Difference between revisions of "Exotic Races (5A)"

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m (== Racial Description Page == This page is about a fantasy race from my version of the World of Greyhawk. :5A race pages: HumansDemi-HumansExotics.)
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You can only play one after negotiation with the [[GM]].
 
You can only play one after negotiation with the [[GM]].
 
They are listed here because they are in some way changed from the [http://dnd5e.wikidot.com/#toc3 Dungeons & Dragons 5th Edition wiki] races.
 
They are listed here because they are in some way changed from the [http://dnd5e.wikidot.com/#toc3 Dungeons & Dragons 5th Edition wiki] races.
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== Racial Description Page ==
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This page is about a fantasy race from my version of the [[Greyhawk (Action)|World of Greyhawk]].
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:[[5A]] race pages: [[Humans (5A)|Humans]]—[[Races (5A)|Demi-Humans]]—[[Exotic Races (5A)|Exotics]].
  
 
== Aasimar ==
 
== Aasimar ==

Revision as of 10:10, 20 December 2021

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Starfox's 5th Edition Fan Page

These races are oddities in the Flanaess. You can only play one after negotiation with the GM. They are listed here because they are in some way changed from the Dungeons & Dragons 5th Edition wiki races.

Racial Description Page

This page is about a fantasy race from my version of the World of Greyhawk.

5A race pages: HumansDemi-HumansExotics.

Aasimar

Whereas tieflings have fiendish blood in their veins, aasimar are the descendants of celestial beings. These folk generally appear as glorious humans with lustrous hair, flawless skin, and piercing eyes. Aasimar often attempt to pass as humans in order to right wrongs and defend goodness on the Material Plane without drawing undue attention to their celestial heritage. They strive to fit into society, although they usually rise to the top, becoming revered leaders and honorable heroes.

5A aasimar and tieflings are variant elves, but this has little practical impact. Their births are influenced by the magic of the higher planes. Some are indeed descended from celestials, but most are not.

Greyhawk: Aasimar are rare in the Flanaess, where there is little celestial influence. Veluna may have some, but not many. Instead, they are a force to reckon with in the Celestial Empire, where they are the Mandarin class, administrators and close servants of the emperor. Because aasimar are born randomly in the population, they are seen as a chance for even a humble peasant to be the parents of one of the rulers of the empire.

Source: Source: Volo's Guide to Monsters
Roll20: Works as is, only flavor changes

Aasimar Traits

  • Ability Score Increase. Your Wisdom score increases by 1, and your Charisma score increases by 2.
  • Age. Aasimar age at the same rate as humans but potentially live much longer. As generals and leaders, they have to take risks, so many die in service. Most of those who survive retire after about a century to become recluses.
  • Alignment. Due to their celestial heritage, aasimar are often good. However some aasimar fall into evil, rejecting their heritage.
  • Size. Aasimar are built like well proportioned humans. Your size is medium.
  • Speed. Your base walking speed is 30 feet.
  • Darkvision. Thanks to your celestial heritage, you have superior vision in dim and dark conditions. 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.
  • Celestial Legacy. You know the Light cantrip. Once you reach 3rd level, you can cast the Lesser Restoration spell once using this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the Daylight spell once with this trait as a 3rd level spell, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
  • Languages. You can speak, read and write Common and Celestial.

Centaur

A centaur has the lower body of a horse and the torso of a human. Centaurs are heavier than humans and their torso is a higher but the same size as a human torso.

Centaurs live on plains, hills, and in forests, sometimes as a part of civilization and sometimes as remote tribes. They tend to like physical challenges and are proud of their strength and speed, but get annoyed if they are compared to horses, who are faster, bigger, and stronger.

Greyhawk: Centaurs are fey, and are seen in fey woods. There are centaur tribes in the Bandit Kingdoms, Hold of Stonefist, and among the Tiger and Wolf nomads and the Rovers of the Barrens. There may be centaurs in other remote locations not commonly known. Their relationship to horse nomads is contradictory. Some horse nomads regard them as legendary beings to revere, yet others believe they do not exists and that sightings are merely illusions. Human nomads and centaurs tend to avoid each other when sighted. Direct encounters often lead to conflict, as both sides are fierce.

