Tiefling Universal Heritage.


Homebrew and House Rules


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Tiefling Universal Heritage:
You are descendant of fiend whether it be a parent or some distant ancestor, or being product of planar energy influencing your bloodline. Whatever it is the fiendish influence following through your blood has awakened, it form manifests depending on type of fiend your bloodline drawn from, but could be a pair of horns, goat feet, change in skin tone or any other aspect. You gain the tiefling trait and you gain heritage type below. In addition, you both select feats from your mortal ancestry as well as tiefling feats whenever you gain an ancestry feat.

Pitborn Heritage: You draw upon energies granted by Abyss to you making you body more full of life force. You gain +4 Hit Points to your ancestry. You may also choose Abyssal as a language to start with due to your Demonic blood.

Motherless Heritage: Unlike others when born you almost tore you way out during labor do to the set of fully grown razor-sharp teeth lining your jaw. You gain jaw unarmed attack that has deals 1d4 piercing damage and has unarmed and finesse traits and gives temporary hitpoints of 1d4 back. You may also choose Abyssal as a language to start with due to your Qlippoth blood.

Hellspawn Heritage: Your known to be rigid or organized at times, and how to demonstrate the skills to hold others attention. Whenever you use deception, diplomacy or intimidation skill you apply fascinated condition on the target upon critical success. You may also choose Infernal as a language to start with due to your Devil blood.

Shackleborn Heritage: You know pain like no other, it comes naturally to you like an art form and you know how to make the best of it. When you roll a success on a saving throw against an emotion effect, you treat it as critical success instead. You may also choose Shadowtongue as a language to start with due to your Kyton blood.

Feat 1: Fiendish Vision
Prerequisites: Fiendish Resistance.
Your fiendish blood has thickened enough to improve your sight. You gain low-light vision or darkvision if you already have low-light vision. You can select this feat twice if you started without low-light vision.

Feat 1: Otherworldly Lore
You eagerly embrace the stories and traditions told about your fiendish ancestry and place where they came from, taking note to learn techniques passed off to your bloodline. You gained trained proficiency rank in Religion and one other from heritage. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. As a Shackleborn your trained in Deception and Shadowplane Lore, as a Hellspawn your trained in Diplomacy and Hell Lore, while if Motherless you trained in Survival and Abyssal Lore or Pitborn you are trained in Intimidation and Abyssal Lore.

Feat 1: Fiendish Resistance
Your body has grown used to it's form granting you an fiendish resistance drawn from fore bearers. You gain either fire or cold resistance equal to half your level (minimum 1).

Feat 1: Mighty Weaponry
Your fiendish claw or hands grow sharper and your tail more deadlier. You trained in both claw unarmed attack that deals 1d6 slashing damage, and has the finesse, agile traits and your tail unarmed attack deals 1d4 bludgeoning and has finesse and trip trait, both belong in unarmed weapon group. Your claws count as weapons when using them for purpose to meet requirements to use feats such as Twin Takedown or Double Slice and counted as wielded with an empty hand.

Feat 1: Below Grace
Your connection to the Planes below grants you a divine innate spell, much like those of fiends. Choose one cantrip from the divine spell list. You can cast this spell as a divine innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.

Feat 5: Bony Wings
Your bones and muscle have twisted leaving your body with vestigial wings sprouting from them. You can use these bony wings to glide and control your descent. You can roll a DC 15 Maneuver in Flight check to descent safely from any height without taking fall damage, even if you aren’t trained in Acrobatics. If you are trained in Acrobatics you make additional DC check to move 5 feet laterally for every 20 feet you fall.

Feat 5: Mighty Cunning
Prerequisites: Mighty Weaponry.
You know how use natural weaponry your fiendish blood grants you precisely. Whenever you critically hit using an unarmed attack grant by mighty weaponry or fiend heritage, you apply the weapon’s critical specialization effect.

Feat 5: Fiendish Twin Resistance
Prerequisites: Fiendish Resistance.
Your body has grown not just to resist one type of extremity but two, you gain other resistance offered by Fiendish Resistance that you didn't take.

