Elemental Demon (5e Race)

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Elemental Demon[edit]

"In this world exists bizarre entities with which many sorts of pacts can be made. Some of flames, of frost and water, of air and thunder, earth and life, and many many more. Some attempt to blend in with humanity, others destroy it, but these creatures, these things walk among us. And we will all be in grave danger until this demonic threat is controlled."

Physical Description[edit]

Elemental Demons are humanoid figures wrapped in any element that they control. They can vary between five and ten feet tall, and tend to have few distinguishing features between each other. Their appearance varies from bloodline to bloodline however some may have odd patterns within their elemental cloak, particular parts being colored differently from the rest of their body.

History[edit]

Nobody truly knows how Elemental Demons were originally created. However, a popular theory is that some kind of Chaos Elemental blessed an ordinary demon with their powers and that all elemental demons are the descendant of that one. Another theory is that they're the offspring of nymphs and demons which could also be true. Some wizards and knowledgeable people over the ages have claimed to discover the true origin but none have actually been successful thus far.

Most researchers have taken to observing them. Throughout the centuries they've become ingrained in tales being portrayed either in a chaotic light, showing up on a whim to help the hero, or as an evil force of nature of whatever world they came from. (Up to the DM as to what lore they select for their campaign)

Society[edit]

Elemental demons are scattered without any significant cultural heritage. The ones leaning more towards the chaotic end of the spectrum often attempt to integrate with the other races as best they can, picking up bits and pieces of the cultures around them while those drifting towards the evil side are usually hermits chased away from all bastions fairly safely. When demons of opposing elements meet it's bound to end in bloody conflict unless both are particularly amicable. Likewise matching elements tend to get along well unless particularly mutually spiteful. It's assumed those of similar elements feel a sort kinship with each other like one would from being from the same nation or guild.

Some civilized Elemental demons have taken to various groups such as Crime syndicates, Adventure guilds, Merchant guilds or most bazaar religious groups as most religions don't recognize them as "true demons", though this tends to have been primarily observed with older Elemental demons.

Elemental Demon Names[edit]

Male: Brayden, Murraid, Arragun

Female: Brur'az, Yald'both, Vig'dran

Elemental Demon Traits[edit]

As an Elemental Demon, you wield your chosen element with innate skill. The question is, which element?
Ability Score Increase. Your Charisma score increases by 2 and your Strength,Dexterity,Constitution,Wisdom, or Intelligence increases by 1 based on the subclass chosen.
Age. Elemental Demons mature at age 15, and can live indefinitely, excluding an environment harsh against their particular element.
Alignment. You must be either Chaotic or Evil in some manner.
Size. Elementals vary wildly in height and build, from barely 5 feet to well over 9 feet tall. Your size is Medium.
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.
Demonic Resistance. You have resistance to poison damage and have advantage on saving throws against being poisoned.
Demon Blood. You have demonic blood running through your veins. Your creature type is fiend and elemental.
Silver Tongued. You have proficiency with the Persuasion skill.
Languages. You can speak, read, and write Common, Abyssal and one other language of your choice.
Subrace. Pick one of the subraces listed below.

The Infernal[edit]

Ability Score Increase. Your Strength score increases by 1.
Phoenix Blood. If you are brought below 1 hit point, make a Constitution saving throw with disadvantage to get back up at a quarter of your max hit points. If it is greater than 10, it succeeds.
Firecloak. You are resistant to fire damage and have an ac 10 + Constitution + Dexterity though can't wear armor
Trailblazer. If you end your turn adjacent to an enemy, they make a dexterity check. If the check fails, they take 1d4 fire damage.

The Arctic-Aquatic[edit]

Ability Score Increase. Your Dexterity score increases by 1.
Thicker Than Water. When making an attack against a non-golem entity, roll 1d20. If the die lands on a number larger than 14, recover 1d4 HP.
Ice Wraith. You are resistant to cold damage.
Aquatic Form. If you are in water, you have advantage for all Strength and Dexterity-based checks. Additionally, you cannot drown. Additonally you can swim with 35 feet.
Aquatic Gift. You can heal a target for 1d6 HP a number of times equal to your Charisma modifier per day. You can gain one use back per long rest.

The Aeronauts[edit]

Ability Score Increase. Your Wisdom score increases by 1.
Ruler of Winds. You have wings and a flying speed of 35 feet. You can use your attack action as a movement action to fly up to 35 more feet a number of times of day equal to your Strength modifier.
Sky's Cacophony. You are resistant to lightning damage.
Lightning Rod. You can redirect all lightning-based attacks to yourself for one turn a number of times a day equal to your wisdom modifier. You can gain one use back per long rest.

The Terra Firma[edit]

Ability Score Increase. Your Constitution score increases by 1.
Planewalker. You have an advantage against navigating difficult terrain. You can navigate difficult terrain without being affected by it a number of times equal to your wisdom modifier.
Stoneskin. You are resistant to blunt damage.
Nature's Gift. You can heal a target for 1d6 HP a number of times equal to your Strength modifier per day. You can gain one use back per long rest.

The Nocturnal[edit]

Ability Score Increase. Your Dexterity increases by 1.
Made Of Darkness. You can fit into tight spaces with ease as long as there is 1 inch of room. You can do this a number of times equal to your dexterity modifier. You are also proficient in stealth.
Shadow's Gift. You are resistant to necrotic damage.
Dark Smithing. You can make simple items, armor, and weapons out of shadows a number of times equal to your charisma modifier per day. Weapons do bonus 1d4 necrotic damage on top of whatever the weapon template is, armor helps resist necrotic damage. The items made last for a number of hours equal to the number rolled on 1d4. You must roll for each item made. These items take disadvantages of use against radiant beings. You can gain all back per long rest.
Shadow Stalker. You can hide in the shadows of others as long as there is some level of illumination allowing one to exist, and while hiding in one, you can read the thoughts of the person whose shadow you're in. You get +2 to stealth while doing this, and +3 to investigation checks on the target.

The Ethereal[edit]

Ability Score Increase. Your Intelligence increases by 1.
Blinding Light. You can blind all those you are in combat with a number of times equal to your Intelligence modifier per day. Those in combat with you must make a dexterity check. You can gain one use back per long rest.
False Radiance. You are no longer weak to radiant damage.
Revealing Light. You are proficient in the investigation and insight skills. You gain advantage on skill checks with these, but disadvantage on stealth checks.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
4′ 3'' +6d12 55 lb. × (1d4) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)


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