Alternate Tieflings

The following supercedes the tiefling abilities listed in the Player's Handbook.

Ability Scores. Your Intelligence increases by +1. You get a +2 you can put in either Dexterity or Charisma.

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.

Fiendish Resistance. You have resistance to one of the following damage types: acid, cold, fire, lightning, or poison.

Fiendish Legacy. Fiends are naturally magical, and you have inherited some of that magic. You gain the ability to cast a cantrip at 1st level. When you reach 3rd level, you gain the ability to cast a spell as if with a 2nd-level spell slot (if applicable) once with this trait. When you reach 5th level, you gain the ability to cast another spell as if with a 3rd-level spell slot (if applicable) once with this trait. You retain the ability to cast these spells when you finish a long rest.

Choose from the following spells, or roll randomly:

d6 1st Level 3rd Level 5th Level 1 friends armor of Agathys alter self 2 mage hand burning hands crown of madness 3 minor illusion charm person darkness 4 ray of frost disguise self enthrall 5 thaumaturgy hellish rebuke invisibility 6 vicious mockery ray of sickness spider climb

Appearance. Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose 1d4 + 1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone

Languages. You can speak, read, and write Common and one other language. Choose from Abyssal, Infernal, Primordial, or Undercommon.