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Tailed Fiend

(For the staff reading this, a friend saved a PDF of the post before updating the page, therefore I was able to get it back and continuing.)

The Tailed Fiend

A combined Race & Class

Tailed Fiends resemble humans in many ways, but one feature sets them apart — their tails.
Every Tailed Fiend is born with one, though no two tails are ever the same. Some are thick and long; others slender and whip-like. Their tails often carry distinct traits and markings: bumpy dark-red ridges, green-based spikes with white striping, or other unique patterns. These colors and features commonly extend across the skin as well, giving each Tailed Fiend a striking and unmistakable appearance.

Though rare, some Tailed Fiends also grow horns that mirror the appearance or color-pattern of their tails, further emphasizing their unusual heritage.

With a natural connection to the Weave, many Tailed Fiends cast spells intuitively. Others forgo this entirely, relying instead on their immense natural strength. Even the weakest among them rival strong humans — while powerful Tailed Fiends can be genuinely dangerous.

Most Tailed Fiends are sly, confident, and some are even manipulative, using their physical and magical gifts to get their way.
It’s easy to be self-assured when you’re born in a spoiled body.


Race Features

Primary Abilities

Strength and Charisma

Ability Score Increase (2014 Edition)

Your Charisma or Strength increases by 2, and one other ability score of your choice increases by 1.

Age

Tailed Fiends mature at the same rate as humans and live around 160 years.

Alignment

They can align however they wish, but many lean toward chaotic or evil tendencies due to their natural sense of superiority.

Size

Medium

Speed

30 ft


Tail Features

Innate Weave Connection

You do not need a spellcasting focus when casting spells.

Strength of the Tail

Your unarmed strikes deal 1d4 + your Strength modifier bludgeoning damage as you strike with your tail.


Subrace / Subclass Options

You may choose only one of the following options. This choice alters your appearance and uniqueness further, and is taken alongside choosing your subclass later in progression.

Powerful Build

  • You gain proficiency in Athletics.
  • Your unarmed strikes deal 1d6 + Strength modifier instead of 1d4.

Clear Connection

  • You gain proficiency in Arcana.
  • You can always cast Detect Magic as a ritual.

Dangerously Charming

  • If you have proficiency in Persuasion, it becomes Expertise.

Languages

You can speak, read, and write Common and one additional language of your choice.


Class Features

Hit Dice

1d8 per class level

Hit Points at 1st Level

8 + your Constitution modifier

Hit Points at Higher Levels

1d8 + your Constitution modifier per level

Armor Proficiencies

  • Light Armor
  • Shields

Weapon Proficiencies

  • Simple Weapons
  • Martial Weapons

Saving Throws

  • Charisma
  • Strength

Skills

Choose three from the following:
Athletics, Arcana, Deception, Acrobatics, Intimidation, Persuasion


Starting Equipment

Choose Option A or Option B:

A)

  • Shortsword
  • 4 Daggers
  • Leather Armor
  • Explorer’s Pack
  • 12 GP

B)

  • 50 GP

Level 1 Features

Natural Strength

Your innate power makes you a fearful foe.
When you attack with unarmed strikes, you have a chance to inflict Deep Wounds.

You give a creature one stack of Deep Wounds if either of the following occurs:

  • You score a Critical Hit
  • You roll the maximum value on any of your damage dice

Spellcasting

You have learned to cast spells through your inherited connection to the Weave.
Refer to the general rules on spellcasting if needed.

Spell Slots

The Tailed Fiend Features table determines how many spell slots you have for casting level 1+ spells. You regain all expended spell slots after a Long Rest.

Prepared Spells (Level 1+)

You prepare a list of Tailed Fiend spells available for you to cast.

At level 1, choose two level-1 Tailed Fiend spells. Recommended: Ice Knife and Absorb Elements.

Your number of prepared spells increases as you gain levels, as shown in the table. Whenever the number increases, choose additional spells until your list matches the allowed amount. Prepared spells must be of a level for which you have spell slots.

Spells Always Prepared

If another Tailed Fiend feature gives you spells that are always prepared, these do not count against the number of spells you can prepare — but still count as Tailed Fiend spells for you.

Changing Your Prepared Spells

Each time you gain a Tailed Fiend level, you may replace one spell on your list with another Tailed Fiend spell you are eligible to cast.

Spellcasting Ability

Charisma is your spellcasting ability for your Tailed Fiend spells.

Spellcasting Focus

See Tail Features (you do not require one).

Tailed Fiend spell list

Cantrips

Acid Splash.

Chill Touch.

Control Flames.

Dancing Lights.

Elementalism.

Fire Bolt.

Frostbite.

Gust.

Mage Hand.

Minor Illusion.

Mold Earth.

Poison Spray.

Prestidigitation.

Produce Flame.

Ray of Frost.

Resistance.

Shape Water.

Shocking Grasp.

Thunderclap.

1st Level spells

Absorb Elements.

Burning Hands.

Cause Fear.

Chaos Bolt.

Charm Person.

Disguise Self.

Earth Tremor.

Expeditious Retreat.

Feather Fall.

Frost Fingers.

Healing Word.

Hellish Rebuke.

Hex.

Ice Knife.

Jump.

Longstrider.

Mage Armor.

Magic Missile.

Shield.

Silent Image.

Thunderwave.

Witch Bolt.


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