Born off the apotheotic rituals done by the Chogtor Khaganate during the years of The Calamity, the cambion are the product of creatures that have undergone a fiendish transformation to the greatest degree, to the point that they might as well be fiends.
Horns may curl and swirl like a ram’s, point sharply upwards towards the sky like a horned devil or resemble a rack of antlers. Their body could be partially scaled or covered in thick, leathery skin, both of which could range from red, purple and green to white, grey and black. Cloven hooves, claws and forked tongues are not uncommon either. Despite all of these terrifying traits, they are considered attractive by many.
Cambion names derive from Mongolian or turkic names.
Ability Score Increase: Your Charisma increases by 2 and your Constitution increases by 2
Age. Cambions mature at a faster rate than the children of mortals attaining immortality at the peak of their maturity.
Alignment. Cambions are born to be evil.
Size. You typically resemble your humanoid parent in height and build. 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 as if it were dim light. You can't discern color in darkness, only shades of gray.
Fiend. Your creature type is fiend, instead of humanoid.
Fiendish Charm. You can cast the Blood Rush spell once at will with this trait, and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.
Fierce Presence. You may add your Charisma modifier instead of dexterity to your AC when you are not wearing armor. You may wear a shield and still benefit from this.
Fire Ray. As an action, you can hurl a bolt of searing energy at a creature within 120 feet, forcing them to make a Dexterity saving throw. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. A creature takes 2d8 fire damage on a failed save, and half as much damage on a successful one. The damage increases to 3d8 at 6th level, 4d8 at 11th level, and 5d8 at 16th level. After you use this trait, you can’t use it again until you complete a short or long rest.
Otherworldly Resistance. Though you may have been born and bound to the Material Plane you possess a natural resistance to the forces that permeate it. You are resistant to either cold, fire, lightning or poison damage. Once you choose this resistance you cannot choose another.
Languages. You can speak, read and write Common and Infernal.
If you are using the feats variant rule, you may be eligible to take the following cambion racial feats.
Cambion Magic
Prerequisite: Cambion
You learn the magic of those formed from evil. You can cast the command, Theft of Vitae and alter Sense Lifeblood , each of which you can cast once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for all these spells.
Fiendish Flight
Prerequisite: Cambion
Tapping into your fiendish heritage you've manifest leathery wings. You gain a flying speed of 60 feet.