Daemonata (4e Race)
From D&D Wiki
Daemonata[edit]
By Irem Erbilir |
Much more amiable than most other denizens of the abyss, the Daemonata are humanoid Demons hailing from the Shard, an abyssal sub-plane
Racial Traits |
Average Height: 4'9"-7'7" |
Average Weight: 120 - 400 lbs |
Ability Scores: +2 Charisma, +2 Wisdom or Intelligence |
Size: Medium |
Speed: 5 squares |
Vision: Low-light |
Languages: Common, Abyssal |
Skill Bonuses: +2 Arcana, +2 Religion |
Abyssal Origin: You are considered an Elemental purposes of creature origin. You are a Demon for the purpose of effects related to that keywored. |
Light of the Shard: You have a +5 bonus to saving throws made to end a blind condition. |
The Pandaemonata (or Daemonata, for short) are a race of demons hailing from the Shard, a sub plane of the Abyss. The Shard is a place of clarity and light, where the evil of the Abyss only lightly touches. Even so, it is still a place of great peril and mutability, which serves to make the Daemonata a durable and tolerant people. Pragmatic, clever, and likable, these Demons are far less prone to evil or cruelty than their neighbors.
Play a Daemonata if you want...
- To be a race of Demonic humanoids
- To be wise, practical, and patient.
- To sport a set of retractable talons.
- To be a member of a race that favors the Wizard, Warlock, Psion, and Cleric classes.
Physical Qualities[edit]
Daemonata look like humans for the most part, although they are far more colorful in every sense. Their are similar to Eladrin in that they lack hair below the neck, and their eyes glow very faintly, are monochromatic, and have no visible retina or pupil. In addition to human skin colors, many more outlandish colors can be found on them. Daemonata skin is patterned with rune-like whorls and sigils of varying quantity, which become less frequent on the neck and cannot usually be found on the face. These too can be any color. Daemonata nails are actually a set of strong, retractable talons, which they often leave out. These are almost always black. Daemonata tend to accumulate their excess weight magically, and so can be much heavier than they appear. Lastly, Daemonata live for an average of 600-1000 years, although they physically mature at the same rate as humans until the age of twenty, where it slows to a crawl.
Playing a Daemonata[edit]
The Shard was the last creation of a wayward magic-user, who sacrificed his soul in order to create a pocket in the abyss. This pocket grew into a world similar to the Elemental Chaos, but akin to the Astral Sea in its unearthly beauty. The Daemonata are one of the few civilized races of Demons, and so adopted this world as their home. The world they are from has taught them to be patient, open, and practical, which results in them being very accepting of their own flaws and the flaws of their fellows. Like all demons, they tend to have a lust for power, but they will usually do no unnecessary harm in order to attain their lofty goals, unlike other Demons. They will, however, take some chances, and are willing to harm their party members if it does not directly or permanently jeopardize their survival. A brief mention also goes out to their characteristically quirky and mildly psychopathic attitudes. It is very unusual and disconcerting for a Daemonata to act mundane.
Daemonata Characteristics: Wise, Kind, Accepting, Patient, Pragmatic, Quirky, Unusual.
Names: Daemonata names are often unisex, or are closely tied with their counterparts. Names that are not unisex are represented with like so: Female/Male. Asphodel, Ariel, Almana, Aladda, Asziel, Asmodan, Beliel/Belial, Beluriel, Beleropa/Beleropos, Calanthe/Calanthuin, Dari, Dalothren, Daeneryn, Erza, Ereziel, Helia/Helios, Helenar, Illial, Iluminas, Jamorrah, Jethora, Keisinel, Lumiel, Luminar, Luthrace/Luthrates, Magnalon, Marchutan, Mellomedem, Nerekan/Nezekan, Obelia/Obelion, Ophanis,Palaemon, Palenquin, Qanas, Quelathas, Quelana/Quelaan, Ryziel, Siel, Thalatos/Thanaton, Uriel, Uveliel, Velethone, Wylandriam, Xariel, Xhalaon, Yimella, Zotrana/Zotlana
Daemonata Adventurers[edit]
Three sample Daemonata adventurers are described below.
Asphodel is a Daemonata wizard specializing in the casting of illusions. Adopted by a group of adventurers as an infant, Asphodel has spent his whole life plane-hopping, amassing wealth and power, gambling, performing, and fighting with his companions. He searches ever so diligently for the ability to bring his most beloved creations to life, and dreams of sharing such power with illusionists throughout creation.
Palaemon is a Daemonata psion with a penchant for acts of mad whimsy. Living in relative safety in the nameless city of her birth, she grew bored often and engaged in insane and death-defying activities. One of these activities brought her so close to death that she almost went mad, and her psionic spark ignited. She trained diligently in the arts of telepathy and mental manipulation, and learned many creative ways of driving people mad. Many were attracted by her methods, but very few survived her friendship. Those that did, however, received an indispensable, if a little mad, asset.
Siel is a Daemonata cleric of both Tiamat and Bahamut, and worships them collectively as Io. His early life consisted of tireless research into divine matters, and the amassing of divine power. He believed that he could tap into the great power of dead Io by tapping into its two lesser halves. It is for this reason that he is prone to both heroic chivalry, and vengeful greed, as much as his nature could allow. He searches the planes for long lost secrets to the twin Gods' powers, and hopes that he may one day unite them again to their rightful power.
Daemonata Feats[edit]
Name | Description |
---|---|
Claw Fighter | Your claws are weapons. |
Name | Description |
---|
Name | Description |
---|
Back to Main Page → 4e Homebrew → Races