Variant Tieflings

by Nyte

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Variant Tieflings

Some tieflings manifest their connection to the Nine Hells differently than others. With your DM's consent when you create your character, you can replace your Infernal Legacy trait with any one of the following traits. Alternatively, you can choose a trait associated with your infernal bloodline, as shown by the table below.
Created by u/nyteshark

Infernal Bloodline Racial Trait
Asmodeus Tenebrous
Baalzebul Beguiler
Dispater Devil's Sense
Fierna Devil's Tongue
Glasya Hellfire
Levistus Frostbite
Mammon Vilesting
Mephistopheles Devil's Mind
Zariel Feral or Winged

Beguiler. You know the minor illusion cantrip. When you reach 3rd level, you learn the disguise self spell and can cast it at will, without expending a spell slot. Charisma is your spellcasting ability for these spells.

Devil's Mind. You have proficiency in the Arcana and Religion skills. When you reach 3rd level, you learn the augury spell and can cast it once without expending a spell slot, requiring no material components, and regain the ability do so when you finish a long rest. Charisma is your spellcasting ability for this spell.

Art Credit

Lyanna by Jeleynai
tiefling rogue by joenni

Devil's Sense. You have proficiency in the Insight and Perception skills. When you reach 3rd level, you learn the detect thoughts spell and can cast it once without expending a spell slot and regain the ability do so when you finish a long rest. Charisma is your spellcasting ability for this spell.

Devil's Tongue. You have proficiency in the Deception and Persuasion skills. When you reach 3rd level, you learn the suggestion spell and can cast it once without expending a spell slot and regain the ability do so when you finish a long rest. Charisma is your spellcasting ability for this spell.

Feral. You have tough skin, dangerous claws, and a deft tail.

  • Infernal Hide. You have tough, leathery skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can still use a shield and gain the benefits of this trait.
  • Infernal Claws. You have razor-sharp claws that extend from the tips of your fingers. Your claws are natural weapons with the finesse and light properties, which each deal 1d6 slashing damage on a hit. You can use your claws in place of unarmed strikes.
  • Dexterous Tail. Your tail is an appendage, which you can use to perform tasks. It cannot perform somatic components, wield shields or weapons without the light property, or hold weight greater than five times your Strength score (in lbs.).

Frostbite. You know the frostbite and thaumaturgy cantrips. Charisma is your spellcasting ability for these spells.

When you deal bludgeoning, piercing, slashing, or cold damage to a target, you can reduce that target's movement speed by 10 feet until the end of your next turn. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Hellfire. You know the firebolt and thaumaturgy cantrips. Charisma is your spellcasting ability for these spells.

When you deal bludgeoning, piercing, slashing, or fire damage to a target, you can deal extra fire damage to that target equal to your Charisma modifier. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Risen. You learn one cantrip of your choice from the cleric spell list. When you reach 3rd level, choose one 1st-level spell from the cleric or paladin spell list. You learn that spell and can cast it once without expending a spell slot, requiring no material components. When you reach 5th level, choose one 2nd-level spell from the cleric or paladin spell list. You learn that spell and can cast it once without expending a spell slot, requiring no material components. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.

Tenebrous. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. When you reach 3rd level, you learn the darkness spell and can cast it once without expending a spell slot and regain the ability do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Vilesting. You know the poison spray and thaumaturgy cantrips. Charisma is your spellcasting ability for these spells.

When you deal bludgeoning, piercing, slashing, or poison damage to a target, you can poison that target until the end of your next turn. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Winged. You have two devilish wings that sprout from your back, and you cannot wear armor unless it has been modified to accommodate for them. You have a flying speed equal to
your walking speed. Until you reach 5th level, you
fall prone if you end your turn in the air and
aren't gliding.

Rules of Flight (created by u/nyteshark).

 

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