Divifiend

The divifiend have long prepared for a moment they could strike out into lands they themselves could hold dominion over. With the Sundering and the taking of Synstasia by the Scion of the Eclipse, they knew the time was at hand. Following the infernal assault on Synstasia orchestrated by an infernal cult that festered beneath the city, while the Scion held host above. The Fated were able to stave off the diabolical planar incursion that would have killed hundreds of thousands in the Hamlets of Synstasia. Taking direct hand in the destruction of the devilish forces, this led one of the Fated, the divifiend Valdamar Vellond to stray from the Fated path. He instead followed his ambition to lead the divifiend on a new path, one that is more wary and balanced mindset toward the fiendish heritage that marked their people.

With an end brought to the Scions, the divifiend that had long hidden in the Depths in the city of Maldysdere spread forth to claim lands to the west of Synstasia. Abyritha divifiend moved to claim much of the south central coast of the Mephitic Morass, centered around the commune of Phegorea, creating channels into the Depths to connect with the city of Maldysdere. Inferna divifiend led a campaign to claim the Throne of Ash from the giants and elemental forces that so long pervaded, but it was the culling of the demons along the Searing Rim and into the Burstbark that forged the divifiend together as a people. A line of fortress manned by both Inferna and Abyritha divifiend now hold demonic denizens to the Xzanacaust under control. Seeing the opportunity seized by their kin, the Anguica divifiend solidified for themselves a sprawling syndicate of influence peddling amongst merchants, nobles, and dignitaries. They now lend this influence to enforce the power of the rising divifiend claims on lands. As the years passed since the Sundering, now all along the track of the Dregsys River and much of the Throne of Ash is now called the Divifiend Trivium.

Divifiend Traits

Ability Score Increase. Your Charisma score increases by 2.

Age. Divifiend mature at the same rate as humans, but their fiendish blood sustains them well past a century of life.

Alignment. The Divifiend are by nature of a selfish bent, but not innately evil, though their ancestry pushes them towards evil alignments.

Death. By blood a Divifiend's soul is already claimed by the forces that spawned them. Only a life lived seeking to undo these forces, or one devoted to virtuous deeds are able to pull their soul from damnation.

Size. Divifiend are of the same build and height as humans, though dependent on the fiendish blood that runs through their veins their appearance varies.

Speed. Your base walking speed is 30 feet.

Darkvision. Thanks to your fiendish heritage you have the ability to see up to 60 feet in dim light as if it were brightly lit.

Aspect of the Fiend. Select one of the following traits.

     Mortal Fear. When you are the target of an attack or harmful effect you can invoke in creatures a deathly terror. Using your reaction against the targeting creature, you deal necrotic damage equal to the number of hit dice the creature has. This ability has no effect on creatures that are immune to frightened. You regain the use of this ability upon completing a long rest.

     Resistance. You gain advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

     Shapechanger. You can use an action to polymorph into two forms or change back into your true form. One form being humanoid and one beast of size medium or smaller. Any equipment you are wearing or carrying is not transformed. Your statistics remain the same except for movement granted by your beast form, and you revert to your true form if you die.

     Spider Climb. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

     Telepathy. You can speak to the minds of others up to 120 feet, sharing words, images, sounds, and other sensory messages.

     Teleport. When you move on your turn in combat, and not taking the Dash action, you and any equipment you carry can teleport a distance equal to your remaining movement. You must be able to see where you are teleporting. Once you use this trait, you can't use it again until you move 0 feet on a turn.

     Winged.  You have wings granting you a flying speed of 30 feet.

Languages - You speak, read, and write Common.

Subraces. There are three subraces of the Divifiend, those born of devils, the Inferna Divifiend, those born of demons, the Abyritha Divifiend, and those born of daeva, the Anguica Divifiend.

Inferna Divifiend

Ability Score Increase. Your Intelligence score increases by 1.

Languages. You speak, read, and write Infernal.

Hellish Resistance. You are resistant to one of the following damage types: cold, fire, or poison.

Eyes of the Nine Hells. As an action you can gain Devil's Sight for 1 minute. You can't use this trait again until you finish a long rest.

Diabolical Deal. Through devilish magic you can choose a humanoid as an action that is charmed by you or is willing to enter into a minor pact. The pact grants you a mote of the creature's vital essence. You gain a number of the creature's hit dice equal to up half your proficiency bonus (rounded down). You can add these dice to any attack roll, ability check or saving throw you make before completing a long rest.

Abyritha Divifiend

Ability Score Increase. Your Constitution score increases by 1.

Languages. You speak, read, and write Abyssal.

Chaotic Resistance. At the end of each long rest roll a d12. You gain resistance to a type of damage except radiant damage, found on page 196 of the Player's Handbook.

Call of Abyrith. When you are reduced to 0 hit points, but not killed outright, your body will decay into demonic ichor and reform your unconscious body up to 30 feet in a random direction determined by the DM. You can't use this feature again until you complete a long rest.

Demonic Wrath. When you are hit by an attack that targets you, as a reaction you can make a weapon attack against that creature or cast a spell. The spell must have a casting time of 1 action and must target only that creature. Once you use this trait you can't use it again until you complete a long rest.

Anguica Divifiend

Ability Score Increase. Your Wisdom score increases by 1.

Languages. You speak, read, and write two languages of choice.

Weal or Woe. When you or a creature you can see makes an ability check, attack roll, or saving throw, you can roll a d6. Adding or subtracting the total from the chosen roll. Once you use this ability you must complete a long rest before regaining its use.

Deceptive Nature. When you make a Charisma (Deception) you treat any d20 roll of 5 or lower as a 6.

Desirous Insight. If you spend 1 minute observing a creature within 15 feet of you, you can make a Wisdom (Insight) check versus their Charisma (Deception) check. On a success you learn a fact or secret about the target through your fiendish magic. A creature that is immune to being charmed wins the contested check. You can't use this trait again until you complete a short or long rest.