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Tiefling

Tieflings, also called devil genasi and devilbloods, are humans with infernal blood in their veins. They have a reputation for allure, and while many are indeed suave and silver-tongued, just as many have odd, off-putting personalities. Tieflings can be found everywhere, but they are most common by far in Dhavashri.   Most (though not all) tieflings have horns, which vary in size from the ostentatious to the barely noticeable. They may also have tails, hooves, or fangs. While tiefling skin tones cover a rainbow of shades, purple tones are most common. Some tieflings have slit pupils, or solid-colored eyes with no visible sclerae or pupils.  
tiefling traits:
  • Bloodline Magic (1/2/3). You can take this trait up to three times; each time you do, you gain access to a new “tier” of spells, as detailed below. Charisma is your spellcasting ability for these spells.
    1. You know one of the following cantrips: friends, thaumaturgy, or vicious mockery.
    2. Choose one of the following spells: charm person, disguise self, or hellish rebuke. Starting at 3rd level, you can cast that spell as a 1st-level spell once per long rest.
    3. Choose one of the following spells: crown of madness, darkness, or shadow blade. Starting at 5th level, you can cast that spell as a 2nd-level spell once per long rest.
  • Damage Resistance (1/2). Choose either fire damage or poison damage. You have resistance to the chosen damage type. You can take this trait twice to gain resistance to both damage types.
  • Darkvision (1). 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 Presence (3). Starting at 3rd level, you can use your bonus action to enter a state of infernal power. While in this state, bright light turns to dim light and takes on a ruddy quality in a 15-foot radius around you. This state lasts for 1 minute or until you end it as a bonus action. You can take this trait more than once; each time you do, your infernal state gains one of the effects below. Once you use this trait, you can’t use it again until you finish a long rest.
    • Creatures other than your allies within 10 feet of you that can see you enter your infernal state must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become charmed by you until the end of your next turn. This effect ends immediately if the creature is harmed by you or your allies.
    • Your hands burn with infernal fire. Once on each of your turns, you can deal extra fire damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.
    • A pair of wings sprout from your back. You gain a flying speed equal to your walking speed.
  • Natural Weapon (2). You have a natural weapon (claws, fangs, horns, or the like). Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to your natural weapon.
  • Self-Possessed (2). You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

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