Sources: Guildmaster's Guide to Ravnica, Mythic Odysseys of Theros
Roll20: Works as is, Mount ability added

Centaur Traits

  • Ability Score Increase. Your Strength score increases by 2 and your Wisdom score increases by 1.
  • Age. Centaurs grow to adolescence in 6 years, but are not adults until age 16. They live around 60 years.
  • Alignment. Centaur tribes value freedom and are often chaotic. Centaurs assimilated into other societies sometimes feel the need to roam, but can otherwise be any alignment.
  • Size. You are larger than a human but smaller than a horse. Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. You weight 500 to 1,000 lb (200 -950 kg). Your size is Medium.
  • Speed. Your base walking speed is 40 feet.
  • Languages. You can speak, read and write Common and Sylvan.
  • Type. You are a Fey.
  • Hooves. Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.
  • Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.
  • Mounted. You count as mounted when using weapons, which changes how the lance and certain other weapons work.
  • Mount. You can serve as a mount. You can carry a Medium rider, even tough you are not Large. You are an intelligent mount and always act on your own initiative count.
  • Survivor. You have proficiency in one of the following skills: Animal Handling, Medicine, Nature, or Survival.

Editor's Notes

Centaur size is really Large, but that would mandate special rules about what weapons they can use and such and they would be impractical as player characters on the battle-map.

Fairy

The Feywild is home to many fantastic peoples, including fairies. Fairies are a wee folk, but not nearly as much so as their pixie and sprite friends. The first fairies spoke Elvish, Goblin, or Sylvan, and encounters with human visitors prompted many of them to learn Common as well.

Infused with the magic of the Feywild, most fairies look like Small elves with insectile wings, but each fairy has a special physical characteristic that sets the fairy apart. For your fairy, roll on the Fey Characteristics table or choose an option from it. You're also free to come up with your own characteristic if none of the suggestions below fit your character.

Source: The Wild Beyond The Witchlight
Roll20: Works as is, only flavor changes

Fey Characteristics (1d8)

  1. Your wings are like those of a bird.
  2. You have shimmering, multicolored skin.
  3. You have exceptionally large ears.
  4. A glittering mist constantly surrounds you.
  5. You have a small spectral horn on your forehead, like a little unicorn horn.
  6. Your legs are insectile.
  7. You smell like fresh brownies.
  8. A noticeable, harmless chill surrounds you.

Fairy Traits

  • Ability Score Increase. Increase Dexterity by 2, and Charisma by 1.
  • Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
  • Creature Type. You are a Fey.
  • Life Span. Fairies have a life span of about a century.
  • Size. You are Small.
  • Speed. Your walking speed is 30 feet.
  • Fairy Magic. You know the Druidcraft cantrip. Starting at 3rd level, you can cast the Faerie Fire spell with this trait. Starting at 5th level, you can also cast the Enlarge/Reduce spell with this trait. Once you cast Faerie Fire or Enlarge/Reduce with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
  • Flight. Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.

Genasi

Elemental elves are rare to the point that many elves consider them legends. Native to elemental regions of fairy and to extreme parts of Oerth and rarely moving outside these regions, they are seldom encountered by other races. With the opening of planar barriers more genasi can be expected to appear on Oerth. In game terms, elemental elves use the base characteristics of elves and apply the characteristics of the different sub-races of genasi. The points below replace the points given in the genasi description.

Genasi are kin to genies, tough the specific relationship is poorly understood. Many genasi are vassals to genies on the elemental planes.

Source: Elemental Evil Player's Compendium
Roll20: Works as is, only flavor changes
  • Ability Score Increase. Your Constitution score increases by 2.
  • Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
  • Alignment. Independent and focused on their own element and affairs, genasi tend toward a neutral alignment. Sylphs tend towards good, ifrit tend towards law, oreads against evil, and undines towards chaos, but this is not nearly as strong as with their genie counterparts.
  • Size. Genasi like other elves are slim and slightly shorter than humans, appearing much like adolescent humans. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Languages. You can speak, read, and write Common and Elvish, each element of genasi having their own dialect.

Air Genasi (Sylph)

As an air genasi, you are descended from the djinn. As changeable as the weather, your moods shift from calm to wild and violent with little warning, but these storms rarely last long.

Air genasi typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh or grow crystals from their scalps.

  • Ability Score Increase. Your Charisma score increases by 1.
  • Electric Resistance. You have resistance to electricity damage.
  • Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.
  • Mingle with the Wind. You can cast the Levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

Earth Genasi (Oread)

As an earth genasi, you are descended from the cruel and greedy dao, though you aren’t necessarily evil. You have inherited some measure of control over earth, reveling in superior strength and solid power. You tend to avoid rash decisions, pausing long enough to consider your options before taking action.

