4-577035-Legacy of Heaven and Hell Electrum
4-577035-Legacy of Heaven and Hell Electrum
4-577035-Legacy of Heaven and Hell Electrum
Micah Watt
LEGACY OF HEAVEN & HELL
AASIMAR & TIEFLING OPTIONS
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dun-
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Table of Contents
The Legacy of Heaven and Hell 3
Aasimar Subraces 4
Aasimar Variants 4
Angel Blooded Variants 7
Tiefling Subraces 8
New Feats 17
Aasimar Feats 17
Tiefling Feats 18
Shared Feats 19
Abishai Feats 20
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racial traits – the tail of the Marilith subrace and the
The Legacy of Heaven & Hell horns of the Goristro sub race for example.
Aasimar and Tieflings are born of the influence of the
upper and lower planes on the prime material and the Alignment
souls within. The immortal celestial and Fiends are the Alignment is never pre-determined, despite many rumors
epitome of philosophical concepts of Good and Evil, to the contrary. Physical and magical characteristics are
Law and Chaos, Right and Wrong, and the range of the only commonality with their progenitor species.
human experience and understanding. Nothing inspires The perception that a Tiefling’s infernal appearance
a more visceral emotional reaction in mortals than the carries with it infernal values, and an Aasimar’s celestial
iconic creatures that represent these fundamental ideals. appearance confers the opposite is mere ignorance
and racism at play. Many an Aasimar has used its fair
The Celestials are the unknowable beacons of appearance and racial reputation to cover nefarious
righteousness for the multiverse, while the Fiends deeds, and many a Tiefling has fled persecution,
represent the unfathomable depravity of all creation. sheltering a good heart and pure intent.
They are a source of wonder, and fear, which drives Like all other creatures, the temperament of an
the brave, or foolish, to seek experiences beyond that individual Aasimar or Tiefling is utterly unique to their
which mortals should know, be it for power, knowledge, own circumstances, experiences and upbringing. Their
curiosity or divine contact. The potent presence natures are not predetermined.
often ignites a desire in the mortal that is on occasion
reciprocated by the Celestial or Fiend. Cultural Identity
Aasimar and Tieflings are seen as outsiders (both literally
In very rare cases one of these encounters results in an and figuratively) in some closed communities, simply for
offspring, a mixing of the blood. The resultant being is being a minority due to the uncommon circumstances of
a creature of both worlds - mortal and immortal – yet their planar bloodline. Aasimar and Tieflings can often
outcast from both. Feared, hated, desired or coveted, have strong family ties, or gravitate toward others of
these planar races stand apart from their prime plane their kind. Despite being fewer in number than many
contemporaries. These new bloodlines are strong enough of the more populous races – such as Humans, (and
to continue on through the mortal generations, creating regionally) Dwarves, Elves and Halflings – they are far
a distinct family line reflecting the charactersistics of the from solitary, and enjoy the bonds of community as
ancestor being. much as any other creatures. Unlike their progenitor
races, which are locked in an eternal conflict born of their
This is the Legacy of Heaven and Hell. implacable nature, Aasimar and Tieflings have no direct
quarrel with each other, and are often sympathetic to
All Colors, Shapes and Sizes their counterparts. After all, each knows what it’s like to
Despite the commonality in some features – most notably bear the burden of their heritage.
horns and tails in Tieflings - both races have a stunning
variation in physical characteristics akin to humans or Derived Bloodlines
any other geographically widely dispersed race. The Most - though not all - of the variant subraces in this book
outer planes are so vast as to be effectively infinite, and are derived from a specific creature type, and it would be
the epitomizing representative races are a result of the beneficial to have knowledge of the creature, its general
virtues or sins of ALL mortals – thus their appearances appearance and abilities when selecting a subrace.
vary accordingly. An Aasimaar’s appearance is only
defined by a certain inner light and grace, as Tieflings As such, it is recommended that the Player/DM has
seem to racially breed true with horns and tails. All other access to the Monster Manual, Volos Guide to Monsters
features are unique to the individual. and Mordenkaininen's Tome of Foes to best make use of
this material, as well as Xanathar's Guide to Everything
Some of the sub races will have suggested appearance for some spell choices. The DM is free to make any
features in their statistical block. These are generally changes to the subraces they feel are appropriate for
optional and cosmetic to tie the subrace to its progenitor their campaign.
race. In a few cases certain features are required for the
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choice within 20 feet that remain within your aura are
Aasimar Subraces protected, gaining +1 to AC and reducing the damage
from any attack or effect that deals damage by 1 point.
