Homebrew Cinder-Blink Tiefling Species Details

A Tiefling soul reborn as a volatile demon of smoke, sparks, and stolen things.

Cinder‑Blink Marauders are fiends forged from chaos, theft, and self‑inflicted destruction. Their bodies crackle with ember‑light, their footsteps smolder, and their teleportation leaves scorch marks behind. They are creatures of impulse, speed, and explosive mischief.

As a Cinder-Blink Tiefling, you have the following special traits.

Darkvision

You have Darkvision with a range of 120 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 spellcasting ability for the spells you cast with this trait (choose the ability when you select the legacy).

Fiendish Legacies
Legacy Level 1 Level 3 Level 5
Abyssal You have Resistance to Poison damage. You also know the Poison Spray cantrip. Ray of Sickness Hold Person
Chthonic You have Resistance to Necrotic damage. You also know the Chill Touch cantrip. False Life Ray of Enfeeblement
Infernal You have Resistance to Fire damage. You also know the Fire Bolt cantrip. Hellish Rebuke Darkness

Otherworldly Presence

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

Cinder Blink

You can teleport up to 10 feet as a bonus action.

When you arrive, creatures within 5 feet take fire damage equal to your proficiency bonus (Dex save for half).

Uses: Proficiency bonus per long rest

Save DC: 8 + your Dex mod + proficiency bonus

Emberstep

Your movement leaves faint burning footprints.

You ignore smoke, fog, magical obscurity, and nonmagical difficult terrain caused by debris or rubble.

You gain advantage on checks to hide in smoke or dim light.

Infernal Spark

You know the Produce Flame cantrip. Your flame appears as smoking embers and deals fire damage normally.

Smoke-Veil

When you take the Hide action, you create a brief puff of smoke around yourself.

You gain:

  • Advantage on the Hide check

  • Creatures have disadvantage to detect you until the start of your next turn

Volatile Touch

Objects you steal or pickpocket become unstable. If you intentionally throw or drop such an object, it explodes:

  • Damage: 1d6 fire

  • Radius: 5 ft

  • Save: Dex save vs your Cinder Blink DC for half

This does not affect magic items unless your DM wants it to.