Hellbound

Hellbound were a rare and special people. They were often formed by the joining of a mortal body and the mixture of their soul, plus a hellish soul from the Outer Planes. This soul was either defeated in soul-to-soul (post-death) combat or bonded mutually to the host soul, returning the person to life.
They appeared similar to their race in first life, with some differences, like discolouration of the skin or eyes, or deformation, in varying amounts. 
If you are playing a Hellbound, you are classed as a fiend humanoid (e.g. Demon Wood Elf, Devil White Dragonborn). You take the base speed, size, and languages of your race in life, but no other traits, score increases, or anything else. Instead, you gain the following features:
* Your Constitution increases by 1, and one other score of your choice increases by 1.
* Fiendtongue. You gain the Infernal language. You can speak, read, and write it.
* Fiendish Resistance. Depending on the origins of your fiend's soul (e.g. a glacial devil, a storm demon ), you are resistant to one of fire, lightning, cold, or poison damage. 
* Radiant Weakness. You vulnerable to radiant damage. 
* Silvered Weakness . You are also vulnerable to damage dealt by silvered weapons, just like other fiends are.
* 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 only see in shades of red and grey. 
* Hardy. You do not gain exhaustion from excessive heat, such as being in a desert. You do not need to drink water, but you can drink if you want to. 
* Hellscout. As a bonus action, you can call forth the fiendish spirit within you and control it. It usually appears like the fiend you fought, and is fairly visible. 
** Your physical body remains where it is, and is blinded and deafened. You can see through the spirit's eyes and use its senses. 
**The spirit has a speed equal to your own.
** It can attack. The spirit's attack bonus is equal to your Wis, Int or Charisma + your proficiency bonus, and its damage dice is a d6. The damage type is the same as your resistance from the Fiendish Resistance feature.
** The spirit's armour class is equal to your own, and it has HP equal to your level+ your Wis, Int or Charisma modifer.
** At the end of your next turn, or as a free action, you can recall the soul instantly, and you return to normal.
** You can use this trait twice, and you regain any expended uses of it when you complete a long rest.
Important note - Most people despise or fear the demons and devils, and might even seek out people like The Harpers to keep them safe if you reveal yourself. Animals will likely not trust you, nor will good-aligned priests and such.
Category:Races