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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