Tiefling
Alignment
They don't have an innate tendency towards evil, but many end up there. Prone to chaotic alignments.Tiefling
Darkvision: Can see 60ft in dim light as if in bright light and in darkness as if in dim light. Cannot discern colours in darkness, only greyscale. Hellish Resistance: Resistance to fire damage. Infernal Legacy: Know the thaumaturgy cantrip. At 3rd level can cast hellish rebuke at 2nd level once between long rests. At 5th level can cast darkness once between long rests. Charisma is spellcasting ability.
Languages. Common, Infernal
Spells
1st Level
Thaumaturgy
0-level (Cantrip) Transmutation
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range.
- Your voice booms up to three times as loud as normal for 1 minute.
- You cause flames to flicker, brighten, dim, or change color for 1 minute.
- You cause harmless tremors in the ground for 1 minute.
- You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
- You instantaneously cause an unlocked door or window to fly open or slam shut.
- You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
3rd Level
PHB, page 250
Hellish Rebuke
1-level Evocation
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
5th Level
PHB, page 230
Darkness
2-level Evocation
Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
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