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Tiefling

Tieflings were human-based planetouched, native outsiders that were infused with the touch of the fiendish planes, most often through descent from fiends—demons, Yugoloths, devils, evil deities, and others who had bred with humans. Tieflings were known for their cunning and personal allure, which made them excellent deceivers as well as inspiring leaders when prejudices were laid aside.   Although their evil ancestors could be many generations removed, the taint lingered. Tieflings were not predisposed to evil alignments and varied in alignment nearly as widely as full humans, though they were certainly devious. The celestial counterparts of tieflings were called Aasimar.

Description

Tieflings tended to have an unsettling air about them, and most people were uncomfortable around them, whether they were aware of the tiefling's unsavory ancestry or not. While some looked like normal humans, most retained physical characteristics derived from their ancestor, with the most common such features being horns, non-prehensile tails, and pointed teeth. Some tieflings also had eyes that were solid orbs of black, red, white, silver, or gold, while others had eyes more similar to those of humans. Other, more unusual characteristics included a sulfurous odor, cloven feet, bat-like wings, or a general aura of discomfort they left on others.   In many other ways, tieflings were similar to humans physically. Tieflings were, on average, just as tall as humans, from 5 feet and 6 inches to 6 feet and 2 inches (170 to 190 centimeters) and weighed just a little bit heavier at 140 to 220 pounds (64 to 100 kilograms). Tiefling skin could be human-like in color, but they frequently had brighter colourations include red, blue, purple, and pink, among others. Tiefling hair was also often the same color as human hair, though dark blue, red, or purple were common shades amongst the race. Although it was not always the case, tieflings tended to have better reflexes than their human kin. This, along with their natural propensity for hiding and deceit, helped to give tieflings a reputation for thievery and duplicity.   Tieflings who had strikingly inhuman features were often killed at birth by their horrified parents or others. Only those tieflings with subtle features or born to someone indifferent to their appearance, either out of acceptance or cruel purpose, were likely to reach adulthood. Those tieflings who did reach adulthood could be expected to age at roughly the same rate. They had life spans roughly 20 to 40 years longer than normal humans.   The physical appearance of a tiefling often depended on the exact ancestry that spawned it, a bloodline that might have remained dormant for generations. Diabolic or demonic tieflings could, besides the common horns and tails, possess a forked tongue, leathery or scaly skin, the smell of brimstone, or unusually warm flesh. Some accounts even held these tieflings to cast neither shadows nor reflections. Some diabolic tieflings also sported goat-like legs or hooves. Tieflings descended from rakshasa might have furred skin or feline eyes. Most tieflings had only one or two of these features.   Some tieflings were not descended from mere fiends at all, but from powerful gods. These tieflings often had their own physical characteristics that set them apart. Tieflings sired by Beat-hach, for instance, often had antlers instead of horns and pale, white hair. Those sired by Pydredd, on the other hand, were known for their tendency to cast no reflection.

A tiefling merchant

Personality

Tieflings had a number of abilities gifted to them by their fiendish heritage. By and large, tieflings were alluring and intelligent creatures, with a seductive aura in spite of their obviously evil ancestry. To a large degree, tieflings were more capable of guile than a great number of races, but these were not their dominant qualities.   Most tieflings were aware from an early age that they were different from others around them, and were given to strange urges and desires because of their unusual ancestry. Few tieflings were raised with the love a normal human child might expect to receive and this shaped most of the race into bitter individuals who expected eventual rejection from all whom they meet. While some would follow this path towards evil, others rejected it wholeheartedly and sought to make a good impact on the world around them, sometimes becoming the most heroic characters of all. Few could maintain this discipline however, and most tieflings fell somewhere between both extremes.   Because tieflings were generally distrusted throughout the world, owing to their fiendish heritage, many were themselves distrusting and self-reliant. Tieflings were also proud and secretive by nature and possessed a dark demeanor. Unfortunately, this only helped to further the reputation tieflings had for being social outcasts and untrustworthy scoundrels. However, members of other races would find that once they demonstrated friendship and trust towards a tiefling, it would quickly be reciprocated in full. Once that bond was forged, it was rarely broken.

Abilities

Those tieflings who sought power through arcane magic were most often warlocks. Tiefling arcane spellcasters of all kinds, however, felt a draw towards the fiendish energies of the planes and tiefling wizards commonly specialized as diviners for the purposes of seeking knowledge of the Lower Planes or as conjurers so that they might summon the dark spirits whom they called kin.   Tieflings had an innate resistance to heat and had a hint of bloodlust that gave them a slight edge in combat. Some tieflings also learned to unlock their fiendish potential further, sprouting wings such as those borne by many fiends.   Some tieflings also had some innate spellcasting abilities, though not all of the race exhibited this trait.

