Tiefling
Dnd Tiefling Race
Tieflings are a mysterious, often feared humanoid race with a fiendish heritage. They are easily recognized by their horns, tail, brightly colored eyes, and sometimes unusual skin tones, such as red, purple, or gray. Their appearance betrays their infernal origin, as every Tiefling carries the marks of a pact or bloodline tied to the powers of Hell.
Hell and Its Hierarchy
Hell also known as the Eleven Hells is an organized, ruthless realm where power and obedience reign supreme. Each layer of Hell is its own domain, with a distinct atmosphere, structure, culture, and color. These traits influence a Tiefling’s appearance depending on which layer they come from. Clothing, magic, symbols, and even behavior can differ greatly by region.
Each of the eleven layers is ruled by a powerful demon lord or devil, with Asmodeus, the Devil himself, at the center of it all. He is the absolute ruler of Hell a being of immense power, strategy, and manipulation. Tieflings and devils from every layer are required to obey his commands. His will is law, and disobedience whether by a devil or a Tiefling is met with brutal punishment.
The Leaders of Hell
Each layer of Hell has its own ruler, for example:
Mephistophele: the cunning master of magic.
Glasya: daughter of Asmodeus, notorious for her cunning and seduction.
Zariel: a fallen angel, now commander of infernal armies under Asmodeus.
Levistus, Mammon, Dispater, Fierna, and others each with their own style and methods of rule.
The map you provided shows how these layers are arranged, with Asmodeus at the center, surrounded by the other archdevils. Tieflings from these layers are often subject to the personality and laws of their ruler.
Tieflings’ Missions on the Material Plane
Although Tieflings originate in Hell, some are sent to the Material Plane usually with a mission. These missions are assigned by their demon lord or even by Asmodeus himself. The nature of the mission can vary: manipulating mortals, gathering souls, disrupting sacred rituals, or performing political sabotage.
Not every Tiefling knows the true purpose of their task. Often, they are merely a small cog in a much larger plan. Some Tieflings complete only a single assignment, while others receive a series of missions that keep them on Earth for years.
To assist (or monitor) them, Tieflings are often accompanied by a small gargoyle. This companion observes and reports whether the mission is proceeding according to plan. In some cases, the gargoyle can also enforce punishment if the Tiefling strays from their assigned path.
Disguise and Adaptation
Many Tieflings possess the ability to temporarily disguise themselves as members of other races. This is purely visual they can appear as humans, elves, dwarves, and so o allowing them to carry out missions unnoticed. However, they retain their infernal nature and powers even when their appearance is altered.
Duty or Rebellion?
Not all Tieflings are evil. Some choose to ignore their past or even rebel against their heritage. But this is dangerous ties to Hell are strong, and demonic powers rarely release their servants willingly. This inner struggle between free will and infernal duty is one of the most compelling aspects of the Tiefling race.
Stats
- Ability Score Increase. Your Charisma score increases by 2.
- Age. Tieflings mature at the same rate as humans but live a few years longer.
- Alignment. Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.
- 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.
- Ability Score Increase. Your Charisma score increases by 2.
- Age. Tieflings mature at the same rate as humans but live a few years longer.
- Alignment. Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.
- 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: Your character can speak, read, and write. Common, Hellic and one other language that you want.
- Gargoyle. This gargoyle delivers missions on behalf of your demon, who decides what tasks you must complete. It can also assist you in combat, but only if you summon it and only when it chooses to help.
Bloodline of Asmodeus
The tieflings connected to Nessus command the power of fire and darkness, guided by a keener than normal intellect, as befits those linked to Asmodeus himself.
- Ability Score Increase. Your Intelligence score increases by 1.
- Infernal Legacy. 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.
Mordenkainen’s Tome of Foes
Bloodline of Baalzebul
The crumbling realm of Maladomini is ruled by Baalzebul, who excels at corrupting those whose minor sins can be transformed into acts of damnation. Tieflings linked to this archdevil can corrupt others both physically and psychically.
- Ability Score Increase. Your Intelligence score increases by 1.
- Legacy of Maladomini. You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Ray of Sickness spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Crown of Madness spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
Bloodline of Dispater
The great city of Dis occupies most of Hell’s second layer. It is a place where secrets are uncovered and shared with the highest bidder, making tieflings tied to Dispater excellent spies and infiltrators.
