Tieflings are humans with demonic, devilish, or other evil outsider blood in their ancestry. Often persecuted for their strange appearance and unnatural mannerisms, most tieflings disguise their nature or are forced to live on the fringes or underbelly of civilized society. Though they are not born evil, it is an easy path for them to find, especially as most suffer at the hands of “normal” folks while growing up. Tieflings look mostly human except for some physical traits that reveal their strange heritage.
Tieflings don’t have a unified culture, and have found it wise to conceal their nature. Their tainted blood usually makes them outcasts of human society. Sometimes they group together for mutual protection in roving bands or wilderness forts, but usually they are seen alone and wandering. Tieflings always have distinctive marks or traits that make them stand out from normal humans.
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. Some times 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.
Tieflings lack even a common appearance to draw them together as a folk. It is said that no two tieflings look exactly alike; like fingerprints, each tiefling’s unique appearance marks him indelibly.
Most tieflings display all their unusual traits at birth, but some are born resembling their mortal parents only to develop their fiendish qualities months, even years, later. In many regions, the appearance of a fiend-tainted child is reason enough to put the creature to death—and often the mother as well. In lands where the origins of tieflings are better understood, such births are mourned but don’t always end in murder. The grim circumstances of tiefling births mean that many, tieflings don’t survive their earliest days, a sorry condition that many pessimistic tieflings consider a blessing.
By the time they have grown to adolescence, all tieflings display at least one physical reflection of their fiendish ancestry. For the lucky, such traits prove so minor as to allow the tiefling to pass as a human or member of another exotic race. Most, though, are so clearly marked it is impossible to hide their nature without the help of elaborate disguises or magic. Fortunately, most tieflings develop supernatural abilities to aid them in their difficult lives. The dramatic changes a tiefling undergoes are almost secondary, however, to the mental stress such a transformation brings.
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.
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 Names. Akmenos, Amnon, Barakas, Damakos, Ekemon, Iados, Kairon, Leucis, Melech, Mordai, Morthos, Pelaios, Skamos, Therai
Female 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
Tieflings share certain traits as a result of their fiendish descent.
Age. Tieflings mature at the same rate as humans but live a few years longer.
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.
Language. You know Common.
Size. Tieflings are about the same size and build as humans. Your size is Medium.
Speed. Your base speed is 30 ft.
Low-light Vision. Thanks to your fiendish heritage you have superior vision. You can see in dim light as if it were bright light and an additional 30 ft into darkness as if it were dim light.
Tiefling Appearance. Roll twice on the special appearance table below.
Variant. There are several variants of tiefling, depending on the type of fiend they are descended from. Choose one of the following.
All abyssal tieflings trace their bloodline to the demons of the Abyss. Savage and monstrous, the terrifying spawn of demons know the chaotic fury of their Abyssal ancestors.
Ability Score Increase. You Constitution ability score, both current and maximum, increases by 2.
Language. You instinctively understand Abyssal, but cannot speak it.
Abyssal Fortitude. Your hit point maximum increases by half your level (round up).
Broken mind. You are resistant to psychic damage and your thoughts cannot be read through telepathic means, magical or otherwise, unless you allow it.
Stalwart and conniving, an infernal tiefling draws upon the power of the Nine Hells and its diabolic masters.
Ability Score Increase. You Charisma ability score, both current and maximum, increases by 2.
Language. You instinctively understand Infernal, but cannot speak it.
Hellish Resistance. You have resistance to fire damage.
Infernal Legacy. You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.