Society

Like other races that were the result of the breeding of two or more others, tieflings had no true culture they could call their own. However, there were many archetypal features of tieflings that were not necessarily innate. This include their attitude regarding their heritage, and while some tieflings embraced it, others were repulsed by it, forging the two most common stereotypes of tieflings.   The former tieflings, who were proud of their fiendish past, were often fascinated by the dark and sinister events that touched the world, but were not necessarily evil or inclined to perpetuate them. Some tieflings of this type chose to use their knowledge of evil and their own fiendish abilities to thwart these dark plots and schemes. Others sought to learn more and to emulate these evil deeds.   Other tieflings were ashamed or even frightened of their heritage and wished only to escape the shadow that lurked over them as a result. Some did this through constantly doing good, as though to make up for the evil that begot them. Others instead hid and tried to go unnoticed as they passed through the world, preferring to be ignored and forgotten than noticed and made a target because of their heritage.   Regardless of their motivations, tieflings often distrusted one another, sometimes even casting the same preconceptions on one another that others did on them. In spite of this, many secretly desired to have another tiefling nearby, if only to experience some small kind of kinship. Some of these tieflings gathered as partners-in-crime, while others were sought out by good tieflings who hoped to redeem others of their race.

Combat

Tieflings were talented warriors. In melee combat they were agile and quick on their feet. They preferred to use weapons that combined sharpness with speed. They commonly used hand crossbows, daggers, longswords, scimitars, and spears. Most tieflings were ambidextrous and as a result favored a two-hand fighting style. Tieflings preferred to wear light armor and rarely used shields.

Relations with Other Races

Tieflings, in general, didn't get along well with the other races of the world and were slow to trust others of any race, even their own. This animosity that tieflings had for others was taken to its extreme in the case of aasimar, whom tieflings instinctively feared or loathed. Of all the common races, tieflings felt the most kinship with half-orcs [Half-Orc], who were similarly a target of revulsion and hate.

Religion

Those tieflings who were religious were a varied lot, since no god held more sway over tieflings than any other. Most tieflings called on one of the primary gods of their homeland, though there were exceptions. Many evil tieflings who channeled their dark emotions into aggression often found themselves in the service of Beat-hach, whereas those who plied their trade as spies, assassins, or thieves would worship Strì. Those who were committed to the evil side of their heritage would sometimes worship an Archdevil, Demon Lord, or an Altraloth. The good amongst tieflings tended towards worshipping Alltud for his general acceptance of outcasts.

Homelands

Being the result of fiendish interference with humans, tieflings had no true homeland and were found throughout Dünya. The race was particularly common, however, in Peregrinus due to its proximity to the Wildlands, although they were often treated as lower-class citizens and even slaves. The pirates operating out of Decapitated Island had a large population of tieflings due to their nature as outcasts and outlaws. Tieflings also had a large presence in the Magocracy of Swynwyr, where they were invariably slaves.
Related Organizations

Player Race Features

  • Size. Medium.
  • Speed. 30 ft.
  • Ability Scores. Choose any +2; Choose any other +1.
  • 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.
  • Languages. You can speak, read, and write Common and Infernal.

Pick one of the following options, reflecting your character's infernal origin.
  • Infernal Legacy. You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell with this trait; you regain the ability to cast it when you finish a long rest. Once you reach 5th level, you can also cast the darkness spell once per day with this trait; you regain the ability to cast it when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
  • Legacy of Maladomini. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the ray of sickness spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the crown of madness spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
  • Legacy of Dis. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
  • Legacy of Phlegethos. You know the friends cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the suggestion spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
  • Legacy of Malbolge. You know the minor illusion cantrip. When you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the invisibility spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
  • Legacy of Stygia. You know the ray of frost cantrip. When you reach 3rd level, you can cast the armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
  • Legacy of Minauros. You know the mage hand cantrip. When you reach 3rd level, you can cast the Tenser's floating disk spell once with this trait and regain the ability to do so when you finish a short or long rest. When you reach 5th level, you can cast the arcane lock spell once with this trait, requiring no material component, and regain the ability to do so when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
  • Legacy of Minauros. You know the mage hand cantrip. When you reach 3rd level, you can cast the Tenser's floating disk spell once with this trait and regain the ability to do so when you finish a short or long rest. When you reach 5th level, you can cast the arcane lock spell once with this trait, requiring no material component, and regain the ability to do so when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
  • Legacy of Avernus. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the searing smite spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the branding smite spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
  • 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. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
  • Hellfire. You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the burning hands spell once per day as a 2nd-level spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the darkness spell; you must finish a long rest in order to cast the spell again using this trait. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
  • Winged. You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet while you aren't wearing heavy armor.