Elemental earth manifests differently from one individual to the next. Some earth genasi always have bits of dust falling from their bodies and mud clinging to their clothes, never getting clean no matter how much they bathe. Others are as shiny as polished gemstones, with skin tones of deep brown or black, eyes sparkling like agates. Earth genasi can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny embedded crystals. The most arresting have fissures in their flesh, from which faint light shines.

  • Ability Score Increase. Your Strength score increases by 1.
  • Earth Walk. You can move across difficult terrain made of earth or stone without expending extra movement.
  • Merge with Stone. You can the Pass Without Trace once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

Fire Genasi (Ifrit)

As a fire genasi, you have inherited the volatile mood and keen mind of the efreet. You tend toward impatience and making snap judgments. Rather than hide your distinctive appearance, you exult in it.

Nearly all fire genasi are feverishly hot as if burning inside, an impression reinforced by flaming red, coal- black, or ash-gray skin tones. The more human-looking have fiery red hair that writhes under extreme emotion, while more exotic specimens sport actual flames dancing on their heads. Fire genasi voices might sound like crackling flames, and their eyes flare when angered. Many are accompanied by the faint scent of smoke.

  • Ability Score Increase. Your Intelligence score increases by 1.
  • Fire Resistance. You have resistance to fire damage.
  • Reach to the Blaze. You know the Produce Flame cantrip. Once you reach 3rd level, you can cast Burning Hands once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Water Genasi (Undine)

The lapping of waves, the spray of sea foam on the wind, the ocean depths—all of these things call to your heart. You wander freely and take pride in your independence, though others might consider you flighty.

Most water genasi look as if they just finished bathing, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Blue or green skin is common, and most have somewhat overlarge eyes, blue-black in color. A water genasi’s hair might float freely, swaying and waving as if underwater. Some have voices with undertones reminiscent of whale song or trickling streams.

  • Ability Score Increase. Your Wisdom score increases by 1.
  • Cold Resistance. You have resistance to cold damage.
  • Amphibious. You can breathe air and water.
  • Swim. You have a swimming speed of 30 feet.
  • Call to the Wave. You know the Shape Water cantrip. When you reach 3rd level, you can cast the Create or Destroy Water spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Harengon

Also known as yutu, tochtli, tokki, usagi, or rabbit-folk.

Harengons originated in the Feywild, where they spoke Sylvan and embodied the spirit of freedom and travel. In time, these rabbitfolk hopped into other worlds, bringing the fey realm's exuberance with them and learning new languages as they went.

A fox told a tanuki, a rabbit, and a monkey that if they showed charity under the full moon, they would get a miraculous reward. When an old woman begged for food, the monkey gathered fruits from the trees, while the tanuki pilfered a cake and a pot of sake. The rabbit, who knew only how to gather grass, offered her own body by throwing herself into the old woman's fire. The rabbit, however, was not burnt. The fire turned out to be the reflection of the moon, where the likeness of the rabbit remains for all to see. The old woman revealed herself as a goddess and raised the first yutu to stand. Since that day, her descendants have walked on two legs and served the moon and gods faithfully.

Harengons are bipedal, with the characteristic long feet of the rabbits they resemble and fur in a variety of colors. They share the keen senses and powerful legs of leporine creatures and are full of energy, like a wound-up spring. Harengons are blessed with a little fey luck, and they often find themselves a few fortunate feet away from dangers during adventures.

Sources: Guildmaster's Guide to Ravnica, Mythic Odysseys of Theros
Roll20: Fixed ability bonuses, otherwise as Roll20

Harengon Features

  • Ability Score Increase. Increase Wisdom by 2 and Dexterity by 1.
  • Languages. You can speak, read, and write Common and Yutu. You can communicate simple messages to other harengon within 500 ft. who also speak Yutu by stomping, creating vibrations picked up by the harengon's sensitive feet..
  • Creature Type. You are a Humanoid.
  • Life Span. Harengons have a life span of about a century.
  • Size. You are Medium or Small. You choose the size when you select this race.
  • Speed. Your walking speed is 30 feet.
  • Hare-Trigger. You can add your proficiency bonus to your initiative rolls.
  • Leporine Senses. You have proficiency in the Perception skill.
  • Lucky Footwork. When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can't use this reaction if you're prone or your speed is 0.
  • Rabbit Hop. As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Hybsil

Also known as briaurs, deer-centaurs, fey-deer, and elf-deer.

Hybsils look like a cross, with the body of a roe deer or antelope and the torso of a small elf or pixie. The color of their deer body ranges from dark gray to chestnut brown, and they sport small spots, white tails, white or tan striping and underbelly, or dark socks and tails. Hybsils grow antlers and shed them seasonally, males having larger antlers than females. Hybsil ears are pointed and graceful, some with a small tuft of hair on their tips.