All Aasimar start with the following base traits, and may Once you use this trait, you can't use it again until you
select a single subrace from the choices titled Variants. finish a long rest.
Aasimar may also select from the subraces provided in
Volos Guide to Monsters. Harmonic Aasimar
Harmonic aasimar can hear the perfect music of the
heavens, and join the celestial choir for brief moments of
Aasimar Traits pure harmonic bliss.
Ability Score Increase. Your Charisma score increases Ability Score Increase. Your Intelligence score increases
by 2. by 1.
Age. Aasimar mature at the same rate as humans, but Heavenly Choir. Starting at 3rd level, you can use your
they can live up to 160 years. action to join with the heavenly choir, uttering a single,
Size. Aasimar have the same range of height and weight pure note of heavenly music.
as humans. All creatures within 40 feet of you are affected. You and all
Speed. Your base walking speed is 30 feet. creatures that are Lawful Good, or share your alignment
Darkvision. You can see in dim light within 60 feet of (if it is not Lawful Good) experience a moment of pure
you as if it were bright light, and in darkness as if it elation, and gain a number of temporary hit points equal
were dim light. You can't discern color in darkness, only to your Charisma modifier (minimum of 1). Creatures of
shades of gray. any other alignment experience a moment of confusion
Celestial Resistance. You have resistance to necrotic and doubt, and must roll a d6 and subtract it from their
damage and radiant damage. next d20 roll. Creatures with the deaf condition are
Healing Hands. As an action, you can touch a creature immune to this ability.
and cause it to regain a number of hit points equal to Once you use this trait, you can't use it again until you
your level. Once you use this trait, you can't use it again finish a long rest.
until you finish a long rest.
Light Bearer. You know the light cantrip. Charisma is
your spellcasting ability for it.
Languages. You can speak, read, and write Common
and Celestial.
Aasimar Variants
Defender Aasimar
Defender aasimar are charged with the powers of good
to shield the weak from harm. Unlike Protector Aasimar,
Defender aasimar’s gifts are purely defensive in nature,
acting as a bulwark against harm
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Knowledge Aasimar Law Aasimar
Knowledge aasimar excel and gathering information Law aasimar are charged with the powers of order,
and lore, and are particularly useful for determining an able to dampen the influence of chaos around them
exploiting a foes weaknesses in combat. temporarily.
Ability Score Increase. Your Intelligence score increases Ability Score Increase. Your Wisdom score increases by
by 1. 1.
Analyzing Aura. Starting at 3rd level, you can use your Probability Aura. Starting at 3rd level, you can use your
action to unleash the divine energy within yourself, action to unleash the divine energy within yourself,
causing your eyes to shift into a multi-colored spectrum causing your eyes to turn grey and swim with a cascade
of shifting tones. of golden runes.
Your transformation lasts for 1 minute or until you end Your transformation lasts for 1 minute or until you
it as a bonus action. During it you may turn your gaze deplete your influence. During it you generate a 20 foot
on a single creature or object, learning of its fundamental radius field centered on you, in which you are able to
physical properties, age, plane of origin, creature type influence probability up to a number of times equal
(if applicable) one vulnerability and one immunity or to your charisma modifier (minimum of 1). Whenever
resistance (if applicable, and of the DM’s choice). If you you or another creature rolls a d20, you may use your
are analyzing a creature this grants you advantage on reaction to reroll the dice once the number is shown but
attacks or skills used against it. before the result is known. The result of the reroll must
Once you use this trait, you can't use it again until you be taken, even if it is worse.
finish a long rest. Once you use this trait, you can't use it again until you
finish a long rest.
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Life Aasimar 1.
Life aasimar are charged with the powers of good to Dark Bearer. As an action you can extinguish one non-
nurture life and heal the sick and wounded, as well as magical light source or light generated by a cantrip
be a carer, protector and educator of those in need, while within 30 feet. This ability does not create darkness,
at the same time destroying those whose presence is an merely extinguishes light. The Dark Bearer trait replaces
antithesis to life. the Light Bearer trait.
