feral Stance:** \\ As a bonus action you can let your Primal | + | **Feral Stance:** \\ As a bonus action you can let your demonic |
**Demonic Contract** \\ | **Demonic Contract** \\ | ||
- | DemonBorn | + | Dialias |
+ | |||
+ | If a Dialias were to be born outside of the nine hells they would have to return to the nine hells or be dragged down to the deepest parts never to be seen again. it is the duty of any parents wishing to bare children in the mortal realm to plan ahead for such a ritual or be shamed and outcasted by the nine hells. \\ | ||
+ | |||
+ | If your HP falls to 0 your character suffers exhaustion level 4 and falls Unconsious and your pact demon is dragged back into the nine hells \\ Your character can return thier demon to thier location and remove the negitive effects of loosing it by performaing a **Ritual** | ||
+ | |||
+ | This Contract puts a massive strain on your character' | ||
+ | You and your pact demon share a health pool equaling the combine total of the two Hit point maximum minus **5**, applied on each level up. | ||
+ | |||
+ | ====Dialias Arcatypes==== | ||
+ | ---- | ||
+ | Choose one of the following to apply to your character. | ||
+ | |||
+ | **Demonic Claws** You have claws that restrict you from wielding any kind of weapon effectively giving all weapons she uses disadvantage. Your claws can be used as a weapon and cannot be enchanted or enhanced in anyway. Your claws count as a finesse weapon and can choose whether to user Strength or Dexterity to hit, Attacks made with you claws are classified as unarmed strikes and deal slashing damage, you can use your action and or bonus action to make an attack. See below table for damage increases per level. | ||
+ | ^Levels^Damage | ||
+ | |1-4 | ||
+ | |5-10 |1d6+STR | | ||
+ | |11-16 |1d8+STR | | ||
+ | |16-20 |1d10+STR| | ||
- | If a demonBorn were to be born outside of the nine hells they would have to return to the nine hells or be dragged down to the deepest parts never to be seen again. it is the duty of any parents wishing | + | **Flash Step** \\ |
+ | You can Telaport 30ft in any direction in a flash of flame. this movment dose not provoke attack of oppitunity. can be used once before a short or long rest. twice at level 7, Three times at level 13. \\ You cannot use this ability while on holy grounds or to pass through Holy walls such as church walls or cages conjured | ||
- | If a Demon is killed your character looses Half thier Maximum HP and falls Unconsious. \\ your character can revive thier demon by performaing a **Ritual** | + | **Demonic Wings** \\ You have demonic wings. With your wings, |
+ | have a flying speed of 20 feet if you aren’t | ||
+ | wearing heavy armor and aren’t exceeding your | ||
+ | carrying capacity. | ||
- | This Contract puts a massive strain on your character' |