Ancestry: Tielfing
To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of the underworld and its many powerful devils into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children's children will always be held accountable.
Tieflings generally appear as humanoids bearing demonic features, such as horns and prehensile tails. Their skin tones cover the full range of human coloration, but also include various shades of red, blue, and purple. They sometimes have furry goat legs reminiscent of their elder ancestors, but over generations more and more tieflings have had legs similar to other humanoids.
Tielfing Traits
Ability Score Increase. One ability score of your choice increases by 2, and another by 1, to a maximum of 20.
Age. Tieflings mature at the same rate as humans but live a few years longer.
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.
Creature Type. You are a Humanoid. You are also considered a Fiend for any prerequisite or effect that requires you to be a Fiend.
Size. Tieflings are about the same size and build as humans. 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 fire damage.
Languages. You can speak, read, and write Common and Infernal.
Heritage: Hoofling
You come from a line still bearing the demonic goat legs and hooves reminiscent of your older ancestors, granting you unnatural quickness. While you otherwise look no different from other tieflings, you might act more wild, a biproduct of your innate speed.
Hoofling Speed. Your base walking speed increases to 35.
Hooves. You have hooves that you can use to make unarmed strikes. When you hit with them, the strike deals 1d4 + your Strength modifier Bludgeoning damage, instead of the normal Bludgeoning damage for an unarmed strike.
Heritage: Firespawn
The firespawn are connected to the heat of the hells, often the Nine Hells, and command the power of fire and darkness.
Firespawn generally have red skin and twin horns, reminiscent of their hellish ancestors.
Firespawn Magic. You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Hellish Rebuke spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Darkness spell once as a 2nd level spell. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
Heritage: Iceborn
The iceborn are connected to frozen underworlds, often Hel and similar realms, commanding the power of water and ice.
Iceborn Magic. You know the Mage Hand cantrip. Once you reach 3rd level, you can cast the Ice Knife spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Gust of Wind spell once as a 2nd level spell. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.