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Ability Score Increase: +2 Dex, +1 Cha
Age: Typically live around 500 years but pacts with more powerful Demons can extend this to 1,000 or more
Speed: Your base walking speed is 30ft
Languages: You can speak, read and write Infernal, You can also understand Common but not speak or write

Primal Hell vision: You can hold their 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 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. While you have Primal Hell vision active your eyes glow a bright orange and have disadvantage with stealth.

Blood Thirst: You must feed on blood once every 2 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 die.
Bite damage is calculated as 1d4 bite + 1d6 necrotic Half of this total damage is restored as health. If you have the target in a grapple or pinned down you can bite them with using a bonus action.

Hell’s scales: You have immunity to fire and resistance to acid damage, with a weakness to radiant damage. You can only move at 10ft while on Holy ground. You cannot touch holy symbols or items without taking radiant damage.

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, you can use your action and or bonus action to make an attack. See below table for damage increases per level.

LevelsDamage
1-4 1d4+STR
5-10 1d6+STR
11-16 1d8+STR
16-20 1d10+STR

Feral Stance: As a bonus action you can let your Primal blood take over to switch to a feral stance. This stance increases your Hit roll +1 and gives you an additional unarmed attack per turn. you are unable to make any Charisma attacks/checks and have disadvantage on charisma saves while in this stance. The stance lasts until you use a action to drop the stance, which reverts the character to their previous stats, This stance cannot be used outside of combat.


Ability Score Increase: +2 Dex, +1 Cha
Age: Typically live around 250 years
Speed: Your base walking speed is 30ft
Languages: You can speak, read and write Common and Infernal

Hell vision: You can hold their eyes closed for a second. Upon reopening them, they gain heatvision out to a range of 30 feet. Beyond that range, the world appears a smoky violet blue. This ability cannot penetrate any barriers opaque or transparent. While you have hell vision active your eyes glow a dim orange and you lose proficiency or advantage with stealth checks when using this ability.

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+STR bonus. Half of this total damage is restored as health. You can store blood in vials with a successfully medicine check depending on the creature 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 DC10 WIS save on a fail roll a D12 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.

Demonic Skin/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.

Demonic Talent: You have proficiency in the Arcana skill.

Feral Stance: As a bonus action you can let your Primal blood take over to switch to a feral stance. This stance increases your Hit roll +1 and gives you an additional unarmed attack per turn. you are unable to make any Charisma attacks/checks and have disadvantage on charisma saves while in this stance. The stance lasts until you use a action to drop the stance, which reverts the character to their previous stats, This stance cannot be used outside of combat.

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