Tiefling

The Tiefling of Erath are, lore-wise at least, very similar to the Tiefling of Abeir-Toril in the Forgotten Realms, the official setting of the current D&D 5e story.

## Tiefling Characteristics

Because of Copyright issues, please see pages 42-43 in the official *D&D 5th edition Player's Handbook* by Wizards of the Coast for a full description of Tiefling culture.

## Tiefling Traits

***Ability Score Increase.*** Depending on which Archduke's essence flows through you, these bonuses can differ greatly. Choose one of the Nine Lords of Hell and their corresponding bonuses, as listed below:

* **Asmodeus, Lord of Nessus and the Nine Hells.** INT + 2, CHA + 2
* **Baalzebul, Lord of Maladomini.** INT + 2, CHA + 1
* **Dispater, Lord of Dis.** DEX + 1, CHA + 2
* **Fierna, Lady of Phlegethos.** WIS + 1, CHA + 2
* **Glasya, Lady of Malbolge.** DEX + 2, CHA + 1
* **Levistus, Lord of Stygia.** CON + 1, CHA + 2
* **Mammon, Lord of Minauros.** WIS + 2, CHA + 1
* **Mephistopheles, Lord of Cania.** INT + 1, CHA + 2
* **Zariel, Lady of Averus.** STR + 1, CHA + 2

***Age.*** The same as your longer lived mortal parent

***Alignment.*** Tieflings typically lean towards Chaos, most make an
active effort to be good despite their infernal bloodline, though those who
embrace the Evil of their blood can be truly villainous

***Size.*** The same as your mortal parent, your tail is the same
length as your body

***Speed.*** The same as your mortal parent, along with any
associated traits

***Darkvision.*** Thanks to your infernal heritage, you can see in dim
light as if in bright, and darkness as if in dim light, for 60’; you cannot
tell color, only shades of grey

***Hellish Resistance.*** You are resistant to Fire damage

***Infernal Legacy.*** Depending on which Archduke's essence flows through you, this trait can differ greatly. Choose one of the Nine Lords of Hell and their corresponding trait, as listed below:

* **Asmodeus - Legacy of Nessus.** You know the *Thaumaturgy* cantrip. Once you reach 3rd level, you can cast the *Hellish Rebuke* spell once between long rest as a 2nd-level spell. Once you reach 5th level, you can also cast the *Darkness* spell once between long rest. Charisma is your spellcasting ability for these spells
* **Baalzebul - Legacy of Maladomini.** You known the *Thaumaturgy* cantrip. Once you reach 3rd level, you can cast the *Ray of Sickness* spell once between long rest as a 2nd-level spell. Once you reach 5th level, you can also cast the *Crown of Madness* spell once between long rest. Charisma is your spellcasting ability for these spells
* **Dispater - Legacy of Dis.** You known the *Thaumaturgy* cantrip. Once you reach 3rd level, you can cast the *Disguise Self* spell once between long rest as a 2nd-level spell. Once you reach 5th level, you can also cast the *Detect Thoughts* spell once between long rest. Charisma is your spellcasting ability for these spells
* **Fierna - Legacy of Phlegethos.** You known the *Friends* cantrip. Once you reach 3rd level, you can cast the *Charm Person* spell once between long rest as a 2nd-level spell. Once you reach 5th level, you can also cast the *Suggestion* spell once between long rest. Charisma is your spellcasting ability for these spells
* **Glasya - Legacy of Malbolge.** You known the *Minor Illusion* cantrip. Once you reach 3rd level, you can cast the *Disguise Self* spell once between long rest as a 2nd-level spell. Once you reach 5th level, you can also cast the *Invisibility* spell once between long rest. Charisma is your spellcasting ability for these spells
* **Levistus - Legacy of Stygia.** You known the *Ray of Frost* cantrip. Once you reach 3rd level, you can cast the *Armor of Agathys* spell once between long rest as a 2nd-level spell. Once you reach 5th level, you can also cast the *Darkness* spell once between long rest. Charisma is your spellcasting ability for these spells
* **Mammon - Legacy of Minauros.** You known the *Mage Hand* cantrip. Once you reach 3rd level, you can cast the *Tenser's Floating Disk* spell once between a short or long rest. Once you reach 5th level, you can also cast the *Arcane Lock* spell, requiring no material components, once between long rest. Charisma is your spellcasting ability for these spells
* **Mephistopheles - Legacy of Cania.** You known the *Mage Hand* cantrip. Once you reach 3rd level, you can cast the *Burning Hands* spell once between long rest as a 2nd-level spell. Once you reach 5th level, you can also cast the *Flame Blade* spell once between long rest. Charisma is your spellcasting ability for these spells
* **Zariel - Legacy of Averus.** You known the *Thaumaturgy* cantrip. Once you reach 3rd level, you can cast the *Searing Smite* spell once between long rest as a 2nd-level spell. Once you reach 5th level, you can also cast the *Branding Smite* spell once between long rest. Charisma is your spellcasting ability for these spells