Darkening Aura. Starting at 3rd level, you can use your
Ability Score Increase. Your Wisdom score increases by action to unleash the divine energy within yourself,
1. causing your eyes to glow black, and surrounding your
Radiant Aura. Starting at 3rd level, you can use your body with an aura of light suppression.
action to unleash the divine energy within yourself, Your transformation lasts for 1 minute or until you end it
causing your eyes and body to shine with life giving as a bonus action. During it you generate a 20 foot radius
radiance. aura centered on you. The lighting conditions are reduced
Your transformation lasts for 1 minute or until you end it to dim light (or darkness if no light sources are present)
as a bonus action. During it all living creatures that start within the effect, and cannot be increased beyond this by
their turn within 20 feet regain 1 hit point at the start of any means.
their turn, while all undead creatures starting their turn Once you use this trait, you can't use it again until you
in the area of effect take 1 point of radiant damage. finish a long rest.
Once you use this trait, you can't use it again until you
finish a long rest. Unbinding Aasimar
Unbinding Aasimar are able to draw on their gifts to
Logic Aasimar nullify all magic close to them for a short time.
Logic aasimar are able to access higher brain functions
than the standard mortal, processing and calculating Ability Score Increase. Your Constitution score increases
much more rapidly, as well as controlling their mental by 1.
and emotional state. Nullify Magic. Starting at 3rd level, you can use your
action or reaction to unleash the divine energy within
Ability Score Increase. Your Intelligence score increases yourself, causing a shimmering translucent field to
by 1. surround you.
Higher Thought. Starting at 3rd level, you can use your Your transformation lasts for 1 minute or until you end it
action or reaction to unleash the divine energy within
yourself, causing your eyes to cloud over and become
pure white, and a golden radiance to form as a halo above
your head.
Your transformation lasts for 1 minute or until you end
it as a bonus action. During it you have advantage on
all Intelligence and Wisdom skills, and are immune to
the charmed condition, as well as all enchantment and
illusion spells and abilities. You may use this ability as a
reaction or on your turn to break a charm or other mental
effect, even if the effect has already taken effect and
would otherwise cause you to lose your actions.
Once you use this trait, you can't use it again until you
finish a long rest.
Umbral Aasimar
Umbral Aasimar are strange anomalies that suppress
light instead of manifesting it the way most Aasimar do.
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as a bonus action. During it you generate a field of anti-
magic around you out to a range of 10 feet. All your magic Celestial Blooded Variant
items and magical abilities (other than this one) cease to
function, and any other spell or spell-like ability cast into A celestial blooded Aasimar's bloodline is derived from
or brought within the field is automatically subject to a a lesser angel that performs a specific function within the
dispel magic effect. Charisma is your spellcasting ability courts of the Seven Heavens of Mount Celestia
for this ability
Once you use this trait, you can't use it again until you Divine Messenger Blooded
finish a long rest. Ability Score Increase. Your Dexterity score increases
by 1
Divine Wings. You have a pair of feathered wings that
grant you a flight speed of 30 feet
Angel Blooded Variants
Angel blooded variants demonstrate traits assiciated
with the angel type that is the ancestor of the bloodline.
Deva Blooded
Ability Score Increase. Your Dexterity score increases
by 1
Divine Legacy. You know the word of radiance* cantrip.
Once you reach 3rd level, you can cast the divine favor
spell once per day. Once you reach 5th level, you can
also cast the healing spirit spell once per day. Charisma is
your spellcasting ability for these spells.
* Found in Xanathar’s Guide to Everything
Planetar Blooded
Ability Score Increase. Your Strength score increases by
1
Divine Legacy. You know the true strike cantrip. Once
you reach 3rd level, you can cast the zephyr strike* spell
once per day. Once you reach 5th level, you can also cast
the spell bless once per day as a 2nd level slot. Charisma
is your spellcasting ability for these spells.
* Found in Xanathar’s Guide to Everything
Solar Blooded
Ability Score Increase. Your Wisdom score increases by
1
Divine Legacy. You know the sacred flame cantrip. Once
you reach 3rd level, you can cast the scorching ray spell
once per day. Once you reach 5th level, you can also
cast the daylight spell once per day. Charisma is your
spellcasting ability for these spells.
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Abyssal Resistance. You have resistance to poison
Tiefling Subraces damage, and advantage on saving throws against the
abilities that confer the poisoned condition.
