Fiend-Touched: Half Fiend
Prerequisite(s): 3rd level, Fiend creature type
The influence of the Lower Planes has manifested in noticeable changes which manifest on your person. Choose two of the following traits:
- Mark of the Beast. Your walking speed increases by 10 feet. Additionally, your horns are natural weapons with the Finesse property that you can use to make unarmed strikes. When you hit with them, you deal 1d6 + your Strength or Dexterity modifier piercing damage.
- Mark of the Carapace. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier. Additionally, your armor forms hard ridges or pincers that are natural weapons. If you hit with them, you deal 1d6 + your Strength modifier bludgeoning or piercing damage (your choice).
- Mark of the Fall. You have bat-like wings sprouting from your shoulder blades. You have a flying speed equal to your walking speed.
- Mark of Savagery. You have a climb speed equal to your walking speed, and your long jump is up to 30 feet and your high jump is up to 15 feet with a running start.
- Mark of Shadow. You gain darkvision to a range of 120 feet. If you already have darkvision from another source, its range increases by 90 feet. You can see normally in darkness, both magical and nonmagical, in your darkvision. Additionally, while in dim light or darkness, you can take the Hide action as a Bonus Action.
- Mark of Shifting Flesh. As an Action, you change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of an individual you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die.
- Mark of Sovereignty. You have an additional set of arms, which can hold weapons, shields, tools, and other objects. You have disadvantage on attack rolls made with heavy weapons if you are carrying anything but the weapon. These hands can be used for other tasks, such as opening doors, carrying torches, using tools, or performing the somatic components of spells, without difficulty when they are free.
- Mark of The Occult. Your fiendish blood grants you supernatural magic abilities. You learn a cantrip, 1st-level, and 2nd-level spell chosen from the table below. You can cast each of these spells once without spending mana and without material components. Once you do, you can't do so again until you finish a long rest. You can cast spells you learn with this trait using mana if you can cast spells of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for any spells when you cast them with this trait (choose when you select this ancestry).