Race: Demon Tieflings
As a tiefling, you gain the following traits from the standard tiefling race:
■ Age
■ Alignment
■ Size
■ Speed
■ Darkvision
Gain: Advantage on rolls trying to influence other Tieflings.
Ability Score Increase: Your Charisma score increases by 2.
Languages: You can speak, read, and write Common.
FACTION: KANZA OR UNALIGNED
This variant introduces new subraces for the tieflings. Each subrace offers traits in addition to the ones notes above. The race presented in the Player Handbook is essentially the infernal tiefling subrace listed below (Demon); the standard Ability Score Increase and Infernal Legacy traits also apply to tieflings connected to Asmodeus (Devil).
ABOLETH
An aboleth tielfing draws upon the power of aboleths, the false "gods" that inhabited the world before the "true" gods have appeared. Because of their aberrant background, aboleth tieflings possess a number of traits that are actually not fiendish than they are expected to be. These tieflings have the following additional features:
Speed: You have swimming speed of 30 feet.
Amphibious: You can breathe both air and water.
Unfathomable Minds: You have resistance to psychic damage.
Telepathy: You can telepathically speak to a creature you can see within 10 feet of you. You do not need to share a language with the creature for it to understand your telepathic message, but it must be able to understand at least one language.
Languages: You can speak Deep Speech. Although it is very uncommon to see Deep Speech in written forms, you can read and write Deep Speech written in any scripts you can read or write.
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 spell). While your
BONE
Hellish Resistance: You have resistance to cold damage.
Skeletal Claws: Your hands grow sharp, skeletal claws. Your unarmed strikes now deal 1d4 slashing damage.
Skeletal Tail: Your tail is now skeletal, with protruded spines and tightly stretched skin, that can be use as a weapon. You are proficient with your tail, which is a melee weapon that deals 1d6 slashing damage. When you hit a creature with your tail, it must succeed on a Constitution saving throw or becomes poisoned for 1 minute. The save DC for this saving throw equals 8 + your proficiency bonus + your Charisma modifier.
Languages: You can speak, read, and write Infernal.
ICE
Hellish Fortitude: You have resistance against cold damage from non-magical sources, and you do not suffer the effects of extreme cold.
Freezing Touch: As an action, you can magically touch an object with your hand to coat it with frost, or partially freeze it.
Hellish Frost: When you finish a short rest or long rest, you can touch one melee weapon or up to three pieces 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 1d4 cold damage and its speed decreases by 10 feet until the end of its next turn. Your magic coated on the weapon or ammunition lasts for 8 hours or until you hit a creature with it, after which it wears off.
Languages: You can speak, read, and write Infernal.
INFERNAL
Hellish Resistance: You have resistance to fire damage.
Infernal Legacy: You know the Thaumaturgy cantrip (and more at higher levels). 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.
MARILITH
Blade-Sharp Senses: You gain a +5 bonus to your passive Wisdom (Perception) score.
Tiefling Weapon Training: You have proficiency with the dagger, longsword, and
shortsword.
Abyssal Riposte: When a creature you can see targets you with a melee weapon attack, you can use your reaction to add your Charisma score to your AC against that attack (a minimum of +1). You must be wielding a dagger, a longsword, or a shortsword to use this trait. Once you use this trait, you cannot use it again until you finish a short rest or long rest.
Languages: You can speak, read, and write Abyssal.
NALFESHNEE
Naturally Deceptive: You gain proficiency 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.
Languages. You can speak, read, and write Abyssal.
OPAL
Celestial Inclination: Whenever you make a Charisma check when interacting with celestials, your proficiency bonus is doubled if it applies to the check.
Celestial Magic: You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast the bless 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 aid 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 Celestial.
RAKSHASA
A rakshasa tielfing draws upon the power of rakshasas, the shapeshifting fiend with pride only matched by their magical capabilities. These tieflings have the following additional features:
Ability Score Increase. Your Intelligence score increases by 1.
Limited Magic Resistance: Advantage on saving throws against cantrips and 1st-level spells
Haunting Strike: When you hit a creature with a melee attack, you can choose to imbue the creature with your innate magic that lingers within the creature for 8 hours. When the creature takes a short rest or long rest while imbued with your magic, it must make a Wisdom saving throw. The save DC for this saving throw equals 8 + your proficiency bonus + your Charisma modifier. Fiends automatically succeed on this saving throw. On a successful save, the imbued magic wears off. On a failed save, the imbued magic manifests itself, filling its thoughts with horrible images and dreams. The creature gains no benefit from finishing a short rest or long rest. The imbued magic ends early when the creature is targeted by a remove curse spell or similar magic. You can have only one
creature imbued with your magic with this trait, and once you use this trait, you cannot use it again until you finish a long rest.
Languages. You can speak, read, and write Infernal.
■ Age
■ Alignment
■ Size
■ Speed
■ Darkvision
Gain: Advantage on rolls trying to influence other Tieflings.
Ability Score Increase: Your Charisma score increases by 2.
Languages: You can speak, read, and write Common.
FACTION: KANZA OR UNALIGNED
This variant introduces new subraces for the tieflings. Each subrace offers traits in addition to the ones notes above. The race presented in the Player Handbook is essentially the infernal tiefling subrace listed below (Demon); the standard Ability Score Increase and Infernal Legacy traits also apply to tieflings connected to Asmodeus (Devil).
ABOLETH
An aboleth tielfing draws upon the power of aboleths, the false "gods" that inhabited the world before the "true" gods have appeared. Because of their aberrant background, aboleth tieflings possess a number of traits that are actually not fiendish than they are expected to be. These tieflings have the following additional features:
Speed: You have swimming speed of 30 feet.
