Darkvision. Thanks to your infernal ancestry, 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. Infernal Resistance. You have resistance to fire and psychic damage. Infernal Gift. Once you reach the reckoning stage, you gain one ability of your choice from the Tiefling Gift table. You can also come up with your own, at your DM's discretion. Once you reach the silencing stage, you gain one additional Gift, and can gain more gifts at each quarter of your mother species's expected lifespan (i.e., a human tiefling would gain an additional Gift every 25 years.) These can physically manifest in any way you desire, and can also come with other physical changes that do not have to affect your abilities.
Languages. You speak the language of whatever culture you were raised with. You are able to innately understand Infernal, but you must still learn to speak it.
Roll (1d6) | Gift | Effect |
---|---|---|
1 | Ever Open Eyes | You gain advantage on Perception checks that rely on sight |
2 | Silver Bones | Your natural weapons, including hands, claws, and teeth, are considered silvered |
3 | Thick Skull | You cannot be charmed or frightened, but you cannot use or be contacted with telepathy |
4 | Fiendish Claws | Your unarmed strike does an additional 1d4 + Proficiency bonus in fire damage |
5 | Otherworldly Beauty | Once per day, you can use the Charm Person spell. Your target will not know it was charmed, and higher levels of casting will increase the DC by 1 per level over 1st, rather than granting an additional creature. |
6 | Idle Hands | You get advantage on rolls using any toolset you are proficient with. |