Fiend-tainted bloodlines

Tieflings are (c) Wizards of the Coast. Infernal Bloodlines are (c) WeirdoWhoever.
To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of an Elder God of the Hells or Abyss—into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children’s children will always be held accountable.

Basic Information


Superficially similar to Avarta⁣, a cursory inspection shows them to be different. Tieflings have no tail and have plantigrade legs, for example. In addition, their eyes do not glow, and their horns are exposed and bony rather than flesh-covered.

Genetics and Reproduction

Any offspring of a tiefling will also be full-blooded tiefling, even if the other partner is of another species.

Additional Information

Social Structure

Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves, or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.   Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling’s companions demonstrate that they trust him or her, the tiefling learns to extend the same trust to them. And once a tiefling gives someone loyalty, the tiefling is a firm friend or ally for life.

Facial characteristics

Tieflings have exposed keratinous horns akin to goats and rams, though they can come in a variety of shapes. Some tieflings have monochromatic eyes while others have more human-like eyes with irises in shades of gray, blue, green, and brown.

Civilization and Culture

Naming Traditions

Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the Infernal language, passed down through generations, that reflect their fiendish heritage. And some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a noble quest. For others, it’s a grim destiny.   Male Infernal Names: Akmenos, Amnon, Barakas, Damakos, Ekemon, Iados, Kairon, Leucis, Melech, Mordai, Morthos, Pelaios, Skamos, Therai   Female Infernal Names: Akta, Anakis, Bryseis, Criella, Damaia, Ea, Kallista, Lerissa, Makaria, Nemeia, Orianna, Phelaia, Rieta   “Virtue” Names: Art, Carrion, Chant, Creed, Despair, Excellence, Fear, Glory, Hope, Ideal, Music, Nowhere, Open, Poetry, Quest, Random, Reverence, Sorrow, Temerity, Torment, Weary


It was only during The Culling that tieflings first appeared. During this time of turmoil many Torians no matter the species were reaching out to any power or entity that might listen and provide aid or shelter. Some of these people reached out to, or were contacted by, beings from what are known as the Lower Planes... demons and devils of all kinds. Dark pacts were made that would forever taint the bloodlines of those Torians to produce fiend-kin offspring. A generation later saw children all over the world born with fiery skin and budding horns.   Some tieflings are able to trace their lineage back millenia to these first tieflings, while others' corruption occurs far later in their histories. These days tieflings do their best to simply blend in. Many try to make their lives in or around avartan communities in hopes they can hide in plain sight. Others wear their ancestral stigma proudly, and still others are completely indifferent to their heritage.
Tiefling female.jpg
Genetic Ancestor(s)
Scientific Name
Homo neptis stygius
Tieflings mature at the same rate as humans but live a few years longer.
Average Height
5 to 6.5 feet
Average Weight
100 to 200 lbs
Body Tint, Colouring and Marking
Tieflings have skin colors in the red spectrum from purple to crimson to orange to pink. They may or may not have freckles of a darker tone than their normal skintone.

Tiefling Traits

Ability Score Increase Your Charisma score increases by 2, and you gain an additional ability score increase based on your infernal bloodline.
Size Medium
Speed Your base walking speed is 30 feet.

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 IncreaseAdditional Ability 1Additional Ability 2Additional Ability 3
BalorStrengthTiefling 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)IntelligenceHellish 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)ConstitutionHellish 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.
MarilithDexterityBlade-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.
NalfeshneeIntelligenceNaturally 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)ConstitutionFridgid 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.


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