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# Race: Gehaniya (Half Demon Half Fae)
The fae are known for being tricksters in the mortal world, sometimes for fun, sometimes for survival. Some demons that visit the mortal realm have found this aspect of them rather attractive. Demons can shape shift and use that ability to aid their mission forward in any way possible. #### Weaknesses * Radiant Damage #### Resistance * Psychic Damage #### Immunity * Charm * Fear #### Speed Your walking speed is 30ft #### Languages You know Common, Infernal and Sylvan ## Appearance ### Size You size is based off of which race your mother is. **Fae Mother** You are limited in size. Growing no larger than a rabbit or eagle. **Demon Mother** You can be anywhere from a medium size to quite tall, but usually no more than 6ft tall. ### Features This unholy union does not blend fully and causes some mutations. Demon with fae allure and translucent wings to fae with demonic horns and razor teeth. * **Wings** You have wings. Your flying speed is 30ft. * **Pointed Ears** Your ears are pointed and flexible. **You have advantage on Perception.** * **Uncanny Valley** Your face is beautiful, your eyes are black around your irises and your irises glow whenever they are open. Keeping your eyes covered avoids suspicion as it is your dead give away when transforming. * **Disguise Self** Starting out, you know the 1st level spell Disguise Self. You have no limitations to what you can turn into so long as it is something you have knowledge of. #### Fae Traits * **Gosimer Wings** Your wings are translucent where they are attached. Like butterfly wings, if these parts of your wings are injured or touched by a force that surpasses your AC, you lose your ability to fly until you complete a long 2 long rests. * **Fae Touch** Touching a person not immune to being charmed gives you advantage of Persuasion and Deception towards that person. **You have +2 to Charisma.** * **Shimmer** You have a slight shimmer to your skin and wings. **You gain a -2 to Stealth rolls.** #### Demon Traits * **Darkvision** You have darkvision. In total darkness you can still see clearly up to 20ft and dimly another 10ft. * **Wing Bones** Your wings have an innate frame work that make it's shape, regardless of what shape it is. Breaking these bones with limit your ability to fly and reduce your flying speed by 10ft until you have a long rest. * **Tail** You have inherited a tail that acts as a third hand. It can lift things equivalent to your strength and grapple, but is not dexterous enough to wield weapons. Any attempt at using a weapon with your tail is at disadvantage. You can, however, use your tail as a whip to enemies you can sense behind you for 1d8 slashing damage. * **Horns** Some demons have horns. There is a chance you are born with them as well. Your horns are small and sharp if you have them. You can headbutt an enemy for 1d8 piercing damage. Your horns grow with age. At a century old your horns may start to curve. If your character lives to be over 300 years they are fully curved and instead do bludgeoning damage. ### Inherited Mixed Traits Fae and Demons do have some similar traits, and the blend of the two have amplified them. **Ability Scores Increase** You're strong and agile with your flexible wings and lithe body. You gain an increase in Strength by 1 and an increase in Dexterity of 2. **Age** These creatures are immortal, but upon being born you do not have access to their abilities till they are 13. Their bodies age until they are 25, from there they stop aging physically. \pagebreak ## Upbringing
### Hell Born You were raised in hell with your demonic parent in the region they serve in. If unsure, you can roll 1d8, with an 8 being either a re-roll or a mixed demon in which you pick your top 2. #### Sloth You were raised in the first or sixth Circle of hell. You and your people don't really care about the going ons in the world, living or dead, and tend not to have much in the form of belief. **Background** The realm you live in is not well taken care of to the point that toxins have formed in the air, but being raised here has given you immunity. **You have +1 to Constitution and are immune to Poison.** **Abilities** You take longer to heal. A full rest is 10-12 hours for you. #### Wrath You were raised in the fifth or seventh Circle of hell. Main difference between Circle 5 and Circle 7 is the amount of anger those of Wrath still hold. Those who are more prone to anger when they sin are in the fifth Circle while those that have little to no anger or do acts of violence out of pleasure are in the seventh Circle. This is home to murderers and abusers, as well as some cannibals. **Background** You are raised not to hold back any emotion, especially anger. You express yourself fully and and without filter, sometimes to a fault. You are so honest and don't care what others think. If it leads to a fight so be it. **You have +1 to Strength.