Quick Stats:

  • Ability Score Adjustment: +1 Reason, +1 Leadership, -1 Stamina
  • Class Level Limits: See Racial Level Limits
  • Multi-Class Options: Any two (must be from different categories)
  • Height (M/F): 59 in / 57 in +2d10
  • Weight (M/F): 140 lbs / 90 lbs +6d10
  • Aging:
    • Starting: 14 +2d4 years
    • Adult/Middle/Old/Venerable: 16 / 50 / 67 / 100
    • Maximum: 100 +1d100 years
  • Languages:
    • Bonus Languages: Common, Planar Slang
    • Recommended Languages: Baatezu, Tanar’ri, Gehreleth, Yugoloth
  • Movement: 12
  • Special Abilities:
    • Tiefling infravision enables them to discern gradients of heat within 60 feet in darkness.
    • Tieflings speak the language of one fiendish race in addition to Common. Choose one from Tanar’ri, Baatezu, Yogoloth, or Gehreleth.
    • Single-classed Tieflings with exceptional ability scores are able to advance nearly as high as their human forebears. A single classed Tieflings adds double the normal number of additional levels to his racial maximum (thus a Tieflings fighter with a Strength of 18 could potentially reach 18th level).
    • Tieflings inherit a variety of abilities from their fiendish ancestors. Roll 5 times on the table below for “Random Abilities”. If a given result is rolled more than once, the benefits stack (i.e. use a spell-like ability twice per day, double proficiency bonus, or +2 to an ability score).
  • Special Restrictions:
    • Tieflings may never be of Lawful Good alignment.
    • Tieflings tend to look alien. Roll 5 times on the table below for “Random Appearance” (for simplicity sake, the same rolls may be used as for abilities).

Background: Obviously human and “something else” crossbreeds, the “something else” in a tiefling’s case is usually assumed to be lower-planar. That stigma follows all tieflings through their lives. Loners by nature, they make their own paths out of necessity: no tiefling culture exists to aid the outcasts, since no two tieflings are alike. As distinctive from humans as they are from each other, tieflings tend to be wary and distrustful due to reactions they come to expect from others. Tieflings take care of themselves, for they learn early that no one will take care of them.

Rather than withdraw into individual hermitages, tieflings challenge the multiverse with everything in their independent spirits. Determined to create their own fates, they dare things other might not even dream of and defy anything that stands in their way.

