Ancestral Classes

With many of the lineages, they are as they stand complete. However, with others they feel like their features and flavour aren't very condusive with their lore, or aren't quite enough to drive home what their role is in play and combat, but giving them more features would cause severe imbalance.

The classes presented here seek to fix that. by providing a way to embolden and expand your racial features withput skewing the precise (snrk) balance of the races in the book

Who can take an ancestral class?

Generally, levels in an ancestral class can only be taken by characters who are of that lineage, however, there are some exceptions and limits. For example, levels in half elf may be taken by human or elf characters who have the other in their recent ancestry, but are not recent enough to warrant being of the race half-elf. This similarly goes for levels in half-orc for human and orcish characters, or in human for half-elf and half-orc characters. As well, any half elf could take levels in elf, human, or half-elf

The Dwarf

The
Level Proficiency Bonus Features
1st +2 Fighting Style, Honed Talents
2nd +2 Racial Hatred, Fury of the Small
3rd +2 Stone's Endurance (1 use)
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Stone's Endurance (2 uses)
7th +3 Sturdy as the Mountains
8th +3 Ability Score Improvement
9th +4 Second Fighting Style
10th +4 Improved Fury of the Small
11th +4 Stone's Endurance (3 uses)
12th +4 Ability Score Improvement
13th +5
14th +5 Stone's Endurance (4 uses)
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6 Third Fighting Style
19th +6 Ability Score Improvement
20th +6 Dwarven Fury

Class Features

As a dwarf, you gain the following class features

Hit Points


  • Hit Dice: 1d12 per dwarf level
  • Hit Points at 1st Level: 12 + your Constitution modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per dwarf level after 1st

Proficiencies


  • Armor: Light and Medium armor
  • Weapons: Clubs, Daggers, Greatclubs, Maces, Glaves, Longswords, Mauls, War Picks
  • Tools: minings tools, and one of your choice from Brewer's tools, Jeweler's tools, Mason's tools or Smith's tools

  • Saving Throws: Constitution, Strength
  • Skills: Choose two from Athletics, History, Religion, Insight, Perception, Intimidation and Persuasion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins or (b) any simple melee weapon
  • a suit of armor
  • a crest from your clan

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Defense While you are wearing armor, you gain a +1 bonus to AC.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Axe Master

You get a +1 to all attack and damage rolls when attacking with a handaxe, battle axe, great axe or war pick

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.

Hammer Master

You get a +1 to all attack and damage rolls when attacking with a light hammer, warhammer or maul

Giant Slayer

You gain a +1 to attack and damage rolls against creatures for each size class larger than you they are

You may choose an additional fighting style at 9th and 18th level

Honed

Your proficiency bonus is doubled for checks you make with mining tools, artisans tools and smith's tools

Racial Hatred

Any time you make a melee weapon attack against a creature that is a goblin or orc, or has the goblin, orc or goblinoid type you may roll a d4 and add it to the attack and damage rolls of the attack

At tenth level, this benefit extends to attacks against creatures with the giant type as well

Fury of the Small

Any time that you succesfuly attack a creature that is of a size class larger than you may add your level to the damage of the attack. After using this feature you cannot use it again until you finish a short or long rest. You may also use this on a creature of equal size class to you, provided that they are taller than you and not a dwarf

At tenth level, you deal +1 damage on all attacks against creatures that qualify for this feature

Stone's Endurance

Your flesh hardens like the stone your people were born from. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After using this feature, you cannot use it again until after a short or long rest. You gain additional uses of this feature at 6th, 11th and 14th level, regaining all expent uses following a long rest

Extra Attack

You can attack twice, instead of once, when you take the attack action on your turn

Sturdy as the Mountains

You have advantage on saving throws to avoid being moved or knocked prone. Whenever a creature that is adjacent to you attempts to knock you prone, you can use your reaction to force them to make a strength save (DC 8 + your strength modifier + your proficiency bonus). On a success, you are not knocked prone and on a failure, you are not knocked prone, and if the target is size large or smaller they are knocked prone

Dwarven Fury

Amy time you succeed a weapon attack on a creature that is of a size class larger than you, or is of equal size class to you, taller than you and not a dwarf, you may add your proficiency modifier to the damage of the attack

