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Tieflings

Art Credits: patreon.com/Myrmidia
Related to the demonic beings of the Plane of Destruction, tieflings are an interesting kind. Seen as the opposites to the Elves due to their abyssal heritage and fiendish traits, tieflings are feared by a number of people in Milnir. However, people couldn't be further from the truth. Tieflings are only related to Demons by blood, but they are capable of coming in many colors, shapes, types and personalities, very much like us. Tieflings, similarly to other heritages tied to their respective connections to Mil, Mal and other powerful sources, are capable to channeling their fiendish innate power. Tieflings came to be during the rise of The Children of Krill. Individuals started performing horrendous rituals to infuse people with the blood of the demons. It is in this process that Tieflings were born, half demon, half man. Eventually their kind became widespread with the passing of years and their connection to the Children of Krill has drifted away, although many still make up its ranks. Alas, past all the hardships a tiefling might face in their lifetime, where their path leads is entirely up to them.   When you pick a Tiefling and their subrace, you gain the following transformation of your choice, depending on your character's demonic heritage (This is up to you. Additionally, you can choose for your resistance to be either fire or cold):

(Note, some of these transformations call for a saving throw. In those cases, the DC is 8 + your constitution modifier + your proficiency bonus)

Fire Demon Transformation:

Requirements: Fire resistance   The fire of your fiendish ancestors burns brightly and with power. You gain the following benefits:
  • You have immunity to fire damage
  • You can use your reaction to cause one creature that moves within 5 feet of you to take 1d10 fire damage
  • As an action you can create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the area of the blast must make a dexterity saving throw. On a failed save a creature takes 2d8 fire damage. This damage goes up to 3d8 at 6th level and then to 4d8 at 11th level

Ice Demon Transformation:

Requirements: Cold resistance   A cold frost permeates your heart, freezing your enemies. You gain the following benefits:
  • You have immunity to cold damage
  • You can use your reaction to cause one creature that moves within 5 feet of you to take 1d10 cold damage
  • As an action you can create a line of frost 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the area of the blast must make a dexterity saving throw. On a failed save a creature takes 2d6 cold damage. This damage goes up to 3d6 at 6th level and then to 4d6 at 11th level. In addition, the target's speed is reduced by 10 feet until the end of their next turn.

Shadow Demon Transformation:

You become one with the Shadows. You gain the following benefits:
  • You have resistance to necrotic damage
  • Whenever you make a Stealth check for the duration of your transformation, you can do so with advantage. In addition, while in dim light or darkness, you can take the Hide action as a bonus action.
  • If you attack someone from stealth, you deal an extra 2d6 damage if you would be hidden to that creature. This damage goes up to 3d6 at 6th level.

Blood Demon Transformation:

The frenzy of blood shrouds your vision. You gain the following benefits:
  • You have immunity to Poison Damage and the Poisoned condition, and have resistance to acid damage
  • You gain an unarmed strike (You can use STR or DEX for this attack) that deals 1d8+STR or DEX slashing damage + 1d4 acid damage. You regain hit points equal to half the acid damage you dealt (Rounded down, minimum of 1) when you hit with the claw if the creature you hit has blood. This damage goes up to 2d4 at 6th level.
  • If someone hits you with an attack while within your reach, you can use your reaction to make an attack against that creature using your unarmed strike. You have advantage on this attack.
  All these transformations can be activated as a bonus action and last a minute (Except the Shadow transformation, which lasts 10 minutes). It ends when you end it as a bonus action, its duration passes, or you die. You can transform into these forms once, and regain the ability to do so on a short or long rest.


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