Demonkin, Variant (5e Race)
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Demonkin[edit]
"I am bathed in the blood of the abyss. My claws know only pain and agony. How I yearn for freedom, and how I know it will not come."
-Rusfin Kane, Mercenary
Physical Description[edit]
Demonkin are touched by the abyss with a demonic ritual that forces demonic blood into their bodies, forming new limbs. They are forever marked by this ritual, as even if they cut out or off the body part, it regrows in its same wicked form. Demonkin often don't have much of a choice in this process, being forced into what they call the Demon Blood Ritual.
Those who are willing to undergo the Demon Blood Ritual find it to be a wonderful experience, obsessed with the feeling of demonic blood coursing through their veins. Those are dismissed even by other demonkin as zealots who don't know what they've done.
History[edit]
The first demonkin was an adventurer. He was marching through the abyss alone when he was attacked by demons. They tore off his arm and dipped the stump in one of their bloods. From it, a twisted, unnatural arm grew. He retreated to his home to rot for the rest of his life. Since then, this ritual has been repeated and repeated, for all different reasons by all different people. Cultists use it as an indoctrination. Demonkin do it to take their anger out. Nobles do it to punish those who rival them. Demonkin can be created anywhere there is demon blood and a blade. But many are not willing or happy to become demonkin. They may seek vengeance against those who turned them, or revel in carnage. The path of a demonkin is theirs to choose, despite their curse.
Society[edit]
Demonkin are often rejected by most. An understandable concern. When demonic blood courses through your veins, people are naturally going to suspect you don't have their best interests at heart. Demonkin may form little bastions in particularly large cities alongside tieflings to have safety and acceptance in a place that seems to hate them.
Demonkin Names[edit]
Demonkin may keep the names they had in their old life or embrace demonic heritage and pick something abyssal. These are some demonic names that may work.
Abyssal: Azelus, Belok, Eebnog, Fiena, Hashe, Resha, Yorlin, Zephyn
Demonkin Traits[edit]
A humanoid corrupted by demonic blood.
Ability Score Increase. One ability score of your choice increases by 2. Or, two ability scores of your choice increase by 1.
Age. Demonkin take the same amount of time to age and die of old age as they did before they were corrupted.
Alignment. Demonkin are almost never lawful, thanks to the world's response to their curse.
Size. Demonkin can be formed out of any race, and thus can be Medium or Small.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Abyssal Resistance. You have resistance to necrotic damage.
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. Depending on where you were infected with demonic blood, you will have different traits. Choose from the following:
Fiendish heart[edit]
Ability Score Increase. Your Constitution score increases by 1.
Acid in the Veins. Your blood is extremely acidic, but does not affect you. This gives you resistance to acid damage. You also learn the acid splash cantrip, and Constitution is your spellcasting modifier for it.
Quick Regeneration. As a bonus action, you may regain a number of hit points equal to your Constitution score times your Proficiency Bonus. You may use this ability once, and must complete a long rest before doing so again.
Demon's arm[edit]
Ability Score Increase. Your Strength score increases by 1.
Abyssal Might. Your arm or arms carry the blood the Abyss in them, and can carry far more than that. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
Strangling hands. Your Unarmed Strikes deal 1d6+Strength. After you hit a creature with a melee attack, you may use a bonus action to attempt to grapple that creature.
Abyssal Eyes[edit]
Ability Score Increase. Your Wisdom score increases by 1.
Enhanced Darkvision. The range of your darkvision increases to 120 feet.
Magical Sensitivity. As an action, you can detect if something is magical or mundane. This object or creature must be in direct sight of you, and you may only use this ability a number of times equal to your Proficiency Bonus. Once these uses are expended, you must complete a long rest until you can use this feature again.
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