Demonborn Species in The Sundered Worlds | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Demonborn

Note: demonborn have the type fiend as well as humanoid

When the Abyssal Rift opened and demons poured forth onto the material plane, many mortals were marked with their magic. Some joined them willingly, others were enslaved, and a great many more thought they could use demonic power to their own benefit. Even after the Rift was closed and the Abyss once again sealed, that magic never entirely left the Prime Material. The descendants of those who had worked—willingly or otherwise—alongside demons still bore the marks of their forebears' transgressions. These people are known as the demonborn, and while they retain the free will unique to mortals, not all on (PLANET) have forgotten the horrors that spewed from the Rift.
You shall know them by the marks of Pherrucorys. The terror of his prison has indelibly branded them and their bloodline. None shall be freed from Tiamat's sin.
— From Sympathies to the Damned, author unknown

Demonic Form

Your Abyssal heritage can manifest in a myriad different ways: an elongated skull and narrow tusks; blackened horns curling out from your forehead; a fetid fungus that grows across your neck and face; shadowy wings sprouting from your back; pure white skin, hair, and eyes; rows of sharp teeth; a bovine snout and pupiless, fiery eyes. However your ancestry has marked you, there is at least one physical representation of it. It may be unobtrusive enough to hide or a glaring announcement to all who encounter you.

Mark of the Abyss

Demonborn have the following traits in common:
Age. Demonborn grow very quickly, reaching adult size in just ten years. The age at which they are considered adults within their community, however, varies by culture. Moreover, there is no standard lifespan for demonborn, even those of the same bloodline. Some die within a few years after they mature, while some live to see their first millennia.
Size. Demonborn size varies as greatly as that of true demons, from shorter than 3 feet to taller than 8 feet. Your size is your choice of small or medium.
Speed. Your base walking speed is determined by your size: 25 feet for small creatures and 30 feet for medium ones.
Magical Resistance. Your Abyssal heritage grants you a measure of protection against magic. You have advantage on saving throws against spells and other magical effects.
Gift of the Abyss. At least one type of demon contributed to your bloodline. Choose one of the following traits:
  • Baloric Aura: Demonflame burns within you. As an action, you can unleash that flame in a fiery aura that lasts until the end of your next turn. Every creature within 5 feet of you when you take this action, and every creature who begins their turn within 5 feet of you while this aura is active, takes 1d8 fire damage. Once you use this trait you must finish a long rest before you can use it again.
  • Climb of Chasme and Yocholol. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Glabrezu's Pincer. One of your hands ends in a pincer. You can hold items, swing weapons, and even perform somatic spell components with the pincer. You can also use the pincer to make unarmed attacks. On a hit, you deal piercing damage equal to 1d6 + your Strength modifier. When you hit, you can choose to attempt to grapple the target as a bonus action.
  • Nabassian Darkness. You can see in nonmagical dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Additionally, you can see in magical darkness within 30 feet of you. You cannot see colors in magical or nonmagical darkness, only shades of grey.
  • Quasit Invisibility. You magically turn invisible as a bonus action. The invisibility ends if you attack, cast a spell, or lose concentration (as if concentrating on a spell). Once you use this trait, you must finish a short or long rest to use it again.
  • Step of the Marilith. As an action, you can teleport up to 120 feet to an unoccupied space you can see. Once you use this trait, you must finish a short or long rest to be able to use it again.
  • Wastrilithic Spout. As an action, you can magically launch a spout of water at one creature you can see within 30 feet of you. The target must make a Strength saving throw against a DC of 8 + your Charisma modifier + your proficiency bonus, and it has disadvantage on the save if it's underwater. On a failed save, it takes 1d6 acid damage and is pulled up to 10 feet toward you. On a successful save, it takes half as much damage and isn't pulled. Once you use this trait, you must finish a long rest before you can use it again.
Growth and Corruption. Your Abyssal magic deepens as your power grows. At 5th level, choose one of the following:
  • Alkilithic Madness. Choose one creature within 30 feet of you. As an action, that creature must make a Wisdom saving throw against a DC of 8 + your Charisma modifier + your proficiency bonus. On a failure, it hears a faint buzzing in its head and has disadvantage on its next attack roll, ability check, or saving throw. If the saving throw fails by 5 or more, the target is instead subjected to the effects of the confusion spell for 1 minute (no concentration required by you). Once you use this trait, you must finish a long rest before you can use this trait again.
  • Armanite Lance. As an action, you loose a magical bolt of lighting 30 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against a DC of 8 + your Charisma modifier + your proficiency bonus, taking 3d8 lighting damage on failed save and half as much on a successful one. Once you use this trait you must finish a long rest before you can use it again.
  • Bulezaun Rot. The rotting presence of a bulezau permeates your being. As an action, you can exude a necrotic aura. Every creature within 10 feet of you must succeed a Constitution saving throw or take 3d6 necrotic damage. The DC for the saving throw equals 8 + your Constitution modifier + your proficiency bonus. Once you use this trait, you must finish a long rest before you can use it again.
  • Nalfeshnee's Nimbus. As an action, you magically emit a scintillating, multicolored light. Each creature within 15 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the fear on a success. The DC for the saving throw equals 8 + your Charisma modifier + your proficiency bonus. Once you use this trait you cannot use it again until you finish a long rest.
  • Rutterkin's Fear. As an action, you may target one creature you can see within 30 feet of you. It must make a Wisdom saving throw against a DC of 8 + your Charisma modifier + your proficiency bonus. On a failed save, it is frightened of you for 1 minute. While frightened in this way, the creature is restrained. The target can repeat the saving throw at the end of each of its turns, end the effect on a success. Once you use this trait you cannot use it again until you finish a long rest.
  • Shadow Movement. A shadow demon's power runs in your veins. As an action, you become shadowy and incorporeal for up to 1 minute. While incorporeal, you can move through other objects and creatures as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. The effect ends if you lose concentration (as if concentration on a spell) or you dismiss it as a bonus action. Once you use this trait, you cannot use it again until you finish a short or long rest.
  • Stench of Dretch and Hezrou. You have the ability to release a noxious gas that poisons friend and foe alike. As an action, you exude a colored gas in a 10-foot radius centered on you. The gas spreads around corners and the area within the radius is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn within the gas must succeed on a Constitution saving throw equal to 8 + you Constitution modifier + your proficiency bonus or be poisoned until the start of its next turn.
  • Vrock's Screech. You can emit a stunning screech, thanks to a vrock somewhere in your lineage. You can magically screech as an action. Each creature within 20 feet of you that can hear you must succeed a Constitution saving throw or be stunned until the end of your next turn. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. Once you use this trait, you must finish a long rest before you can use this trait again.


Cover image: by Athevra via Adobe Spark

Comments

Please Login in order to comment!