Feat 9: Tiefling Grace
Prerequisites: Below Grace.
Over time your fiendish magic has matured. You gain Darkness as 2nd-level divine innate spell as well one other depending on your fiend heritage, Web if Shackleborn, Blur if Motherless, Enlarge if Pitborn and flaming sphere if Hellspawn. You can cast each of these divine innate spells once per day.

Feat 9: Fiendish Flight
Prerequisites: Bony Wings.
Your bony wings have reached full form now leaving you with wings that may mistake you for your fiendish ancestor. You gain flying speed equal to your normal speed.

Feat 13: Tiefling Weapon Mastery
Prerequisites: Mighty Weaponry.
Your fiendish might comes second nature to you. Whenever you gain a class feature that grants you expert or greater proficiency in weapons you also gain that proficiency for any unarmed attack grant by mighty weaponry or fiend heritage.


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Isn't Tiefling coming with one of the next books?


Other homebrewers, note that an alternate route you could take, if you have a player that wants low-light or darkvision most, could be to have tiefling heritage give you Fiendish Vision by default, and have the tiefling subheritage benefits accessible via a 1st-level Fiendish Atavism ancestry feat, like half-elves' Elf Atavism feat.

I don't see the point in locking Fiendish Vision behind a prerequisite of Fiendsish Resistance; the feats don't strike me as thematically related. That prereq effectively makes you unable to take Fiendish Vision until later levels for no reason; darkvision is perfectly acceptable for 1st-level characters, as half-orcs have a 1st-level feat for it and half-elves have Elf Atavism allowing them to get darkvision from cavern elf heritage.

And an aside: In PF1, tieflings had resistance to cold, fire, and electricity, not just the first two—though this often didn't really make sense, because devils and rakshasas didn't have any electricity resistance at all, so many tieflings had no ancestors to inherit it from. Anyways, I believe vrocks are the only fiends in PF2's first Bestiary that have electricity resistance, so a GM might consider making electricity an option in the Fiendish Resistance feats for people who want to express vrock heritage.

Gloom wrote:
Isn't Tiefling coming with one of the next books?

In next July's Advanced Player's Guide, yes. We need homebrew to last us until then; just last week, one of my players was asking me how she might roll up a pitborn tiefling kobold for our Age of Ashes game.


Reziburno25 wrote:
In addition, you both select feats from your mortal ancestry as well as tiefling feats whenever you gain an ancestry feat.

I'm not positive whether you mean you get a mortal feat and a tiefling feat in each ancestry feat slot (which seems OP) or just that you can select from either list (in which case the word "both" should be "can").


Gloom wrote:
Isn't Tiefling coming with one of the next books?

Will be released in the Advanced Player's Guide, but that won't be until July 2020


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Edits made. Also reason why they don't give low-light/darkvision straigtht away is most ancestries get either so you losing out then.

Tiefling Universal Heritage:
You are descendant of fiend whether it be a parent or some distant ancestor, or being product of planar energy influencing your bloodline. Whatever it is the fiendish influence following through your blood has awakened, it form manifests depending on type of fiend your bloodline drawn from, but could be a pair of horns, goat feet, change in skin tone or any other aspect. You gain the tiefling trait and you must choose type of tiefling heritage below. In addition, you may select feat from either your mortal ancestry or those from the tiefling feats whenever you gain an ancestry feat.

Feat 1: Fiendish Vision
Your fiendish blood has thickened enough to improve your sight. You gain low-light vision or darkvision if you already have low-light vision. You can select this feat twice if you started without low-light vision.

Feat 1: Mighty Weaponry
Your fiendish claw or hands grow sharper and your tail more deadlier. You trained in both claw unarmed attack that deals 1d6 slashing damage, and has the (finesse, agile) traits and you also gain a tail unarmed attack that deals 1d8 bludgeoning and has (finesse, trip) traits, both belong in unarmed weapon group. Your claws also count as weapons when using them for purpose to meet requirements to use feats such as Twin Takedown or Double Slice and counted as wielded with an empty hand.

Motherless Heritage: Unlike others when born you almost tore you way out during labor do to the set of fully grown set of teeth lining your enlarged jaw. You gain an jaw unarmed attack that deals 1d6 piercing damage and recovers 1d4 temporary hitpoints back on succuessful strike with the jaws.You may also choose Abyssal as a language to start with due to your Qlippoth blood.

