Tiefling

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.

A 5th Edition Guide to Tiefling

Details

 * Attribute Increase: +1 int +2 Cha
 * 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.
 * Languages: You can speak, read, and write Common and Infernal.
 * 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 a resistance to fire. Damage is halved.
 * - Infernal Legacy – [At level 100] You can naturally cast “Hell Fire” [Hell Fire:] You breath Hell Fire on your Opponent's [Target:] All Hostile [Damage:] 0.4 Damage per Caster Level [Casting Time & Type:] 1 Action | Saving Throw [Required to Cast:] Tiefling Race [Load Limit:] Can Cast once per Combat Engagement [Affect:] The Tiefling will conduct a damage roll.  Opponents must roll an Int saving throw. If the DC is 15 or less, they are hit by the damage from the Hell Fire.
 * -Darkness- [At Level 150] You can naturally cast Darkness. Reduces the moves needed to escape from combat by 1  (Magical darkness spreads from a point you choose within local chat range  to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with Darkvision can't see through this darkness, and nonmagical light can't illuminate it.)
 * Cold: You have a vulnerability to cold magic. Damage is doubled.