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homebrew:race:dialias2 [2020/05/26 10:17] – [Dialias] Cinderhomebrew:race:dialias2 [2020/07/27 08:41] (current) – removed Kyle
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-====Dialias==== 
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-**Revision 3.0** \\ 
-Lore change. \\ 
-Negative health changed to die roll rather then flat amount \\ 
-Contract Demon guidelines added \\ 
-Spell Nerf increased \\ 
-Blood thirst Removed \\ 
-Dialias appearance changed from being physical to strickly half-breed. No pure Dialias can exisit. \\ 
-Stats for both pure and half breed to be added, pure simply for stat simplicity in case half-breed isn't avalible 
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-Dialias can be seen as a mutation rather then its own race. Classed as lesser demons by their own kin and not consistent enough to be seen as a subrace of Tieflings. \\ In all honesty its quite hard for any normal person to pick out a Dialias without prior knowledge. But those that do have knowledge to know the few distinctive features that all Dialias share. 
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-Dialias are a rare and ancient race shrouded in mystery. Not much is known about them outside the 9 hells. \\ They are called mutants by some, even defective as it is unclear how they came to be. Possessing the unique ability (or hindrance) to share a soul with another. 
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-This is where the defective term comes from. Although no physical proof exists Dialias are thought to be born missing apart of their soul and must bond souls with another creature to survive. \\ Without this Soul bond Dialias will perish before the age of 8 years. \\ 
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-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. 
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-Being of demonic heritage the have a natural strength against the flames, likewise have a natural weakness to all manner of holy or silvered objects.  
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-===== Dialias Stats ===== 
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-**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) \\ 
-**Speed:** Your base walking speed is 30ft \\ 
-**Languages:** You can speak, read and write Infernal and Abyssal, You can also understand and read Common but cannot speak or write it \\ 
-**Size**: Medium 
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-**Demonic Vision** \\ You have 30ft of Dark vision. \\ You can hold your eyes closed for a second. Upon reopening them, they gain heatvision 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 with stealth checks. 
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-**Hellish Resistance** \\ You have resistance to fire and acid damage, with a weakness to radiant damage as well as Silvered Weapons. You can only move at 10ft while on Holy/Sacred types of Terrain. You cannot touch items/symbols that represent, Relate or depict the worlds Gods without taking radiant damage equal to 1 D4, taking damage this way cannot reduce you to bellow 1 HP but will incapacitate you if you have taken damage that has reduced you to 1 HP. 
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-**Demonic Talent:** \\ You have proficiency in the Arcana skill and: Intimidation skill **or** Stealth Skill. 
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-**Demon's Heritage** \\ You have access to the following feats in addition to any normal feat you could take when you gain a feat but you can only choose one of the three options available. \\ 
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-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. 
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-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, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage. \\ 
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-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. \\ 
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-**Demonic Nature** \\ Any ability or status used on you that takes the alignment into account will treat you as Evil (Lawful, Evil, Neutral Evil, Chaotic Evil) despite your actual alignment. 
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-**Demonic Contract** \\ 
-Dialias are born, bread, live and die within the nine hells as it has been since the dawn of time, however more recently powerful Dialias are able to make infernal pacts with the primal Demons of the nine hells to grant access to the mortal realm. \\ this pact is not to be taken lightly as it is eternal and the mortal realm will never truly accept Demons, it also comes with some drianing drawbacks on ones magical abilities. \\ the reward however is a powerful demon as your partner for your unatually long life. \\ 
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-The Contracted Demon acts as a normal Pet. \\ 
-A Verbal or mental command can be givin to the Pact Demon as a bonus action. \\ 
-The Demon will if able repeat the command on each of its turns \\ 
-If unable to carry out the original command it will do nothing until reciving a new Command \\ 
-The pact demon acts on the same turn as the host. \\ 
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-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**  (100Gold of ritual ingridients + (10gold x Character level) and 12 hours of prep) which point your max HP will return to normal, you are cured of all negitive status and the Demon will be brought back at full health. \\ **level 4 exhaustion** \\ Disadvantage on ability checks \\ Speed Halved \\ Disadvantage on attack rolls and saveing throws \\ Hit point maximum halved. 
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-This Contract puts a massive strain on your character's magical abilities, they are unable to learn any 9th level spells and no 1st-8th level offensive spells, you can still learn offensive cantrips and you are able to use magical items and scrolls. \\ 
-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. 
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-====Dialias Arcatypes==== 
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-Choose one of the following to apply to your character. 
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-**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   |1d4+STR | 
-|5-10  |1d6+STR | 
-|11-16 |1d8+STR | 
-|16-20 |1d10+STR| 
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-**Flash Step** \\ 
-As a bonus action You can Teleport 30ft in any direction in a flash of flame. this movement dose not provoke attack of opportunity. 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 solid objects. 
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-====Optional==== 
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-**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 threshold 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 until you satisfy your thirst. \\ **level 3 exhaustion** \\ Disadvantage on ability checks \\ Speed Halved \\ Disadvantage on attack rolls and saving throws 
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