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Racial Abilities
Ability Score Increase:
Demon's Heritage
Increase Dexterity by 2 and Charisma by 1, any ability/ status used on you that uses the allingment will treat you as Evil despite your actuall alignment.
Age: Typically live around 500 years but pacts with more powerful Demons can extend this to 1,000 or more
Speed: Your base walking speed is 30ft
Languages: You can speak, read and write Infernal, You can also hear and read Common but not speak or write
Demonic vision: You can hold your eyes closed for a second. Upon reopening them, they gain heatvision out to a range of 60 feet. Beyond that range, the world appears a smoky violet blue. This ability can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. While you have Primal Hell vision active your eyes glow a bright orange and have disadvantage with stealth.
Blood Thirst:
You must feed on blood once every 2-3 days, Feeding on life force restores health equal to half the damage a bite attack caused. Failure to feed you turn feral, attacking allies and if still not satisfied within 1 week after turning feral you will become extremely weak.
Bite damage is calculated as 1d4 bite + 1d6 necrotic Half of this total damage is restored as health. If the target is in a grapple or pinned down you can bite them using a bonus action.
you can store blood in viles to drink at later dates, blood only keeps for a few weeks.
failing to drink blood after 3 days you will start to suffer side effects
1st day after 3 day threahhold You suffer disadvantaged on charisma checks
2nd-3rd days you are loosing yourself, when you start your turn in combat roll a wisdom save throw of DC 10 on a fail roll a d 12 as a compass to decide your target.
Any further days you fail or refuse to drink blood you will suffer level 3 exhaustion until you satisfy your thirst, Disadvantage on Attack rolls and Saving Throws.
Demonic scales: You have immunity to fire and resistance to acid damage, with a weakness to radiant damage. You can only move at 10ft while on Holy ground. You cannot touch holy symbols or items without taking radiant damage.
Demonic Claws: You have claws that restrict you from wielding any kind of weapon effectively giving all weapons she uses disadvantage. Your claws can be used as a weapon and cannot be enchanted or enhanced in anyway. Your claws count as a finesse weapon and can choose whether to user Strength or Dexterity to hit, you can use your action and or bonus action to make an attack. See below table for damage increases per level.
| Levels | Damage |
|---|---|
| 1-4 | 1d4+STR |
| 5-10 | 1d6+STR |
| 11-16 | 1d8+STR |
| 16-20 | 1d10+STR |
Feral Stance: As a bonus action you can let your Primal blood take over to switch to a feral stance. This stance increases your Hit roll +1 and gives you an additional unarmed attack per turn. you are unable to make any Charisma attacks/checks and have disadvantage on charisma saves while in this stance. The stance lasts until you use a action to drop the stance, which reverts the character to their previous stats, This stance cannot be used outside of combat.
Flash Step
Using her movment on her turn, Calamity is able to teleport in a burst of fire to anywhere within movement range.
1 D4 damage happens to anyone in 5ft range of Calamity’s origin and destination.
This movement dose not provoke attack of opportunity.
This Ability uses up all her movement despite how far she telaported
She can do this Once before needing to take a long rest to replenish the ability.
At level 6 she is able to use this ability twice before resting and at level 10 she can use it three times.