Roll twice on the special appearance tables below.
d83 | Appearance |
---|---|
Body | |
1 | Bony ridge on back |
2 | Bony ridges all over body |
3 | Slightest touch on their skin leaves a black imprint that fades a few seconds after the pressure stops. |
4 | Vertebrae is raised slightly, like pointed peaks. |
Build | |
5 | Emaciated |
6 | Slender |
7 | Unusually tall |
8 | Hunchback |
9 | Obese |
10 | Unusually light |
11 | Unusually heavy |
12 | Well-muscled |
Ears | |
12 | Pointed |
Eyes | |
13 | Has two sets of eyelids |
14 | Black eyes (no whites) |
15 | Catlike |
16 | Red eyes |
17 | Glowing eyes, enough to read by like candle |
Face | |
18 | Canine muzzle |
19 | Long, thin face |
20 | No nose, rather holes that expand and shrink like a snake |
21 | Can’t grow facial hair other than an ominous-looking goatee |
d83 | Appearance |
---|---|
22 | Facial hair is constantly smoldering. |
Hair | |
23 | Unnatural color |
24 | Heatless flames |
25 | You have no natural body hair |
Hands | |
26 | Long, black claws in place of nails that cannot be cut, only filed. |
27 | Digits have extra joints |
28 | No nails |
29 | Six fingers on each hand |
30 | Three fingers on each hand |
31 | Black fingernails |
32 | Red fingernails |
33 | Digits are abnormally long |
Horns | |
34 | Small horns on forehead |
35 | Small horns on temples |
36 | Ram-like horns |
37 | Vestigial horns |
38 | Horns grow forever, and must be filed weekly before becoming heavy and hindering |
Legs & Feet | |
39 | Cloven feet |
40 | Feet smoulder on holy ground and feel hot |
Mouth | |
41 | Tongue is that of a serpent, giving the voice a hissing sound. |
42 | Breath smells like brimstone |
43 | Smoking breath |
44 | Infernal glow |
d83 | Appearance |
---|---|
Shadow | |
46 | Has its own slight weight, noticable by others when it rests upon them |
47 | Shadow shivers visibly, and sometimes twitches and jerks in an unnatural manner. |
48 | No shadow |
Skin | |
49 | Abyssal Rune scarred into back |
50 | Ashen skin |
51 | Sheds skin once every 66 days, in the 6 days up to the molting the skin becomes gray and flakey, until it can be peeled off. |
52 | Skin is blue and cold to the touch |
53 | Covered in short fur |
54 | Infernal glow |
55 | Leathery skin |
56 | Patterned skin |
57 | Red-tinted skin |
58 | Scaly skin |
59 | Slimy skin |
60 | Strangely colored skin |
61 | Translucent skin |
Tail | |
62 | Your tail acts in the same manner a cat’s would |
63 | Fiendish tail |
64 | Long, thin tail |
65 | Horselike tail |
66 | Lizardlike tail |
d83 | Appearance |
---|---|
Teeth | |
67 | All teeth are pointed |
68 | Fangs |
Other | |
69 | A strong inclination towards formal speech, documentation, and formatting agreements/relationships as contracts |
70 | Can smell any holy water within 20 feet; it is mildly irritating |
71 | Sweat turns to steam immediately, although not boiling or even hot |
72 | Androgynous |
73 | Devilishly handsome |
74 | Grass dies wherever you stand, sit or lay for an extended period of time |
75 | Unnatural temperature |
76 | Strange smell |
77 | Inhuman voice |
78 | No reflection |
79 | All bodily fluids (blood, spit, etc) are pitch black and shine like oil |
80- 83 | Roll twice more on this table |
An tiefling approaches some classes is a bit different than other races. When you select a class, it is modified as follows:
When creating bombs you can add some of your essence in the form of your bodily fluids, such as saliva, to the concoctions. If you do, half the damage dealt with the bombs is necrotic damage.
In addition, whenever the Alchemist class description mentions your Intelligence modifier, you may instead use this modifier +3 or your proficiency bonus, whichever is lower.
While raging, you have advantage on saves against charm and fear.
In addition, if you have a tail, you have access to the Path of the Tailfighter.
Infernal tieflings can be devilishly charming.
Whenever the Bard class description mentions your Charisma modifier, you may instead use your proficiency bonus.
Your mount shares your Abyssal fortitude, or Hellish resistance traits.
