Tiefling subraces 5e

Tiefling subraces 5e DEFAULT

I like Tieflings. A lot. Having recently gotten my hands on my own copy of Mordenkainen’s Tome of Foes, I recently dug into the different variants, and I thought I’d offer my thoughts on each for those who want an honest appraisal of that. I’ll go one by one and go into some detail for each, so let’s get to it.

Asmodeus: This is the classic vanilla Tiefling. The one we all know and love. Straight from the Player’s Handbook. To go ahead and set our baseline, we’re talking the standard traits. Intelligence +1, Charisma +2. Darkvision. Fire resistance. Infernal Legacy. That last one nets you the thaumaturgy cantrip, hellish rebuke at third level (cast as a 2nd level spell), and darkness at level 5. All in all, not a bad get. All cast with Charisma and replenishing on a long rest. Darkness isn’t astounding, and hellish rebuke can be a little situational since it does rely on getting attacked yourself. Thaumaturgy doesn’t have many hard uses, but a fair bit of soft utility never hurt anyone.

Baalzebul: Same stat increases. Infernal Legacy is out, Legacy of Maladomini is in. Basically, just swap hellish rebuke for ray of sickness and darkness for crown of madness. Honestly, I feel like this is a better pick than Asmodeus, since the two spells changed are better. Ray of sickness is tad weaker, but doesn’t rely on the situational bit that hellish rebuke does, and it can inflict poisoned, which is somewhat helpful. Crown of madness beats out darkness, since some enemies have darkvision that can bypass magical darkness (Such as with a warlock’s Devil Sight.) Yes, Crown of madness can be saved against, but it’s less situational.

Dispater: Swap the Intelligence +1 for a Dexterity +1. Off the bat, this build is better for skill or combat characters especially, but honestly for anyone. Unless you’re a wizard, Dexterity is often a more useful stat than Intelligence. Legacy of Dis is the spellcasting option for this variant. Thaumaturgy stays, hellish rebuke gets subbed for disguise self. Darkness gets traded for detect thoughts. This is a decent pick for stealthy or deception based characters. Rogues and bards would do well with this.

Fierna: Intelligence up is traded for Wisdom. This is immediately good for characters who rely on high perception, like rangers. Also, extra Wisdom is great for clerics and Druids. This is reaffirmed by the Legacy of Phlegethos. No more thaumaturgy. Instead, you get the friends cantrip. Your level 3 get is now charm person and at level 5 it’s suggestion. This is great. As I said, good for clerics since your cantrip is no longer the mandatory cleric utility pick. You get something different and can still get thaumaturgy if you want it via your class. Plus, these spells are all enchantments. Good for manipulating people socially. Which is great, since the classes I mentioned earlier in this entry tend to not be the best at that.

Glasya: Dexterity gets the +1 here. Again, always a good thing. You also get Legacy of Malbolge. Minor illusion, disguise self, invisibility. Honestly, this is probably a better pick than Dispater. These spells are more useful for the rougish types on the by and by, but either are decent picks. Still, I’d find it hard to pass up invisibility.

Levistus: Constitution is you +1 stat here. Which is always useful. Potentially more HP, better con saves, and so on. Legacy of Stygia grants ray of frost, armor of Agathys, and darkness. So…I’m a fan of this pick. It’s great for fighter types. The added con helps with HP, and having ray of frost as a cantrip gives you a ranged combat option that most melee fighters lack. Armor of Agathys is incredibly good. Temporary HP and a limited damage reflect is always handy to have on a frontline combatant. Darkness is okay. Not the best, but if it does work on your enemies, drop it on them in a melee fight and you can do some good things with it. And since the character that benefits most from this subrace is a melee combatant, it leans a little better on the situational side here.

Mammon: Ability scores are stock here with the Asmodeus variant. Charisma +2, Intelligence +1. You get Legacy of Minauros though. Mage hand, Tenser’s floating disk, and arcane lock. Honestly, I’m not impressed. Yes, they’re decent utility spells for a mage. But you can get those with your class, though I suppose it does free up some of your spell slots. And they’re just as effective, since these spells aren’t really numerically manipulated by a spellcasting stat (no save DCs.) Arcane lock is a little situational though, I will say. Not a ton of call to be sealing doors and the like, but it has it’s uses of course. At least you don’t have to pay for the material components that this spell normally has.

Mephistopheles: Charisma and Intelligence again. Legacy of Cania. Mage hand, burning hands, flame blade. Kind of a bad pick. Lacking in direction. Mage hand is thievery and utility. Burning hands and flame blade are combat. But with no associated stat boost to Constitution, Dexterity, or Strength it’s hard to find a compelling reason to do up front fighting and these spells are both melee. Especially since these are one use per long rest, it’s not a good idea to be there when you run out of these spells. I’d honestly avoid this one.