d100 Roll Random Abilities Random Appearance
1 Cast Darkness once per day. Arms: elbow spurs
2 Cast Blur once per day. Arms: over-sized limb
3 Cast Detect Evil/Good thrice per day. Arms: stony forearms
4 Cast Shatter once per day. Arms: tentacle-like
5 Cast Alter Self once per day. Arms: undersized limb
6 Cast Mirror Image once per day. Build: emaciated
7 Cast Animate Dead once per day. Build: hunchback
8 Your Darkvision/Infravision increases by 60 feet. Build: obese
9 The spell _animate dead_ will return you to life as per the spell _raise dead_. Build: unnaturally heavy
10 You can eat and gain nourishment from ash, cinders, dust, and sand. Build: unnaturally light
11 You can speak two additional languages spoken by extraplanar beings. These count as bonus Modern Languages non-weapon proficiencies. Digits: abnormally long
12 You can communicate telepathically with any sentient creature with which you are in physical contact. Digits: extra digits (six or more fingers)
13 You bleed molten silver. Any time you take slashing or piercing damage, you can recover the equivalent of 1sp per point of damage taken. Digits: extra joints
14 Cast Web once per day. Digits: no nails
15 You are aware of and can choose the result of any attempt to detect your alignment, affiliations, or allegiances. Digits: odd number (four or less fingers)
16 Your body exudes painfully freezing cold. Any creature that grapples you takes 1d4 points of cold damage per round. Ears: bat-like
17 Your body produces intense, searing heat. Any creature that grapples you takes 1d4 points of fire damage per round. Ears: missing
18 Your skin is spiky. Any creature that attempts to grapple you takes 1d4 points of damage. Ears: pig-like
19 Cast Suggestion once per day. Ears: pointed
20 Cast Invisibility once per day. Ears: other (fan-like, elephantine, cat ears, etc.)
21 You never need to drink to survive, and are immune to spells or effects which deal damage via dehydration. Eyes: cyclopic (single eye)
22 You can see creatures on the Ethereal Plane. Eyes: goatlike (square pupils)
23 Once per week you may mentally contact a fiendish ancestor to gain information, as per the Commune spell. Eyes: glowing (usually red)
24 Cast Speak with Dead once per day. Eyes: smoking
25 You are invisible to all unintelligent undead. This invisibility is not disrupted by attacking either the undead creature or others. Eyes: other (extremely long lashes, cat-like, deep-set, etc.)
26 You can speak to all birds (including magical avians like Phoenixes or Giant Owls). Face: canine muzzle
27 You can speak to insects (including magical insects like Ankegs or Abyss Ants). Face: insectile mandibles
28 Cast Heat Metal once per day. Face: missing nose
29 You are resistant to magic. You gain Magic Resistance equal to 4% per level you possess. Like other Magic Resistance, this applies to both beneficial and baneful effects and is checked before rolling any saving throws that would normally be allowed. Face: underdeveloped features
30 You possess claws dealing 1d4 points of damage. You may make multiple attacks per round with your claws as if fighting with two weapons. Face: other (elongated nose, tusks, jowls, angular features, etc.)
31 Your skin is unnaturally tough, granting you a +1 bonus to your AC. This stacks with armor and other benefits. Hands: backward-bending fingers
32 You can manipulate any armor, gauntlets, or shield you wield, causing them to grow spikes. These spikes last only as long as you wear your armor. Hands: extra thumbs
33 Cast Levitate once per day. Hands: pincers
34 You can alter your shadow to make it appear as that of any creature or object of your size or smaller. Hands: suckered
35 You can burrow through dirt, sand, and loose gravel at a rate of 5 feet per round. Hands: other
36 Cast Fog Cloud once per day. Head: animalistic (animal of your choice)
37 You can communicate telepathically with any evil creature within 50 feet with whom you share a language. Head: animate hair (may or may not be prehensile or controlable)
38 You can survive on one-quarter the amount of food and water a humanrequires. Head: bald
39 Cast Comprehend Languages thrice per day. Head: malformed (lumps, enlarged cranium, pointed, etc.)
40 Cast Tasha’s Hideous Laughter once per day. Head: other (strangely colored or multi-colored hair, etc.)
41 Cast Phantasmal Force once per day. Horns: draconic (crest, multiple spikes, rear-swept, etc.)
42 Cast Detect Magic thrice per day. Horns: metallic (any formation)
43 You possess a fiendishly cunning tongue, granting you Persuasion as a bonus non-weapon proficiency. Horns: ram-like
44 You do not lose consciousness and may continue to act until you are reduced to –5 hit points. Horns: vestigial (small buds on forehead or temples)
45 Your features are subtly malleable, granting you Disguise as a bonus non-weapon proficiency. Horns: other (antlers, alicorn, bull-like, etc.)
46 You are immune to magic sleep and paralysis effects. Legs: backward-bending
47 Cast Feign Death once per day. Legs: birdlike
48 Cast Gaseous Form once per day. Legs: cloven feet (horse or goat)
49 You can speak to horses and other equine creatures (including magical equines such as unicorns or nightmares). Legs: froglike
50 Your very presence causes unease in other creatures, granting you Intimidation as a bonus non-weapon proficiency. Legs: other
51 You can speak to cats and other feline creatures (including magical felines such as rakshasas and hellcats). Skin: feathered
52 You can speak to dogs, wolves, and other canine creatures (including magical canines such as blink dogs and winter wolves). Skin: loose
53 You can sense when a creature is pregnant by standing within 10 feet of the creature. Skin: patterned (spots, stripes, etc.)
54 You can breathe both thin and stale air without ill effects, and you never suffer from altitude sickness. Skin: rotting
55 You are unnaturally tough and gain 1 additional hit point per level. Skin: scaled
56 Your soul lives outside of your body and physically manifests. You automatically gain a Familiar, as if you had cast the Find Familiar spell. You may still only have one familiar at a time. Skin: slimy or greasy
