Cambion: Class Features

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Cambion

A
cambion is the offspring of a fiend (usually a
succubus or incubus) and a humanoid (usually a Class Features
human). Cambions inherit aspects of both As a Cambion, you gain the following class features
parents, but their horns, leathery wings, and
sinewy tails are hallmarks of their otherworldly Hit Points
parentage Hit Dice: 1d10 per Cambion racial level
Hit Points at 1st Level: 10 + your Constituion modifier
Cambion Traits Hit Points at Higher Levels: 1d10 (or 6) + your Constituion
modifier per Cambion level after 1st
Your Cambion character has a number of traits in common
with all other Cambion . Proficiencies
Ability Score Increase. Your Strength and Charisma Armor: Light armor, Medium armor, Heavy armor
increase by 2 and your Constitution and Dexterity increase by Weapons: simple weapons, martial weapons
1. Tools: none
Age. Cambion age like their human parents until they Saving Throws: Charisma, Strength
reach maturity in their early 20s, but can live to be nearly four Skills: Choose three from Athletics, Stealth, Arcana,
centuries old. Religion, Insight, Deception, Intimidation, or Persuasion.
Alignment. Most Cambion are drawn to the evil alignments
of their fiendish parents, though not all. Equipment
Size. Cambion stand between 5 and 7 feet tall and average You start with the following equipment, in addition to the
about 250 pounds. Your size is Medium. equipment granted by your background:
Speed. Your base walking speed is 30 feet and your base fly (a) a martial weapon and a shield or (b) two martial weapons
speed is 60 feet. (a) five javelins or (b) any simple melee weapon
Type. Your creature type is fiend. Damage Resistance
Languages. Cambion speak Common and either Infernal
or Abyssal. As a Cambion you gain some of the resistances of your
Darkvision. You possess darkvision out to 120 feet. infernal parent. At 1st level, choose one damage type from the
following list. At 3rd, 5th, 7th, and 9th level you can select an
additional damage type from this list.
The Cambion (a) Cold or (b) Fire or (c) Lightning or (d) poison or (e)
bludgeoning from non magical weapons or (f) piercing
Proficiency Spells from non magical weapons or (g) slashing from non
Level Bonus Features per day magical weapons.
1st +2 Damage Resistance 1
2nd +2 Fiendish Blessing, Magically 2
Fiendish Blessing
Inclined Beginning at 2nd level a Cambion can add its Charisma
3rd +2 Damage Resistance 3 Modifier as a bonus to AC.
4th +2 Ability Score Improvement, 3 Magically Inclined
Magically Inclined
5th +3 Damage Resistance, Fiendish 4
As a Cambion your spell casting ability is Charisma. You can
Charm choose one spell from the following list at 2nd level. You can
cast this spell a number of times per day as shown on the
6th +3 Magically Inclined 4 racial class chart. At 4th, 6th 8th, and 10th level you can
7th +3 Damage Resistance 5 select an additional spell from this list.
8th +3 Ability Score Improvement, 5 (a) alter self or (b) command or (c) detect magic or (d) fire
Magically Inclined shield or (e) flame blade or (f) flame strike or (g) plane
9th +4 Damage Resistance 6 shift
10th +4 Magically Inclined 6

Racial Classes | Cabion


Fiendish Charm
Beginning at 5th level, as an action One humanoid the
cambion can see within 30 feet of it must succeed on a
Wisdom saving throw (DC 10 + your Charisma modifier) or
be magically charmed for 1 day. The charmed target obeys
your spoken commands.
If the target suffers any harm from you or another creature
or receives a suicidal command from you, the target can
repeat the saving throw, ending the effect on itself on a
success. If a target's saving throw is successful, or if the effect
ends for it, the creature is immune to your Fiendish Charm
for the next 24 hours. You regain all expended uses of this
ability when you finish a long rest but can only ever have a
single being charmed in this way at a time.

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