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Tiefling

Species

Creature Type Humanoid

Size Medium or Small

Speed 30 feet

Traits

Darkvision (60 ft.)

You have Darkvision with a range of 60 feet.

Fiendish Legacy

You are the recipient of a legacy 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 spell-casting ability for the spells you cast with this trait (choose the ability when you select the legacy). Fiendish Legacies Abyssal. Level 1. You have Resistance to Poison damage. You also know the cantrip. Level 3. Ray of Sickness Level 5. Chthonic. Level 1. You have Resistance to Necrotic damage. You also know the cantrip. Level 3. Level 5. Infernal. Level 1. You have Resistance to Fire damage. You also know the cantrip. Level 3. Level 5.

Otherworldly Presence

You know the cantrip. When you cast it with this trait, the spell uses the same spellcasting ability you use for your Fiendish Legacy trait.

Fiendish Legacy: Abyssal

LVL 1Damage Resistance: Poison

You have Resistance to Poison damage.

LVL 1Poison Spray

You know the spell .

LVL 3Ray of Sickness

You know the spell Ray of Sickness.

LVL 5Hold Person

You know the spell .

Fiendish Legacy: Chthonic

LVL 1Damage Resistance: Necrotic

You have Resistance to Necrotic damage.

LVL 1Chill Touch

You know the spell .

LVL 3False Life

You know the spell .

LVL 5Ray of Enfeeblement

You know the spell .

Fiendish Legacy: Infernal

LVL 1Damage Resistance: Fire

You have Resistance to Fire damage.

LVL 1Fire Bolt

You know the spell .

LVL 3Hellish Rebuke

You know the spell .

LVL 5Darkness

You know the spell .

Source: System Reference Document 5.2 (CC-BY-4.0).

Poison Spray

Conjuration cantrip

Casting Time 1 action

Range 10 feet

Components V, S

Duration Instantaneous

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a constitution saving throw or take 1d12 poison damage.

This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

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Hold Person

2nd-level enchantment

Casting Time 1 action

Range 60 feet

Components V, S, M (A small, straight piece of iron)

Duration Concentration, up to 1 minute

Choose a humanoid that you can see within range. The target must succeed on a wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels

When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

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Chill Touch

Necromancy cantrip

Casting Time 1 action

Range 120 feet

Components V, S

Duration 1 round

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

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False Life

1st-level necromancy

Casting Time 1 action

Range Self

Components V, S, M (A small amount of alcohol or distilled spirits)

Duration 1 hour

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.

At Higher Levels

When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

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Ray of Enfeeblement

2nd-level necromancy

Casting Time 1 action

Range 60 feet

Components V, S

Duration Concentration, up to 1 minute

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.

At the end of each of the target's turns, it can make a constitution saving throw against the spell. On a success, the spell ends.

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Fire Bolt

Evocation cantrip

Casting Time 1 action

Range 120 feet

Components V, S

Duration Instantaneous

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

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Hellish Rebuke

1st-level evocation

Casting Time 1 reaction

Range 60 feet

Components V, S

Duration Instantaneous

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

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Darkness

2nd-level evocation

Casting Time 1 action

Range 60 feet

Components V, M (Bat fur and a drop of pitch or piece of coal)

Duration Concentration, up to 10 minutes

Magical darkness spreads from a point you choose within 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.

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

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Thaumaturgy

Transmutation cantrip

Casting Time 1 action

Range 30 feet

Components V

Duration 1 minute

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range.

  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

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