Tiefling

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. Created when a human soul binds to Demon , 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.   Ability Scores: Cha +2; Int +1 Size: Medium Speed: 30 ft.   Languages. You can speak, read, and write Common and Demonic.   Darkvision. Thanks to your Demonic 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.   Fierce. You have proficiency in the Intimidation skill.   Demonic Blood. You know the thaumaturgy cantrip and the hellish rebuke spell, Charisma is your spellcasting ability for this spell.   Soul-Bound: Your are soul-bound to 1 of the 5 arch-demons, gaining traits similar to theirs.   Argus   Goring Rush. Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack as a bonus action.   Martial Prodigy. You are proficient with light and medium armor and with shortswords, longswords, and greatswords.   Ezreth   Sneaky. You are proficient in the Stealth skill.   Mask of Many Faces: You can cast disguise self at will, without expending a spell slot.   Thalvok Deathless Nature. You don't need to breathe.   Tireless Precision. You are proficient in one of the following skills of your choice: Arcana, History, Investigation, Medicine, Performance, or Sleight of Hand. You are also proficient with one tool of your choice.   Ixion   Magic Resistance. You have advantage on saving throws against spells and other magical effects.   Keen Magic Sense: You cast Detect magic at will, without expending a spell slot.   Jolmuth   Poison Immunity. You are immune to poison damage and the poisoned condition.   Poisonous Skin. Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC 12 Constitution saving throw or take 2d4 poison damage.

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