# Race: Tiefling > [!info] Quick Facts > | | | > |---|---| > | **Rarity** | Uncommon | > | **Perception in Gryth** | Neutral, and hard won. For most of recorded history a tiefling’s mark was taken as evidence of intent, and the hostility that followed was near universal. The centuries have worn that down. Tieflings are now unremarkable in most cities, and the old reflex survives mainly in small places and long memories. | > | **Guide Section** | Uncommon Races | ## Overview Tieflings are marked by a legacy out of the Outer Planes, the mark taking after whichever power reached through, and it is never subtle for long. They are born to ordinary parents in ordinary places, without warning and without pattern, and there is no tiefling homeland anywhere in Gryth. ## Drawn to the Crowd What tieflings have instead of a country is a preference. They are social creatures who feed on the energy of other living things, and they gravitate without quite deciding to towards wherever the most people are. Tieflings are found dotted across the whole world and concentrated in its cities, and a tiefling who ends up alone in a quiet village usually does not stay. The largest populations are in Pinta Cahor, capital of the Umbrath Magocracy, where a nation of battlemages holding back the [[Region - Remnants of Hatred|Remnants of Hatred]] has produced exactly the kind of charged, dangerous, intellectually alive place a tiefling finds comfortable, and in [[City - Shugwood|Shugwood]], where no law applies and the entertainment never stops. ## Extremes, in Both Directions The reputation is sin and excess, and the reputation is lazy. What the bloodline actually drives a tiefling towards is intensity, and intensity has two ends. Tieflings turn up as bar owners and adventurers, as high priests of dark churches and as the most devoted members of good ones, as the finest people in a city and the worst, and frequently as whichever of those two a given decade required. What a tiefling cannot do is settle for the middle. A quiet life leaves them bored first and hollow afterwards, and most of the trouble tieflings get into begins with an attempt to outrun that feeling rather than with any particular wickedness. ## Tolerated, Eventually For most of history the mark was taken as evidence of intent, and the hostility that followed was near universal. That has worn down. Tolerance came slowly and unevenly, and it came from familiarity rather than from any change of heart, but it came. A tiefling walking into a city today is a sight worth a second look and rarely more than that. In the villages and the older institutions, the second look still tends to be longer. ## Tiefling Traits **Ability Score Increase.** Your Charisma score increases by 2, and your Intelligence score increases by 1. **Age.** Tieflings mature at the same rate as humans but live a few years longer. **Creature Type.** You are a Humanoid. **Size.** You are Medium (about 4 to 7 feet tall) or Small (about 3 to 4 feet tall). You choose the size when you select this race. **Speed.** Your base walking speed is 30 feet. **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 cannot discern colour in darkness, only shades of grey. **Fiendish Legacy.** You are the recipient of a legacy out of the Outer Planes that grants you supernatural abilities. Choose a legacy from the Fiendish Legacies table. You gain the level 1 benefit of the chosen legacy. When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a long rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait; choose the ability when you select the legacy. **Languages.** You can speak, read, and write Common and Infernal. ### Fiendish Legacies | Legacy | Level 1 | Level 3 | Level 5 | |---|---|---|---| | Abyssal | You have resistance to necrotic damage. You also know the *chill touch* cantrip. | *false life* | *ray of enfeeblement* | | Preatoran | You have resistance to poison damage. You also know the *poison spray* cantrip. | *ray of sickness* | *hold person* | | Ingardan | You have resistance to fire damage. You also know the *fire bolt* cantrip. | *hellish rebuke* | *darkness* | ## Legacy Descriptions **Abyssal.** The Abyss is the outer plane of death, darkness and emptiness, and what reaches out of it leaves a cold mark. Abyssal tieflings run to grey and black skin, lightless eyes, horns, tusks and a chill that does not leave a room when they do. They tend towards stillness, and towards an unsettling comfort with endings. **Preatoran.** Preatoris is the domain of despair, pain and terror, and its tieflings are frequently tortured creatures in their own right. The mark shows as raw colouring, scarring that was never cut, and an expression people find difficult to hold. Some carry that burden quietly. Others are left wanting very badly to put it down somewhere else. **Ingardan.** Ingarda is the plane of war, passion and hatred, and the Ingardan legacy burns. These are the tieflings of red and copper skin, golden eyes, curving horns and a faint smell of smoke, and they are the ones who cannot sit still in peacetime. Where another tiefling runs from a quiet life, an Ingardan tends to end it. ## Connections - [[Region - Remnants of Hatred]] — Held back by the Umbrath Magocracy, whose capital Pinta Cahor holds one of the largest tiefling populations - [[City - Shugwood]] — One of the largest tiefling populations --- ## Gallery ![[Race - Tiefling.jpg]] --- *See also: [[Races]]*