57 You are resistant to infection. You gain Advantage (roll twice and take the better result) on saving throws against disease. Skin: strangely colored (green, red, blue, etc.)
58 Your base Movement Rate increases by +1. Skin: translucent (organs show through)
59 Your body exudes corrosive slime. Any creature that grapples you takes 1d4 points of acid damage per round. Skin: variable color
60 You exude pheremones which makes animals more amenable to you, granting you Animal Handling as a bonus non-weapon proficiency. Skin: other (furred, hairless, rocky, etc.)
61 Cast Ray of Enfeeblement once per day. Tail: aquatic
62 You have a prehensile tail that can be used to carry items. While you cannot wield weapons with your tail, you can use it to retrieve objects carried on your person (or anothers). Tail: fiendish (bifurcated)
63 You have a peculiar sight that allows you to see the state of a creature’s soul. You can immediately tell by sight whether a creature is alive, dead, undead, or neither alive nor dead (such as an animated construct). Tail: mammalian (cat-like, horse-like, monkey-like, etc.)
64 You have vestigial wings that, while not strong enough to grant flight, can be used to slow a fall. You function as if constantly under the effects of a feather fall spell. Tail: reptilian
65 Psychic Aggression. You have a fragment of the strange mental powers of your fiendish forebears, allowing you to mentally assault your foes. You gain 2 psionic power points per level and know 1 telepathic attack mode of your choice (these stack with any other psionic powers or wild talents). Tail: other (prehensile, stinger, insectoid abdomen, etc.)
66 Psychic Aegis. You have a fragment of the strange mental powers of your fiendish forebears, allowing you to defend yourself against mental attacks. You gain 2 psionic power points per level and know 1 telepathic defense mode of your choice (these stack with any other psionic powers or wild talents). Teeth: blunt
67 Undead within 30 feet of you are treated as 1 hit die higher for determining if they can be turned or destroyed by a good cleric, but are treated as 1 hit die lower for determining if they can be commanded by an evil cleric. Teeth: fanged
68 You gain a +1 bonus on all attack and damage rolls against good-aligned extraplanar creatures. Teeth: metallic
69 Inherited memories grants you 2 bonus Non-weapon Proficiency slots. Teeth: needle-like
70 Cast Charm Person once per day. Teeth: other
71 You have the strength and stamina of a demon, granting you Athletics as a bonus non-weapon proficiency. Other: androgynous
72 The militant nature of your ancestors has carried over to you. You gain 2 bonus Weapon Proficiency slots. Other: antennae
73 You possess a bite attack dealing 1d6 damage. Other: avian snood, wattle, or caruncles
74 You can speak to snakes and other serpentine creatures (including magical snake-like creatures such as medusae). Other: bleeding pores
75 By concentrating, you may suppress your unusual tiefling physical features, thus appearing as a normal human. This works just like concentrating on a spell—you cannot concentrate on another spell while maintaining this change, and your concentration can be broken in any way that a spell could. Other: bony ridges (on spine or joints)
76 You have preturnatural awareness and cunning, granting you Investigation as a bonus non-weapon proficiency. Other: exoskeleton
77 You carry the seed of plagues and pestilence. You can cast Contagion once per week. Other: external organ
78 Your fiendish blood leaves you unbound by mortal concepts of distance. You can cast Teleport once per week. This ability affects only yourself. Other: extraneous nipple
79 You can smell weakness. When you score a critical hit, you deal an additional die of damage. Other: eyestalks
80 Resistance to Poison (half-damage from Poison-based attacks). Other: forked tongue
81 Resistance (half-damage) against attacks from weapons unless they are magical or made of silver. Other: fungal/leafy growths
82 Resistance (half-damage) against attacks from weapons unless they are magical or made of cold-iron. Other: hermaphroditic
83 Resistance to Fire (half-damage from Fire-based attacks). Other: incongruous footprints
84 Resistance to Cold (half-damage from Cold-based attacks). Other: infernal glow
85 Resistance to Acid (half-damage from Acid-based attacks). Other: infested (lice, fleas, hook-worms, or something more exotic)
86 Resistance to Sonic/Thunder (half-damage from Sonic-based attacks). Other: inhuman voice
87 Resistance to Electricity/Lightning (half-damage from Electricity-based attacks). Other: missing joint
88 Resistance to Blunt Trauma (half-damage from Bludgeoning attacks). Other: no reflection
89 Resistance to Cuts (half-damage from Slashing attacks). Other: no shadow
90 Resistance to Punctures (half-damage from Piercing attacks). Other: profane birthmark
91 You gain an additional +1 racial bonus to your Stamina or Muscle scores (to a maximum of 20). Other: smoking breath
92 You gain an additional +1 racial bonus to your Aim or Balance score (to a maximum of 20). Other: spinneret (can extrude small amounts of a silk-like substance)
93 You gain an additional +1 racial bonus to your Health or Fitness score (to a maximum of 20). Other: strange smell (ashy, rotting, sulferous, etc.)
94 You gain an additional +1 racial bonus to your Reason or Knowledge score (to a maximum of 20). Other: uncontrollable twitch
95 You gain an additional +1 racial bonus to your Intuition or Willpower score (to a maximum of 20). Other: unnatural temperature
96 You gain an additional +1 racial bonus to your Leadership or Appearance score (to a maximum of 20). Other: vestigial limb
97 to 99 Reroll twice, ignoring any results of 97 or higher. Reroll twice, ignoring any results of 97 or higher.
100 Player may select one ability of his choice. Roll three times, ignoring any result of 97 or higher.


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