Rogue
Base Class: Rogue

No two tieflings are born alike, as the cursed blood of their forebears manifests in different ways. Whether through cunning or trial and error, you’ve learned how to control these unnatural qualities to better suit your roguish talents. Maybe you act as a subtle manipulator, working your devilry from the shadows. Or maybe you just want to raise some hell.

Restriction: Tieflings Only

Only Tieflings and Feral Tieflings have access to this Roguish Archetype, as several features key off of their specific racial traits.

Your DM can lift this restriction to better suit the campaign. Work with your DM to find similar throughlines with other racial powers and abilities that may mesh with this archetype. A Fire Genasi, for example, could use the Hellfire Variant bonus gained from the 13th level feature, as they too have burning hands as a racial spell.

Hellfire Legacy

3rd Level Hellion Feature

You’ve learned to produce hellfire by tapping into your fiendish bloodline. You gain one of the following cantrips: Create Bonfire, Fire Bolt, or Produce Flame. Charisma is your spellcasting ability for these cantrips.

In addition you gain certain benefits based on the cantrip you picked. These benefits only apply to cantrips gained through Hellfire Legacy:

Create Bonfire

When you cast this spell in an unoccupied space, you can choose for the bonfire to be imperceptible until it is entered. To detect the bonfire, a creature must succeed on an Intelligence (Investigation) check against your spell save DC. While undetected, the bonfire deals your Infernal Cunning damage to the first creature that enters its space, instead of its normal damage die.

If you concentrate on this spell for a full minute, the bonfire lasts for 8 hours without concentration or until you cast Create Bonfire again.

Fire Bolt

Being within 5 feet of a hostile creature doesn’t impose disadvantage on attack rolls with this spell.

You can use this spell to melt the mechanisms of locks, traps, and the like. Make a melee spell attack versus the DC of the object determined by the DM. On a success you can choose for the mechanism to be destroyed or fused together.

Produce Flame

If there is a small open flame within your line of sight, such as a candle, torch, or small campfire, the spell can originate from that flame, snuffing out the original flame in the process. When you attack with the spell, the target can be within 30 feet of that flame.

The light emitted by this spell glows an eerie red, and is imperceptible to creatures outside its radius.

Infernal Cunning

3rd Level Hellion Feature

You gain an additional way to deal Sneak Attack damage. Whenever a creature takes damage from a cantrip you gained through Hellfire Legacy or your tiefling racial trait, you can replace that damage with your Sneak Attack damage roll. The damage is the same type as the cantrip and uses up your Sneak Attack for the turn. To deal this damage, the creature must either be granting advantage for the cantrip’s attack roll (if it has one), within 5 feet of an ally that isn’t incapacitated, or you must be hidden from the creature. If the targeted creature doesn’t meet the above criteria, or you have disadvantage on the attack roll, the cantrip deals its normal damage.

Fiendish Physiology

9th Level Hellion Feature

Your unique physiology grants you access to a variety of techniques suitable for both combat and subterfuge. Choose one of the following options:

Ashen Gloom

You can manifest smokey fumes which attempt to pull you out of sight. When you hide, you can teleport 10 feet to an unoccupied space you can see immediately before making your Dexterity (Stealth) check. The teleportation fails if there is no suitable place to hide.

Hell's Ram

With a burst of speed, you can utilize your horns to ram an enemy. When you dash, until the end of your turn you can make two melee attacks as an action, provided one of the attacks is a Shove.

Tail Slide

You can utilize your tail to pull allies out of (or into) danger, tactically shifting the battlefield to your advantage. When you disengage, you can drag one willing creature 5 feet at any point during your movement that turn, without needing a free hand.

Resourceful Devilry

13th Level Hellion Feature

You gain access to special insights and techniques based on your tiefling heritage. Spells are only affected if they are gained from your tiefling racial trait.

Devil’s Tongue Variant Tiefling

When a creature makes a saving throw against your Charm Person or Enthrall spell, it must do so with disadvantage.

Hellfire Variant Tiefling

Your Burning Hands damage roll equals your Sneak Attack damage, instead of its normal damage roll.

Infernal Legacy

A creature that fails its save against your Hellish Rebuke is frightened of you for one minute or until you lose concentration (as if concentrating on a spell).

Legacy of Avernus (Zariel Tiefling)

A creature grants advantage to all attacks while under the effect of your Searing Smite or Branding Smite.

Legacy of Cania (Mephistopheles Tiefling)

When you cast Flame Blade, you can use your Sneak Attack feature with its melee spell attack.

Legacy of Dis (Dispater Tiefling)

If a target is aware you are probing its mind with your Detect Thoughts, you can oppose its Intelligence check to end the spell with a Charisma (Persuasion) check.

Legacy of Maladomini (Baalzebul Tiefling)

While charmed by your Crown of Madness, you can choose for the creature’s melee attacks to deal extra damage equal to your Sneak Attack damage.

Legacy of Malbolge (Glasya Tiefling)

While under the effect of your Invisibility, the spell does not end the first time a creature makes an attack or casts a spell.

Legacy of Minauros (Mammon Tiefling)

Any creature that attempts to bypass your Arcane Lock, either physically or with a spell, must make an Intelligence saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier). The creature takes psychic damage equal to your Sneak Attack damage on a failed save, or half as much damage on a successful one.

Legacy of Phlegethos (Fierna Tiefling)

When you cast Friends or Charm Person, creatures are not aware you cast the spell when it ends and do not become hostile to you.

Legacy of Stygia (Levistus Tiefling)

While under the effects of Armor of Agathys, you are immune to cold and fire damage.

Winged Variant Tiefling

When you take the Dash or Disengage action, one medium or smaller creature of your choice within 5 feet of you must make a Strength saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). On a failed save, you can choose for the creature to be either pushed 5 feet away from you or knocked prone.

Diabolic Inheritance

17th Level Hellion Feature

The innate spellcasting of your bloodline has reached its full potential. You regain any expended spells gained from your tiefling racial trait after a short rest.

In addition, you gain one of the following benefits:

Brimstone Wings

When you roll initiative, you can grow a pair of blackened, smoldering wings which last for 1 minute. The wings work in short bursts, granting you a fly speed equal to your walking speed on your turn. If you are still flying at the end of your turn, you fall. The first time you land on a turn, a sphere of sulfurous smoke forms in a 5 foot radius at the point where you landed. This smoke is lightly obscured and lasts until the end of your next turn, or until you use your movement to fly again. While you are entirely within the smoke, creatures have disadvantage on ranged attack rolls against you.

Hellfire Ambush

When you roll initiative and are not surprised, you can choose to immediately remove yourself from play (no action). Until the start of the next round, you can declare your turn in the initiative as long as it is lower than your initiative roll. This becomes your new placement in the initiative. When your turn starts, you reappear in an unoccupied space within 60 feet of where you were removed from play. Each creature within 5 feet of you when you reappear must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier). A creature takes fire damage equal to your Sneak Attack damage on a failed save, or half as much damage on a successful one. This does not count against your limit of Sneak Attack once per turn.

Infernal Prey

When you roll initiative, choose one creature you can currently see. You gain advantage on all attack rolls against that creature, and it has disadvantage on any saving throws imposed by you. In addition, the creature is always visible to you as though you had truesight. This effect lasts for 1 minute.

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