The Elf

The Elf
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
1st +2 Sylvan Casting, Improved Darkvision 0 1 2
2nd +2 Elven Battle Magic 1 2 3
3rd +2 2 3 4
4th +2 Ability Score Improvement 2 3 4 2
5th +3 Extra Attack 3 4 4 3 1
6th +3 3 4 4 3 2
7th +3 4 4 4 3 3 1
8th +3 Ability Score Improvement 4 5 4 3 3 1
9th +4 4 5 4 3 3 1
10th +4 5 5 4 3 3 2
11th +4 5 6 4 3 3 3 1
12th +4 Ability Score Improvement 5 6 4 3 3 3 2
13th +5 6 6 4 3 3 3 3
14th +5 6 7 4 3 3 3 3
15th +5 Timeless Presence 6 7 4 3 3 3 3
16th +5 Ability Score Improvementn 7 7 4 3 3 3 3
17th +6 7 8 4 3 3 3 3
18th +6 7 8 4 3 3 3 3
19th +6 Ability Score Improvement 8 8 4 3 3 3 3
20th +6 8 9 4 3 3 3 3

Class Features

As an Elf, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per elf level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per elf level after 1st

Proficiencies


  • Armor: Light and Medium armor
  • Weapons: simple weapons, shortswords and short bows
  • Tools: Choose one musical instrument and one set of artisans tools

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose three from Acrobatics, Stealth, Arcana, History, Nature, Animal Handling, Insight, Survival, Performance and Persuasion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) two martial Weapons or (b) a simple weapon and a shield
  • (a) 5 javelins (b) an arcane focus or (c) a spear -

Sylvan Casting

Cantrips

At first level, you know no cantrips. You learn additional cantrips from the wizard spell list as you level up as shown in the cantrips known table

Sylvan Ability

You have a special sylvan spell list. When you gai this feature, choose either the druid or wizard. If you chose the wizard, your sylvan spell list is the same as the wizards and your sylvan ability is your intelligence. If you chose druid, your sylvan spell list is the same as the druid's and your sylvan ability is wisdom

Spell Slots

The elf table shows how many spell slots you have of first level and higher. To cast one of the elf spells, you must expend a spell slot of its level or higher. You regain all expent spell slots after a short rest

Spells Known of 1st Level and Higher

You know one first-level spell of your choice from your sylvan spell list. At certain levels, as shown on the Elf table, you learn an additional spell. Each of these spells must be of a spell level you have slots for.

As well, you know all spells you can cast through a racial feature. This does not count against your elven spells known

Preparing Spells

While you are in your trance, you may spend an additional hour in your trance to forget every spell you learned from this class, and learn the same amount additional spells from your sylvan spell list. These spells must be of a level you have slots for

Spellcasting Ability

Your sylvan ability is your spellcasting ability for your elf spells. You use your sylvan abilitywhenever a spell refers to your spellcasting ability. In addition, you use your sylvan modifier when setting the saving throw DC for an elf spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your sylvan modifier

Spell attack modifier = your proficiency bonus + your sylvan modifier

Spellcasting Focus

You can use an arcane focus or an elven weapon as a focus for your Elf spells

Improved Darkvision

The distance to which your darkvision extends is doubled. At any time, you may expend a first level spell slot to see through magical darkness with your darkvision

Elven Battle Magic

Your training with both magic and weaponry has led to you being able to combine them, becoming a master of both. You learn two magic maneuvers of your choice upon gaining this feature. You learn two additional maneuvers at 7th, and 15th level. Any time you gain a level in this class, you may forget a magic maneuver and learn a new one. Any time a maneuver calls for a saving throw, it's dc is the same as your spell save dc

Magic Maneuvers

Channel Cantrip Any time you use your action to cast a cantrip that requires you to make a melee spell attack, you may instead make a melee weapon attack with an elf weapon you are wielding. This attack deals damage as normal, then the effects of the cantrip occur

Double Wield While you are wielding a melee weapon in one hand and no other weapons, after taking the attack action on your turn, you may cast a cantrip with a casting time of one action as a bonus action

Elven Smite Upon succeeding a weapon attack, you may expend a spell slot. The attack deals an additional amout of force damage equaling 1d6 + 1d6 per level of the spell slot expent

Arcane Shot When you cast a spell with a range of touch, as a part of the casting you can make an attack with a ranged elf weapon you are wielding. You choose whether this attack deals damage as normal or not. If you do so, the creature struck by the attack becomes the target of the spell, and if the spell required you to make a spell attack it automatically hits

Extra Attack

You may attack twice, instead of once, when you take the attack action on your turn

Timeless Presence

As you improve, you become even more long-lived. For every ten years that pass, you age only one year, and you cannot be aged by magic

