Tiefling (Bloodlines)

Most tieflings are derived from a muddled and unidentifiable mix of fiendish heritage. However, there exist noble houses of tieflings who have not interbred with others of their kind, and retain strong heritages tied to specific fiendish races.

Tiefling (Bloodlines) Traits

Ability Score Modifier. Your Charisma score increases by 2.

Age. Tieflings mature at the same rate as humans but live slightly longer.

Alignment. Tieflings might not be born evil, but many choose an evil path.

Size. Tieflings are roughly the same size as humans, though their specific builds vary greatly with their bloodlines. Your size is medium.

Speed. Your base walking speed is 30 feet.

Darkvision. 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.

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

Spineling

Spinelings are weaker than many other tiefling breeds, but are quick and agile. They often serve as couriers and spies, where they put their talents to good use.

Ability Score Modifier. Your Dexterity score increases by 1.

Flight. You have a flying speed of 40 feet. To use this speed, you can’t be wearing medium or heavy armor.

Pit Born

The haughtiest and most powerful of the tiefling breeds, pit born rarely mix with others of their kind. They are kings and queens and dukes of the mortal infernals, just as their pit fiend progenitors are the rulers of devil kind.

Ability Score Modifier. Your Strength score increases by 1.

Lord of the Pit. You know the fire bolt cantrip. Once you reach 5th level, you can cast the fear spell once per day. Charisma is your spellcasting ability for these spells.

Imp Spawn

Rarely seen, and universally despised, the imp-spawn is considered to be one of the lowliest of tiefling breeds and most end up dying alone. There are a few families of imp-spawn that hold onto their legacy, no matter how misbegotten.

Ability Score Modifier. Your Intelligence score increases by 1.

Size. Imp-spawn are short and almost impossibly light. Your size is small.

Imp Blooded. You know the find familiar spell and can cast it as a ritual. When you use this spell the familiar may only take the form of an imp. Once you reach 5th level, you can cast the invisibility spell once per day. Charisma is your spellcasting ability for these spells.

Gelugit

Gelugit tend to be patient and methodical, but resentful. They are always looking for ways to better their circumstances, but are averse to taking risks.

Ability Score Modifier. Your Intelligence score increases by 1.

Sygian Legacy. You know the chill touch cantrip. Once you reach 3rd level, you learn the ray of frost cantrip. Charisma is your spellcasting ability for these spells.

Malebre

Slothful, but with a fierce temper and great sense of personal pride, Malebre tend to think very highly of themselves and are roused to anger at the slightest insult.

Ability Score Modifier. Your Strength or Constitution score increases by 1.

Speed. Your base walking speed is 25 feet.

Flight. You have a flying speed of 30 feet. To use this speed, you can’t be wearing heavy armor.

Erinyit

Fierce warriors renown for their discipline and skill at arms, erinyit are one of the few tiefling breeds that can blend in with and even thrive among human society and are often found leading powerful armies.

Ability Score Modifier. Your Strength or Dexterity score increases by 1.

Skill of Arms. You gain the Martial Adept feat at first level. You gain an additional superiority dice at 5th level.

Kyling

Kylings are intimidating and brooding, with a penchant for torture. They serve as sadistic jailors and torturers, as well as base thugs.

Ability Score Modifier. Your Constitution score increases by 1.

Animate Chains. You know the shillelagh cantrip, and can cast it without a material component, but may only cast it on a length of chain. Once you reach 3rd level, you can cast the arms of Hadar spell once a day as a 2nd-level spell, though the spell manifests as spiked chains. Charisma is your spellcasting ability for these spells.

Osyit

Osyit are hateful and jealous by nature, and enjoy seeing others fail. They often find themselves in management positions, where they can push their underlings to the breaking point.

Ability Score Modifier. Your Constitution score increases by 1.

Stinging Tail. You can make an attack with your tail as an action. This is a melee weapon attack that uses Strength for its attack roll and damage bonus and deals 1d4 piercing damage. At 3rd level, this attack does an additional 1d4 poison damage. Once you reach 5th level, a creature damaged by this attack must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns.

Barbazula

Violent natured and short tempered, barbazula make excellent soldiers and thugs.

Ability Score Modifier. Your Strength score increases by 1.

Beard. You can make an attack with your beard as an action. This is a melee weapon attack that uses Strength for its attack roll and damage bonus and deals 1d8 piercing damage. Once you reach 5th level, a creature damaged by this attack must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be poisoned for 1 minute. A creature poisoned in this way can’t regain hit points. The target can repeat the saving throw at the end of each of its turns.

Hamatuling

Greedy and keen eyed, hamatulings have a mercenary disposition and make excellent guards and sentries.

Ability Score Modifier. Your Wisdom score increases by 1.

Hurl Flame. You know the fire bolt cantrip. Charisma is your spellcasting ability for this spell.

Barbed. At the start of each of your turns, you deal 1d10 piercing damage to any creature grappling you.