All Tieflings start with the following base traits, and Innate Magic. You know the primal savagery cantrip*.
may select a single subrace from the choices titled Once you reach 3rd level, you can cast the ray of
Variants. For the purposes of separating base traits from enfeeblement spell once per day. Once you reach 5th
racial variants, the Players Handbook tiefling has been level, you can also cast the heat metal spell once per day.
designated as Standard Subrace - Infernal Blooded. Charisma is your spellcasting ability for these spells.
* Found in Xanathar’s Guide to Everything
Babau Blooded
Ability Score Increase. Your Strength score increases
by 1
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Barlgura Blooded resistance to poison damage, and advantage on saving
Ability Score Increase. Your Strength score increases throws against the abilities that confer the poisoned
by 1 condition.
Abyssal Resistance. You have resistance to poison Powerful Gore. You can use your oversized horns to
damage, and advantage on saving throws against the make a melee attack as an attack action. On a successful
abilities that confer the poisoned condition. hit you deal 1d4 +strength modifier in damage. If you
Reckless. At the start of your turn, you may choose to move at least 20 feet before making this attack the, and
attack recklessly, gaining advantage on all melee attack the struck creature is one size category larger than you
rolls during that turn, but attacks rolls against you have or less, it must make a Strength saving throw vs your DC
advantage until the start of your next turn. 8 +proficiency modifier +Strength modifier. On a failure
it is forced directly back 5 feet, unless prevented by a
Chasme Blooded solid object or other creature.
Ability Score Increase. Your Dexterity score increases
by 1 Hezrou Blooded
Spider Climb. You have a climb speed of 30 feet. Ability Score Increase. Your Constitution score
Drone. Starting at 3rd level, you can use your action to increases by 1
unleash a horrid droning sound. All creatures within Abyssal Resistance. You have resistance to poison
30 feet must make a Constitution saving throw against damage, and advantage on saving throws against the
your DC of 8 +proficiency modifier +Charisma abilities that confer the poisoned condition.
modifier. A failed saving throw renders Stench. Starting at 3rd level, you
the creature unconscious until the end can use your action to unleash a
of your next turn horrid stench. All creatures within
Once you use this trait, you can't use it 30 feet must make a Constitution
again until you finish a long rest. saving throw against your DC of 8
+proficiency modifier +Constitution
Glabrezu Blooded modifier. On a failed saving throw a
Ability Score Increase. Your creature is poisoned for a number
Intelligence score increases by 1 of turns equal to your Constitution
Abyssal Resistance. You have modifier.
resistance to poison damage, Once you use this trait, you
and advantage on saving throws can't use it again until you finish
against the abilities that confer the a long rest.
poisoned condition.
Powerful Grip. You have advantage
to Strength checks Marilith Blooded
Innate Magic. You know the Ability Score Increase. Your Dexterity
mage hand cantrip. Once you score increases by 1
reach 3rd level, you can cast the Abyssal Resistance. You have
darkness spell once per day. resistance to poison damage,
Once you reach 5th level, you and advantage on saving throws
can also cast the dispel magic against the abilities that confer
spell once per day as a 3rd level the poisoned condition.
slot. Charisma is your spellcasting Prehensile Tail. You have a long
ability for these spells. serpentine prehensile tail that can
grasp and use objects with strength
Goristro Blooded and dexterity equal to your own. It can
Ability Score Increase. Your grasp weapons and be used to attack,
Strength score increases by 2 but grants no additional attacks.
Abyssal Resistance. You have
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Nabassu Blooded ability for these spells.
Ability Score Increase. Your Constitution score
increases by 1 Shadow Demon Blooded
Abyssal Resistance. You have resistance to poison Ability Score Increase. Your Dexterity score increases
damage, and advantage on saving throws against the by 1
abilities that confer the poisoned condition. Shadow Resistance. You have resistance to poison and
Soul Chilling Gaze. Starting at 3rd level, you can use cold damage.
your action to unleash a supernaturally chilling gaze Innate Magic. You know the minor illusion cantrip. Once
on a single creature within 30 feet. The creature must you reach 3rd level, you can cast the invisibility spell
make a Constitution saving throw against your DC of 8 once per day as a 2nd level slot. Once you reach 5th level,
+proficiency modifier +Charisma modifier. On a failed you can also cast the gaseous form spell once per day.
saving throw the creature takes necrotic damage equal Charisma is your spellcasting ability for these spells.
you your level and loses its reaction until its next turn.
