Daemon

Daemons are the infernal beings born from the ancient Archdaemons, each daemon lineage seeks to exploit the natural flow of magic to improve their own talent.

Traits

Ability Score Increase. Your Charisma or Intelligence score increases by 2, and the other increases by 1.

Age. Daemons that walk the Mortal Plane live several hundred years.

Alignment. Daemons are driven by their lust for power. They are chaotic evil.

Rarity. Rare.

Size. Daemons are proportioned like wingless devils. 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 within the same range as if it were dim light. Absent even dim light, this vision is monochromatic.

Daemon Lodge. You have a tie to an extraplanar space shapeable to your whim, taking hours of work to create your ideal living space. Your lodge starts out about the size of a IO-foot-radius hemisphere room, doubling its current size each time you gain a level. You can travel to your lodge using a 1-hour ritual or use a similar ritual to return to the plane from which you last traveled to your lodge. Once you attain 5th level, this ritual takes 10 minutes. At 9th level, the ritual takes 1 minute. When you reach 13th level, you can travel to your lodge or back again as an action. When you travel to your lodge, you can take one creature with you per level you have. To take an unwilling creature with you, you must touch that creature, hitting with a melee spell attack if necessary, and your target can attempt a Charisma saving throw (DC 8 + your proficiency bonus + your choice of your Charisma or Intelligence modifier) to resist going with you. You must spend every third long rest in your lodge, or you gain one level of exhaustion that can be removed only by finishing long rests in your lodge. Your lodge also imbues you with magical abilities, which are spells you can cast without using material components. At 1st level, you learn the prestidigitation cantrip, manifesting your will in minor ways in the real world as you do in your lodge. You also learn spells tied to your lodge. You can cast each spell once using this trait, regaining that use when you finish a long rest. Once you attain 3rd level, you can cast the unseen servant spell. (Casting unseen servant as a ritual doesn’t count against your normal casting limit.) At 5th level, you learn the misty step spell, teleporting by passing through your lodge. Upon reaching 7th level, you can cast blink, but the spell blinks you between your lodge and the plane you cast the spell on, so it works on the

Ethereal Plane. At 9th level, within your lodge, you can cast create food and water, but this food is as tasty as you wish it to be and the water can be wine, which spoils as food does. These creations also spoil if taken from your lodge unconsumed. Finally, at 11th level, you learn banishment as a 4th-level spell, but the spell always functions as if your target is native to the plane it’s on, and the spell sends the target to your lodge. If the target takes any damage while banished to your lodge, the spell ends. Starting at 13th level, you can use the creation spell to manifest lodge material in the real world. Intelligence or Charisma (your choice) is your spellcasting ability for these spells.

Heritage (Fiend, Tiefling). You are humanoid, but you are considered to be a fiend whenever it is detrimental for you. In addition, you meet the tiefling prerequisite for racial feats.

Languages. You speak, read, and write Common.

Section 15: Copyright Notice

Tales of Arcana Race Guide © 2021 Arcanomicon, LLC Author(s) Matt Knicl, Chris S. Sims

This is not the complete license attribution - see the full license for this page