Half-Fiend (Cambion)

Half-fiends, known as cambion, have some traits of a fiend.

Although they aren’t fiends themselves, the cambion are either the descendants of fiends or have gained their traits through magic and pacts.

Cambion can be from any ancestry and still share clear traits from their fiendish and non-fiendish ancestors. Cambion are uncommon, and communities of cambions are even more rare.

Cambion tend to have the skin tones of their fiendish ancestor but can also have a wide range of other physical traits like horns, wings, and tails.

Dormant Bloodline

Fiendish traits can lie dormant in a bloodline for generations before suddenly manifesting. They are more likely to appear if one of the half-fiend’s biological parents is a fiend or also has fiendish ancestors.

Any fiend, from demons to devils, can have half-fiend offspring.

Due to the immortal nature of most fiends, their great-great-great-great-great-great grandchildren can still be running around on the Material Plane.

Ostracized Upbringing

Half-fiends are treated similarly to tieflings in most civilizations.

There is often additional distrust and fear regarding half-fiends, as they can appear even if neither of their parents are fiends. This causes emotional distress for both the parents and child, who could have no idea why they have a half-fiend child.

Half-fiends are often abandoned by their parents, who fear the powers their child might have. Tiefling families, familiar with such hardships, often bring cambion into their families or communities.

Mortal Agents

The fiendish ancestor of a half-fiend usually takes an interest in their bloodlines. Mortal agents, native to the Prime plane, are useful pawns. Their fiendish relatives try to get the cambion to join them, bribing them with gifts and assistance. They rarely have any interest in the health and safety of the cambion and abandon them when they are no longer useful.

Half-Fiend Traits

You gain the following traits as a half-fiend.

  • Ability Score Increase. You gain a +2 and +1 bonus to two different ability scores of your choice, or +1 to three different ones.
  • Age. You mature at the same rate as someone of your heritage without demonic ancestry, but you can live twice as long.
  • Size. Your size is either Small or Medium, based on the size of your non-fiend ancestors.
  • Speed. Your base walking speed is 25 feet if you are Small, or 30 feet if you are Medium..
  • Darkvision (Minor Feature). You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Dual Type. You have two creature types: humanoid and fiend. You can be affected by a game effect if it works on either of your creature types.
  • Languages. You can speak, read, and write Common and either Abyssal or Infernal.

Major Features

Choose two of the following major features that represents your fiendish heritage. You can exchange one major feature for two additional minor features. You can only have one option with the (magic) or (transformation) tag.

  • Devil’s Sight (Requires darkvision). Magical darkness doesn’t impede your darkvision.
  • Fiendish Wings (Costs Two Major Features). You have a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor.
  • Infernal Magic (Magic). You know the fire bolt cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the hellish rebuke spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
  • Infernal Manifestation (Transformation). As an action, you channel infernal energy into your body, surrounding yourself with flames. Your transformation lasts for 1 minute or until you end it as a bonus action. During this time, you shed bright light in a 10-foot radius and dim light for another 10 feet. At the end of each of your turns, each creature within 10 feet of you takes fire damage equal to half of your level (rounded up). In addition, once per turn when you hit with a weapon or spell attack you deal extra fire damage equal to your level. Once you use this trait, you can’t use it again until you finish a short or long rest.
  • Light Wings. You have a flying speed of 30 feet, but you must land at the end of your turn or begin falling.
  • Pact Magic. You have an innate understanding of law and contracts. You have advantage on any checks made to read, write, or understand laws and contracts. You can cast the zone of truth spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for this spell.

Minor Features

Choose one of the following minor features, or three if you only chose one major feature.

  • Fiendish Blessing. You can use your Charisma modifier instead of your Dexterity modifier for determining your AC when not wearing armor.
  • Fire Bolt. You know the fire bolt cantrip. Charisma is your spellcasting modifier for it.
  • Fluent. You can speak, read, and write two additional languages of your choice.
  • Infernal Resistances. You have resistance to acid, cold, fire, lightning, or poison damage.
  • Natural Weaponry. You possess the natural weaponry of a fiend, such as claws, fangs, or a tail. These are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning, piercing, or slashing damage (depending on the type of weaponry) equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed attack. Your natural weapons are considered to have the light and finesse weapon properties. They are not weapons, but attacks with them are considered weapon attacks. This means that you can use your natural weapons for effects like the paladin’s divine smite, but feats like dual wielder do not apply the AC bonus.
  • Planar Knowledge. You have proficiency in the Religion skill.
  • Silver Tongue. You have proficiency in the Deception skill.
  • Trained Tools. You have proficiency in two tools of your choice.
Section 15: Copyright Notice

Ancestry Awakened: Copyright 2021, Pirate Gonzalez Games: Author Timothy Gonzalez

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