Fiendish and the Divine
Throughout the many worlds of the D&D multiverse live a vast array of different fiends and celestials. This document expands on the available options for D&D 5e's resident playable fiends and celestials: aasimar and tieflings. Included are a variety of new subraces: from tiefling bloodlines tied to the Demon Princes of the Abyss to aasimar with connection to a progenitor deity. Additionally, a slew of new feats are available to add an extra touch of fiendish or divine flavor to your character.
Races
The following are additional subraces available to the aasimar and tiefling at character creation.
Aasimar
When making an aasimar, in addition to protector, scourge, and fallen, you may choose one of the following types: harbinger or progenitor.
Harbinger
Harbinger aasimar are gifted with sight beyond themselves. This ability has them often heralded as prophets, for good or ill. Harbinger aasimar do not tend towards holy righteousness like protector or scourge aasimar, but neither are they tainted by evil like their fallen brethren; they often maintain a neutrality, as foresight is neither wholly good or evil.
Ability Score Increase.
Your Intelligence increases by 1.
Divine Sight.
Starting at 3rd level, you can use your bonus action to see beyond yourself, causing your eyes to become luminous pools.
Your transformation lasts for 1 minute or until you end it on your turn (no action required). During it, you have truesight out to 30 feet, and once on each of your turns, you can deal extra psychic damage to one target when you deal damage to it with an attack or a spell. The extra psychic damage equals your level.
Once you use this trait, you can't use it again until you finish a long rest.
Progenitor
Progenitor aasimar are those touched by the most ancient of entities. Be it a creator deity or something else ancient and powerful, progenitor aasimar are imbued with great power: to give life or destroy it.
Ability Score Increase.
An ability score of your choice other than Charisma increases by 1.
Spark of the Creator.
Starting at 3rd level, you can use your bonus action to unleash the divine energy within yourself, causing arrays of light to spill from your body.
Your transformation lasts for 1 minute or until you end it on your turn (no action required). When you transform, and as a bonus action on each subsequent turn for the transformation's duration, a creature of your choice within 30 feet regains hit points equal to half your level (rounded down). Once on each of your turns, you can deal extra force damage to one target when you deal damage to it with an attack or a spell. The extra force damage equals half your level (rounded down).
Once you use this trait, you can't use it again until you finish a long rest.
Tiefling
When making a tiefling, you may choose to use one of the following subraces.
Bloodline of Baphomet
The Prince of Beasts, Baphomet grants his tieflings magic that give them a primal, bestial edge. Additionally, tieflings tied to Baphomet often sport antlers in place of horns, as well as fur and fangs.
Ability Score Increase.
Your Strength increases by 1.
Legacy of the Endless Maze.
You know the Primal Savagery cantrip. Once you reach 3rd level, you can cast the Cause Fear spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Alter Self spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
Bloodline of Demogorgon
The Prince of Demons and Master of the Spiraling Depths, Demogorgon bestows his tieflings with magic to sow chaos. Additionally, tieflings tied to Demogorgon often sport scales and/or fur, alongside clawed and webbed feet. Sometimes in place of horns they sport an extra pair of eyes.
Ability Score Increase.
Your Constitution increases by 1.
Legacy of the Gaping Maw.
You know the Mind Sliver cantrip. Once you reach 3rd level, you can cast the Chaos Bolt spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Hold Person spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
Bloodline of Erinyes
Erinyes are the beautiful enforcers of Asmodeus' edicts, meting out swift punishment to those who defy his word. A tiefling with this bloodline is descended from one, and may carry their same sense of loyalty and fierce combat prowess. Tieflings of this bloodline dont tend to have horns, instead having small wings or feathers on their head.
Ability Score Increase.
Your Strength increases by 1.
Legacy of Conquest.
You know the Green-Flame Blade cantrip. Once you reach 3rd level, you can cast the Ensnaring Strike spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Magic Weapon spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
Bloodline of Fraz-Urb'luu
The Prince of Deception and Demon Lord of Illusions, Fraz-Urb'luu grants his tieflings magic that allows them to trick the minds of others and befuddle their senses. Tieflings tied to Fraz-Urb'luu often have stonelike skin and long, finned ears.
Ability Score Increase.
Your Intelligence increases by 1.
Legacy of Hollow's Heart.
You know the Minor Illusion cantrip. Once you reach 3rd level, you can cast the Disguise Self spell once. Once you reach 5th level, you can also cast the Phantasmal Force spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
Bloodline of Graz'zt
The Dark Prince, Graz'zt bestows his tieflings with supernatural charm and beauty. Tieflings of this bloodline often have skin of dark purple or black, and stark white eyes.
Ability Score Increase.
Your Wisdom increases by 1.
Legacy of Azzatar.
You know the Friends cantrip. Once you reach 3rd level, you can cast the Charm Person spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Suggestion spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
Bloodline of Juiblex
The Faceless Lord, Juiblex grants his tieflings access to spells that harness his acidic body. Tieflings tied to Juiblex often have acid green skin that transitions to black and pale green bloodshot eyes.
Ability Score Increase.
Your Constitution increases by 1.
Legacy of the Slime Pits.
You know the Acid Splash cantrip. Once you reach 3rd level, you can cast the Tasha's Caustic Brew spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Spider Climb spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
Bloodline of Orcus
The Demon Prince of Undeath, Orcus bestows his tieflings with magic that allows them to channel necromantic power. Tieflings related to Orcus are often muddy red, sporting fur and cloven hooves. Their horns are often skeletal protrusions.
Ability Score Increase.
Your Intelligence increases by 1.
Legacy of Thanatos.