Zariel: Last on the list. Your +1 is strength, so that’s new. Thaumaturgy, searing smite, and branding smite. All decent stuff to augment your melee capabilities. Maritals are good here. Toss up between this and Levistus for melee classes. I’d pick a Paladin for this though, because these powers are Charisma based, and the smite stacking can be lots of fun.

Hopefully that sums things up for you. All in all, there are few bad picks there. Mephisopheles and Mammon seem the worst to me, but everything else has a strong niche. Due to the sheer variations in subraces, Tieflings are a pretty good race to go with if you like the flexibility. But your choice of subrace does help define your role a bit, so consider carefully which one you choose.

What is your favorite Tiefling subrace?

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Tiefling, Variant (5e Race Variant)

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Tiefling Variant

This race variant is based on and inspired by the Unearthed Arcana article "That Old Black Magic" by Wizards of the Coast.

As a tiefling, you gain the following traits from the standard tielfing race of the SRD:

Additionally, the following traits are modified from the SRD:

  • Ability Score Increase. Your Charisma score increases by 2.
  • Languages. You can speak, read, and write Common.

Subraces

This variant introduces new subraces for the tieflings. Each subrace offers traits in addition to the ones notes above. The race presented in the SRD is the infernal tiefling, which is summarized here for ease of reference.

Infernal Tiefling

An infernal tiefling draws upon the power of the devils, the cunning, scheming, and treacherous fiends. These tieflings have the following additional features.

  • Ability Score Increase. Your Intelligence score increases by 1.
  • Hellish Resistance. You have resistance to fire damage.
  • Infernal Legacy. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
  • Languages. You can speak, read, and write Infernal.

Aboleth Tiefling

An aboleth tielfing draws upon the power of aboleths, the false "gods" that inhabited the world before the "true" gods have appeared. Because of their aberrant background, aboleth tieflings possess a number of traits that are actually less fiendish than they are expected to be. These tieflings have the following additional features.

  • Ability Score Increase. Your Intelligence score increases by 1.
  • Speed. You have swimming speed of 30 feet.
  • Amphibious. You can breathe both air and water.
  • Unfathomable Minds. You have resistance to psychic damage.
  • Telepathy. You can telepathically speak to a creature you can see within 10 feet of you. You do not need to share a language with the creature for it to understand your telepathic message, but it must be able to understand at least one language.
  • Languages. You can speak Deep Speech. Although it is very uncommon to see Deep Speech in written forms, you can read and write Deep Speech written in any scripts you can read or write.

Balor Tiefling

A balor tielfing draws upon the power of balors, the whip-lashing fiends that lead the army of chaotic and destructive force of demons. These tieflings have the following additional features.

  • Ability Score Increase. Your Strength score increases by 1.
  • Tiefling Weapon Training. You have proficiency with the shortsword and whip.
  • Fire Aura. As a bonus action, you can emanate an aura of flaming magic around you for 1 minute or until your concentration is broken (as if concentrating on a spell). While your aura is active, each creature within 5 feet of you takes 1d6 fire damage, and flammable objects in the aura that are not being worn or carried ignite. Once you use this trait, you cannot use it again until you finish a short rest or long rest.
  • Flaming Retribution. When a creature touches you or hits you with a melee attack while within 5 feet of you, you can use your reaction to unleash your abyssal magic upon the creature. The creature must succeed on a Dexterity saving throw or takes 2d6 fire damage. The save DC for this saving throws equals 8 + your proficiency bonus + your Charisma modifier. Once you use this trait, you cannot use it again until you finish a short rest or long rest.
  • Languages. You can speak, read, and write Abyssal.

Bone Tiefling

A bone tiefling draws upon the power of bone devils, the skeletal horror with weaponized limbs and tail to match up to its title. These tieflings have the following additional features.

  • Ability Score Increase. Your Constitution score increases by 1.
  • Frigid Toughness. You have resistance to cold damage.
  • Skeletal Tail. Your tail is now skeletal, with protruded spines and tightly stretched skin and is a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • Unholy Venom When you make a successful attack against a creature with your Skeletal Tail, you can use a bonus action to inject them with your venomous prongs. The creature must succeed on a Constitution saving throw or becomes poisoned until the end of your next turn. The save DC for this saving throw equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait you cannot use it again until you complete a short or long rest.
  • Languages. You can speak, read, and write Infernal.

Ice Tiefling

An ice tielfing draws upon the power of ice devil, the insectoid fiend accustomed to frigid-cold climates of the infernal realms. These tieflings have the following additional features.