An tiefling cleric who has chosen to follow the teachings of a good deity are often much more devoted, doing whatever it takes to not end up in the domains of their ancestor after death.
Whenever the Cleric class description mentions your Wisdom modifier, you may instead use your proficiency bonus.
A cursed tiefling is in a constant struggle between his heritage and curse. You may choose Wisdom or Charisma as your spellcasting ability instead of Intelligence. You make this choice at level 1 and cannot change this later.
Nature usually does not respond well to the fiendish heritage of tieflings, so druids are extremely rare.
A tiefling can not become a Feyblood. If your Fey heritage is stronger than your fiendish, you will be born a regular human instead.
A skilled fighter can easily defeat a ten times stronger, but unskilled brute. It is not how hard you hit, but the precision of your strikes.
As a level 1 Fighter, select Strength or Dexterity. Whenever the Fighter class description mentions your ability modifier for this ability, you may instead use that modifier +3 or your proficiency bonus, whichever is lower. This also applies to attack and damage rolls using this ability.
As for the cleric, a tiefling inquisitor who has chosen to follow the teachings of a good deity are often much more devoted, doing whatever it takes to not end up in the domains of their ancestor after death.
Whenever the Inquisitor class description mentions your Wisdom modifier, you may instead use this modifier +3 or your proficiency bonus, whichever is lower. In addition, you may use the same modifier instead of Strength or Dexterity when attacking. Make this choice at level 1 and it cannot be changed later.
Tieflings that choose to become paladins are often trying to live a life as good as possible to not end up in the domains of their ancestor after death.
Whenever the Paladin class description mentions your Strength or Charisma modifier, you may instead use that modifier +3 or your proficiency bonus, whichever is lower. This also applies to attack and damage rolls.
An tiefling is also part human, and as such, good at adapting their knowledge and skills to whatever obstacle they face.
Whenever the Professional class description mentions your Wisdom modifier, you may instead use this modifier +3 or your proficiency bonus, whichever is lower.
Just as human, the tiefling ranger is ready for anything that he might face in nature, and if by chance he would not be, he adapts and survives.
Whenever the Ranger class description mentions your Wisdom modifier, you may instead use this modifier +3 or your proficiency bonus, whichever is lower. In addition, you may use the same modifier instead of Strength or Dexterity when attacking. Make this choice at level 1 and it cannot be changed later.
Tieflings are often, whether they want it or not, drawn into the criminal underworld of the cities.
You may use your Dexterity modifier +3 or your proficiency bonus when calculating AC and when attacking (to hit and damage).
In addition, when using sneak attack, you can opt not to use all your sneak attack dice. For each die you did not use, you gain a +1 to AC until the start of your next turn. Note that you can sneak attack using 0 extra damage dice.
Thanks to their fiendish blood, tiefling sorcerers are more common than other folk.
Whenever the Sorcerer class description mentions your Charisma modifier, you may instead use your proficiency bonus.
In addition you gain the fiendish sorcery trait.
Your blood resonates with your fiendish ancestry. You may use your blood instead of an arcane focus. This requires you to cut yourself, dealing 1 hp damage. If you do that when casting a spell dealing damage, you may choose half the damage dealt to be necrotic.
In addition, as an action, you can bleed yourself, reducing your maximum hp by 10, and regaining 1st level spell slot. This is hp reduction is restored after a long rest.
An infernal tiefling’s natural charisma and human heritage make them well suited to swashbuckling.
Whenever the Swashbuckler class description mentions your Intelligence modifier, you may instead use your proficiency bonus.
Some tieflings consider themselves already beholden to a patron, the fiendish being which is their heritage, so making a pact with another is out of the question.
If you have some kind of fiendish patron, whenever the Warlock class description mentions your Charisma modifier, you may instead use your proficiency bonus. In addition, you learn an additional cantrip.
When you use the find familiar spell, you can additionally choose an imp or quasit as a familiar.
In addition, whenever the Wizard class description mentions your Intelligence modifier, you may instead use your proficiency bonus. You may only do this if you are literate.