Tiefling

Fiendish Features
Tieflings possess many traits that other races find unnerving. They often have oddly colored skin and eyes, some possess hooves and tails, and most possess curled horns or spike-like protrusions from their body. No two tiefling are alike, and their appearance is dictated by their personalities. Tieflings who are aloof or cold might have light blue skin and ram's horns, whereas bold and militant Tieflings might have bright red skin and bull horns.

Name Mastery
Tieflings are created when a humanoid uncovers the power of their true name. Tieflings have not only discovered their true name, but have learned to channel its power. Unlocking this power comes with a cost, however: their bodies twist and reshape, marking them as users of the fiend's art of onomancy. Depending on the potential unlocked within themselves, Tieflings reveal different abilities as they develop their power.

Tiefling Features

 * Ability Score Increase. An ability score of your choice increases by 2, and another by 1.


 * Age. Tieflings mature at the same rate as their original race and can live hundreds of years.


 * 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 nature, 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 Resistance. You have resistance to your choice between fire, cold, or poison damage.


 * Languages. You can speak, read, and write Common and Infernal.
 * True Name Mastery. You develop the ability to channel certain magics based on what power you unlocked within yourself. Use the chart below to determine which archetype you follow. At 1st level you learn a cantrip, and at 3rd and 5th levels you learn an additional spell. You may cast each of the non-cantrip spells once before your next long rest, and Charisma is the spellcasting modifier for these spells.