  • Ability Score Increase. Your Dexterity score increases by 1.
  • Hellish Fortitude. You have resistance against cold damage, and you do not suffer the effects of extreme cold.
  • Freezing Touch. As an action, you can magically touch an object with your hand to coat it with frost, or partially freeze it.
  • Hellish Frost. When you finish a short rest or long rest, you can touch one melee weapon or piece of ammunition to coat with your cold, infernal magic. A creature hit by the weapon or ammunition coated with your magic must make a Constitution saving throw or take 1d10 cold damage and have its speed decreases by 10 feet until the end of its next turn. The magic coating the weapon or ammunition lasts until 1 minute, after which it becomes a normal non-magical item.
  • Languages. You can speak, read, and write Infernal.

Marilith Tielfing

A marilith tielfing draws upon the power of mariliths, the demonic dominatrix with an exceptional taste for wicked blades. These tieflings have the following additional features.

  • Ability Score Increase. Your Dexterity score increases by 1.
  • Blade-Sharp Senses. You are proficient in the Perception skill.
  • Abyssal Riposte. When a creature you can see targets you with a melee weapon attack, you can use your reaction to add your Charisma modifier to your Armor Class against that attack (minimum of 1). You must be wielding a dagger, rapier, longsword, or shortsword to use this trait. Once you use this trait, you cannot use it again until you finish a short rest or long rest.
  • Languages. You can speak, read, and write Abyssal.

Nalfeshnee Tielfing

A nalfeshnee tielfing draws upon the power of nalfeshnees, the demonic monstrosity with a horrid appearance that cowls the inner intelligence and trickery. These tieflings have the following additional features.

  • Ability Score Increase. Your Intelligence score increases by 1.
  • Naturally Deceptive. You are proficient in the Deception skill.
  • Abyssal Resistance. You have resistance to lightning damage.
  • Weird Nimbus. When you hit a creature with a melee weapon attack, you can use a bonus action to emit scintillating, multicolored light from your weapon. The creature must succeed on a Wisdom saving throw or be frightened of you for 1 minute. The save DC for this saving throw equals 8 + your proficiency bonus + your Charisma modifier. If the creature succeeds on the saving throw, it is immune to your Weird Nimbus trait for the next 24 hours. Once you use this trait, you cannot use it again until you finish a short rest or long rest.
  • Languages. You can speak, read, and write Abyssal.

Onyx Tiefling

An onyx tiefling has chosen to commit themselves to darkness through an abyssal ritual. These tieflings have the following additional features.

  • Ability Score Increase. Your Strength score increases by 1.
  • Fiendish Inclination. Whenever you make a Charisma skill check when interacting with a creature that has the fiend creature type, you are considered proficient in that skill.
  • Abyssal Magic. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the thunderwave spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the blindness/deafness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
  • Languages. You can speak, read, and write Abyssal.

Opal Tiefling

An opal tiefling has performed a divine ritual to cleanse their fiendish bloodline to embrace the celestial grandeur. These tieflings have the following additional features.

  • Ability Score Increase. Your Wisdom score increases by 1.
  • Celestial Inclination. Whenever you make a Charisma skill check when interacting with a creature that has the celestial creature type, you are considered proficient in that skill.
  • Celestial Magic. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the bless spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the aid spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
  • Languages. You can speak, read, and write Celestial.

Rakshasa Tiefling

A rakshasa tielfing draws upon the power of rakshasas, the shapeshifting fiend with pride only matched by their magical capabilities. These tieflings have the following additional features.

  • Ability Score Increase. Your Charisma score increases by 1.
  • Limited Magic Resistance. You have advantage on saving throws against cantrips and 1st-level spells.
  • Haunting Strike. When you hit a creature with a melee attack, you can choose to imbue the creature with your innate magic that lingers within the creature for 8 hours. When the creature takes a short rest or long rest while imbued with your magic, it must make a Wisdom saving throw. The save DC for this saving throw equals 8 + your proficiency bonus + your Charisma modifier. Fiends automatically succeed on this saving throw. On a successful save, the imbued magic wears off. On a failed save, the imbued magic manifests itself, filling its thoughts with horrible images and dreams. The creature gains no benefit from finishing a short rest or long rest. The imbued magic ends early when the creature is targeted by a remove curse spell or similar magic. You can have only one creature imbued with your magic with this trait, and once you use this trait, you cannot use it again until you finish a long rest.
  • Disguise Self Like your outsider heritage, you are skilled at hiding your true nature. You can use a standard action to assume the appearance of a humanoid form that is the same sex and size once with this trait and regain the ability to do so when you finish a long rest. This ability functions similar to disguise self though you gain an additional proficiency bonus on your spell save DC for Investigation checks made to see if you are disguised because of your innate expertise. The disguised form lasts until dispelled.
  • Languages. You can speak, read, and write Infernal.

Back to Main Page → 5e Homebrew → Character Options → Race Variants

Sours: https://www.dandwiki.com/wiki/Tiefling,_Variant_(5e_Race_Variant)
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Tiefling 5e Guide

What is this guide?

This guide is meant to give you an idea of whether or not the Tiefling will be right for your character build.

