Tieflings share certain racial traits as a result of their infernal descent. Alignment. Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment. Darkvision. Thanks to your infernal heritage, 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. Infernal Bloodline. Select an infernal bloodline from those in the table. You gain the abilities listed there as well.
Languages. You can speak, read, and write Common and Infernal.
Infernal Blood | +1 Ability Score Increase | Additional Ability 1 | Additional Ability 2 | Additional Ability 3 |
---|---|---|---|---|
Balor | Strength | Tiefling Weapon Training. You have proficiency with the shortsword and whip. | Fire Aura. As a bonus action you can emanate an aura of flaming magic around you for 1 minute or until your concentration is broken (as if concentrating on a level 1 spell). While your aura is active, each creature that starts or ends its turn within 5 feet of you takes 1d6 fire damage, and flammable objects in the aura that are not being worn or carried ignite. Once you use this trait, you cannot use it again until you finish a short rest or long rest. | Flaming Retribution. When a creature touches you or hits you with a melee attack while within 5 feet of you, you can use your reaction to unleash your abyssal magic upon the creature. The creature must succeed on a Dexterity saving throw or takes 2d6 fire damage. The save DC for this saving throw equals 8 + your proficiency bonus + your Charisma modifier. Once you use this trait, you cannot use it again until you finish a short rest or long rest. |
Cornugon (horned devil) | Intelligence | Hellish Resistance. You have resistance to fire damage. | Infernal Legacy. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. | None |
Gelugon (ice devil) | Constitution | Hellish Fortitude. You have resistance against cold damage from nonmagical sources, and you do not suffer the effects of extreme cold. | Freezing Touch. As an action, you can touch an object with your hand to magically coat it with frost, or partially freeze it if a liquid. | Hoarfrost. When you finish a short rest or long rest, you can touch one melee weapon or piece of ammunition to coat with your cold, infernal magic. A creature hit by the weapon or ammunition coated with your magic must make a Constitution saving throw or take cold damage equal to twice your level and have its speed decreases by 10 feet until the end of its next turn. The magic coating the weapon or ammunition lasts until it is used, after which it becomes a normal non-magical item. |
Marilith | Dexterity | Blade-Sharp Senses. You are proficient in the Perception skill. | Tiefling Weapon Training. You have proficiency with the dagger, rapier, shortsword, and longsword. | Abyssal Riposte. When a creature you can see targets you with a melee weapon attack, you can use your reaction to add your Charisma modifier to your Armor Class against that attack (minimum of 1). You must be wielding a dagger, rapier, longsword, or shortsword in at least one hand to use this trait. Once you use this trait, you cannot use it again until you finish a short rest or long rest. |
Nalfeshnee | Intelligence | Naturally Deceptive. You are proficient in the Deception skill. | Abyssal Resistance. You have resistance to lightning damage. | Weird Nimbus. When you hit a creature with a melee weapon attack, you can use a bonus action to emit scintillating, multicolored light from your weapon. The creature must succeed on a Wisdom saving throw or be frightened of you for 1 minute. The save DC for this saving throw equals 8 + your proficiency bonus + your Charisma modifier. If the creature succeeds on the saving throw, it is immune to your Weird Nimbus trait for the next 24 hours. Once you use this trait, you cannot use it again until you finish a short rest or long rest. |
Osyluth (bone devil) | Constitution | Fridgid Toughness. You have resistance to cold damage. | Skeletal Tail. You have a bony, skeletal tail, with protruded spines and tightly stretched skin. It is a natural weapon that you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. | Unholy Venom. When you make a successful attack against a creature with your Skeletal Tail, you can use a bonus action to inject them with your venomous prongs. The creature must succeed on a Constitution saving throw or become poisoned until the end of your next turn. The save DC for this saving throw equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait you cannot use it again until you complete a short or long rest. |
Comments