Tiefling Parentage

While their infernal birth parent may be an oppressor by its very nature, a tiefling can chart their own destiny and moral code.
Devils may take mortal lovers, but the most common way for an infernal parentage to be introduced into a family is by way of infernal pact.
In the broadest sense, tieflings look like their non-infernal birth parent. 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 or slender 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 coloration, including various shades of red. Their hair, cascading from behind their horns, is usually dark, from black or brown to dark red, blue, or purple.

Tiefling Traits

You have a pool of 16 points to spend between your two birth parents. If either or both of your birth parents are Tieflings, choose from the following.

Darkvision (4 Points)

  • 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.

Devil’s Sight (6 Points)

  • You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet.

Flaming Fury (2 Points)

  • When you hit a target with a melee weapon attack, you deal an additional 1d10 fire damage as the fury of the Nine Hells erupts from you.
  • Once you use this trait, you can’t use it again until you finish a long rest. 

Hellish Resistance (3 Points)

  • You have resistance to fire damage.

Hidden Step (5 Points)

  • As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force a creature to make a saving throw. Once you use this trait, you can’t use it again until you finish a short or long rest.

Hurl Flame (2 Points)

  • You know the fire bolt cantrip. Charisma is your spellcasting ability for it.

Steadfast (4 Points)

  • You can’t be frightened while you can perceive an allied creature within 30 feet of you.

Tail (1 Point)

  • Your tail is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the damage normal for an unarmed strike.

Winged (6 Points)

  • You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 20 feet while you aren’t wearing medium or heavy armor.

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