The color code below has been implemented to help you identify, at a glance, how good that option will be for your Tiefling. This color coding isn’t a hard and fast rule; there are plenty of sub-optimized options out there that will be viable to your party and will be fun to play.

  • Black is a trait shared by many races and or will not impact the effectiveness of your character build
  • Redisn’t going to contribute to the effectiveness of your character build at all
  • Orangeis an OK option
  • Greenis a good option
  • Blueis a great option, you should strongly consider this option for your character
  • Sky Blue is an amazing option. If you do not take this option your character would not be optimized

Tasha's Cauldron of Everything Update

Tasha's Cauldron of Everything has added the "Customizing Your Origin" option that may affect the ability score increases, languages, and proficiencies in this guide. To read more about this, visit our D&D Race Guide.

What are Tieflings?

Tieflings are a race of humanoids, descended from demons and devils who had bred with humans long ago. While they are not inherently evil, their appearance likens that of their ancestors, with horns, tails, sharp teeth, and a wide array of eye colors and skin colors. Due to their ancestry, Tieflings make great thieves and criminals, but are also strong leaders and are fiercely loyal.

Tiefling Traits

Ability Score Increase: A CHA bonus is the bread and butter of several classes. Where Tieflings really shine is the sheer number of different subraces available, all of which come with various secondary ASIs and abilities, making them a passable option for nearly any build.

Size: Medium size doesn’t come with any drawbacks or benefits.

Speed: The Tiefling’s walking speed of 30 feet is standard.

Darkvision: Darkvision is always great, but its advantage can be ruined if your party members do not also have it.

Hellish Resistance: Fire damage is extremely common, whether from enemy spellcasters or monster abilities. Having fire resistance baked into the Tiefling race works wonders for survivability.

Tiefling Subraces

Bloodline of Asmodeus

Source: Player’s Handbook

The standard Tiefling. ASIs are not synergistic but the Asmodeus Tiefling comes with useful spells.

Ability Score Increase: Adding an INT bonus to the Tiefling’s CHA isn’t very helpful. Most casters typically rely on one and dump the other.

Infernal Legacy: 

  • Thaumaturgy: Not quite as versatile as Minor Illusion, but can get the job done when trying to intimidate or trick an NPC.
  • Hellish Rebuke: A great use of your reaction with good damage, especially at lower levels.
  • Darkness: A useful spell to aid your escape or confuse enemies. Cutting off the enemies’ Darkvision can also render them helpless.

Bloodline of Baalzebul

Source: Mordenkainen’s Tome of Foes

Very similar to the Asmodeus Tiefling, but comes with less effective spells.

Ability Score Increase: Adding an INT bonus to the Tiefling’s CHA isn’t very helpful. Most casters typically rely on one and dump the other.

Legacy of Maladomini

  • Thaumaturgy: Not quite as versatile as Minor Illusion, but can get the job done when trying to intimidate or trick an NPC.
  • Ray of Sickness: This isn’t a bad ranged spell attack, but its effectiveness will fade at higher levels and poison is a pretty common resistance. 
  • Crown of Madness: Crown of Madness has too many hoops to jump through to be effective. It requires you to use your action on each turn to maintain concentration, the enemy can make Wisdom saving throws, and the creature must use its action before movement for you to control it.

Bloodline of Dispater

Source: Mordenkainen’s Tome of Foes

Bloodline of Dispater is a great choice for sneaky characters who want to infiltrate and deceive, but the Bloodline of Glasya comes with better spells for that purpose.

Ability Score Increase: While most CHA casters don’t have access to Heavy Armor, DEX is a natural option for an ASI to help boost AC, Stealthiness, and DEX saves.

Legacy of Dis:

  • Thaumaturgy: Not quite as versatile as Minor Illusion, but can get the job done when trying to intimidate or trick an NPC.
  • Disguise Self: A good spell in the right hands, but is limited by roleplaying ability and the DM’s discretion. 
  • Detect Thoughts: Useful spell for interrogations, or to determine if there are any hidden creatures near your location.

Bloodline of Fierna

Source: Mordenkainen’s Tome of Foes

The Fierna Tiefling is the only one that comes with a WIS bonus. The package of charm spells can be useful and work in tandem with the massive CHA boost for a very persuasive character.

Ability Score Increase: Most characters choose between WIS or CHA and then dump the other.

Legacy of Phlegethos:

  • Friends: You can get many uses out of this since it’s a cantrip, but the very short duration makes it risky to use. Overshadowed by Charm Person as soon as you get it.
  • Charm Person: Not great during combat, but can be used to gain an ally just before a battle breaks out or for similar purposes as the Friends cantrip. The longer duration makes this spell much more useful than Friends.
  • Suggestion: Suggestion is a worthy spell in many situations. You can use it to get unwilling NPCs to do your bidding, or simply to take an enemy out of combat by suggesting that they run away.

