Said to be descended from the intermingling of fiends and the mortal races, tieflings carry in equal parts their
ancestry's innate magic and the distaste of commonfolk. Many consider them a cursed existence. In
spite of their reputation, tieflings are no more or less evil than their parent race. Nor, despite peasant
superstition, do they bring ill fortune to those around them.
Abyssal tieflings descend from the demons of the Abyss. Their demonic blood leads many to exhibit
more pronounced bestial characteristics. They may have more pronounced horns, or sharper canines
and nails, and are often more physically imposing.
Infernal tieflings owe their prowess with fire and magic to their Devil lineage, leading ultimately
from the Nine Hells. Compared to their abyssal cousins, infernal tieflings tend to look more
similar to humans, with some even being able to pass as normal humans. This ancestry leads many to
seek out magical mysteries and powers.
Tieflings tend to be fairly robust compared to humans, translating to typically higher Constitution
scores, and their innate skill for magic leads many to develop higher mental abilities. Abyssal
tieflings, taking after their demonic progenitors, often fall into chaotic alignments, while
infernal tieflings lean towards order and lawful alignments.
They are of a similar size and build to humans, but can live up to two centuries. Tieflings have
been seen in many skin colors unseen in humans, though most Abyssal tieflings tend towards greyer
shades, while Infernal tieflings tend towards redder shades. All but rarely, tieflings exhibit
physical features more common amongst fiends, such as horns, tails, or cloven hooves.
Magic-Imbued. Your are descended from another race. Pick one other non-Magic-Imbued race of your choice to be your parent race. You inherit your size, speed, languages, and any senses such as Darkvision from your parent race.
For the purposes of feat requirements, you are considered to be both a member of your parent race and a Tiefling.
Creature Type. You count as a Fiend and a Humanoid.
Unholy Arcana. At 3rd level, you gain the corrupted feat. Fiendish Resilience. You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.
Extra Language. You can read, write, and speak Abyssal.
Abyssal Fortitude. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Extra Language. You can read, write, and speak Infernal.
Hellish Resistance. You have resistance to fire damage.
The following
feats are available exclusively to tiefling characters.
Prerequisite: Abyssal Tiefling
Cost: 6 feat points
Your latent demonic nature becomes manifest. Your features become more
bestial, and you gain the following benefits:
Natural Weapons. Your nails and teeth sharpen, becoming natural weapons which deal 1d6 slashing or piercing damage respectively on a hit.
Natural Armor. Your skin toughens, becoming leathery, scaly, or covered in chitinous plates. Regardless of armor, you may calculate your AC as 10 + your Constitution + your proficiency bonus.
Additionally, as a minor action, you may transform into a monstrous form
for 1 minute, or until you become incapacitated. When you transform in
this way, you gain the following benefits:
Unholy Might. You may substitute your Intelligence, Wisdom, or Charisma score for your Strength score when you make an ability check, attack, or saving throw.
Natural Weapons. Your natural weapons deal 2d6 damage instead of 1d6. As a minor action while transformed, and when you transform, you may make an attack with either your teeth or nails.
Magic Resistance. You have advantage on saving throws against spells and other magical effects, but you cannot concentrate on spells.
Prerequisite: Tiefling
Cost: 1 feat point
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Prerequisite: Infernal Tiefling
Cost: 4 feat points
You learn to call upon Hellfire to serve your commands. You gain the
following benefits:
Scorching Flames. When you roll a 1 or a 2 on a damage roll for a spell or other magical effect that deals fire damage, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
Fiery Embrace. Whenever you expend a spell slot to cast a spell a that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 2d6 fire damage.