Tiefling

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 Asmodeus—overlord of the Nine Hells—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.

**Infernal⁠ Bloodline**

Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal⁠ heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes: some have curling horns like a ram, others have straight and tall horns like a gazelle’s, and some spiral upward like an antelopes’ horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colors—black, red, white, silver, or gold—with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple.

**Self-Reliant and Suspicious**

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.

**Mutual Mistrust**

People tend to be suspicious of tieflings, assuming that their infernal⁠ heritage has left its mark on their personality and morality, not just their appearance. Shopkeepers keep a close eye on their goods when tieflings enter their stores, the town watch might follow a tiefling around for a while, and demagogues blame tieflings for strange happenings. The reality, though, is that a tiefling’s bloodline doesn’t affect his or her personality to any great degree. Years of dealing with mistrust does leave its mark on most tieflings, and they respond to it in different ways. Some choose to live up to the wicked stereotype, but others are virtuous. Most are simply very aware of how people respond to them. After dealing with this mistrust throughout youth, a tiefling often develops the ability to overcome prejudice through charm or intimidation.

## Tiefling Names

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

## Tiefling Traits

Tieflings share certain racial traits as a result of their infernal⁠ descent.
***Ability Score Increase.*** Your Intelligence score increases by 1, and your Charisma score increases by 2.

***Age.*** Tieflings mature at the same rate as humans but live a few years longer.

***Size.*** Tieflings are about the same size and build as humans. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***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.

***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.

***Languages.*** You can speak, read, and write Common and Infernal.

## Subraces

### Baalzebul

The crumbling realm of Maladomini is ruled by Baalzebul, who excels at corrupting those whose minor sins can be transformed into acts of damnation. Tieflings linked to this archdevil can corrupt others both physically and psychically.

***Ability Score Increase.*** Your Charisma score increases by 2, and your Intelligence score increases by 1.

***Legacy of Maladomini.*** You know the *thaumaturgy* cantrip. When you reach 3rd level, you can cast the *ray of sickness* 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 *crown of madness* 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.

### Devil's Tongue

Since not all tieflings are of the blood of Asmodeus, some have traits that differ from those in the Player’s Handbook. The Dungeon Master may permit the following variants for your tiefling character, although Devil’s Tongue, Hellfire, and Winged are mutually exclusive.

***Appearance.*** Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player’s Handbook, choose 1d4 + 1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goat-like legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.

***Devil’s Tongue.*** You know the *vicious mockery* cantrip. When you reach 3rd level, you can cast the *charm person* spell as a 2nd-level spell once with this trait. When you reach 5th level, you can cast the *enthrall* spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them. This trait replaces the Infernal Legacy trait.

### Dispater

The great city of Dis occupies most of Hell’s second layer. It is a place where secrets are uncovered and shared with the highest bidder, making tieflings tied to Dispater excellent spies and infiltrators.

***Ability Score Increase.*** Your Charisma score increases by 2, and your Dexterity score increases by 1.

***Legacy of Dis.*** You know the *thaumaturgy* cantrip. When you reach 3rd level, you can cast the *disguise self* 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 *detect thoughts* 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.

### Feral

Since not all tieflings are of the blood of Asmodeus, some have traits that differ from those in the Player’s Handbook. The Dungeon Master may permit the following variants for your tiefling character, although Devil’s Tongue, Hellfire, and Winged are mutually exclusive.

***Appearance.*** Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player’s Handbook, choose 1d4 + 1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goat-like legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.

***Feral.*** Your Intelligence score increases by 1, and your Dexterity score increases by 2. This trait replaces the Ability Score Increase trait.

### Fierna

A master manipulator, Fierna grants tieflings tied to her forceful personalities.

***Ability Score Increase.*** Your Charisma score increases by 2, and your Wisdom score increases by 1.

***Legacy of Phlegethos.*** You know the *friends* cantrip. When you reach 3rd level, you can cast the *charm person* 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 *suggestion* 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.

### Hellfire

Since not all tieflings are of the blood of Asmodeus, some have traits that differ from those in the Player’s Handbook. The Dungeon Master may permit the following variants for your tiefling character, although Devil’s Tongue, Hellfire, and Winged are mutually exclusive.

***Appearance.*** Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player’s Handbook, choose 1d4 + 1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goat-like legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.

***Hellfire.*** Once you reach 3rd level, you can cast the *burning hands* spell once per day as a 2nd-level spell. This trait replaces the hellish rebuke spell of the Infernal Legacy trait.

### Glasya

Glasya, Hell’s criminal mastermind, grants her tieflings magic that is useful for committing heists.

***Ability Score Increase.*** Your Charisma score increases by 2, and your Dexterity score increases by 1.

***Legacy of Malbolge.*** You know the *minor illusion* cantrip. When you reach 3rd level, you can cast the *disguise self* 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 *invisibility* 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.

### Levistus

Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom.

***Ability Score Increase.*** Your Charisma score increases by 2, and your Constitution score increases by 1.

***Legacy of Stygia.*** You know the *ray of frost* cantrip. When you reach 3rd level, you can cast the *armor of Agathys* 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.

### Mammon

The great miser Mammon loves coins above all else. Tieflings tied to him excel at gathering and safeguarding wealth.

***Ability Score Increase.*** Your Charisma score increases by 2, and your Intelligence score increases by 1.

***Legacy of Minauros.*** You know the *mage hand* cantrip. When you reach 3rd level, you can cast the *Tenser’s floating disk* spell once with this trait and regain the ability to do so when you finish a short or long rest. When you reach 5th level, you can cast the *arcane lock* spell once with this trait, requiring no material component, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

### Mephistopheles

In the frozen realm of Cania, Mephistopheles offers arcane power to those who entreat with him. Tieflings linked to him master some arc⁠ane magic.

***Ability Score Increase.*** Your Charisma score increases by 2, and your Intelligence score increases by 1.

***Legacy of Cania.*** You know the *mage hand* cantrip. When you reach 3rd level, you can cast the *burning hands* 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 *flame blade* 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.

### Winged

Since not all tieflings are of the blood of Asmodeus, some have traits that differ from those in the Player’s Handbook. The Dungeon Master may permit the following variants for your tiefling character, although Devil’s Tongue, Hellfire, and Winged are mutually exclusive.

***Appearance.*** Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player’s Handbook, choose 1d4 + 1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goat-like legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.

***Winged.*** Bat-like wings jut from your shoulder blades. You have a flying speed of 30 feet while you aren’t wearing heavy armor. This trait replaces the Infernal Legacy trait.

### Zariel

Tieflings with a blood tie to Zariel are stronger than the typical tiefling and receive magical abilities that aid them in battle.

***Ability Score Increase.*** Your Charisma score increases by 2, and your Strength score increases by 1.

***Legacy of Avernus.*** You know the *thaumaturgy* cantrip. When you reach 3rd level, you can cast the *searing smite* 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 *branding smite* 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.