Bloodline of Glasya

Source: Mordenkainen’s Tome of Foes

The best choice for sneaky builds of all kinds with a fantastic set of spells.

Ability Score Increase:  CHA and DEX is a great combination for sneaky builds, or CHA-based spellcasters that also fight with DEX melee weapons.

Legacy of Malbolge:

  • Minor Illusion: Minor Illusion is extremely useful if you are creative and your DM allows for some shenanigans.
  • Disguise Self: A good spell in the right hands, but is limited by roleplaying ability and the DM’s discretion. 
  • Invisibility: One of the best spells in the game to sneak into a restricted area or get the upper hand on your foes. Cast Disguise Self on yourself and Invisibility on a friend and you already have two party members ready to attempt an infiltration.

Bloodline of Levistus

Source: Mordenkainen’s Tome of Foes

The Bloodline of Levistus is the most defense-oriented of the Tiefling subraces.

Ability Score Increase: Nearly any build is happy to see a CON bonus, outside of those that are heavily multi-ability dependent.

Legacy of Stygia:

  • Ray of Frost: Solid damage cantrip. The speed reduction goes well with the defensive theme of this subrace.
  • Armor of Agathys: A spell that gains temporary hit points and also deals damage provides a lot of utility for one action. Since it is cast at 2nd level, you will at the very least retaliate with 10 damage. If you take less than 10 damage in one hit, you can end up dealing lots more. This means that this spell works very well with ways to reduce damage coming your way. Sadly, you can’t scale this spell as you level and the chances of retaliating with damage more than once become very slim.
  • Darkness: A useful spell to aid your escape or confuse enemies. Cutting off the enemies’ Darkvision can also render them helpless.

Bloodline of Mammon

Source: Mordenkainen’s Tome of Foes

Another subrace that comes with an INT bonus. The spells of the Bloodline of Mammon Tiefling are very underwhelming compared to the other similar subraces.

Ability Score Increase: Adding an INT bonus to the Tiefling’s CHA isn’t very helpful. Most casters typically rely on one and dump the other.

Legacy of Minauros:

  • Mage Hand: The only saving grace of the Mammon Tiefling. Every party likes to have a character with Mage Hand to grab hard to reach objects or to open a potentially trapped door or chest.
  • Tenser’s Floating Disk: Very situational.
  • Arcane Lock: Very situational.

Bloodline of Mephistopheles

Source: Mordenkainen’s Tome of Foes

Yet another subrace that comes with an INT bonus, and the most damage oriented of those subraces. Flame Blade is not great though, so consider the Bloodline of Zariel if you want to make weapon attacks.

Ability Score Increase: Adding an INT bonus to the Tiefling’s CHA isn’t very helpful. Most casters typically rely on one and dump the other.

Legacy of Cania:

  • Mage Hand: Every party likes to have a character with Mage Hand to grab hard to reach objects or to open a potentially trapped door or chest.
  • Burning Hands: AOE with guaranteed damage. Damage is quite potent at lower levels, but won’t scale because it is always cast at 2nd level.
  • Flame Blade: This is a pretty good spell at really low levels, but you only get access to it at 5th level. By then, you will surely have better damage options and the fact that it needs concentration means this is a pretty weak offering.

Bloodline of Zariel

Source: Mordenkainen’s Tome of Foes

The only Tiefling subrace that comes with a STR bonus. Combined with the spells the Bloodline of Zariel is perhaps the best choice for a melee Tiefling.

Ability Score Increase: STR and CHA is an interesting combination that is primarily intended, and ideal for, Paladins. Other classes likely won’t want this combination.

Legacy of Avernus:

  • Thaumaturgy: Not quite as versatile as Minor Illusion, but can get the job done when trying to intimidate or trick an NPC.
  • Searing Smite: A nice little damage boost to a weapon attack and the potential for damage over time.
  • Branding Smite: As a Paladin, there are much better smite options available. If you are not playing a Paladin, Branding Smite provides a nice boost of radiant damage, but Searing Smite is often better for the damage over time. Preventing invisibility is situationally useful.

Tiefling Variants

Source: Sword Coast Adventurer’s Guide

The Tiefling Variants provide the only ASI spread without a CHA bonus.

Ability Score Increase (Feral): Good if you want DEX and INT as an ASI instead of the usual CHA.

Tiefling Variant – Devil’s Tongue:

  • Vicious Mockery: This is the best Bard cantrip that deals minor damage and gives disadvantage on an enemy attack roll on a failed save.
  • Charm Person: Useful to get a reluctant person to help you out or to get an extra ally before starting combat.
  • Enthrall: Enthrall is bad. The only thing this spell does is give disadvantage on Perception checks against your party, and they get advantage on the save if you are in combat. The only good thing about this spell is that, unlike most verbal spells, the creature doesn’t need to speak your language for it to work.