These deer centaurs can be found in large forests or small woods, and often venture into nearby plains or hills to hunt or forage. Few hybsil leave their flock, and those that do tend to go abroad with an outsider companion related to the fey, such as an elf or gnome.

Greyhawk Hybsil live in forests and badlands protected by elves or gnomes or in the deep wilderness. With the nearing of the Feywild, hybsil are becoming more common, but are still rare enough to be curiosities in settled areas.

Sources: 5A
Roll20: Not implemented

Hybsil Features

  • Ability Score Increase. Increase Dexterity by 2 and Charisma by 1.
  • Languages. You can speak, read, and write Common, Sylvan, and Elvish.
  • Creature Type. You are a Fey.
  • Life Span. Hybsils mature quickly and are adults at age 8. They have a life span of up to 70 years, but few live this long due to harsh conditions.
  • Size. You are 3-4 feet tall (90-120 cm) (plus ears and antlers) and weight 60-120 lbs (30-60 kg). Your size is Small.
  • Speed. Your walking speed is 40 feet.
  • Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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.
  • Fey Physiology: You are immune to poison damage and the poisoned condition.
  • Fey Spells: You know the Dancing Lights cantrip and the Jump spell. At 3rd level you learn Mirror Image if male or Pass Without Trace if female (some hybsil break gender roles here). You can cast these spells using spell slots and also once per day each. If you lack a spellcasting ability, you cast these spells using Charisma.
  • Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag.
  • Magic Antlers During all seasons except winter you have antlers that you can use as a spell focus for any class. You molt these antlers in late autumn and they grow back in spring. These antlers can be used as components worth 20 gp times your level in crafting certain magic items. This is a mixed blessing, however, as hybsil are often hunted for their antlers.

Kitsune

Anthropomorphic foxes from Japanese legend.

Kitsune are anthropomorphic foxes. They look much like a fix standing on its hind legs, tough the proportions are human with longer arms and legs. They are just a little shorter than humans, of lighter build. Feet can be digitigrade or plantigrade. Color varies from region to region in the same manner as foxes' coloration does, ranging from white and grey in arctic regions, red and orange in temperate regions, to tan or grey in deserts.

Kitsune have a reputation as tricksters and entertainers, but many are in fact responsible shopkeepers, traders, intellectuals, scribes, and in various magical professions. Rural kitsune are herdsmen, gardeners, or in other independent jobs. Kitsune are not normally laborers, lacking either the constitution or personality for such work.

Kitsune are free-thinkers and tend towards chaotic alignments, but this is by no means universal. They can be either good or evil.

Greyhawk Kitsune is one of the many anthropomorphic animals races from Nippon and Wrang. Anthropomorphics fill most societal roles in Nippon, and kitsune are well integrated.

Sources: 5A
Roll20: Not implemented

Kitsune Features

  • Ability Score Increase. Increase Dexterity by 1, Intelligence by 1, and Charisma by 1.
  • Languages. You can speak, read, and write Common.
  • Creature Type. You are a humanoid.
  • Life Span. Kitsune have lifespans close to humans, tough exceptional kitsune are said to be hundreds or even thousands of years old.
  • Size. You are between 5 and 6 feet tall (150-180 cm) (plus ears) and weight 100-180 lbs (45-80 kg). Your size is Medium.
  • Speed. Your walking speed is 30 feet.
  • Foxfire. You know the Dancing Lights cantrip. If you do not have a spellcasting ability score, you cast Dancing Lights using Charisma. When you cast other spells while foxfire is visible, the spell effects appear to come from the foxfire, and you do not need to use somatic or verbal components of the spell. This makes it hard to see that you are the caster, tough if you are the only kitsune around, those in the know will naturally suspect you.
  • Trickster. Your quick wit and natural inclination for trickery and free thinking gives you proficiency in the Deception skill.
  • Blindsight. Due to their keen senses and directional hearing, a kitsune has blindsight with a range of 10 ft. A deafened kitsune loses this ability.

Notes

-- The zenko (善狐, lit. 'good foxes') are benevolent, celestial foxes associated with Inari; they are sometimes simply called Inari foxes in English. On the other hand, the yako (野狐, lit. 'field foxes', also called nogitsune) tend to be mischievous or even malicious.

Sagittarian

It is said that at the morning of history, horses were smaller than they are today. Sagittarians claim descent from these early horses and to be the forerunners of centaurs, just as ponies are the forerunners of horses.