Once you use this trait, you can't use it again until you Vrock Blooded
finish a long rest. Ability Score Increase. Your Constitution score
increases by 1
Nalfeshnee Blooded Abyssal Resistance. You have resistance to poison
Ability Score Increase. Your Intelligence score increases damage, and advantage on saving throws against the
by 1 abilities that confer the poisoned condition.
Abyssal Resistance. You have resistance to poison Innate Magic. You know the poison spray cantrip. Once
damage, and advantage on saving throws against the you reach 3rd level, you can cast the thunderwave spell
abilities that confer the poisoned condition. once per day as a 2nd level slot. Once you reach 5th
Innate Magic. You know the dancing lights cantrip. Once level, you can also cast the fly spell once per day, which
you reach 3rd level, you can cast the misty step spell once manifests a pair of tattered, vulture-like wings. Charisma
per day. Once you reach 5th level, you can also cast the is your spellcasting ability for these spells.
fear spell once per day. Charisma is your spellcasting
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Devil Blooded Variants Bearded Devil Blooded
Ability Score Increase. Your Strength score increases
by 1
Devil Blooded Tieflings can trace their lineage back
Hellish Resistance. You have resistance to fire damage
to a specific type of devil, usually having one or more
and poison damage, and advantage on saving throws
cosmetic physical characteristics or colouration from
against the abilities that confer the poisoned condition.
their progenitor devil type.
Steadfast. You can’t be frightened if you have an ally
within 5 feet.
Amnizu Blooded
Ability Score Increase. Your Intelligence score increases
by 1
Hellish Resistance. You have resistance to fire damage.
Infernal Legacy. You know the poison spray cantrip.
Once you reach 3rd level, you can cast the suggestion
spell once per day as a 2nd level spell. Once you reach
5th level, you can also cast the crown of madness
spell once per day. Charisma is your spellcasting
ability for these spells.
Babau Blooded
Ability Score Increase. Your Strength score increases
by 1
Abyssal Resistance. You have resistance to poison
damage, and advantage on saving throws against the
abilities that confer the poisoned condition.
Innate Magic. You know the primal savagery cantrip*.
Once you reach 3rd level, you can cast the ray of
enfeeblement spell once per day. Once you reach 5th
level, you can also cast the heat metal spell once per day.
Charisma is your spellcasting ability for these spells.
* Found in Xanathar’s Guide to Everything
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Bone Devil Blooded saving throw the creature is frightened of you until the
Ability Score Increase. Your Dexterity score increases end of its next turn.
by 1 Once you use this trait, you can't use it again until you
Hellish Resistance. You have resistance to fire damage. finish a long rest.
Poison Stinger. Your tail is tipped with a poison stinger
that you may use to make a melee attack with using an Battlechain (martial weapon, 25gp, 1d6 slashing, 4lbs,
attack action. On a successful hit you deal 1d4+strength Properties: finesse, reach, two handed, Special: You may
mod damage, and the target must make a Constitution gain advantage on shove (trip) or grapple attacks, but if
saving throw against your DC of 8 +proficiency modifier you do you any attacks against you until the end of your
+constitution modifier. On a failed saving throw the next turn have advantage).
creature gains the poisoned condition for 1 minute.
Once you use this trait, you can't use it again until you Erinyes Blooded
finish a short rest. Ability Score Increase. Your Intelligence score increases
by 1
Chain Devil Blooded Hellish Resistance. You have resistance to fire damage.
Ability Score Increase. Your Dexterity score increases Hellish Weapons. Starting at 3rd level you may use an
by 1 action to coat your weapons in a poison you naturally
Hellish Resistance. You have resistance to fire damage. excrete. For the next minute all your weapon attacks deal
Chain Proficiency. You are proficient with a Battlechain an additional 1d6 poison damage.
(see below) Once you use this trait, you can't use it again until you
Unnerving mask. As an action you can create an illusion finish a long rest.
that changes your features to that of a hideous infernal
monster for a moment. Each creature within 10 feet Horned Devil Blooded
must make a Wisdom saving throw against your DC of Ability Score Increase. Your Strength score increases
8 +proficiency modifier +Charisma modifier. On a failed by 1
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Hellish Resistance. You have resistance to fire damage.