- Ability Score Increase. Your Dexterity score increases by 1.
- Legacy of Dis. You know the Thaumaturgy 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 Detect Thoughts spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
Bloodline of Fierna
A master manipulator, Fierna grants tieflings tied to her forceful personalities.
- Ability Score Increase. Your Wisdom score increases by 1.
- Legacy of Phlegethos. You know the Friends cantrip. Once you reach 3rd level, you can cast the Charm Person spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Suggestion spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
Bloodline of Glasya
Glasya, Hell’s criminal mastermind, grants her tiefiings magic that is useful for committing heists.
- Ability Score Increase. Your Dexterity score increases by 1.
- Legacy of Malbolge. 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.
Bloodline of Levistus
Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom.
- Ability Score Increase. Your Constitution score increases by 1.
- Legacy of Stygia. 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.
Bloodline of Mammon
The great miser Mammon loves coins above all else. Tieflings tied to him excel at gathering and safeguarding wealth.
- Ability Score Increase. Your Intelligence score increases by 1.
- Legacy of Minauros. You know the Mage Hand cantrip. Once you reach 3rd level, you can cast the Tenser’s Floating Disk spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Arcane Lock spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
Bloodline of Mephistopheles
In the frozen realm of Cania, Mephistopheles offers arcane power to those who entreat with him. Tieflings linked to him master some arcane magic.
- Ability Score Increase. Your Intelligence score increases by 1.
- Legacy of Cania. You know the Mage Hand cantrip. Once you reach 3rd level, you can cast the Burning Hands spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Flame Blade 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.
Bloodline of Zariel
Tieflings with a blood tie to Zariel are stronger than the typical tiefling and receive magical abilities that aid them in battle.
- Ability Score Increase. Your Strength score increases by 1.
- Legacy of Avernus. 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.
Sword Coast Adventurer’s Guide
Variant Tiefling
Since not all tieflings are of the blood of Asmodeus, some have traits that differ from those in the Player’s Handbook. The Dungeon Master may permit the following variants for your tiefling character, although Devil’s Tongue, Hellfire, and Winged are mutually exclusive.
- Appearance. 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; goat-like 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.
- Feral. Your Intelligence score increases by 1, and your Dexterity score increases by 2. This trait replaces the Ability Score Increase trait
- Devil’s Tongue. You know the Vicious Mockery cantrip. Once you reach 3rd level, you can cast the Charm Person spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Enthrall spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells. This trait replaces the Infernal Legacy trait
- Hellfire. Once you reach 3rd level, you can cast the Burning Hands spell once as a 2nd-level spell. This trait replaces the Hellish Rebuke spell of the Infernal Legacy trait.
- Winged. You have bat-like wings sprouting from your shoulders. You have a flying speed of 30 feet while you aren’t wearing heavy armor. This trait replaces the Infernal Legacy trait.
Unearthed Arcana
Abyssal Tiefling
Source: Unearthed Arcana 11 — That Old Black Magic
All abyssal tieflings trace their bloodline to the demons of the Abyss. These tieflings have the following additional features.
- Ability Score Increase. Your Constitution score increases by 1.
- Abyssal Arcana. Each time you finish a long rest, you gain the ability to cast cantrips and spells randomly determined from a short list. At 1st level, you can cast a cantrip. When you reach 3rd level, you can also cast a 1st-level spell. At 5th level, you can cast a 2nd-level spell.
- You can cast a spell gained from this trait only once until you complete your next long rest. You can cast a cantrip gained from this trait at will, as normal. For 1st-level spells whose effect changes if cast using a spell slot of 2nd level or higher, you cast the spell as if using a 2nd-level slot. Spells of 2nd level are cast as if using a 2nd-level slot.
- At the end of each long rest, you lose the cantrips and spells previously granted by this feature, even if you did not cast them. You replace those cantrips and spells by rolling for new ones on the Abyssal Arcana Spells table. Roll separately for each cantrip and spell. If you roll the same spell or cantrip you gained at the end of your previous long rest, roll again until you get a different result.
- Abyssal Fortitude. Your hit point maximum increases by half your level (minimum 1).
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