Tiefling
Ability Score Increase
Size Medium
Speed
Tieflings are almost universally shunned. Although tieflings do not have any predisposition for evil or violence, their infernal blood leads them to be outcasts in most societies. Some countries have outlawed tieflings entirely, where others confine them to their own district. Even where they are not outlawed, they are watched closely as if delinquent or not allowed to hold power. Tieflings do not have a country of their own and typically live in their own districts within human settlements. The difficult and often poverty stricken lives of tieflings often lead them to a life of crime, perpetuating the stereotypes against them.
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.
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
Tieflings share certain racial traits as a result of their infernal descent.
Ability Score Increase.Your Intelligence score increases by 1, and your Charisma score increases by 2.
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.
Infernal Legacy.You know the thaumaturgy 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 darkness spell once per day. Charisma is your spellcasting ability for these spells.
Languages.You can speak, read, and write Common and Infernal.
Subrace
TIEFLING (ASMODEUS)
The tieflings connected to Nessus command the power of fire and darkness, guided by a keener than normal intellect, as befits those linked to Asmodeus himself. Such tieflings use the Ability Score Increase and Infernal Legacy traits in the Player’s Handbook.
TIEFLING (BAALZEBUB)
The crumbling realm of Maladomini is ruled by Baalzebub, who excels at corrupting those whose minor sins can be transformed into acts of damntaion. Tielflings linked this this archdevil can corrupt others both physically and psychically.
Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.
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. Charisma is your spellcasting ability for these spells.
TIEFLING (DISPATER)
The great city of Dis occupies most of Hell’s second layer. It is a place where secrets are uncovered and shared with the highest bidder, making tieflings tied to Dispayer excellent spies and infiltrators.
Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.
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. Charisma is your spellcasting ability for these spells.
TIEFLING (FIERNA)
A master manipulator, Fierna grants tieflings tied to her forceful personalities.
Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1.
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. Charisma is your spellcasting ability for these spells.
TIEFLING (GLASYA)
Glasya, Hell's criminal mastermind, grants her tieflings magic that is useful for committing heists.
Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.
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. Charisma is your spellcasting ability for these spells.
TIEFLING (LEVISTUS)
Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom.
Ability Score Increase. Your Charisma score increases by 2, and your Constitution score increases by 1.
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. Charisma is your spellcasting ability for these spells.
TIEFLING (MAMMON)
The great miser Mammon loves coins above all else. Tieflings tied to him excel at gathering and safeguarding wealth.
Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.
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. Charisma is your spellcasting ability for these spells.
TIEFLING (MEPHISTOPHELES)
In the frozen realm of Cania, Mephistopheles offers arcane power to those who entreat with him. Tieflings linked to him master some arcane magic.
Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.
Legacy of Cania. You know the mage hand cantrip. When you reach 3rd level, you can cast the burning hands 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 flame blade spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
TIEFLING (ZARIEL)
Tieflings with a blood tie to Zariel are stronger than the typical tiefling and receive magical abilities that aid them in battle.
Ability Score Increase. Your Charisma score increases by 2, and your Strength score increases by 1.
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. Charisma is your spellcasting ability for these spells.