Amphibious: You can breathe both air and water.
Unfathomable Minds: You have resistance to psychic damage.
Telepathy: You can telepathically speak to a creature you can see within 10 feet of you. You do not need to share a language with the creature for it to understand your telepathic message, but it must be able to understand at least one language.
Languages: You can speak Deep Speech. Although it is very uncommon to see Deep Speech in written forms, you can read and write Deep Speech written in any scripts you can read or write.
BALOR
A balor tielfing draws upon the power of balors, the whip-lashing fiends that lead the army of chaotic and destructive force of demons. These tieflings have the following additional features:
Ability Score Increase: Your Strength score increases by 1.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 spell). While your
aura is active, each creature 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 that 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 throws equals 8 + your proficiency bonus + your Charisma modifier.
Languages: You can speak, read, and write Abyssal.
Languages: You can speak, read, and write Abyssal.
BONE
A bone tielfing draws upon the power of bone devils, the skeletal horror with weaponized limbs and tail to match up its title. These tieflings have the following additional features:
Ability Score Increase. Your Strength score increases by 1.Hellish Resistance: You have resistance to cold damage.
Skeletal Claws: Your hands grow sharp, skeletal claws. Your unarmed strikes now deal 1d4 slashing damage.
Skeletal Tail: Your tail is now skeletal, with protruded spines and tightly stretched skin, that can be use as a weapon. You are proficient with your tail, which is a melee weapon that deals 1d6 slashing damage. When you hit a creature with your tail, it must succeed on a Constitution saving throw or becomes poisoned for 1 minute. The save DC for this saving throw equals 8 + your proficiency bonus + your Charisma modifier.
Languages: You can speak, read, and write Infernal.
ICE
An ice tielfing draws upon the power of ice devils, the insectoid fiend accustomed to frigid-cold climates of the infernal realms. These tieflings have the following additional features:
Ability Score Increase: Your Constitution score increases by 1.Hellish Fortitude: You have resistance against cold damage from non-magical sources, and you do not suffer the effects of extreme cold.
Freezing Touch: As an action, you can magically touch an object with your hand to coat it with frost, or partially freeze it.
Hellish Frost: When you finish a short rest or long rest, you can touch one melee weapon or up to three pieces 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 1d4 cold damage and its speed decreases by 10 feet until the end of its next turn. Your magic coated on the weapon or ammunition lasts for 8 hours or until you hit a creature with it, after which it wears off.
Languages: You can speak, read, and write Infernal.
INFERNAL
An infernal tiefling draws upon the power of the devils, the cunning, scheming, and treacherous
fiends. These tieflings have the following additional features:
Ability Score Increase: Your Intelligence score increases by 1.Hellish Resistance: You have resistance to fire damage.
Infernal Legacy: You know the Thaumaturgy cantrip (and more at higher levels). 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.
MARILITH
A marilith tielfing draws upon the power of mariliths, the demonic dominatrix with an exceptional taste for wicked blades. These tieflings have the following additional features:
Ability Score Increase: Your Dexterity score increases by 1.Blade-Sharp Senses: You gain a +5 bonus to your passive Wisdom (Perception) score.
Tiefling Weapon Training: You have proficiency with the dagger, longsword, and
shortsword.
Abyssal Riposte: When a creature you can see targets you with a melee weapon attack, you can use your reaction to add your Charisma score to your AC against that attack (a minimum of +1). You must be wielding a dagger, a longsword, or a shortsword to use this trait. Once you use this trait, you cannot use it again until you finish a short rest or long rest.
Languages: You can speak, read, and write Abyssal.
NALFESHNEE
A nalfeshnee tielfing draws upon the power of nalfeshnees, the demonic monstrosity with a horrid appearance that cowls the inner intelligence and trickery. These tieflings have the following additional features:
Ability Score Increase: Your Intelligence score increases by 1.Naturally Deceptive: You gain proficiency 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.
Languages. You can speak, read, and write Abyssal.
OPAL
An opal tiefling has performed a divine ritual to cleanse their fiendish bloodline to embrace the
celestial grandeur. These tieflings have the following additional features:
Ability Score Increase: Your Wisdom score increases by 1.Celestial Inclination: Whenever you make a Charisma check when interacting with celestials, your proficiency bonus is doubled if it applies to the check.
Celestial Magic: You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast the bless 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 aid 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 Celestial.
RAKSHASA
A rakshasa tielfing draws upon the power of rakshasas, the shapeshifting fiend with pride only matched by their magical capabilities. These tieflings have the following additional features:
Ability Score Increase. Your Intelligence score increases by 1.
Limited Magic Resistance: Advantage on saving throws against cantrips and 1st-level spells
Haunting Strike: When you hit a creature with a melee attack, you can choose to imbue the creature with your innate magic that lingers within the creature for 8 hours. When the creature takes a short rest or long rest while imbued with your magic, it must make a Wisdom saving throw. The save DC for this saving throw equals 8 + your proficiency bonus + your Charisma modifier. Fiends automatically succeed on this saving throw. On a successful save, the imbued magic wears off. On a failed save, the imbued magic manifests itself, filling its thoughts with horrible images and dreams. The creature gains no benefit from finishing a short rest or long rest. The imbued magic ends early when the creature is targeted by a remove curse spell or similar magic. You can have only one
creature imbued with your magic with this trait, and once you use this trait, you cannot use it again until you finish a long rest.
Languages. You can speak, read, and write Infernal.