Infernal Legacy. You know the produce flame cantrip. Fiend Blooded Variant
Once you reach 3rd level, you can cast the hellish rebuke
spell once per day as a 2nd level spell. Once you reach 5th Succubus/Incubus Blooded
level, you can also cast the flaming sphere spell once per Ability Score Increase. Your Dexterity score increases
day. Charisma is your spellcasting ability for these spells. by 1
Ice Devil Blooded Skilled Liar. You are proficient in the Deception skill
Ability Score Increase. Your Constitution score increases Versatile Blood. You may select Feats that have any
by 1 tiefling variant bloodline as a prerequisite, if you meet the
Hellish Resistance. You have resistance to cold damage. other prerequisite requirements.
Icy Legacy. You know the ray of frost cantrip. Once you Charming Deceit. You know the friends cantrip. At first
reach 3rd level, you can cast the ice knife* spell once per level you can cast disguise self spell once per day. Once
day. Once you reach 5th level, you can also cast the sleet you reach 3rd level, you can cast the charm person spell
storm spell once per day. Charisma is your spellcasting once per day as a 2nd level spell. Once you reach 5th level,
ability for these spells. you can also cast the enthrall spell once per day. Charisma
* Found in Xanathar’s Guide to Everything is your spellcasting ability for these spells.
Narguzon Blooded
Ability Score Increase. Your Strength score increases by
1
Hellish Resistance. You have resistance to fire damage.
Infernal Legacy. You know the green flame blade* cantrip.
Once you reach 3rd level, you can cast the magic weapon
spell once per day. Once you reach 5th level, you can also
cast the phantom steed spell once per day. Charisma is
your spellcasting ability for these spells.
* Found in Sword Coast Adventurer’s Guide
Orthon Blooded
Ability Score Increase. Your Dexterity score increases by
1
Hellish Resistance. You have resistance to fire damage.
Infernal Legacy. You know the guidance cantrip. Once
you reach 3rd level, you can cast the ensnaring strike
spell once per day. Once you reach 5th level, you can also
cast the pass without trace spell once per day. Charisma
is your spellcasting ability for these spells.
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spell once per day as a 1st level spell. Once you reach
Tiamat's Brood - Abishai 5th level, you can also cast the chromatic orb spell once
per day as a 2nd level spell. Charisma is your spellcasting
Blooded Variants ability for these spells.
Black Abishai Blooded
Ability Score Increase. Your Dexterity score increases
Green Abishai Blooded
Ability Score Increase. Your Wisdom score increases by
by 1
1
Draconic Resistance. You have resistance to acid
Draconic Resistance. You have resistance to poison
damage.
damage.
Draconic Claws. You have claw like nails that can be
Draconic Claws. You have claw like nails that can be
used as natural melee weapons, dealing 1d4 slashing
used as natural melee weapons, dealing 1d6 slashing
plus strength modifier on hit.
plus strength modifier on hit.
Creeping Darkness. As an action you may cast the
Draconic Senses. You have advantage on Perception
darkness spell once per day. Unlike normal versions of
checks.
this spell, you can see through the effect as if it were dim
light.
Red Abishai Blooded
Ability Score Increase. YourStrength score increases by
Blue Abishai Blooded
1
Ability Score Increase. Your Intelligence score increases
Draconic Resistance. You have resistance to fire damage.
by 1
Draconic Claws. You have claw like nails that can be
Draconic Resistance. You have resistance to lightning
used as natural melee weapons, dealing 1d6 slashing
damage.
plus strength modifier on hit.
Draconic Claws. You have claw like nails that can be
Frightful Gaze. You may use your action to fix a creature
used as natural melee weapons, dealing 1d4 slashing
within 60 feet with a terrifying gaze. The creature must
plus strength modifier on hit.
make a wisdom saving throw against your DC of 8 +
Dragon Magic Legacy. You know the shocking grasp
proficiency modifier + charisma modifier or gain the
cantrip. Once you reach 3rd level, you can cast the identify
frightened condition for 1 minute. The creature may
make a new saving throw at the start of each of its turns
to end the effect. You regain the use of this ability after a
long rest.
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Yugoloth Blooded Variants Mezzoloth Blooded
Ability Score Increase. Your Constitution score
increases by 1
Arcanaloth Blooded Fiendish Resistance. You have resistance to acid
Ability Score Increase. Your intelligence score increases damage.
by 1 Fiendish Claws. You have claw like nails that can be used
Fiendish Resistance. You have resistance to acid as natural melee weapons, dealing 1d4 plus strength
damage. modifier on hit.
