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Tiefling

Tieflings of Akronis

Long ago, in the Age of Chaos, the great Lords of Hell, creations of the Goddess of Chaos, roamed the world of Akronis in their physical forms. Some mortals pledged allegiance to the demonic armies, and were blessed for their servitude. Their flesh turned deep shades of purple and red, they gained horns, and gained access to strange, hellish magic. These became the first Tieflings, and they fought alongside with the demons in the Great Red Wars. When the Lords of Hell and their demonic hordes were banished back to the Netherstorm, the Tieflings were stripped of their magic and physical changes, but their curse remained in their blood. When the original Tieflings reproduced, their progeny bore the Mark of Hell, and the curse that befell their mothers and fathers. They took upon a similar devilish appearance, and inherited the magic their demonic masters gave them.   Now, Tieflings roam the many corners of Akronis. Few are found in the Empire, due to persecution from the actions of their ancestors. They say that demons are not to be trusted, even if the original folk that served the demons are long-dead, and their progeny may be nothing like them. Some of them do fill the shoes their stereotypes have crafted, acting out against a society that condemns them for actions they never took. Others merely tolerate the hatred, just trying to live their lives. But wherever they are, they work in search of a better world, one that condemns their forefathers without condemning themselves.

Tiefling Features

Ability Score Increase. Your Dexterity score increases by 2.   Age. Tieflings mature at the same rate as humans but live a few years longer.   Size. Tieflings are about the same size and build as humans. Your size is Medium.   Speed. Your base walking speed is 30 feet.   Hellish Appearance. When you create your character, choose 1d4 + 1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goat-like legs; cloven hoofs; a forked tail; leathery or scaly skin; cast no shadow or reflection; exude a smell of brimstone.   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.   Bloodline. Six bloodlines of Tiefling are found in the world of Akronis. Choose one of these subraces:

Bloodline of Dortan

Ability Score Increase. Your Wisdom score increases by 1.   Legacy of the Wise. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.

Bloodline of Terkes

Ability Score Increase. Your Constitution score increases by 1.   Legacy of the Frozen. You know the ray of frost cantrip. When you reach 3rd level, you can cast the armor of agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells.

Bloodline of Canlavi

Ability Score Increase. Your Intelligence score increases by 1.   Legacy of the Weaver. You know the mage hand cantrip. When you reach 3rd level, you can cast the burning hands spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the flame blade spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.

Bloodline of Mirix

Ability Score Increase. Your Strength score increases by 1.   Legacy of the Warrior. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the searing smite spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the branding smite spell once with this trait and regain the ability to do so when you finish a long rest. Strength is your spellcasting ability for these spells.

Bloodline of Emlaa

Ability Score Increase. Your Charisma score increases by 1.   Legacy of the Speaker. You know the vicious mockery cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the enthrall spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Virtue Names

When Tieflings are born, they are not given a Human name, like those that they come from. Instead, they are given a name based on a virtue of man or the world around them, such as Bravery, Entropy, Harmony, Temerity, Intentional, Piety, Timeless, Sanctity, and Respect. Some Tieflings with given virtue names choose to also take a more Human name come adulthood, in an attempt to try and relinquish their hellish shackles and fit in with the society so as to stay safe and happy.

The Six Bloodlines

Each Tiefling hails from the accursed gift of one of the Five Lords of Hell. These beings are: Dortan, Lord of Fire; Terkes, Lord of Ice; Canlavi, Lady of the Arcane; Mirix, Lord of War; and Emlaa, Lady of Lust. Different Tieflings receive different types of inherent magic, relating to the realm of influence and role the Lord or Lady that marked their ancestor fills in the Netherstorm. However, sometimes Tieflings of different bloodlines interbreed, muddling the marks of their ancestors and driving the names of their mark-givers into antiquity.

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