Born of human parents, these damned souls have the misfortune of bearing a recessive taint of corruption that appears every few generations. Some type of infernal creature founded this bloodline during the Time of Terror many centuries ago. Once born with the taint, the infernal taint is nearly impossible to remove. Scorned by most people, most tiefling simply try their best to make their way in the world. Some fight against their infernal heritage, while others embrace the darkness within.



Tiefling personalities are usually tied to how they choose to deal with their infernal heritage. The tiefling who embrace the evil taint in their blood are usually duplicitous, angry, greedy, cruel, and bitter. Those who choose to fight the blood boiling within them actively seek to quell such emotions and are forthright, serene, charming, generous, and optimistic. For dark- kin, there is no middle ground.

Physical Appearance

Tiefling appear human with some extreme variations.
Male tiefling vary in height from 5 to 7 feet and weigh anywhere between 180 and 350 pounds. As with most races, female tiefling are usually shorter and weigh less.
Tiefling eye and hair color varies across the same spectrum as human hair and eye color. All tiefling have some overt physical manifestation of their infernal taint. Some common manifestations of this taint include reddish hued skin, horns on the forehead, pronounced incisors, a forked tail, or eyes that constantly glow with a malignant light.


Throughout the Known Lands, tiefling are scorned by the common man for their heritage. Not only are they usually seen as ugly and brutish, but many believe them to be as evil as their infernal ancestors. For their part, tiefling usually judge others on their merits, and in most cases, they simply want to get by without being bothered or lynched.


Tiefling have no lands of their own. They are born to humans in any nation or region with equanimity.


Usually, tiefling are members of one of the churches that extol the virtues of the Human Pantheon. However, their infernal taint and the obvious prejudice with which they are treated sometimes leads tiefling to pursue darker paths of heresy. Tiefling who embrace their heritage often form, or become the focal point for, infernal cults.

Tiefling Traits

Your tiefling Hero has the following traits, some of which come from your human heritage and some of which come from your infernal ancestor.

Ability Score Increase: Your Strength score increases by 1, and your Constitution score increases by 2.

Age: Tiefling mature at the same rate as humans, with similar life spans. Most tiefling become Heroes around age 18 and can live until they reach roughly 80 years old.

Size: Tiefling are about the same size and build as humans. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Unnatural Aura: You gain proficiency in the Intimidation skill, but all Wisdom (Animal Handling) checks to control or calm beasts are made with disadvantage.

Languages and Literacy: You can speak Low Coryani as well as your national language. You are not literate, though literacy, as well as additional languages, can be acquired though your chosen background.

Shunned by the gods: The Pantheon of Man, save for Anshar, do not hear or answer the worship of Tieflings, they can play neither cleric or paladin of these gods.

Infernal Resistance: Choose one of the following damage types: acid, fire, cold, or lightning. You gain resistance to that damage type.

Infernal Heritage: Choose two special abilities from the list below to reflect the specific effects of your tainted blood. Unless otherwise specified, none may be taken more than once.

  • Barbed Flesh: Your skin is studded with sharp barbs. At the start of each of your turns, you deal 1d10 piercing damage to any creature grappling you. You also have advantage on all ability checks to escape from a grapple. However, any armor you wear must be specially made and costs twice the normal price.
  • Bestial Hide: You have scaly, metallic, rubbery, or otherwise tough hide. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier. You can wield a shield and still benefit from this feature.
  • Blood of My Brother: You can sense others of your kind. As an action, you can open your awareness to detect the infernal taint. Until the end of your next turn, you know the location of any infernal, tiefling, or other creature tainted with infernal blood or power (such as a creature possessed by an infernal) within 30 feet of you that isn’t behind total cover and that isn’t protected from divination magic. You know the type (infernal, tiefling, or other tainted) of any being whose presence you sense, but not its identity (the tiefling Zorax, for instance). Within the same radius, you also detect the presence of any place or object that has significant infernal taint. You have unlimited uses of this ability.
  • Cloven Hooves: You have goat’s hooves instead of human feet. Your base walking speed becomes 40 feet, and you gain advantage on all ability checks or saving throws to stay on your feet or to resist being shoved.
  • Infernal Anatomy: Your internal organs are in different places than those of normal humans. When you suffer a critical hit, make a DC 15 Constitution saving throw. If you succeed, the critical hit is treated as a normal hit. Unfortunately, your strange internal physiology also makes it more difficult to treat your wounds. Anyone attempting a Wisdom (Medicine) check on you suffers disadvantage to their check.
  • Infernal Biology: Like your fiendish ancestor, you have little to fear from poisons. You have advantage on all saving throws against poison, and have resistance to poison damage.
  • Infernal Mind: Your mind is more like your infernal ancestor than your human ones. You gain advantage on all saving throws against being charmed and spells that attempt to put you to sleep.
  • Massive Horns: You have a set of infernal horns growing from your skull. You may use these horns to make unarmed strikes, dealing 1d6 + your Strength modifier in piercing damage. In addition, when you take the Dash action you may, as a bonus action, make an unarmed strike with your horns or attempt to shove a creature at the end of your movement.
  • Vision of Darkness: Your ability to see in darkness is equal to that of your infernal ancestor. 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. Additionally, magical darkness, like that created by the darkness spell, doesn’t impede your darkvision.