Arcane Adept. You know the firebolt and mage hand Yugoloth Legacy. You know the poison spray cantrip.
cantrips. Once you reach 3rd level, you can cast the Once you reach 3rd level, you can cast the see invisibility
detect thoughts spell once per day. Once you reach 5th spell once per day. Once you reach 5th level, you can also
level, you can also cast the mirror image spell once per cast the darkness spell once per day. Charisma is your
day. Charisma is your spellcasting ability for these spells. spellcasting ability for these spells.
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Ultraloth Blooded Yagnoloth Blooded
Ability Score Increase. Your Intelligence score increases Ability Score Increase. Your Strength score increases
by 1 by 1
Fiendish Resistance. You have resistance to acid Fiendish Resistance. You have resistance to acid
damage. damage.
Mental Superiority. You know the minor illusion cantrip. Life Leech. You can use an action to surround your hand
Once you reach 3rd level, you can cast the mind spike* with life draining energy and make a melee spell attack
spell once per day. Once you reach 5th level, you can also against a creature. If successful you deal an amount of
cast the crown of madness spell once per day. Charisma necrotic damage equal you your level, and you heal a
is your spellcasting ability for these spells. number of lost hit points equal to the damage. The gained
* Found in Xanathar’s Guide to Everything hit points can only be used as healing, not temporary hit
points. If the attack misses the ability is wasted.
Once you use this trait, you can't use it again until you
finish a long rest.
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New Racial Feats Empowered Heavenly Smite
Prerequisite: Aasimar, Heavenly Smite
Your heavenly smite deals an additional 2d8 radiant
damage.
Aasimar Feats
Heavenly Recovery
Celestial Renewal Prerequisite: Aasimar, Heavenly Smite
Prerequisite: Aasimar You regain the use of your heavenly smite ability after a
You gain maximum benefit from spending hit dice to short rest rather than a long rest.
recover hit points on a short rest without having to roll.
Purifying Light
Celestial Fortitude Prerequisite: Aasimar
Prerequisite: Aasimar, Celestial Renewal When you use your Healing Hands ability, you may
When you drop to 0 hit points, you may immediately also end any ongoing effect that imposes the poisoned
spend a single hit dice (as if on a short rest), regaining the condition, as well as any diseases the creature may be
maximum hit points for the dice plus your constitution afflicted with.
modifier. You regain the use of this ability after a long rest.
Rejuvenating Radiance
Celestial Sight Prerequisite: Aasimar
Prerequisite: Aasimar When you take damage from an effect that causes Radiant
Your Darkvision allows you to perceive in color, and in damage, you regain the use of your healing hands ability
darkness as bright light instead of dim. You also gain a +2 if it has been expended.
bonus to the Investigation checks
Wrathful Touch
Angel Eyes Prerequisite: Aasimar
Prerequisite: Aasimar, Celestial Sight, 8th level You may deal radiant damage with your Healing Touch
You are able to see invisibility as per the spell permanently. ability instead of restoring hit points. You must make a
melee spell attack, using Charisma as your spellcasting
Celestial Skin modifier.
Prerequisite: Aasimar, 4th level
You reduce the damage from attacks by 2 points. This
feat does not stack with other damage reduction abilities
(Ie Heavy Armor master).
Dark To Light
Prerequisite: Aasimar
When you take damage from an effect that causes
Necrotic damage, you may expend your reaction to cast
the daylight spell. You may do this a number of times
equal to your Charisma modifier, regaining all uses after
a long rest.
Heavenly Smite
Prerequisite: Aasimar, 4th level
You may turn a successful melee weapon attack into a
smite, dealing an additional 1d8 radiant damage, or 2d8
radiant damage if the target is a fiend or undead. You
regain the use of this ability after a long rest.
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already possess one form of natural attack – such as claws
Tiefling Feats – and you select claws for this feat, the damage increases
to 1d8. You may select this feat more than once, selecting
Abyssal Sight a new type of natural attack. You may not select the same
Prerequisite: Tiefling - Demon Blooded Variant natural attack twice.