Just as centaurs are a mix of horse and human, sagittarians are a mix of pony and halfling. Their equine parts follow the typical shape and coloration of local ponies, while their humanoid forequarters are similar to a halfling's, with slightly pointed ears and fine hair, often shaggy.

Sagittarians thrive in much the same places ponies do; in forests, hills, and marshlands near fey or on the fringes of civilization. They live in small tribes that are ruled by an elder. They gather or farm vegetables, fruits, and grains. They can eat meat but have no preference for it. Less warlike than centaurs, sagittarians fight as skirmishers with bows.

Sagittarians get along well with fey and fey-friends like gnomes, elves, fauns, and dryads. They are reclusive and often stay hidden from human and dwarf neighbors, but might be friends with individuals, especially children. Humans tend to find sagittarians cute and can be overprotective, some employ them as playmates for their children. Their relationship with halflings vary; some halflings find them fascinating, others find them repulsive.

Greyhawk Sagittarians live in the heart of the Flanaess, in Celene, the Gnarely Forest and Cairn Hills. They are known in the Vesve forest and might be hidden in many more places.

Sagittarian Traits

  • Ability Score Increase. Your Dexterity, Wisdom, and Charisma scores each increases by 1.
  • Age. Sagittarians grow to adolescence in 8 years, but are not adults until age 18. They live around 80 years.
  • Alignment. Sagittarians tend toward neutral good alignment. While kind, tribalism makes them morally neutral rather than lawful.
  • Size. You are larger than a halfling due to your horse parts. Sagittarians stand between 4 and 5 feet tall, with your equine body reaching about 3 feet at the withers. You weight 200 (90 kg) to 400 lb (180 kg). Your size is Small.
  • Speed. Your base walking speed is 40 feet.
  • Languages. You can speak, read and write Common and Sylvan.
  • Type. You are a Fey.
  • Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your equine body. You suffer disadvantage on such climbs.
  • Mount. You can serve as a mount. You can carry a Small rider, even tough you are not larger than them. You are an intelligent mount and always act on your own initiative count.
  • Archer. You have proficiency with the shortbow. If 5A weapons are in use, you are also proficient in the Composite Bow.
  • Skirmisher: You can take the Dash action as a bonus action.

Designer's Notes

Like centaurs, sagittarians are really larger than their size code indicated because of their equine bodies. It is simply easier to rate them as Small than to introduce special rules about what weapons they can use.

Tiefling

Tieflings are humans tainted by the lower planes. This can be by parentage, but might also be simply from contact with fiends or the backlash of evil magic, either to the tiefling as a child or to a parent. Scientifically speaking they actually become elves due to the change, but this is not recognized, especially among elves.

5A tieflings are less uniform in appearance, and their general frame is like that of elves. All have some fiendish, traits. Choose 2-5 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goat-like legs; cloven hoofs; a forked tail; leathery or scaly skin; red or blue skin; cast no shadow or reflection; exude a smell of brimstone; eyes that glow, or birthmarks that look like fiendish sigils. Rarely are these marks are as pronounced as those described in the Player's Handbook.

Greyhawk Many tieflings were born in the Greyhawk Wars in areas plagued by fiends, such as around the Empire of Iuz and the former Great Kingdom. They are less common today than in earlier generations, but still more common in these areas. Theiflings born with more obvious marks of evil are often soon abandoned. This means that many tieflings grow up in as War Orphans in military or religions institutions. Such an upbringing gives a role in society, and acceptance as long as you stick to that role. Other tieflings grow up as street urchins or in isolated rural environments.

Source: Player's Handbook
Roll20: Spells changed, ability bonuses changed.

Tiefling Features

  • Ability Score Increase. Your Charisma score increases by 1 and your Dexterity score by 1. Chose one ability score, including Dexterity or Charisma, that ability score gains a further +1 increase.
  • Age. Tieflings mature at the same rate as humans but potentially live longer. Their full possible lifespan is not known.
  • Alignment. Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.
  • Size. Tieflings are about the same size and build as elves. Around 5 ft. tall and weighing 150 lbs or so. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. 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 cold or fire damage, choose one.
  • Languages. You can speak, read, and write Common and either another human language or Abyssal, Daemonic, Infernal, or Primordial.
  • Fiendish Cantrip: You can cast Thaumaturgy and a single cantrip of your choice from the warlock spell list. Charisma is your spellcasting ability for these spells.

Editor's Notes

I am not enthused about the multitude of infernal tieflings. My tieflings are smaller, more diverse, cuter, but less magically endowed.

See Also

External Links