Tiefling

Tieflings are those that have infernal or abyssal blood within their bloodline - be it from a demon, a devil, the blessing of something sinister or worse, every so often these hellish traits return through the generations, and through fortune (or misfortune) a tiefling is born. Because of this heritage, tieflings are often regarded with suspicion among the other races.

Features
Ability Score Increase: Your Charisma score increases by 2.

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.

Speed: Your base walking speed is 30 feet.

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 resistance to fire damage.

Languages: You can speak, read, and write Common and the choice of Abyssal (demonic bloodline) or Infernal (devilish bloodline).

Choose a heritage below - all heritages can be chosen as either a demonic heritage or devilish heritage.

Iceblood
From the frozen desolation they roam, malevolent in intent. Chilling, hungering, slow and sadistic, the Icebloods are cold-hearted and without mercy.

Ability Score Increase: Your Constitution score increases by 1.

Iceblood Heritage: You know the Ray of Frost cantrip. Once you reach 3rd level, you can cast the Armor of Agathys spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Darkness spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

Nightborn
Crafty, intelligent, and a lust for power. Nightborn are renown for their greed, their wordplay and their affinity in the shadows - looming, waiting for their target or bargain to strike.

Ability Score Increase: Your Intelligence score increases by 1.

Nightborn Heritage: You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Hellish Rebuke spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Darkness spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

Veilsworn
Nimble and deceptive, the Veilsworn are masters of trickery and illusion. It is through these guises and masks that they prey upon the blissfully unaware, until it is too late.

Ability Score Increase: Your Dexterity score increases by 1.

Veilsworn Heritage: You know the Minor Illusion cantrip. Once you reach 3rd level, you can cast the Disguise Self spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Invisibility spell once as a 2nd-level spell. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

Warbrand
The very commanders and soldiers of the Seven Hells, the Warbrands are the rank-and-file of the military and army of devils and demons. They are notoriously prideful and quick to anger, whilst having the sword-arm to back it up.

Ability Score Increase: Your Strength score increases by 1.

Warbrand Heritage: You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Searing Smite spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Branding Smite spell once as a 3rd-level spell. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.