Your darkvision increases to 90 feet and you gain a +2
bonus to your Wisdom (perception) checks and passive Prehensile Tail
Perception. Prerequisite: Tiefling
Your tail is longer and stronger than most tieflings and
Armor of the Pit can grasp and use objects with strength and dexterity
Prerequisite: Tiefling equal to your own. It can grasp weapons and be used to
Your skin is naturally tougher. When not wearing armor attack, but grants no additional attacks.
you calculate your base AC as 13 plus your dexterity
modifier. Sweeping Tail
Prerequisite: Tiefling, Prehensile Tail feat or from racial
Devil Sight trait
Prerequisite: Tiefling - Devil Blooded Variant You are able to more effectively tangle your opponent’s
You can see through darkness, including magical darkness legs when you take the shove action, granting advantage
as if it were bright light. on strength checks to knock your opponent down.
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Shared Feats Silver Tongue
Prerequisite: Tiefling or Aasimar
You have a metaphorical (or possibly literal) silver tongue
Assuming they meet any prerequisites, both Aasimar and and your compelling charisma is inscrutable. You have
Tiefling characters may choose from the feats presented advantage to Charisma (Deception) checks.
below.
Wings
Alluring Presence Prerequisite: Tiefling or Aasimar, 4th level.
Prerequisite: Tiefling or Aasimar You have wings that superficially resemble those of your
Your intense allure inspires awe in those you turn your blood variant parent. They grant you a fly speed equal to
charm on. You have advantage to Charisma (Persuasion) your base speed.
checks.
Powerful Wings
Aura of Menace Prerequisite: Tiefling or Aasimar, 4th level. Wings feat
Prerequisite: Tiefling or Aasimar or Wings from a racial trait
Your otherworldly presence Your wings are more powerful than others of your
strikes fear into anyone your turn kind. They grant you a fly speed equal to
your ire upon. You have advantage 150% base speed, (in 5 foot increments,
to Charisma (Intimidation) rounded down).
checks.
Wing Shield
Blood Magic Prerequisite: Tiefling or Aasimar,
Prerequisite: Tiefling or 4th level. Wings feat or Wings
Aasimar, 8th level from a racial trait
If you are at less than your You can protect yourself from
maximum hit points you may damage by enshrouding yourself
choose to add your charisma in your wings. In response to an
modifier to damage when you attack, you can use a reaction to
cast a cantrip (minimum of 1), envelop yourself in your wings,
but you take necrotic damage reducing the incoming damage
equal to half your charisma by an amount equal to your
modifier (minimum of 1) when Constitution Modifier + Charisma
you use this feat. Modifier. Once you have used this
ability, you cannot use your wings
Fire in the Heart to fly for a number of minutes equal
Prerequisite: Tiefling or Aasimar to the damage negated. If you are
Whenever you successfully make a airborne when you use this ability you
saving throw you gain advantage on your may glide (fly speed, but cannot ascend, only
next attack roll. descend) until the end of your next turn before your
wings fail. If you remain flying at this point you fall. You
regain the use of this ability after a short rest.
Ice in the Veins
Prerequisite: Tiefling or Aasimar
You have advantage on saving throws against abilities
Wing Buffet
Prerequisite: Tiefling or Aasimar. Wings feat or Wings
that impose the frightened condition.
from a racial trait
You are able to buffet your opponents with your wings
Magic in the Blood when you take the shove action, granting advantage on
Prerequisite: Aasimar or Tiefling strength checks to push your opponent back.
You may select a single spell like ability granted by your
race. You may use this ability a second time before
exhausting it, and regain both uses on a long rest.
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Abishai Feats Magic Resilience
Prerequisite: Tiefling - Abishai Blooded Variant
If you fail a saving throw against a spell or magical effect,
Due to their dual fiendish and draconic nature, abishai
you may choose to reroll the dice, taking the second result
blooded tieflings gain access to some exclusive feats.
even if it is worse. You regain the use of this ability after
They can of course also select from the Tiefling and
a long rest.
Shared feat options as well.
Invulnerable Scales
Prerequisite: Tiefling - Abishai Blooded Variant, Dragon
Scales
As a reaction to taking damage from a weapon you can
choose to halve the damage from the attack. You regain
the use of this ability after a short rest.
Legendary Resistance
Prerequisite: Tiefling - Abishai Blooded Variant, Magic
Resilience, 12th level
When using your Magic Resilience feat you may choose
to simply pass the saving throw instead of rerolling.
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