Tiefling Variant – Hellfire: Replacing Hellish Rebuke with Burning Hands for the Asmodeus Tiefling is mostly a matter of personal preference as they are about on par with each other. Use this subrace if your character prefers the Feral ASI spread over the original one.

Tiefling Variant – Winged: While you lose the free cantrip and spells, gaining fly speed is incredibly powerful. If playing a character that likes INT and DEX, such as a Bladesinger Wizard, choosing this subrace is amongst the best options available. Even if your character doesn’t need both stats, having a fly speed is good enough to be worth it.

Which Classes Work With Tieflings?

Because there are so many subraces and variants for the Tiefling, you will find a suitable option for nearly any class. Choosing a Tiefling subrace or variant with a relevant ASI is a good start to your character.

Artificer: Many of the Tiefling subraces come with an INT bonus, although ideally an Artificer would like +2. As a spellcaster, having more spells at your disposal is always welcome.

Barbarian: While the Zariel Tiefling gets a STR bonus, you can’t cast spells while in a Barbarian rage, making the smites useless a lot of the time.

Bard: Bards love CHA so Tieflings are a great choice. Take Levistus for some survivability or any of the DEX subraces if you want to do some sneaking or melee combat.

Cleric: Fierna Tieflings do get WIS, but Clerics typically don’t want to waste precious ASI on CHA. It’s passable and will make for an interesting character, but won’t be particularly optimized.

Druid: Druids also have the option of the Fierna Tiefling, but won’t be nearly as strong as they could be by choosing another race.

Fighter: Fighters are very versatile, so any of the DEX or STR Tiefling subraces, as well as the variants, will perform well depending on your chosen weapon. Levistus, while not boosting your attacks, will make a fantastic tank character. If playing an Eldritch Knight with DEX weapons, the variants become very appealing because they come with both DEX and INT.

Monk: The DEX subraces offer a nice infiltration package to the Monk, who isn’t typically focused on that area. Variant Tieflings get the biggest DEX bonus and will also work quite well.

Paladin: Consider any of the DEX or STR Tiefling subraces for a Paladin, depending on which weapon you want to use. Also of note is the Levistus subrace for incredible survivability.

Ranger: The Glasya Tiefling has an appropriate ASI and offers some stealth options to make you more akin to a Rogue. Variant Tieflings provide the best DEX bonus for Rangers, although the INT is useless.

Rogue: CHA and DEX subraces are a perfect start for Rogues, especially because those subraces come with some built-in sneaky spells. The variant Tiefling stats also work nicely with Arcane Trickster builds.

Sorcerer: Sorcerers excel with CHA, so any of the subraces will do fine. Ideally, pick one with DEX for AC or Levistus for survivability and CON saves.

Warlock: Warlocks excel with CHA, so any of the subraces will do fine. Ideally, pick one with DEX for AC or Levistus for survivability and CON saves.

Wizard: INT bonus subraces will work just fine with Wizards, although +2 would be preferred. Access to more spells is never a bad thing, and you have the choice of which spells best suit your playstyle. Using the variant option to get DEX and INT ASIs is perfect for Bladesinger Wizards.

Roland Drews

Roland Drews is a content creator and editor at Arcane Eye. When he isn't watching basketball or noodling on his guitar, you can find Roland reading, writing, or playing D&D. He currently lives in Bonn, Germany with his girlfriend Jess.

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Playing Tieflings in Dungeons \u0026 Dragons 5e

Size: Medium. Tieflings are roughly the size and build of humans.

Speed: Your walking speed is 30 feet.

The animal called non-domestic D&D 5e Tiefling is a humanoid having a place with the flat communicated class. It is identified due to the splatter of the violent planes well, the particularly noticeable feature is the drop from malevolent presences and wizards. D&D Wild Tifflings has the same eyes to the influential circles of white, dark, and red.

What is more: horns, tails, and sharp teeth make the beasts look bullying?

In other D&D 5e Wild Tiefling¸ you will search for sulfurous aroma, cut feet, and evil appearance.

To be received with gapes & whispers, to face the violence & humiliation on the path, to see distrust & terror in every eye, this is a lot of the Tiefling. And to turn the knife, 5e Tiefling understands that this is due to the deal struck generations before filled the essence of Asmodeus, overlord of the Nine Hades into their bloodline. The natural look of the beast assists the watchers to reminisce about people. The length differs from 167 to 188 cm, while the weight differs between 64 and 91 kg.

Tieflings are cunning and evil-minded creatures. They are perfectly deceiving and make good leaders when prejudices were kept aside.

Though the evil ancestors of Tieflings are long gone, the witty nature still lingers around. Tieflings vary while being aligned close to humans, though they’re considerably devious. Tieflings initially are not thrown to evil alignments, unlike the half-fiends. Tiefling’s celestial counterparts are known as Aasimar. Other Racesthat are similar to Tieflings are the fey’ri, maeluth, tanarukk, and wisplings.

