Tiefling
Tieflings are human based planetouched, native outsiders that are 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 are known for their cunning and personal allure, which makes them excellent deceivers as well as inspiring leaders when prejudices are laid aside.
Although their evil ancestors could be many generations removed, the taint lingered. Unlike half-fiends, tieflings are not predisposed to evil alignments and varied in alignment nearly as widely as full humans, though tieflings are certainly devious. The celestial counterparts of tieflings are called aasimar.
Some tieflings are not descended from mere fiends at all, but from powerful gods. These tieflings often have their own physical characteristics that set them apart. Tieflings sired by Beshaba, for instance, often have antlers instead of horns and pale, white hair. Those sired by Mask, on the other hand, are known for their tendency to cast no reflection.
In Mulhorand, the most common tieflings are often those spawned from a union with Sseth or Sebek. Most tieflings were, however, the grandchildren or even great-grandchildren of fiends and in Mulhorand's neighbor, Thay, most tieflings were spawned deliberately by powerful wizards as part of some elaborate plot for power.
A race without a home.
Being the result of fiendish interference with humans, tieflings have no true homeland and are found throughout Toril. The race was particularly common, however, in Mulhorand and Unther before both nations were devastated by the Spellplague, though the latter's population was said to have been vastly exaggerated. Tieflings also once had a large presence in Thay, where many were slaves. Tieflings who were discovered in the land often became pawns in the struggles between Thay's zulkirs, whom they served as assassins, thieves, and spies. The takeover by Szass Tam, however drove many out of the region.
In the 15th century, tieflings are most commonly found in Narfell, where the race was believed to have first appeared in ancient times, and High Imaskar, though many were also welcome in Tymanther, thanks to the native dragonborns' policy of racial tolerance. Other tieflings allied themselves with the genasi servants of Memnon in Calimshan, where they were a valued addition to the efreeti's war against his rival Calim. Many tieflings were also found along the Sword Coast, particularly in the cosmopolitan Baldur's Gate, as well as parts of the Dragon Coast. In Aglarond, the race was only begrudgingly tolerated as enemies of Thay.
In addition, some Faerunian tieflings have names drawn from the language of cultures where they are relatively common and generally accepted, such as Calishite and Mulhorandi, which are foreign-sounding to folk in the North and along the Sword Coast.
Al-Khem and Beni-Asmodai are two common Calishite tiefling surnames that proclaim the race's heritage, along with first names such as Haroun, Ishaq, and Nizam (male) or Hania, Rashaa, and Zaar (female).
Mulhorandi surnames that begin with "Sia" or "Zia" followed by a god's name indicate a bearer of that god's bloodline, such as Zianhur and Siasobek. First names commonly seen among Mulhorandi tieflings include Aybtep ("horned"), Bahati ("wise soul"), Het ("smoke"), Kamen ("dark"), Katsu ("star born"), and Kohl ("dark eyed").
Height 4’ 9”+(2d8), Weight 110+(2d8x2d4).
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 1ight. 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 thaumatuqy 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.
Although their evil ancestors could be many generations removed, the taint lingered. Unlike half-fiends, tieflings are not predisposed to evil alignments and varied in alignment nearly as widely as full humans, though tieflings are certainly devious. The celestial counterparts of tieflings are called aasimar.
Description
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 are not descended from mere fiends at all, but from powerful gods. These tieflings often have their own physical characteristics that set them apart. Tieflings sired by Beshaba, for instance, often have antlers instead of horns and pale, white hair. Those sired by Mask, on the other hand, are known for their tendency to cast no reflection.
In Mulhorand, the most common tieflings are often those spawned from a union with Sseth or Sebek. Most tieflings were, however, the grandchildren or even great-grandchildren of fiends and in Mulhorand's neighbor, Thay, most tieflings were spawned deliberately by powerful wizards as part of some elaborate plot for power.
A race without a home.
Being the result of fiendish interference with humans, tieflings have no true homeland and are found throughout Toril. The race was particularly common, however, in Mulhorand and Unther before both nations were devastated by the Spellplague, though the latter's population was said to have been vastly exaggerated. Tieflings also once had a large presence in Thay, where many were slaves. Tieflings who were discovered in the land often became pawns in the struggles between Thay's zulkirs, whom they served as assassins, thieves, and spies. The takeover by Szass Tam, however drove many out of the region.
In the 15th century, tieflings are most commonly found in Narfell, where the race was believed to have first appeared in ancient times, and High Imaskar, though many were also welcome in Tymanther, thanks to the native dragonborns' policy of racial tolerance. Other tieflings allied themselves with the genasi servants of Memnon in Calimshan, where they were a valued addition to the efreeti's war against his rival Calim. Many tieflings were also found along the Sword Coast, particularly in the cosmopolitan Baldur's Gate, as well as parts of the Dragon Coast. In Aglarond, the race was only begrudgingly tolerated as enemies of Thay.
TIEFLING NAMES
A great many tiefling parents follow the naming conventions of the culture in which their offspring are born, such as using human names if they live in a human settlement (the better to seem like "normal" citizens). Others take names derived from the Infernal language that have been passed down since ancient times.In addition, some Faerunian tieflings have names drawn from the language of cultures where they are relatively common and generally accepted, such as Calishite and Mulhorandi, which are foreign-sounding to folk in the North and along the Sword Coast.
Al-Khem and Beni-Asmodai are two common Calishite tiefling surnames that proclaim the race's heritage, along with first names such as Haroun, Ishaq, and Nizam (male) or Hania, Rashaa, and Zaar (female).
Mulhorandi surnames that begin with "Sia" or "Zia" followed by a god's name indicate a bearer of that god's bloodline, such as Zianhur and Siasobek. First names commonly seen among Mulhorandi tieflings include Aybtep ("horned"), Bahati ("wise soul"), Het ("smoke"), Kamen ("dark"), Katsu ("star born"), and Kohl ("dark eyed").
TIEFLING VARIANTS
Since not all tieflings are of the blood of Asmodeus, some have traits that differ from those in the Player's Handbook. The Dungeon Master may permit the following variants for your tiefling character, although Devil's Tongue, Hellfire, and Winged are mutually exclusive.- Appearance. Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose l d4 + l of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs ; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.
- Feral. Your Intelligence score increases by l , and your Dexterity score increases by 2. This trait replaces the Ability Score Increase trait.
- 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. Charisma is your spellcasting ability for them. This trait replaces the Infernal Legacy trait.
- Hellfire. Once you reach 3rd level , you can cast the burning hands spell once per day as a 2nd-level spell. This trait replaces the hellish rebuke spell of the Infernal Legacy trait. Winged. You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet. This trait replaces the Infernal Legacy trait.
Lifespan
Tieflings mature and age the same as humans do. They however can only life to just over a century in years.Species Abilities
You add a +2 to your Charisma ability score, and a +1 to your Intelligence score.Height 4’ 9”+(2d8), Weight 110+(2d8x2d4).
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 1ight. 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 thaumatuqy 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.
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