The Halfling

The
Level Proficiency Bonus Features
1st +2 Opportunistic, Halfling Nimbleness
2nd +2 Improvised Cover
3rd +2 Trip Up
4th +2 Ability Score Improvement
5th +3 Extra Attack, Inverted luck
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4 Halfling Courage
11th +4
12th +4 Ability Score Improvement
13th +5 Compounding Luck
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

Class Features

As a halfling, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per halfling level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per halfling level after 1st

Proficiencies


  • Armor: Shields, Light armor
  • Weapons: Daggers, Clubs, Light Hammers, Quarterstaffs, Sickles and Slings
  • Tools: Choose one set of artisan's tools

  • Saving Throws: Dexerity, Charisma
  • Skills: Choose three from Acrobatics, Slight of Hand, Stealth, History, Investigation, Animal Handling, Insight, Perseption, Deception, Preformance and Persuasion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) or (b)
  • (a) or (b)

Opportunistic

You have advantage on attacks made against characters you are in the space of. You also don't get disadvantage on attacks made in clsoe range with a sling

Halfling Nimbleness

You can take the dodge action as a bonus action on your turn

Improvised Cover

You are well-versed in moving quickly among the limbs of other creatures. While in the space of a creature larger than you, that creature has disadvantage on attacks against you

Trip Up

When you shove a creature, you may make a Dexterity (Acrobatics) check instead of a Strength (Athletics) check

Extra Attack

You can attack twice, instead of once when you take the attack action on your turn

Inverted Luck

Any time a creature fails an attack against you because of having disadvantage, you may use your reaction to make an opportunity attack against them

Compounding Luck

Any time you use your lucky feature and succeed the attempted roll because of it, you gain a use of this feature. All uses dissapear following a short or long rest.

You can expend a use of this feature to grant yourself advantage on any d20 roll. When you do so, you cannot use your lucky feature until the start of your next turn

The Human

The
Level Proficiency Bonus Features Forte Dice
1st +2 Human Forte, Talent 2
2nd +2 Inspire Companions 2
3rd +2 2
4th +2 Ability Score Improvement 3
5th +3 Expert, Improved Forte (d8) 3
6th +3 Ability Score Improvement 3
7th +3 4
8th +3 Ability Score Improvement 4
9th +4 Improved Forte (d10) 4
10th +4 Master 5
11th +4 5
12th +4 Ability Score Improvement 5
13th +5 Improved Forte (d12) 6
14th +5 Ability Score Improvement 6
15th +5 6
16th +5 Ability Score Improvement 7
17th +6 7
18th +6 7
19th +6 Ability Score Improvement 8
20th +6 Irrepressible 8

Class Features

As a human, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per human level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per human level after 1st

Proficiencies


  • Armor: Light and Medium armor, Shields
  • Weapons: simple weapons, Longswords,
  • Tools: Pick any two

  • Saving Throws: Constitution, Strength
  • Skills: Choose any three

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a simple weapon and a shield, (b) (if proficient) a martial weapon and a shield
  • (a) five javelins or (b) any simple melee weapon
  • (a) A suit of

Human Forte

As a human, you have a special combination of talent, luck, ingenuity, and unbreakable spirit. You gain a number of forte dice as shown on the human table. which are d6's. any time you make an ability check or attack roll, you may expend one of your forte dice, roll it, and add the total to your roll. You may do this after you roll but before you know the result of the roll. You regain all expent forte dice following a short or long rest

Talent

Choose one of the following talents, and gain its features

Warrior You become proficient in martial weapons and heavy armor, and you adopt one of the fighting styles available to fighters

Expert You become proficient in two skills of your choice, and you may add half of your proficiency modifier (rounded down) to any skill check that doesn't already add it

Mage You learn two cantrips of your choice from the wizard spell list, as well as two first-level spells. Intelligence is your spellcasting modifier for these spells. You also gain the amount of spell slots based on your class level as shown in the spell slots table. You can expend a spell slot to cast a spell of level equal to or lower than the spell slot expent, and you regain all expent spell slots following a long rest

Spell Slots
Character Level 1st 2nd
1 2 -
3 3 1
5 3 2
10 4 3

As well, every time you gain a level in this class, you may learn a new spell and replace one you already know with a different spell from the wizard spell list. These must be of a level you can cast

Inspire Companions

As a bonus action on your turn, you may expend a use of your forte dice and grant it to a creature within 30' of you. At any time in the next ten minutes when they roll an ability check or attack roll they may consume this dice, roll it, and add the total to their roll

A creature must be able to hear you and understand you to benefit from this

Expert

Choose one of the following talents, and gain its features

Warrior You may attack twice, instead of once, when you take the attack action on your turn

Expert Choose four of your skill or tool proficiencies. You may treat your proficiency score as double for ability checks with those proficiencies