** **Abilities** Regardless of class, you can go into a rage and reap it's benefits. #### Lust You were raised in the second Circle of hell. Everyone there is either a sex worker, a sex addict or a succubi/incubi. **Background** All you know in the world is sex and intimacy. You have knowledge of your sexual prowess and use it to your advantage. You are able to wear any armor so long as it does not surpass 25% of your weight. **Abilities** So long as someone is attracted to your gender/sex, you have advantage on Persuasion with them. Intimate moments provide healing. * Hug = +1d4 * Kiss = +1d6 * Making Out = +2d6 * Cuddling = +2d8 * Sex = +2d10 * Anything done in a group doubles the healing. #### Gluttony You were raised in the third Circle of hell. No one here has any form of self control or self discipline to hold back various forms of desire. Home to addicts, over indulgent eaters, as well as some sex addicts and cannibals. **Background** You were raised in a world that does not hold things back. When you see things you want, you go for it and struggle to fight against it. You know how to use Thieves Tools and gain +1 to Stealth. **Abilities** Your hunger depletes faster than most. Every other round of combat you must roll 1d20 using your Constitution modifier. Anything 16 of higher, you avoid hunger. 15 or below you are in a state of hunger and need to eat something. You have disadvantage on attacks and saving throws until you eat. #### Pride You were raised in the sixth, eighth, or ninth Circle of hell. Sixth Circle takes pride in preaching against the divine and godly and likes to visit the mortal realm to encourage others to sin. Eighth Circle residents tend to do whatever they can to keep up appearances, some actors, entertainers, and politicians live here. Ninth Circle residents have loyalties to no one and will frequently betray those around them for the sake of making them appear like the better person. **Background** Everyone around you only thinks of themselves and you were raised quite neglected as your presence does not aid in your parents image. You have had to learn how to take care of yourself and survive on your own, restricted to not showing yourself when around them. **You have Proficiency in Survival and advantage on Stealth rolls.** **Abilities** You gain advantage in one stat of your choice. If people know where you are from, you have disadvantage in Persuasion and Deception. #### Greed You were raised in the fourth Circle of hell. Residents here will do anything for a profit. Home to actors, musicians, business owners, as well as many thieves, corrupt politicians and lawyers. **Background** Everything has a price in your eyes. Money is the true ruler of the world. You will do anything for money and tend to hold on to whatever you make as much as possible. **Abilities** You have proficiency in Slight of Hand and have advantage rolls when haggling or bargaining. #### Envy You were raised in the fourth, eighth or ninth Circle of hell. Those of envy in the fourth Circle tend to desire what they can't have and work as underlings for the more wealthy individuals in the fourth Circle. Those in the eighth and ninth circle work for those higher up in Pride and do what they can not to tarnish their bosses name as they find their own source of Pride the more they succeed while still desiring the top. **Background** Everyone is out to get somebody. This is a fact of life you have lived with. **Anyone who tries to deceive you has disadvantage. You have Proficiency in Insight.** **Abilities** You have the need to prove yourself when around someone of higher status or power than you. Make a Wisdom Saving Throw around them. If you fail, you have a strong urge to challenge or fight them. \pagebreak ### Earthbound
You were raised by your fae parent on earth among the fae or close to where they live. Your fae blood is recognized by the fae you live with. If unsure, please roll 1d100. Rolling 1-60 is a Flora(1), Aqua(2), Fauna(3), or Aer(4) Fae; roll 1d4 if still unsure with those 4. Rolling 60-90 is a Lux(1) or Militus(2) Fae; roll 1d2 if still unsure. Rolling 90-100 is Regalis Fae. #### Flora Fae * **Origins** Found in places with high foliage: dense forest, luscious gardens, great farms, some are found on the banks by water with the Aqua Fae * **Background** You are a hard working individual that works to keep the natural cycles of life in check as well as the change of seasons. You have a natural affinity to nature. **Proficiency bonus in Nature and Survival.** * **Abilities** You know the cantrip Thorn Whip. #### Aqua Fae * **Origins** Found near and within bodies of fresh water: lakes and rivers, behind waterfalls, on the banks of all if lots of foliage exists. * **Background** You are attuned to the weather and the natural flow of water. **You can breathe underwater and swim at a speed of 30ft.** Upon coming out of the water, your wings take 4 hours to dry and therefore your flying speed is halved. * **Abilities** You know the cantrip Shape Water. #### Fauna Fae * **Origins** Found in places that wild animals can be found: savannahs, deserts, dense forest, woods, and sometimes living on the banks with Aqua Fae * **Background** You have a natural affinity to animals and beasts as you help to ensure they are well taken care of and the circle of life is balanced. **Proficiency bonus in Animal Handling** * **Abilities** You can speak with animals naturally and gain +2 bonus languages. #### Aer Fae * **Origins** Found in high areas: forests and wounds with tall trees at the tops of them, high in mountains, sometimes make homes atop skyscrapers in cities as well as the tops of bridges if they are large enough. * **Background** You are attuned to the weather and can sense things on the wind and send messages in the wind so long as you know where the target of the message is and the wind blows in their direction. **Proficiency bonus in Perception and Deception.