Tiefling
Ancestry Traits
Size. Partial Ancestry Size
Speed. Partial Ancestry Speed
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 discern colors in that darkness only as shades of gray.
Choose one of the following damage types: acid, cold, fire, lightning, poison. You have resistance to the chosen damage type. If you choose poison, you have advantage on saving throws you make to avoid or end the poisoned condition on yourself.
You gain special abilities based on the fiendish ancestor you derive your lineage from. Choose one of the following:
- Legacy of the Beast. Your walking speed increases by 10 feet. Additionally, your horns are natural weapons with the Finesse property that you can use to make unarmed strikes. When you hit with them, you deal 1d6 + your Strength or Dexterity modifier piercing damage.
- Legacy of Blood. You know the chill touch cantrip. You learn the false life spell. Starting at 3rd level, you also learn the analyze blood spell. You can cast each of these spells once without spending mana and without material components. Once you do, you can't do so again until you finish a long rest. If you choose this Legacy, you may choose necrotic damage for your Hellish Resistance trait.
- Legacy of the Carapace. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier. Additionally, your armor forms hard ridges or pincers that are natural weapons. If you hit with them, you deal 1d6 + your Strength or Dexterity modifier bludgeoning or piercing damage (your choice).
- Legacy of Chaos. You know the prestidigitation cantrip. You learn the chaos bolt spell. Starting at 3rd level, you also learn the alter self spell. You can cast each of these spells once without spending mana and without material components. Once you do, you can't do so again until you finish a long rest.
- Legacy of Conquest. You know the green-flame blade cantrip. You learn the searing smite spell. Starting at 3rd level, you also learn the branding smite spell. You can cast each of these spells once without spending mana and without material components. Once you do, you can't do so again until you finish a long rest.
- Legacy of Corruption. You know the acid splash cantrip. You learn the acid stream spell. Starting at 3rd level, you learn the wither and bloom spell. You can cast each of these spells once without spending mana and without material components. Once you do, you can't do so again until you finish a long rest.
- Legacy of Darkness. You know the thaumaturgy cantrip. You learn the command spell. Starting at 3rd level, you also learn the darkness spell. You can cast each of these spells once without spending mana and without material components. Once you do, you can't do so again until you finish a long rest.
- Legacy of Deception. You know the minor illusion cantrip. You learn the disguise self spell. Starting at 3rd level, you also learn the invisibility spell. You can cast each of these spells once without spending mana and without material components. Once you do, you can't do so again until you finish a long rest.
- Legacy of the Fall. You have bat-like wings sprouting from your shoulder blades. You have a flying speed equal to your walking speed.
- Legacy of Foul Wind. You know the wind blade cantrip. You learn the zephyr strike spell. Starting at 3rd level, you also learn the gust of wind spell. You can cast each of these spells once without spending mana and without material components. Once you do, you can't do so again until you finish a long rest.
- Legacy of Frost. You know the ray of frost cantrip. You learn the armor of agathys spell. Starting at 3rd level, you also learn the frost fingers spell. You can cast each of these spells once without spending mana and without material components. Once you do, you can't do so again until you finish a long rest.
- Legacy of Greed. You know the mage hand cantrip. You also learn the floating disk spell. Starting at 3rd level, you also learn the arcane lock spell. You can cast each of these spells once without spending mana and without material components. Once you do, you can't do so again until you finish a long rest.
- Legacy of Hellfire. You know the fire bolt cantrip. You learn the hellish rebuke spell. Starting at 3rd level, you also learn the flame blade spell. You can cast each of these spells once without spending mana and without material components. Once you do, you can't do so again until you finish a long rest.
- Legacy of Intrigue. You know the message cantrip. You learn the sense emotion spell. Starting at 3rd level, you also learn the suggestion spell. You can cast each of these spells once without spending mana and without material components. Once you do, you can't do so again until you finish a long rest.
- Legacy of Madness. You know the mind sliver cantrip. You learn the hideous laughter spell. Starting at 3rd level, you can also cast crown of madness spell. You can cast each of these spells once without spending mana and without material components. Once you do, you can't do so again until you finish a long rest.
- Legacy of Pestilence. You know the infestation cantrip. You learn the ray of sickness spell. Starting at 3rd level, you also learn the web spell. You can cast each of these spells once without spending mana and without material components. Once you do, you can't do so again until you finish a long rest.
- Legacy of Secrets. You know the encode thoughts cantrip. You learn the disguise self spell. Starting at 3rd level, you also learn the detect thoughts spell. You can cast each of these spells once without spending mana and without material components. Once you do, you can't do so again until you finish a long rest.
- Legacy of Seduction. You know the friends cantrip. You learn the charm person spell. Starting at 3rd level, you also learn the enthrall spell. You can cast each of these spells once without spending mana and without material components. Once you do, you can't do so again until you finish a long rest.
- Legacy of Savagery. You have a climb speed equal to your walking speed, and your long jump is up to 30 feet and your high jump is up to 15 feet with a running start.
- Legacy of Shadow. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. If you already have darkvision from another source, its range increases by 90 feet. While in dim light or darkness, you can take the Hide action as a bonus action.
- Legacy of Sovereignty. You have an additional set of arms, which can hold weapons, shields, tools, and other objects. You have disadvantage on attack rolls made with heavy weapons if you are carrying anything but the weapon. These hands can be used for other tasks, such as opening doors, carrying torches, using tools, or performing the somatic components of spells, without difficulty when they are free.
- Legacy of Terror. You know the thaumaturgy cantrip. You learn the cause fear spell. Starting at 3rd level, you also learn the blindness/deafness spell. You can cast each of these spells once without spending mana and without material components. Once you do, you can't do so again until you finish a long rest.
Paragon Options
Barbed Hide
One of your ancestors was a barbed devil or other spiky fiend. Barbs protrude from your head. As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. While the barbs are out, any creature that touches you or hits you with a melee attack while within 5 feet of you takes 1d6 piercing damage. Additionally, at the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you.
Deep Legacy
Choose a second option from the Infernal Legacy trait. You gain the benefits from it.
Flames of Phlegethos
You learn to call on hellfire to serve your commands. You gain the following benefits:
- The saving throw DC to end a burning condition you inflict is equal to your Spell Save DC.
- Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, a creature that touches you or hits you with a melee attack while within 5 feet of you takes 1d6 fire damage.
Infernal Constitution
Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You have resistance to two more damage types from the Hellish Resistance trait.
If you are already resistant to these damage types, you may choose from the following options:
- You are immune to fire damage.
- You are immune to poison damage and the poisoned condition.
Magic Resistance
You have advantage on saving throws against spells and other magical effects.
Rime of Stygia
You learn to call on the subzero rime of the underworld to serve your commands. You gain the following benefits:
- When you inflict the Chilled condition on a creature, its movement speed is reduced by 15 feet per stack instead of 10 feet.
- Whenever you cast a spell of 1st level or higher that deals cold damage, you can cause ice to shield you. You gain temporary hit points equal to the spell's level.