Fiendborn
The Fiendborn are a race born from the infernal union of Demons or Devils with humanoids, embodying both the dark allure and chaotic power of their fiendish heritage. These individuals often exhibit a range of infernal traits, from glowing red eyes to small horns or tails, and their presence can evoke a mixture of fear and fascination. While their bloodline may incline them towards darker proclivities, not all Fiendborn succumb to the pull of evil, with many striving to overcome their ominous lineage.
Physically, Fiendborn are marked by their demonic ancestry, possessing features that hint at their infernal origins. Despite the suspicion and prejudice they often face, Fiendborn are individuals of complex morality, capable of great deeds of both good and evil. Their fiendish heritage grants them unique abilities, such as resistance to fire and an affinity for dark magic, but also burdens them with an inner struggle between their humanoid and demonic natures. Whether fighting against their darker instincts or embracing them, Fiendborn are a powerful and enigmatic presence in any world, challenging the boundaries of fate and free will.
Ancestry Traits
HIT POINTS: +4
ABILITY BOOSTS: AGI | LOG | ZEN
Fiendborn Redemption
If you choose to play a Fiendborn and go down a path of redemption, you can choose to be a Redeemed Fiendborn. This can happen at character creation from good acts done in your backstory, or this can happen mid-campaign after a large change in your character.
You gain the following Ancestry Trait:
(0) Redeemed: You can now spend your Ancestry Points on Angelborn Traits.
DM Note: You are not considered to be an Angelborn, you just gain access to its Traits. You can only have one “0 Point” Ancestry Trait when creating your character, so if you want to start the game with this feature you must swap it out with Light’s Bane.
Default Traits
(1) Darkvision: You gain Darkvision 10 Spaces.
(2) Umbral Aura: Your aura can resist the pull of holy indignation. Anyone standing within your aura gains Umbral Resistance (2). You cannot take this trait and Radiant Weakness. Your Aura gains the Umbral trait.
(2) Strike a Bargain: If you fall unconscious or receive the dying condition, a powerful ancestor of yours offers you a deal - you must make a diplomacy check against the entity to barter for this deal. If you refuse, the consequences are up to the DM. The DC is governed by the strength of the ancestor, and should be roleplayed out. The cooldown on this ability is subject to the DM, but is suggested to be anywhere from 1 week to 1 year.
Critical Failure: An aspect of your soul realigns. It takes on new hellish appearances, prominently featuring traits of your ancestor. If you roll this a second time, your soul is taken to Hell.
Failure: You gain 1 Hit Point, and are soulbound to perform a favor for your ancestor.
Success: You gain 1 HP / Level and immediately gain 1 AP.
Critical Success: You are fully healed and immediately gain 1 AP.
(0) Light’s Bane: You can spend 1 AP to snuff out a mundane light source within 5 Spaces of you.
Expanded Traits
(1) Radiant Resistance: You have Resistance (5) to Radiant damage.
(1) Mana Increase: Your MP maximum increases by 1.
(1) Silver-Tongued: Once per Long Rest, you can grant yourself ADV on a Deception check when trying to deceive someone.
(1) Infernal Bravery: You have ADV on Saves against being Intimidated.
(1) Dark Blessing: When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Zen + Core Levels. Temporary HP from the same source do not stack.
(1) Intimidator: Once per Combat, you can use the Intimidate skill to Demoralize as a Minor Action.
(1) Superior Darkvision (requires Darkvision): Your Darkvision increases to 20 Spaces.
(2) Hellish Rebuke: Once per combat, if a creature successfully strikes you and deals damage, you may point your finger as a reaction and surround that creature in hellish flames. They must make a Basic RES Saving Throw against your spell check or take 2d10 fire damage.
(2) Glide Speed: You have a set of wings that you can use to horizontally glide and slow your descent. Provided you aren't Incapacitated you gain the following benefits while in the air:
Controlled Falling: You suffer no damage from Controlled Falling.
Altitude Drop: If you end your turn midair, you Controlled Fall 4 Spaces.
Glide Speed: You can use your movement to glide horizontally.
(-1) Radiant Weakness: You have Radiant Vulnerability (2).
(-1) Divine Dampening: You recover 2 less HP when healed from divine sources.