Tiefling

Tiefling

To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus—overlord of the Nine Hells—into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children’s children will always be held accountable.

Infernal Bloodline

Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes: some have curling horns like a ram, others have straight and tall horns like a gazelle’s, and some spiral upward like an antelopes’ horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colors (black, red, white, silver, or gold) with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple.

Self-Reliant and Suspicious

Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves, or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.
Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling’s companions demonstrate that they trust him or her, the tiefling learns to extend the same trust to them. And once a tiefling gives someone loyalty, the tiefling is a firm friend or ally for life.

Mutual Mistrust

People tend to be suspicious of tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. Shopkeepers keep a close eye on their goods when tieflings enter their stores, the town watch might follow a tiefling around for a while, and demagogues blame tieflings for strange happenings. The reality, though, is that a tiefling’s bloodline doesn’t affect his or her personality to any great degree. Years of dealing with mistrust does leave its mark on most tieflings, and they respond to it in different ways. Some choose to live up to the wicked stereotype, but others are virtuous. Most are simply very aware of how people respond to them. After dealing with this mistrust throughout youth, a tiefling often develops the ability to overcome prejudice through charm or intimidation.

Tiefling Names

Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the Infernal language, passed down through generations, that reflect their fiendish heritage. And some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a noble quest. For others, it’s a grim destiny.

  • Male Infernal Names: Akmenos, Amnon, Barakas, Damakos, Ekemon, Iados, Kairon, Leucis, Melech, Mordai, Morthos, Pelaios, Skamos, Therai
  • Female Infernal Names: Akta, Anakis, Bryseis, Criella, Damaia, Ea, Kallista, Lerissa, Makaria, Nemeia, Orianna, Phelaia, Rieta
  • “Virtue” Names: Art, Carrion, Chant, Creed, Despair, Excellence, Fear, Glory, Hope, Ideal, Music, Nowhere, Open, Poetry, Quest, Random, Reverence, Sorrow, Temerity, Torment, Weary

Tiefling Traits

  • Age. Tieflings mature at the same rate as humans but live a few years longer.
  • Alignment. Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.
  • Size. Tieflings are about the same size and build as humans. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. 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.
  • Hellish Resistance. You have resistance to fire damage.
  • Appearance. Your tiefling might not look like other tieflings. Rather than having the physical characteristics described above, you may choose one of the following appearance traits. If you choose a trait then you must roll randomly on the same table ld4 times, re-roll same results unless otherwise stated.
  1. Cast no Shadow or Reflection - You have no idea what your own face looks like. You have disadvantage on persuasion checks.
  2. Exude a Smell of Brimstone - Creatures with scent have advantage on perception checks vs you.
  3. Goatlike Legs - You have the legs of a goat. Your base speed is 25, this replaces the Speed trait. If you also have Cloven hoofs your speed is 30.
  4. Cloven Hoofs - You have the feet of a goat. Your base speed is 25, this replaces the Speed trait. If you also have Goatlike Legs your speed is 30.
  5. Small Horns - You can wear normal helmets, default tiefling has large horns and can only wear helmets made to accommodate for horns.
  6. Dark Blue Skin - Default tiefling is usually a shade of red, your Hellish Resistance trait grants Cold resistance instead of Fire.
  7. Catlike Eyes - Your eyes were made for hunting. You can see better than most when you want. You can focus your eyes to gain advantage on a perception check, once you use this ability you may use it again after you finish a long rest.
  8. A Forked Tongue - You can taste what others can only smell. Gain advantage on survival checks for tracking by sent.
  9. Six Fingers on Each Hand - You can use your extra fingers to manipulate tools better than most. You can choose to gain advantage on a tool, craft or musical instrument check, once you use this ability you may use it again after you finish a long rest. Also, you are a god at bringing in the groceries.
  10. Fangs or Sharp Teeth - When you roll this appearance trait choose either claw or bite you do not get both unless you roll this trait again. You are never unarmed, as a attack action you can make a claw attack that does 1d6 + (str or dex) damage or a bite attack that does 1d6 + (Str) damage.
  11. Forked Tail - Skinny long forked tail that works like Mage Hand with a range of 5 feet. As an action, you can use your tail to manipulate an object, open an unlocked door or container, stow or retrieve an object from a container within 5 feet of you that is not worn or carried by another creature, or pour the contents out of a vial. Your tail can’t attack, activate magic items, or carry more than 10 pounds. Default tiefling has a thick long tail with no fork.
  12. Leathery or Scaly Skin - When not wearing armor add 1 to your AC.

Fiendish Legacy

Tieflings share certain racial traits as a result of their descent; Abyssal, Infernal or Feral. Choose one Fiendish Legacy.

Abyssal Legacy. All abyssal tieflings trace their bloodline to the demons of the Abyss.

  • Ability Score Increase. Your Constituion score increases by 1, and your Charisma score increases by 2.
  • Legacy Power. These tieflings may choose one of the following additional features.
  1. Abyssal Ward. You know the Blade Ward cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the Ray of Enfeeblement spell once per day. Charisma is your spellcasting ability for these spells.
  2. Abyssal Arcana. Each time you finish a long rest, you gain the ability to cast cantrips and spells randomly determined from a short list. At 1st level, you can cast a cantrip. When you reach 3rd level, you can also cast a 1st-­‐‑level spell. At 5th level, you can cast a 2nd-­‐‑level spell. You can cast a spell gained from this trait only once until you complete your next long rest. You can cast a cantrip gained from this trait at will, as normal. Except cantrips, when determining spell effects, calculate all spells as if using a 2nd-­‐‑level slot. At the end of each long rest, you lose the cantrips and spells previously granted by this feature, even if you did not cast them. You replace those cantrips and spells by rolling for new ones on the Abyssal Arcana Spells table. Roll separately for each cantrip and spell. If you roll the same spell or cantrip you gained at the end of your previous long rest, roll again until you get a different result.

Abyssal Arcana Spells after a long rest roll a d6
d6 1st Level 3rd Level 5th Level
1 Dancing lights Burning hands Alter self
2 True strike Charm person Darkness
3 Light Magic missile Invisibility
4 Message Cure wounds Levitate
5 Spare the dying Tasha’s hideous laughter Mirror image
6 Prestidigitation Thunderwave Spider climb

  • Languages. You can speak, read, and write Common and Abyssal.

Infernal Legacy. An infernal tiefling draws upon the power of the Nine Hells and its diabolic masters.

  • Ability Score Increase. Your Intelligence score increases by 1, and your Charisma score increases by 2.
  • Legacy Power. These tieflings may choose one of the following additional features.
  1. Devil's Tongue. You know the Vicious Mockery cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait. When you reach 5th level , you can cast the enthrall spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them.
  2. Hellfire. You know the Fire Bolt cantrip. Once you reach 3rd level , you can cast the Burning Hands spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the Scorching Ray spell once per day. Charisma is your spellcasting ability for these spells.
  • Languages. You can speak, read, and write Common and Infernal.

Feral Legacy. A feral tiefling has noble blood perhaps a powerful Pitt Fiend or Balor in his linage. They gain the following.

  • Ability Score Increase. Your Intelligence score increases by l , and your Dexterity score increases by 1.
  • Cantrip. You know the Thaumaturgy cantrip.
  • Winged. You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet. With this trait you can only wear armor that has been altered to accommodate wings. Armor modification cost is 25% base armor cost.
  • Fiendish Fortitude. Your hit point maximum increases by half your level (minimum 1).
  • Languages. You can speak, read, and write Common. In addition, you can speak, read, and write Abyssal or Infernal your choice.

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