Racial Traits Of The Tieflings

Tieflings share certain racial traits as a result of their infernal ancestry.

Feature enhancement: Your Intelligence score increases by 1 and your Charisma score increases by 2.

Age: Tieflings mature at the same rate as Humans, but they live a few more years.

Alignment: Despite their cruel tradition and the sinister influence of partiality, 5e Tieflings can be of any position. Many of them fall victim to the dark needs that trouble their worries & provide to the seduction of the murmuring malevolent within. Nevertheless, others consistently reject their backgrounds and work well and fight against evil lures and the negative assumptions they suffer from others by performing the right actions.

Most, though, try to search their way in the world, although they tend to accept a very cordial, neutral view when they do. Although many beasts believe that Dungeons And Dragons 5e Tieflings worship fiends and wizards, their religious beliefs are as diverse as their physical forms. Separate Tieflings praise all sorts of deities, but they are likely to dismiss religion altogether.

Vision in the dark: Thanks to your infernal heritage, you have superior vision in the dark and in the gloom. You can see in the twilight at a distance of 60 feet as if it were bright light, and in the dark as if it were twilight. In the dark, you cannot distinguish colors, only shades of gray.

Infernal Resistance: You have resistance to fire damage.

Infernal legacy: You know the Thaumaturgy trick. When you reach 3rd level, you can cast the Infernal Suppression spell as a 2nd level spell once with this trait and use it again when you complete a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and use it again when you complete a long rest. The characteristic with which you cast these spells is Charisma.

Languages: You can speak, read, and write Common and infernal.

DnD 5e Tiefling Names

The names of Tieflingare divided into three general categories. Tieflings originating in another nation usually have thoughtful names from that culture. Some originate their names from the profane language, which have passed through generations that reveal their ancestral heritage. And some smaller D&d 5e Tieflings, try to search a place in the world, accept a name that indicates a virtue or other model, and then try to represent that concept. For some, the selected title is a great discovery.

  • Female Infernal Names: Ea, Kallista, Bryseis, Akta, Phelaia, RietaDamaia, Lerissa, Makaria, Nemeia, Orianna.
  • Male Infernal Names: Kairon, Barakas, Damakos, Iados, Akmenos, Skamos, Amnon, Leucis, Melech, Mordai, Morthos, Pelaios.
  • Virtue Names: Reverence, Quest, Chant, Art, Creed, Despair, Excellence, Torment, Glory, Hope, Ideal, Music, Carrion, Exposed, Poems, Random, Trouble, Temerity, Tired, Anxiety.

About The Tiefling

Never did two tieflings look the same way. Inconsistency is manifested because of the fiendish blood in their veins, which allows them to have an array of fiendish traits. One might end up looking like a human with reasonable horns while the other might end up having wings and fangs making it look devilish. The way these traits are for a tiefling describes their bloodline. Tieflings can either be oddly beautiful to utterly disgusting creatures, so it’s a wonder how one tiefling differs from another.

Tieflings mostly settle n the land they were born in or choose to settle in.  tieflings are generally considered evil and devilish but in cultures where the demons are summoned and demons are worshipped, tiefling could be popular and be celebrated sometimes even cherished. Tieflings might rarely get a chance to encounter another one of its kind so it mostly adopts the traits, habits, and manners of its human parent.

D&D Tiefling 5e Culture

Since Tiefling is a combination of various cultures, it is full of a unique culture. Many significant aspects do not sit well with the inborn personality. In practice, the anomaly is the hallmark of the beast as some take arrogance in the Tiefling heritage while others do not. So, some were involved in the dark events that surrounded the world.

The Feral Tiefling 5e, who are embarrassed by their tradition, continuously, they try to escape the shadow as soon as possible. Many characters try to do the best activities for their whole life. They strive for a lousy legacy from birth. Some tried to escape from the world choose to be unnoticed always. Animals searching power through mystical magic is frequently called the sorcerers.

Tiefling members mistrust each other as they do not believe extremely of each other. They hold similar beliefs and create the life unhappy of their partner. Despite the hatred, the beasts need that their kith and kins are situated in close locality. The Tiefling tend to connect forces with their friends in illegal projects, while other friends join the top to convert themselves from the curse.

5e Tiefling Subraces

Tiefling is the solo fight with both alternatives and subraces. The motives behind this are not visible, but it is almost definitely as the first race was offered without Tiefling Subraces 5e, and the subrace procedure was presented in later enhancements. The following are extra Tiefling 5e Subraces for the Tiefling race, which previously has its tradition.

Infernal Bloodline

  • Your blood flows with the raging demonic fury of the wizards of the underworld, giving you a demonic form that causes bullying advantage.
  • Ability Score Increase. Your score of Intelligence enhances by 1.

