Shadow Tiefling

Everyone knows the story of how some humans of a large and lost empire, in search of power, made a pact with the overlord of Nine Hells, infusing its essence and cursing their entire generation forever. But what many do not know is that after the fall of the empire, some survivors of the newly created race still sought for power. Among these, a man whose name is long forgotten, traveled to the darkness of the abyss, and there his descendants were touched by the shadows. Their heritage went beyond the infernal pact. It transformed their skin in shades of gray and their hair went from white to black. Even the fire that runs through their veins was touched by the darkness.

A shadow tiefling has the following traits, which replace the tiefling’s ability score increase, darkvision, hellish resistance and infernal legacy.

Ability Score Increase Your Dexterity score increases by 1 and your Charisma score increases by 2.
Shadow’s Vision Because of the mixed forces of your infernal heritage and the touch of the Abyss, you can see in darkness and dim light as if it were bright light, but you can only see in bright light as if it were dim light.
Shadow’s Resistance You have resistance to necrotic damage.
Shadow Legacy You have proficiency in the Stealth skill. Once you reach 3rd level you can cast Heritage Rebuke once per day as a 1st-level spell. Once you reach 6th level you can cast Heritage Rebuke as a 2nd-level spell.

Heritage Rebuke

1st-level Evocation
Casting Time: 1 reaction which you take in response to being damaged by a creature.
Range: Self (5 to 20 foot sphere)
Components: V, S
Duration: Instantaneous, 2 rounds

When attacked, you explode in hellish black flames, which continue burning for a while, then you reappear from the shadows up to 20 feet away.

The creature must make a Dexterity saving throw. It takes 1d6 fire damage and 1d6 necrotic damage on a failed saving throw, then takes 1d4 fire or necrotic damage (chosen by the caster at the time of casting) on each of its turns for the duration, or half as much damage on a successful one and does not take more damage. When a creature enters the area where the black flames are for the first time or ends its turn there, it must make a Dexterity saving throw. It takes 1d4 fire or necrotic damage (the same type that was chosen previously) if failed, or half as much if successful.

As a bonus action, you can teleport to any space not occupied inside the area affected by the spell. Also, you don’t take damage from the spell and don’t need to make the Dexterity saving throw.

At Higher Levels: When you cast this spell using a slot of 2nd level or higher, the damage increases by 1d6 fire and 1d6 necrotic for each slot level above 1st.


Sleeping Giants NickJVaccaro NickJVaccaro