Mage When you cast a spell that requires a saving throw, you may expend a forte dice, roll it, and add it to the DC of the roll. As well, you gain an amount of spell slots based on your class level as shown in the spell slots table. You can expend a spell slot to cast a spell of level equal to or lower than the spell slot expent, and you regain all expent spell slots following a long rest

Spell Slots
Character Level 3rd 4th
5 2 -
7 3 1
10 3 2

Master

Choose one of the following talents, and gain its features

Warrior When you make a weapon attack that you added a forte dice to, you may add the roll of the dice to the damage of the attack as well. As well, if you can attack twice when you take the attack action on your tun, you can instead attack three times

Expert Any time you roll an ability check that adds your proficiency modifier, you may treat a roll of ten or under as a roll of ten

Mage as well, you gain an amount of spell slots based on your class level as shown in the spell slots table. You can expend a spell slot to cast a spell of level equal to or lower than the spell slot expent, and you regain all expent spell slots following a long rest

Spell Slots
Character Level 5th 6th
9 1 -
11 2 1

Irrepressible

Any time you roll initiative and have less than half of your forte dice, you immediately regain 4

The Dragonborn

The
Level Proficiency Bonus Features
1st +2 Dragon Scales, Breath Attack
2nd +2 Improved Breath Weapon (1 use)
3rd +2
4th +2 Ability Score Improvement
5th +3 Extra attack (2)
6th +3
7th +3 Improved Breath Weapon (2 uses)
8th +3 Ability Score Improvement
9th +4 Charged Breath
10th +4 Frightful Presence (one use)
11th +4 Tempered Scales
12th +4 Ability Score Improvement
13th +5 Improved Breath Weapon (3 uses)
14th +5 Frightful Presence (two uses)
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6 Bellow Lungs
19th +6 Ability Score Improvement
20th +6 Frightful Presence (three uses)

Class Features

As a dragonborn, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per dragonborn level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per dragonborn level after 1st

Proficiencies


  • Armor: Shields, all armor armor
  • Weapons: light weapons, martial weapons
  • Tools: None

  • Saving Throws: Charisma, Constitution
  • Skills: Choose two from Athletic, Insight, Perception, Intimidation and Persuasion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins or (b) any simple melee weapon or (c) a suit of armor

Dragon Scales

While not wearing armor, you may calculate your armor class as 10 + your dexterity modifier + your constitution modifier. You can be carrying a shield and still benefit from this feature

Breath Attack

When you take the attack action, you may use your breath weapon in place of an attack

Improved Breath Weapon

You gain an additional use of your breath weapon, which you must consume in order to use your breath weapon after using it with the racial feature. You regain all uses following a long rest

At 7th level you gain an additional use and again at 13th level

Extra Attack

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

The number of attacks increases to three when you reach 11th level

Charged Breath

When you use an action to use your breath weapon, you do not consume a use of it from either this class or the racial feature

Frightful Presence

As an action, you can radiate menace, forcing all creatures that are aware of you within 30' of you to make a wisdom saving throw (DC 8 + your intimidation bonus)> On a failed save, they become frightened of you for one minute and may re-attempt the saving throw at the start of each of their turns, ending the condition on a success.

After using this feature, you cannot use it again until you finish a long rest. You gain additional uses at 14th and 20th level

Tempered Scales

You become immune to the damage type associated with your draconic ancestry

Bellow Lungs

You ignore damage resistance to the type associated with your draconic ancestry when using your breath weapon

The Gnome

The
Level Proficiency Bonus Features
1st +2 Gnomish Protection
2nd +2 Magic Sight
3rd +2
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4 Bubble of Protection
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

Gnomish Protection

Any time you use your Gnome Cunning feature, you may extend the benefit to one other creature you can see

The Half-Elf

The Half-Elf
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
1st +2 Sylvan Casting 1 1 2
2nd +2 Elven Smite 1 2 3
3rd +2 2 3 4
4th +2 Ability Score Improvement 2 4 4 2
5th +3 3 4 4 3 1
6th +3 3 5 4 3 2
7th +3 4 5 4 3 3 1
8th +3 Ability Score Improvement 4 6 4 3 3 1
9th +4 4 7 4 3 3 1
10th +4 5 8 4 3 3 2
11th +4 5 8 4 3 3 3 1
12th +4 Ability Score Improvement 6 8 4 3 3 3 2
13th +5 6 9 4 3 3 3 3
14th +5 6 10 4 3 3 3 3
15th +5 7 10 4 3 3 3 3
16th +5 Ability Score Improvementn 7 10 4 3 3 3 3
17th +6 7 11 4 3 3 3 3
18th +6 8 11 4 3 3 3 3
19th +6 Ability Score Improvement 8 11 4 3 3 3 3
20th +6 8 11 4 3 3 3 3

