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Tieflings are not merely cursed. They are born of legacy — the lingering consequence of ancient pacts, infernal unions, and ambition too bold to die. Their blood carries the touch of Hell, the Abyss, or older, darker sources that defy naming. They are marked at birth by horns, tails, unsettling eyes, and an aura that lingers like smoke after fire.

They do not inherit kingdoms or traditions. They inherit suspicion. Most Tieflings are born into places that do not understand them, to families that did not expect them, and into a world that would rather not be reminded of what came before. Their nature is judged before their name is learned.

Some recoil from this truth. Others burn brighter because of it. Whether feared, envied, or hunted, Tieflings endure. And in that endurance, they shape their own meaning.

Fiendish Lineages

Tieflings arise from three core lineages, each shaped by the plane and patron that first stained their blood. Though they may share horns and heritage, their nature is a reflection of deeper truths — born not only of ancestry, but of how the curse took root.

Abyssal — The Chaos-Born

"I am what fire becomes when it breaks free."

The Abyssal are born of the howling madness beyond structure, their bloodline twisted by chaotic demons and primeval horrors. Their bodies bear sharp asymmetries — horns that spiral unpredictably, eyes that shift hue with each breath, and an aura that disturbs the stillness around them. Even in silence, there is something boiling just beneath the surface.

They feel too much, too quickly. Joy, rage, fear — all come in waves too large to contain. This volatility is not weakness. It is force, untethered. Abyssal Tieflings are often catalysts — disruptive, necessary, and impossible to ignore. But when pushed too far, they may burn through themselves just as easily as they burn through others.

Chthonic — The Grave-Born

"I am the silence you pretend not to hear."

Chthonic Tieflings carry the mark of old death, descended from fiends that dwell in decay, entropy, and hidden rot. Their presence is quiet but undeniable. Eyes like dead embers. Skin the hue of stone, ash, or faded moss. A chill surrounds them, and mirrors seem slower to reflect their image. Animals turn away. Shadows grow longer in their wake.

They do not seek attention. They observe. Wait. Withhold. Their emotions are buried, not absent — and when they surface, they do so with terrifying clarity. Chthonic Tieflings rarely act without purpose, but once they move, they do so with finality. Death, for them, is not an end. It is a threshold that has already been crossed.

Infernal — The Hell-Born

"I do not ask for power. I remember that it is mine."

The Infernal are the heirs of the Nine Hells, born of devils who understand law, hierarchy, and consequence. Their appearance is precise — horns that sweep back like a crown, eyes glowing with steady heat, and skin that holds the color of blood, ember, or polished coal. When they speak, the room listens. When they command, hesitation feels like failure.

They do not rage. They calculate. Charisma, pride, and discipline define them more than any outward sign. But that discipline is often armor for deeper hunger — the need to control, to succeed, to never be weak again. Infernal Tieflings are rarely loved, but they are remembered. Always.

Legacy in Eldareth

In the lands of Eldareth, Tieflings bear the heaviest of legacies. They are born not into culture, but into expectation — cursed royalty, branded outcasts, or haunted wanderers. Some seek redemption through service or sacrifice. Others seize their heritage and rule with it. Most simply survive, carving meaning from a world that never expected them to.

They are found in many corners of the world, though rarely welcomed. In Vashkova, some rise high, cloaked in the language of power and blood. In Ostheria, they are hunted without pause. In Tessarion and Calvessa, they may walk among scholars and spellwrights, though never unguarded. In Vel’Nathar, their presence stirs old fears — not of evil, but of change.

But the truth is simpler than prophecy or punishment. Tieflings are not reminders of Hell. They are reminders that Hell once bargained with mortals — and that the price has not yet finished being paid.

Tiefling Traits

Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your 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.

Fiendish Legacy. You are the recipient of a fiendish legacy that grants you supernatural ablities. Choose a legacy from the Fiendish Legacy table. Abyssal, associated with Chaotic Evil planes; Chthonic, associated with Neutral Evil planes; or Infernal, associated with Lawful Evil planes.

You gain the 1st-level benefit of the chosen legacy: a cantrip that you learn.

Starting at 3rd level and again at 5th level, you gain the ability to cast a higher level Spell with this trait as shown on the table. Once you cast the Spell with this trait, you can't cast that Spell with it again until you finish a Long Rest; however you can 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 lineage).

Fiendish Legacies Level 1 Level 3 Level 5
Abyssal Poison Spray Ray of Sickness Hold Person
Chthonic Chill Touch False Life Ray of Enfeeblement
Infernal Fire Bolt Hellish Rebuke Darkness

Fiendish Resilience. You have resistance to the damage type determined by your Fiendish Legacy trait.

  • Abyssal: Poison
  • Chthonic: Necrotic
  • Infernal: Fire

Otherworldly Presence. You know the Thaumaturgy cantrip. When you cast it with this trait, the Spell uses the same spellcasting ability you use for your Fiendish Legacy trait.

Fiendish Manifestation. Starting at 5th level, you can use a bonus action to manifest a transformation. Your eyes briefly become pools of darkness, and spectral, flightless wings sprout from your back temporarily.This transformation lasts for 1 minute or until you end it as a bonus action.

A number of creatures up to your proficiency bonus, other than your allies within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Fiendish Legacy trait) or become frightened of you until the end of your next turn. 

Until the transformation ends, once on each of your turns, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The damage type is determined by your Fiendish Legacy trait (Poison, Necrotic, Fire) and the extra damage equals your proficiency bonus.

Once you use this trait, you can’t do so again until you finish a long rest.

Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.