Tiefling Paragon (5e Class)
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Tieflings are humans with traces of fiendish ancestry. Although tieflings are not as powerful or as potent as full-fledged half-fiends, their touch of fiendish blood does grant them significant bonuses to their physical and mental abilities as well as some minor resistances and spell-like abilities. Although a few tieflings manage to overcome their ancestry and remain good and trustworthy individuals, most tieflings follow the dark urges tugging at them, becoming selfish, cruel, and evil as they mature. Tiefling paragons, both good and evil, are those who most successfully come to terms with their family's history. The good ones see themselves as rising above their ancestry, while the evil ones embrace its power.
You must be a tiefling to take class levels in tiefling paragon.
If you multiclass into tiefling paragon, you gain proficiency in light armor and one skill from the class's skill list.
As a Tiefling Paragon you gain the following class features.
- Hit Points
Armor: Light armor
Weapons: Simple weapons
Saving Throws: Dexterity, Charisma
Skills: Choose two from Arcana, Deception, Perception, Sleight of Hand, or Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Two daggers or (b) a quarterstaff
- (a) a shortbow and quiver of 20 arrows or (b) two daggers
- Leather armor
- (a) a diplomat's pack or (b) a burglar's pack
- If you are using starting wealth, you have 3d4 × 10 gp in funds.
|1st||+2||Improved Hellish Resistance|
|4th||+2||Ability Score Increase|
|5th||+3||Improved Infernal Legacy|
Improved Hellish Resistance
You gain resistance to cold and poison damage.
You can determine the following information about creatures you can see within 30 feet: If it is a construct or undead; otherwise if it is alive, dead or dying; and if a corpse is effected by gentle repose.
In addition, when you make a Charisma (Deception) check to convince someone that your spoken falsehood is true, you are considered proficient in Deception and add double your proficiency bonus (instead of your normal proficiency bonus).
You begin to more resemble the fiends of your lineage. Choose two of the following:
- Barbed Skin
At the start of each of your turns you deal 1d6 piercing damage to a creature you are grappling or to a creature grappling you.
- Cloven Hooves
When you take the Dash or Disengage action, you can move an additional 10 feet.
- Prehensile Tail
You can make object interactions with your tail, and use it to lift items weighing up to 5 lbs.
- Sharp Teeth and Claws
Your unarmed strike deals 1d4 slashing or piercing damage. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strike.
- Scaled Skin
You have a +1 bonus to AC if you are wearing no armor or light armor.
- Vestigial Wings
When you fall from a height, you can use your reaction to land on your feet and take no falling damage. If you are able to fly by other means, you are considered proficient in the Dexterity (Acrobatics) skill when making aerobatic stunts, and add twice your proficiency modifier (instead of your normal proficiency bonus).
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.