Size: Medium
Speed: 30 feet
Ability Score Modifiers: Cha +2, Int +1
Traits:
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.
Infernal Legacy: You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Hellish Rebuke spell as a 2nd-level spell, you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the Darkness spell, you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.
Languages: You can speak, read, and write Common and Infernal.
Feral (Variant): Your Intelligence score increases by 1, and your Dexterity score increases by 2. This replaces the Ability Score Increase trait.
Variant Features (Choose 1):
Devil's Tongue. You know the Vicious Mockery cantrip. When your reach 3rd level, you can cast the Charm
Person spell as a 2nd-level spell once with this trait. When you reach 5th level, you can cast the enthrall spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them. This trait replaces the Infernal Legacy trait.
Hellfire. Once you reach 3rd level, you can cast the Burning Hands spell once per day as a 2nd-level spell. This trait replaces the Hellish Rebuke spell of the Infernal Legacy trait.
Winged. You have bat-like wings sprouting form your shoulder blades. You have a flying speed of 30 feet. This trait replaces the Infernal Legacy trait.
Appearance (Variant): Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose 1d4 + 1 of the following features: small horns, fangs or sharp teeth, a forked tongue, catlike eyes, six fingers on each hand, goatlike legs, cloven hoofs, a forked tail, leathery or scaly skin, red or dark blue skin, cast no shadow or reflection, exude a smell of brimstone
Ability Score Modifiers: Cha +1
Superior Darkvision: Accustomed to the depths of the Underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 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.
Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Drow Magic: You know the Dancing Lights cantrip. When you reach 3rd level, you can cast the Faerie Fire spell once per day, you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the Darkness spell once per day, you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.
Drow Weapon Training: You have proficiency with rapiers, shortswords, and hand crossbows.
Ability Score Modifiers: Int +1
Darkvision: Accustomed to twilit forests and the night sky, 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.
Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.
Fey Step: You can cast the Misty Step spell once using this trait. You regain the ability to do so when you finish a short or long rest.
Ability Score Modifiers: Wis +1
Darkvision: Accustomed to twilit forests and the night sky, 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.
Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.
Fleet of Foot: Your base walking speed increases to 35 feet.
Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Ability Score Modifiers: Int +1
Darkvision: Accustomed to twilit forests and the night sky, 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.
Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.
Cantrip: You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Size: Medium
Speed: 30 feet
Ability Score Modifiers: Dex +2
Traits:
Keen Senses: You have proficiency in the Perception skill.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is trance.) While meditating, you can dream after a fashion, such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Languages: You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
Feature: Entertainer Routines
Always a good d&d entertainer is versatile and spicing up every performance with lots of variety of different routines. You have to chose one to three routines or else role on the table below to explain your experience as an entertainer 5e.
D10 Entertainer Routine
1 Actor
2 Dancer
3 Fire-eater
4 Jester
5 Juggler
6 Instrumentalist
7 Poet
8 Singer
9 Storyteller
10 Tumbler
Feature: By Popular Demand
You have a capacity to find a place to perform. Actually, either in an inn or tavern but most possibly with a circus, at a theater or it may be in a noble’s court. As long as you perform each night, you can receive free food and also lodging of a modest or else comfortable standard (it depends on the quality of the establishment) it happens at those kinds of places only. Your performance will make you something of the local figure and this is in addition. The strangers typically take a liking to you and this would be happened in a town where strangers recognize you.
Skill Proficiencies : Acrobatics, Performance
Tool Proficiencies : One Type Of Musical instrument, Disguise Kit.
Languages: None
Equipment: A musical
instrument (Any one from your choice), The favor of an admirer (Love Letter, lock of hair, or the trinket), the belt pouch which is containing 15 gp, a costume.
Feature: Echo of the Great Game
You have learnt so much of techniques from years of stealth and also trickery about how to not draw attention to yourself. You have an utterly un extraordinary way of walk and also way of talk and also move are deliberately forgettable. Whenever while you’re wearing the common clothes, nobody can remember your face nor any special features of you too, unless until they actively make an effort to do so. Of course now you also need to check out our other article on dnd orphan background as well.
You have In an extra advantage that is you know how to write in the special codes that can only be readable by the people who trained in deciphering of it. You may also like to read courtier 5e background.
Skill Proficiencies: Choose two from:
Acrobatics,
Perception,
Sleight of Hand, or
Stealth
Tool Proficiencies: Disguise Kit, Forgery Kit
Equipment: A disguise kit, a dagger, a small mirror, a small crumpled note with secrets you stole (could be battle plans, blackmail material, or coordinates to an unknown place), a set of common clothes, and a small pouch with 15gp.
A letter => receiver's name: Hà
Feature: Heart of Darkness:
Either creature or any other character those who’re looking or do look into your eyes can have a capacity to see that you’ve faced unimaginable horror and which you’re no longer stranger to the darkness. Like though they might scare or fear you, commoners will extend you to every courtesy and do their utmost to help you.
Unless or until you have shown yourself as a dangareous to them but they even will take the up the arms to fight along side you, so should you find yourself facing an enemy alone. So this is the brief description of the heart of darkness.
Proficiencies:
Skill Proficiencies: Select two from “
Investigation,
Arcana,
Survival and
Religion”
Languages: Select “One Exotic Language”
Equipment: A set of common clothes, a monster hunter’s pack, and one Gothic Trinket