** * **Abilities** You know the cantrip Gust. #### Lux Fae * **Origins** Constantly moving, fae nomads. Tend to move with the sun or moon (sol or nox). If the sun/moon is being blocked they enter a period of rest. Sol Lux Fae are often found in high heat and humidity areas such as deserts and tropical islands. Nox Lux Fae are often found in cold frigid places that don't get much light aside from the stars and the moon majority of the year like the North or South Pole. * **Background** So long as you are within the light your are attuned to, you feel energized and filled with power. **Within your attuned light you have advantage of attacks and saving throws.** * **Abilities** You know the cantrip Dancing Lights. #### Militus Fae * **Origins** Can be found anywhere there is a high population of Fae, especially if the area has a Regalis Fae or a family of Regalis Fae. * **Background** You come from a long line of soldiers that defend and protect the fae world. **Proficiency bonus in Survival and Athletics** * **Abilities** You know the cantrip Eldritch Blast and gain +1 bonus language. #### Regalis Fae * **Origins** Can be found anywhere there is a high population of Fae * **Background** Your fae lineage is one of royalty. Everyone in the fae kingdoms know who you are. Whichever kingdom you are from will always be by your side and assist you. Any rival kingdoms will try to limit you or stop you from doing whatever you're trying to do. Any ally kingdoms will offer you refuge for free and may assist you based on the people's view of you. **Proficiency bonus in Persuasion** * **Abilities** You can the ability that matches the wing character to the correspondent fae. +1 bonus language and +1 bonus to Charisma. \pagebreak ## Demon Lineage Some demons were born and raised there, some were never human and ended up finding their way to hell in other ways. Either way, these are a chance. **Roll 1d100 at 50 or higher to be born from the four following.** ### Succubus/Incubus Found in the Second and sometimes Eight Circles of Hell. **85-95 on d100.** * **You gain an bonus +2 to Charisma** * If you are born in the Circle of Lust, you have control and knowledge over your abilities. If you are born outside the Circle of Lust, your abilities exist, but they happen by chance. You have disadvantage when using your abilities. * **Abilities** You know the cantrip **Friends** and 1st level spells **Charm Person and Command** starting out. ### Fallen Angel Can be from any Circle. Circle labeled abilities are if you are from that Circle. **70-85 on d100.** * Your wings are sturdier than most as they have an overcoat of feathers protecting them. The feathers match your gosimer in color. You are immune from losing your ability to fly as described in the Gosimer Wings trait. * **Divine Beauty** You have the ethereal beauty of an angel and a fae and have **advantage on Charisma saves, as well as Proficiency in Persuasion and Deception.** * **Sloth** *Opposite of Diligence* (Get up and do shit) You have disadvantage on attack until you hit the same target 5 times in a row. The curse exist until you show some Diligence. After 7 hits you gain advantage if it's still the same target. * **Wrath** *Opposite of Kindness* (No hurt, just heal) If someone on your team is hurt or dying in some way and you do not choose to help/heal them, you have disadvantage in combat. Aid allies via spells or actions also gets rid of the disadvantage. If you are aware of your allies needing aid and choose not to do anything, you take 3d6 of radiant damage. * **Lust** *Opposite of Chasity* (Don't be a bard lol) Disadvantage on Persuasion. If you make a special connection or commitment to someone, being with them and doing something for them gives you a bonus +1d4 on the action for that person. If you betray that person, you take 3d6 of radiant damage. * **Gluttony** *Opposite of Temperance* (Can you hold back?) You have the ability to instantly kill anyone and destroy all objects and terrain within a cone up to 30ft from where you aim. If you use this ability you also instantly go to 0HP and fail one death save. No one is safe. There is no save. * **Pride** *Opposite of Humility* (Learn to work with others) Disadvantage on everything when not in a team or with allies. If you are with your allies and are in combat, if you fail to hit your action goes to the next teammate. You basically forfeit your turn. Ex: If you are a fighter and fail to hit with multi attack, all attacks miss then your teammate gets to use all multi attacks and a bonus action. If the fighter fails only some of their multi attacks, the next teammate gets a bonus action. * **Greed** *Opposite of Charity* (You so po you can't afford the or) You can only have and use items and money that are given to you except anything that can be found in nature so long as you don't overtake. Robbing nature of too much, DM decision, results in 3d6 of radiant damage. If you make things, and you give it to someone else, the item gets a bonus for that person (the item becomes enchanted or magical in some way) and you receive a blessing for that day: +1d4 on rolls and saves. If you bless someone, the blessing gets a bonus +2. * **Envy** *Opposite of Patience* (Life is hard, but you're not allowed to die) You have disadvantages when rolling skill checks, but advantage when rolling saving throws. You have Proficiency in Survival. ### Imp Can be from any Circle. Circle labeled abilities are if you are from that Circle. **50-70 on d100.