Supernatural Gift: Fiend-Touched
Through machinations that may or may not have been beyond your control, you have been changed irrevocably by the Lower Planes. Though this may not be evident at first glance, devilish or demonic power flows stronger through your body even more than most tieflings. You gain the following traits.
- Darkvision. You gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.
- Demon Soul. Your creature type is fiend, rather than humanoid.
- Fiendish Resistance. Choose one of the following damage types: acid, cold, fire, lightning, necrotic, poison. You have resistance to the chosen damage types. If you choose poison, you have Advantage on saving throws you make to avoid or end the Poisoned condition on yourself.
Additionally, choose two of the following secondary traits:
- Mark of the Beast. Your horns, claws, fangs or other body parts 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 bludgeoning, piercing, or slashing damage (chosen when you take this trait).
- Mark of the Carapace. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
- Mark of the Fall. You have bat-like wings sprouting from your shoulder blades. You have a flying speed equal to your walking speed while you aren't wearing medium or heavy armor. You may choose this Mark twice; if you do, you can use this flying speed while wearing medium or heavy armor.
- Mark of Pursuit. Your walking speed increases by 10 feet.
- Mark 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.
- Mark of Sovereignty. You have an additional appendage, either an arm or a tail, 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. This appendage 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. You can take this secondary trait multiple times.
Lastly, choose one of the following detriments:
- Avarice. When you spend gold or consume an item that costs at one time equal to 100 x your level, or when you use the last charge or use of an ability that returns on a long rest or once per day, you must expend a Willpower. If you do not, you gain one level of Exhaustion.
- Envy. When you make a D20 test at the same time as others, and roll below over half of the others who rolled (rounded down), you must expend a Willpower (and do not gain a Willpower back if it was a failure). If you do not, you gain one level of Exhaustion. If the check was a success, and you do not expend Willpower, you lose hit dice equal to your proficiency bonus, or take psychic damage equal to your level that cannot be reduced if you don't have enough hit dice left.
- Gluttony. You count as one size category larger for the purposes of the Food Exploration tests. Additionally, the first time each day that you run out of focus or hit dice, or have mana less than the highest level of spell you can cast, you must expend a Willpower. If you do not, you gain one level of Exhaustion
- Lust. When you fail a Charisma ability check, you must expend a Willpower instead of gaining one. If you do not, you gain one level of Exhaustion. If you go a long time (no less than 3 days) without making a Charisma ability check or engaging in physical pleasure, the DM may enforce this when they fail any ability check.
- Pride. When you roll a natural 1 on a D20 test, you must expend a Willpower instead of gaining one. If you do not, you gain one level of Exhaustion. If you have the Excellence Destiny, you gain the Willpower from it after making this decision.
- Sloth. When you roll initiative and roll a 16 or higher on the die, or when you take the Dash action, you must expend a Willpower. If you do not, you gain one level of Exhaustion and you lose hit dice equal to your proficiency bonus, or take psychic damage equal to your level that cannot be reduced if you don't have enough left.
- Wrath. The first time you reduce a creature to 0 hit points and don't kill it in each combat, or every time if the creature's CR is over half your level (rounded up), you must expend a Willpower. If you do not, you gain one level of Exhaustion and you lose hit dice equal to your proficiency bonus, or take psychic damage equal to your level that cannot be reduced if you don't have enough left. If you do not personally reduce one or more creatures to 0 during combat, but contribute and allow them to be spared by your allies, the DM may enforce this.
Fiend-Touched Feats
- Half Fiend (Requires 3rd level)
- Blood of the Lower Planes (Requires 9th level)
- True Cambion (Requires 12th level)