***Tail Attack.*** you can use a
bonus action or reaction to strike one target directly behind you using either your Strength or Dexterity modifier,
dealing 1d6 Bludgeoning damage on a successful attack; at level 7 you can make
two attacks with you tail, at 12 the damage increases to 2d6 Bludgeoning
damage, and at level 20 you can make three attacks

***Languages.*** Common and
Infernal

***Sub-bloodlines.*** Depending on which race the Tiefling's humanoid parent belonged to, four separate sub-bloodlines of Tieflings exist: Elf Blood, Dwarf Blood, Human Blood, and Orc Blood. Choose one of these.

## Tiefling Sub-bloodlines

### Elf Blood

***Ability Score Increase.*** DEX + 1

***Fey Ancestry.*** You have advantage on Saving Throws against being Charmed, and is immune to
magical Sleep

***Trance.*** Elf Drakes learn to meditate like their Elven
ancestors and enter a subconscious state for 4 hours a day, the benefits of
this meditation is equivalent to a full 8 hours of sleep for humans

***Flaming Gaze.*** Those who behold your crimson eyes feel as if their
very soul is being set ablaze, you gain proficiency in Intimidation and Insight

***Elven Speech.*** You can speak, read, and write Elvish

### Dwarf Blood

***Ability Score Increase.*** CON + 1

***Dwarven Resilience.*** You have advantage on saving throws against Poison,
and have resistance against Poison damage

***Flaming Aura.*** As an Action, you can activate a flaming aura that extends 10' in all directions from you. Creatures who end their turn inside the aura must
make a Constitution Saving Throw of DC equaling 8 + your proficiency bonus +
your Charisma Modifier, on a failed throw they take 2d4 Fire damage, on a successful save they
take half damage. Each creature need only
make this Saving Throw once per round. Flammable or explosive items and objects that are not carried or worn within the aura are ignited. The aura lasts for 10 minutes, can be used once per long rest

***Dwarven Speech.*** You can speak, read, and write Dwarvish

### Human Blood

***Ability Score Increase.*** Increase any ability score of your choice by 1

***Skill Versatility.*** Gain proficiency in 2 skills of your choice

***Flaming Hands.*** Any time you deal melee damage you also deal
an additional 1d6 Fire damage

***Extra Language.*** You know one additional language of your choice

### Orc Blood

***Ability Score Increase.*** STR + 1

***Relentless Endurance.*** When you are reduced to 0 HP but is not killed
outright, you drop to 1 HP instead; you cannot use this ability again until you
finish a long rest

***Flaming Blood.*** For every 10% (rounded down) of HP you lose below your HP max you
gain a +1 bonus to all damage (to clarify, losing 1% and 10% all grants a +1 bonus, and losing 91% grants a +10 bonus)

***Orc Speech.*** You can speak Orcish, and can read and write Dwarvish