The Half-Orc

The
Level Proficiency Bonus Features
1st +2 Half-Orc Fury
2nd +2
3rd +2
4th +2 Ability Score Improvement
5th +3 Extra Attack, Improved Critical
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4 Brutal Critical (one dice)
10th +4
11th +4 Improved Critical
12th +4 Ability Score Improvement
13th +5 Brutal Critical (two dice)
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6 Brutal Critical (three dice)
18th +6
19th +6 Ability Score Improvement
20th +6 Improved Critical

Class Features

As a half-orc, you gain the following class features

Hit Points


  • Hit Dice: 1d12 per half-orc level
  • Hit Points at 1st Level: 12 + your Constitution modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per half-orc level after 1st

Proficiencies


  • Armor: Shields, all armor
  • Weapons: Simple and Martial melee weapons, Longbows and Shortbows
  • Tools: none

  • Saving Throws: Strength, Constitution
  • Skills: Choose two from Athletics, Animal Handling, Deception, Insight, Perception and Intimidation,

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins or (b) any simple melee weapon
  • A suit of armor

Half-Orc Fury

When you score a critical hit on a melee weapon attack, you may use your reaction to either make an additional attack, or roll the weapon's damage dice again and add them to the damage of the attack

Extra Attack

You may attack twice, instead of once, when you take the attack action on your turn

Improved Critical

You score a critical hit on a roll of 19 or 20. At 11th level, this becomes 18-20 and at 20th level this becomes 17-20

Brutal Critical

You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee Attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

The Tiefling

The
Level Proficiency Bonus Features Spells Known cantrips known 1st 2nd 3rd
1st +2 Infernal Casting 1 0 1 - -
2nd +2 Fiendish Arts 1 0 1 - -
3rd +2 Fiendish Inheritance 1 1 1 1 -
4th +2 Ability Score Improvement 2 1 2 1 -
5th +3 2 1 2 1 1
6th +3 2 1 2 2 1
7th +3 3 2 3 2 1
8th +3 Ability Score Improvement 3 2 3 2 2
9th +4 3 2 3 3 2
10th +4 4 2 4 3 2
11th +4 4 3 4 3 3
12th +4 Ability Score Improvement 4 3 4 4 3
13th +5 5 3 5 4 3
14th +5 5 3 5 4 4
15th +5 5 4 5 5 4
16th +5 Ability Score Improvement 6 4 6 5 4
17th +6 6 4 6 5 5
18th +6 6 4 6 6 5
19th +6 Ability Score Improvement 7 5 7 6 5
20th +6 7 5 7 6 6

Class Features

As a tiefling, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per tiefling level
  • Hit Points at 1st Level: 5 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per tiefling level after 1st

Proficiencies


  • Armor: light armor
  • Weapons: daggers, shortswords, quarterstaffs, spears, sickles
  • Tools: one musical instrument

  • Saving Throws: Intelligence, Charisma
  • Skills: Choose three from Acrobatics , Insight, Stealth, Persuasion, Deception or

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) or (b)
  • (a) or (b)

Infernal Casting

Cantrips

At first level, you know no additional cantrips. You learn additional cantrips from the warlock spell list as you level up as shown in the cantrips known table

Spell Slots

The tiefling table shows how many spell slots you have of first level and higher. To cast one of the tiefling spells, you must expend a spell slot of its level or higher. You regain all expent spell slots after a short rest

Spells Known of 1st Level and Higher

You know one first-level spell of your choice from the warlock spell list. At 4th level, and again at 7th,10th,13th,16th and 19th level, you learn an additional spell. Each of these spells must be of a spell level you have slots for.

As well, you know all spells you can cast through a racial feature. This does not count against your tiefling spells known

Spellcasting Ability

Charisma is your spellcasting ability for your tiefling spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a tiefling spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a focus for your tiefling spells

Fiendish Arts

You have learned many ways of utilizing your inherit magic. You

Devil Eyes You can expend a first-level spell slot to see in dim light and magical or non-magical darkness as though in bright light out to 60' for one minute

Devilish speed You can expend a first-level spell slot to cast the zephyr strike spell

Fiendish Inheritance

Any time you cast a spell from a racial feature or feat, you may expend an additional first-level spell slot to cast it as thought you had cast it using a third-level spell slot