Shackleborn Heritage: You know pain like no other, it comes naturally to you like an art form and you know how to make the best of it. You gain a +2 circumstance bonus on rolls involving emotion effects. You may also choose Shadowtongue as a language to start with due to your Kyton blood.


Tiefling Universal Heritage:
You are descendant of a fiend whether it be a parent or some distant ancestor, or being product of planar energy influencing your bloodline. Whatever it is the fiendish influence flowing through your blood has awakened, it's form manifests differently based on what your bloodline draws from, but could be a pair of horns, goat feet, change in skin tone or any other aspect. You gain the tiefling trait and you must choose type of tiefling heritage below. In addition, you may select feat from either your mortal ancestry or those from the tiefling feats whenever you gain an ancestry feat.

Spelling fix.


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Reziburno25 wrote:
Edits made. Also reason why they don't give low-light/darkvision straigtht away is most ancestries get either so you losing out then.

On the other hand, by not doing that you make your tiefling heritage flat out better than the half-elf and half-orc heritages since they do not compensate anyone who takes that heritage when they already have low-light vision or better. To compensate, you would need to ensure that the tiefling ancestry feats are distinctly inferior to the feats that half-elves and half-orcs would gain access to, and tieflings have too many good optional abilities for that to work well.


At the moment this appears to not allow half-elf/half-orc tieflings, not to mention drow (cavern elf). I would suggestion a feat, allowed at level one only, that allows you to choose a second heritage from your mortal ancestry?


Reziburno25 wrote:


Motherless Heritage: Unlike others when born you almost tore you way out during labor do to the set of fully grown razor-sharp teeth lining your jaw. You gain jaw unarmed attack that has deals 1d4 piercing damage and has unarmed and finesse traits and gives temporary hitpoints of 1d4 back. You may also choose Abyssal as a language to start with due to your Qlippoth blood.

Increase the damage to 1d6; drop the gain of temporary hit points. A vampiric attack like would be OP for an innate ability.


Reziburno25 wrote:


Feat 1: Fiendish Resistance
Your body has grown used to it's form granting you an fiendish resistance drawn from fore bearers. You gain either fire or cold resistance equal to half your level (minimum 1).

This grants an ability that is basically the ancestory trait of other races. I would limit this somehow. Something like gain resistance 3/cold or 3/fire your choice that then auto upgrades to 5/fire or 5/cold at 10th level.

Reziburno25 wrote:


Feat 1: Mighty Weaponry
Your fiendish claw or hands grow sharper and your tail more deadlier. You trained in both claw unarmed attack that deals 1d6 slashing damage, and has the finesse, agile traits and your tail unarmed attack deals 1d4 bludgeoning and has finesse and trip trait, both belong in unarmed weapon group. Your claws count as weapons when using them for purpose to meet requirements to use feats such as Twin Takedown or Double Slice and counted as wielded with an empty hand.

Probably make them choose to gain claws or a tail attack.

Reziburno25 wrote:


Prerequisites: Mighty Weaponry.
You know how use natural weaponry your fiendish blood grants you precisely. Whenever you critically hit using an unarmed attack grant by mighty weaponry or fiend heritage, you apply the weapon’s critical specialization effect.

As far as I recall there is not critical specialization traits for claws or tail attacks. Maybe in the bestiary?

Reziburno25 wrote:


Feat 5: Fiendish Twin Resistance
Prerequisites: Fiendish Resistance.
Your body has grown not just to resist one type of extremity but two, you gain other resistance offered by Fiendish Resistance that you didn't take.

As I mentioned above I would have the characters gain the second resist at 3/fire or 3 /cold with auto upgrade at 10th to 5.

Reziburno25 wrote:


Feat 9: Tiefling Grace
Prerequisites: Below Grace.
Over time your fiendish magic has matured. You gain Darkness as 2nd-level divine innate spell as well one other depending on your fiend heritage, Web if Shackleborn, Blur if Motherless, Enlarge if Pitborn and flaming sphere if Hellspawn. You can cast each of these divine innate spells once per day.

I could be wrong but this one feels too powerful. Granting two second level spells for one ability especially as they are all particularly useful (except for flame sphere that one is trash, you will never cast it at ninth level. Well maybe at night when you want to roast hotdogs at camp. Just hope the hotdogs don't save).

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