You know the Chill Touch cantrip. Once you reach 3rd level, you can cast the Inflict Wounds spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Blindness/Deafness spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
Bloodline of Yeenoghu
The Beast of Butchery and father of gnolls, Yeenoghu's tieflings are granted magic useful for combat. Tieflings tied to Yeenoghu are often spotted with fur, and have large teeth and fangs, as well as canine feet and claws.
Ability Score Increase.
Your Dexterity increases by 1.
Legacy of the Death Dells.
You know the Infestation cantrip. Once you reach 3rd level, you can cast the Hunter's Mark spell once. Once you reach 5th level, you can also cast the Spiritual Weapon spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
Bloodline of Zuggtmoy
The Demon Queen of Fungi, Zuggtmoy's tieflings are imbued with magic allowing them to release deadly spores and mold. Tieflings of Zuggtmoy often sprout fungal growths, especially in place of hair and/or horns.
Ability Score Increase.
Your Wisdom increases by 1.
Legacy of Shedaklah.
You know the Poison Spray cantrip. Once you reach 3rd level, you can cast the Ray of Sickness spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Wither and Bloom spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
Feats
The following section presents a variety of feats linked to divine and fiendish beings.
Feat Descriptions
The feats are presented in alphabetical order. If a feat has a prerequisite, you must meet that prerequisite to gain the feat.
Abyssal Warrior
You have a connection to the Abyss that allows you to emulate demons and their savage fighting, granting you the following benefits:
- Increase your Strength, Dexterity, or Constitution score by 1, up to a maximum of 20.
- As a bonus action, you can adopt a more demonic form. For 1 minute, you manifest a natural weapon (such as claws, fangs, or horns) that you are proficient with. It counts as a simple melee weapon for you, and you add your Strength or Dexterity modifier (choose when you gain this feat) to the attack and damage rolls when you attack with it, and it deals 1d8 bludgeoning, piercing, or slashing damage on a hit (choose when you gain this feat). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- When you take cold, fire, lightning, or poison damage, you can use your reaction to give yourself resistance to that instance of damage. After you use this reaction, you can’t do so again until you finish a long rest.
Celestial Fortitude
Prerequisite: Aasimar
Celestial blood runs strong in you, unlocking an overflowing healthfulness. You gain the following benefits:
- Increase your Constitution score by 1, up to a maximum of 20.
- You have resistance to poison damage and advantage on saving throws against being poisoned.
- Additionally, when you use your Healing Hands trait to restore hit points to a creature, you can neutralize one poison affecting it.
Celestial Touched
Your exposure to celestials or the Upper Plane's magic has changed you, granting you the following benefits:
Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
You learn the Zone of Truth spell and one 1st-level spell of your choice. The 1st-level spell must be from the Abjuration or Evocation school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
Celestial Warrior
You have a connection to the Upper Planes that allows you to emulate their holy warriors, granting you the following benefits:
- Increase your Strength, Wisdom, or Charisma score by 1, up to a maximum of 20.
- You gain proficiency with greatswords, longbows, and maces.
- As a bonus action, you can touch a simple or martial weapon and infuse it with radiant light, causing the weapon to emit bright light in a 10-foot radius and dim light for an additional 10 feet. For the next minute, the weapon deals an extra 1d6 radiant damage when it hits. After you use this bonus action, you can’t do so again until you finish a long rest.
Demon Touched
Your exposure to demons or the Abyss's magic has changed you, granting you the following benefits:
Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
You learn the Heat Metal spell and one 1st-level spell of your choice. The 1st-level spell must be from the Conjuration or Transmutation school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
Devil Touched
Your exposure to devils or the Nine Hell's magic has changed you, granting you the following benefits:
Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
You learn the Suggestion spell and one 1st-level spell of your choice. The 1st-level spell must be from the Enchantment or Illusion school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
Fiend Hunter
You are trained in the methods used to track down and slay devils, granting the following benefits:
- Increase your Dexterity, Intelligence or Wisdom score by 1, up to a maximum of 20.
- You have advantage on skill checks made to recall or learn information about fiends, the Abyss or the Nine Hells, as well as advantage on skill checks made to track fiends.
- You learn the Hunter's Mark spell. You can cast this spell without expending a spell slot. Once you cast this spell in this way, you can’t do so again until you finish a long rest. You can also cast this spell using spell slots you have. The spell’s spellcasting ability is Intelligence, Wisdom, or Charisma when you cast it with this feat (choose when you gain the feat).
Hellish Warrior
You have a connection to the Nine Hells that allows you to emulate devils and their style of combat, granting you the following benefits:
- Increase your Dexterity, Intelligence, or Charisma score by 1, up to a maximum of 20.
- You gain resistance to fire damage.
- When you take the Attack action on your turn, you can replace one of your attacks with Hurl Flame. The flame is a spell attack with a range of 150 feet and uses your Intelligence, Wisdom, or Charisma (choose when you gain this feat) On a hit, a creature takes 1d6 fire damage. This damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). You can use your Hurl Flame a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Otherworldly Words
You are familiar with the ways in which celestials or devils present themselves and carry conversation, allowing you to emulate them, granting the following benefits:
- Increase your Wisdom or Charisma score by 1, up to a maximum of 20.
- You gain proficiency in the Insight skill if you chose Wisdom or the Deception skill if you choose Charisma. If you are already proficient in the skill you gain, you instead gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it.
- You learn the Bless spell if you chose Wisdom or the Bane spell if you chose Charisma. You can cast your spell without expending a spell slot, and when you do, it only requires verbal components. Once you cast your spell in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast your spell using spell slots you have of the appropriate level. The spell’s spellcasting ability is the ability increased by this feat.
Planar Adept
Prerequisite: The ability to cast at least one spell
When you gain this feat, choose one of the following damage types: force, necrotic, poison, psychic, or radiant.
Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.
You can select this feat multiple times. Each time you do so, you must choose a different damage type.