Diabolic Soul Tiefling, Variant (5e Race)
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Diabolic Soul Tiefling Variant
Since not all tieflings are of the blood of Asmodeus, some have traits that differ from those in the Player’s Handbook. The Dungeon Master may permit the following variants for your tiefling character.
Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes: some have curling horns like a ram, others have straight and tall horns like a gazelle’s, and some spiral upward like an antelopes’ horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colors—black, red, white, silver, or gold—with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple.
Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves, or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.
Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling’s companions demonstrate that they trust him or her, the tiefling learns to extend the same trust to them. And once a tiefling gives someone loyalty, the tiefling is a firm friend or ally for life.
Diabolic Soul Tiefling Traits
Ability Score Increase. Your Strength score increases by 2 and your Wisdom increases by 1.
Age. Diabolic Tieflings mature at the same rate as humans but live as long as elves.
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.
Size. Tieflings are about the same size and build as humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Proficient. You are proficient in Perception, Deception, and Intimidation.
Saving Throws. Constitution.
Darkvision. 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 Resilience. You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered.
Diabolic Soul. Your soul is suffused with the power and fury of your infernal heritage, as you trace your lineage back to one of the masters of Hell, such as a powerful pit fiend or even one of its Dark Princes. At 1st level, you gain a special feature that allows you to unleash your diabolic power, undergoing a diabolic transformation.
Regeneration. At the start of your turn you regain 1 point of health back. You can only gain this benefit if you have at least 1 hit point. At 5th level, you start gaining back 1d4 + your Constitution modifier.
Infernal Legacy. 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. Charisma is your spellcasting ability for these spells.
Form of the Bael'tyrn. Your soul is suffused with the power and fury of your infernal heritage, as you trace your lineage back to one of the masters of the Hells. As such, you are among a small number of tieflings capable of manifesting a hybrid form that dates back to the earliest tieflings, called the bael'tyrn. At 1st level, you gain a special feature that allows you to unleash your diabolic power, entering an infernal rage. You transform into a diabolic brute, and your infernal lineage becomes more apparent. Your skin may darken or change to a black or red color, licks of fire may burst from your eyes or breath, you radiate a sense of dread, and the attacks of mortal weapons seem as nothing to you. You can assume this form as a bonus action, granting you several benefits:
Infernal Nature. You gain the shapechanger and devil tags in addition to your humanoid type. Spells and senses that detect fiends or shapechangers such as detect evil and good will reveal you as a fiend, but only while you are in this form. If an effect is used on you that carries a special modifier when used against a shapechanger, it gains that special modifier (per the moonbeam spell)
Devils' Sight. You can see in both magical and nonmagical darkness to a range of 120ft.
Malifecent. You have advantage on all Charisma (Intimidation) checks. If a creature makes a saving throw to resist a fear effect caused by you, it does so at disadvantage.
Black Wrath of Hell. Once per turn when you hit with a melee weapon attack, you can deal bonus damage equal to half your level (minimum 1). The damage type is fire, poison, or necrotic. You choose this damage type at 1st level when you gain this feature.
This transformation lasts for up to 1 minute at 1st level or until you fall unconscious or end it as an action. When the transformation ends, you resume your normal form and appearance and you lose the benefits of all of its effects. In addition, you must make a DC 15 Constitution ability check. On a failure, you gain 1 level of exhaustion. Once you use this feature, you cannot use it again until you complete a long rest.
As you grow in power and gain levels, you learn to harness more and more of your infernal rage. At 3rd level, when you enter your diabolic form, you gain the enlarge benefits of the enlarge/reduce spell, and your transformation lasts for 5 minutes. The bonus damage dealt by your attacks can be of the same type as your weapon or as your diabolic form's bonus damage.
At 5th level, your control of your infernal rage has become fine tuned. You can use this ability twice between long rests, though never more than once between short rests, and you risk exhaustion each time. In addition, at 5th level, while in your diabolic form, you have advantage on saving throws against spells and other magical effects.
At 7th level, your transformation increases to 10 minutes, 11th level it increases to 30 minutes, and 18th level it increases to 1 hour.
Languages. You can speak, read, and write Common and Infernal.