** * You have Proficiency in Stealth * **Sloth** +1 in Wisdom * **Wrath** +1 in Strength * **Lust** +1 in Charisma * **Gluttony** +1 in Constitution * **Pride** +1 in a stat of your choice * **Greed** Proficiency in Slight of Hand * **Envy** Proficiency in Persuasion OR Deception ### Chaos Demon Found in the Fourth, Sixth, Seventh, Eighth and Ninth Circles of Hell (Any ring except ones for Lust and Gluttony). **95+ on d100.** * You can choose any one stat to give a bonus +2 OR You have proficiency in 2 skills of your choice or expertise in a skill you already have proficiency. * **Abilities** You know the 1st level spell **Bane** * **Chaotic Slumber** Only available if from the Circle of Sloth. You can activate an aura of Sleep around you of a radius of 15ft. Roll 3d8 upon activation, any creature that has an HP of the number of lower is now under the sleep condition. * **Chaotic Wrath** Only available if from the Circle of Wrath. You have a Bonus Action to attack, but have disadvantage on attack rolls. While in combat, your enemies within 15ft of you must make a Wisdom Saving Throw or fall under the condition of Fear. \pagebreak
* **Chaotic Vanity** Only available if from the Circle of Pride. Whenever you get a nat 20 on Hit Rolls, you can repeat that same ability or attack as a free action. When you are above 50% of your max HP, you have advantage to Hit. When you are below 50% of your max HP, you have disadvantage to Hit. * **Chaotic Greed** Only available if from the Circle of Greed. Select up to 4 people within a 15ft radius. Those targets must make a Dexterity Saving Throw, if they fail all belongings aside from the clothes/armor they're wearing becomes yours and comes to you, weapons included. At level 6 the targets increase by 1 to equal 5. At level 11 the targets increase by 2 to equal 7. At level 16 the targets increase by 3 to equal a total of 10. * **Chaotic Envy** Only available if from the Circle of Envy. Upon hitting a target, everyone around them must make an Intelligence Saving Throw, if they fail they now regard the target as an enemy (both allies and foes) and will be compelled to fight the target. \pagebreak ## Bonus Traits
You get two abilities from one race and one from another. Options: 2 demon traits + 1 fae trait OR 2 fae traits + 1 demon trait. ### Demon Traits Choose one or two. If you choose two, you get only one fae trait. **Chameleon** You are able to change your entire body to go "invisible" whenever you want. In environments that tend to change frequently, such as a moving crowd, you have a disadvantage and those looking for you have advantage searching for you. In still environments or on a still surface, they get disadvantage looking for you. **Infernal Armor** Your skin is heat resistant. Fire damage is halved. You can survive in lava for up to 10 minutes before starting to take damage. Every minute after is -2 to HP. When swimming in lava, your speed is 20ft. **Toxic** Poison OR Acid flows through your blood. Unarmed slashing or biting will have their effects with the damage. **Claws** Your fingertips are sharp and pointed like claws. Unarmed strikes do slashing damage at 1d8. **Shadow Realm** Any time you are fighting in the dark, you have advantage on Attack and Stealth rolls **Undead Roar** You have the ability to summon a battle cry from deep within you. Using it weakens you for two turns giving you disadvantage on attacks and movement, but gives those you see as allies within a 10ft radius advantage on attacks and saving throws. At level 3 the radius increases to 15ft; level 7 radius is 20ft; level 11 radius is 25ft; level 15 radius is 30ft. ### Fae Traits Choose one or two. If you choose two, you get only one demon trait. **Inner Light** You can call on a light within you should you ever need it. When producing this light, you illuminate an area up to 15ft radius and dim light for another 10ft. **Fairy Dust** You produce a shimmering like dust whenever you fly or flap your wings. Your allies are able to see this dust for up to 24 hours if they are looking for you. **Fae Blood** Your blood is enchanted. Should someone consume your blood, they heal based on the amount and your level. At level 1, one drop heals for +1d6, a teaspoon heals for +1d10, and a cup heals for +2d20. At level 6 the healing doubles. At level 15 it doubles again. **Insect Allies** You are able to telepathically communicate with any insects or bugs within a 120ft radius of you. They can report to you what is around and what they can see or hear. Flesh eating insects nearby can be commanded to attack in swarms. One swarm attacks for 1d10 per turn. **Soul Sucker** If you have taken damage, you can summon a magic within you to steal life from those around you. Everyone within a 15ft radius of you must make a Constitution Saving Throw. Upon failure, each person affected heals you for +1d8. **Starlight Navigator** You know the stars like the back of your hand. If lost and the stars are visible, you can use them to find your way if you know where you're going. \pagebreak