Tieflings are mortals whose bloodline carries the unmistakable trace of Hell. Born of infernal heritage, their ancestry may stem from a devilish parent, a Fiend ancestor, or a pact sealed generations ago. Regardless of how diluted or direct their lineage, every tiefling bears the legacy of a fiendish connection – one that grants them innate power, but does not dictate their destiny or moral compass.

Though their origins lie in Hell, tieflings are now found across the world. They have adapted to their environments over the centuries, blending with local populations while still bearing the unmistakable traits of their heritage. In many regions, tieflings who resemble their surrounding cultures are treated no differently than any other folk. However, those who display more striking infernal features may draw wary glances, or worse.

  • Age. Tieflings mature at the same rate as humans but live a few years longer.
  • Size. Tieflings are about the same size and build as humans. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Darkvision. Thanks to your infernal heritage, you have Darkvision with a range of 30 feet.
  • Fiendish Legacy. You are the recipient of a legacy that grants you supernatural abilities. You gain the level 1 benefit of the chosen legacy, and when you reach character levels 3, and 5, you learn a higher-level spell. You always have that spell prepared. You can cast it once without a spell slot and without requiring a material component, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the legacy).

Brightblood Tieflings

Tieflings who live in the sunlit lands of the world – among humans, elves, and similar races – are often referred to as Brightbloods. Over generations, their infernal traits have softened: horns tend to be smaller, their tails more discreet, and their skin tones muted, though still varying widely in hue.

Renowned for their natural eloquence, Brightblood Tieflings frequently rise as diplomats, performers, and politicians. They carry themselves with an effortless confidence, whether speaking on matters they’ve studied for years or improvising their way through the unknown. Some Overland Tieflings are said to possess an uncanny knack for reading others – so sharp, in fact, that rumors persist of them glimpsing stray thoughts or hidden emotions.

  • Befriend. You can cast the Friends cantrip and the target does not become hostile after it ends. You can use this trait a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. You can cast the cantrip as normal too.
  • Shrewd Mind. You have proficiency in one of the following skills of your choice: History, Insight, Deception, or Persuasion.

3rd level

5th level

  • Fiendish Legacy Spell. You learn the Detect Thoughts spell.
  • Brightblood Confidence. You naturally are quick thinking in new scenarios. When making an ability check or saving throw you are not proficient in, you can choose to attempt the check or saving throw as if you were proficient in it. You can choose to do this after the roll has been made, but before the result is declared. You can use this trait a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Gloomblood Tieflings

When the first of their kind arrived in the Underland, they were rejected by Ithari rulers, who viewed all creatures from Hell with disdain. Many were exiled to the Overland, or forced to return to Hell itself. But as time passed, the common folk of the Underland grew to pity (and, in some cases, love) the outcasts. Through rebellion and reconciliation, tieflings earned their place.

Gloomblood Tieflings are known for their cool, dusky complexions and a quiet resilience. Years of exposure to arcane forces have hardened them against magic, allowing them to endure where others might falter.

  • Fiendish Legacy Cantrip. You know the Blade Ward cantrip.
  • Hardened Mind. Living in the Underland for centuries has strengthened your magic resistance. You have advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
  • Superior Darkvision. You have a Darkvision range of 120 feet.
  • Sunlight Sensitivity. You have disadvantage on Attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

3rd level

  • Fiendish Legacy Spell. You learn the Shield spell.

5th level

  • Fiendish Legacy Spell. You learn the See Invisibility spell.
  • Gloomblood Sense. You can sense the presence of aberrations, celestials, elementals, fey, fiends, and undead within 60 feet of you. You know the creature’s type and direction, but not its exact location or number.

Hellblood Tieflings

Some tieflings remain closely attuned to their infernal origins – either by personal choice or through purer blood and more potent ancestry. Sometimes referred to as Hellbloods, these individuals often bear more prominent signs of their lineage: large, curling horns, barbed tails, crimson skin, or even purely cosmetic wings that mark their heritage.

To common folk, Hellblood Tieflings may appear as full-blooded fiends, cambions, or even succubi. Their presence can be deeply alluring or unsettling, and their supernatural aura can be felt by all souls around them.

  • Hellblood Resistance. You have resistance to fire damage, and you ignore difficult terrain caused by hot surfaces and don’t take damage from environmental heat sources like lava or coals. You are still affected by magical fire or fire damage effects.
  • Fiendish Legacy Cantrip. You know the Thaumaturgy cantrip.
  • Fiendish Fortitude. Your hit point maximum increases by your level, and you also have advantage on saving throws against being frightened.

3rd level

5th level

  • Commanding Presence. You know the Command spell, and can cast it without a spell slot a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. You can also cast it using your spell slots.

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