Infernal Legacy

  • You understand the thaumaturgy cantrip. When you reach the third stage, you can cast the Hellish Rebuke reproach curse as a second-level spell once with this attribute and recover the ability to do so when you complete a long break.
  • When you reach the fifth stage, you can cast the Gloomy spell once with this feature and gain the ability to do so when you complete a long break. Personality is your spellcasting skill for these Tiefling 5e Spells.

Noctis Bloodline

  • There was black magic in your veins running through his bloodline, giving you authority over the powers of gloom and minor teleportation.
  • Ability Score Increase. Your score of power enhances by 1.

Umbral Legacy

  • You understand the shillelagh cantrip. When you touch the third level, you can cast the impose wounds curse as a second-level spell once with this attribute and recover the capability to do so when you complete a long break.
  • When you touch the fifth level, you can cast the dark step curse once with this attribute and gain the capability to do so when you complete a long break.
  • Personality is your spellcasting ability for these curses.

Tiefling Starting Ages Are As Follows

  1. Adulthood around 60 years
  2. Intuitive around 64 – 84 years
  3. Self – taught around 66 – 96 years
  4. Trained around 68 – 108 years.

How to Build a Tiefling sorcerer 5e?

A Tiefling contains at least one bloodline that is obtained from an infernal. A sorcerer or wizard with a draconic heritage also has at least one bloodline that is originated from dragons. A particular Tiefling sorcerer can quickly have both (and even a group of others that are normal and human). Your AC should not be as bad. If you go with the Draconic Heritage, you will be fine if your build has Dex and Personality.

That bloodline also assists with the squishiness as it provides extra HP. What can you do here? Become a Tiefling Sorcerer 5e with the Heavenly Soul bloodline. Select from the cleric and sorcerer curse lists, and be able to custom Metamagic on those healing spells. Select a sorcerous Source, which defines the source of your inherent magical power, like Draconic Bloodline. Furthermore, your religion can come from any Heavenly source, and you do not need to support the same as those backgrounds.

Fire Bolt is good damage handling cantrip. Don’t spoil it when taking hurt spells with your partial curses known, however. Remembers that most damage curses can be cast in superior-level slots to enhance their harm, which means you can evade redundancy in curse selection. For these causes, added to your Hellish cultural Rebuke, fire is possibly a significant element to choose from the list.

Being a sorcerer or wizard of a draconic bloodline does not necessarily mean that you are in any method inclined from dragons. A Tiefling is just as talented of creating a bargain with dragons as any other battle. Intrinsically, their offspring are only as proficient in becoming draconic bloodline wizard or sorcerors as any other.

TagTiefling
SizeMedium
TypeOutsider (native)
VisionDarkvision
Language’sCan Speak, read, and write Common and Infernal.
HeightSame size and build as humans

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Playing Tieflings in Dungeons \u0026 Dragons 5e

DnD 5e – The Tiefling Handbook

Last Updated: June 20, 2021

TEMPORARY NOTE: RPGBOT is undergoing a massive update for DnD 5e content to accommodate rules changes and new content introduced by Tasha’s Cauldron of Everything. Please be patient while these changes are made. I maintain this site as a hobby, and I got access to the book on the same day as everyone else and I am rushing to catch up as quickly as I can. While much of the site has been updated, this page and others still need some work. To see what I still need to complete to catch up with Tasha’s, see my To-Do List. To watch for ongoing updates, please follow me on Twitter.

Introduction

Thanks to the variants presented in Sword Coast Adventurer’s Guide and the subraces presented in Mordenkainen’s Tome of Foes, the Tiefling has the longest list of subrace options of any published race, totaling an impressive 14 individual subraces and variants. These options make tieflings diverse, flexible, and viable in an impressively large number of builds. However, because the subraces all shuffle around the Tieflings ability increases and subraces, it can often feel like they’re all the same race with a pallet swap rather than subraces which differ in theme and personality.

Regardless of your choice of variant or subrace, Tiefling is a very strong race option. Their ability score increases are good, they have resistance to the most common type of non-weapon damage, and their innate spellcasting offers a variety of useful options depending on your subrace.

Disclaimer

RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks, which is simple to understand and easy to read at a glance.

  • Red: Bad, useless options, or options which are extremely situational. Nearly never useful.
  • Orange: OK options, or useful options that only apply in rare circumstances. Useful sometimes.
  • Green: Good options. Useful often.
  • Blue: Fantastic options, often essential to the function of your character. Useful very frequently.

I will not include 3rd-party content, including content from DMs Guild, even if it is my own, because I can’t assume that your game will allow 3rd-party content or homebrew. I also won’t cover Unearthed Arcana content because it’s not finalized, and I can’t guarantee that it will be available to you in your games.

The advice offered below is based on the current State of the Character Optimization Meta as of when the article was last updated. Keep in mind that the state of the meta periodically changes as new source materials are released and this article will be updating accordingly as time allows.

RPGBOT is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Variants and Subraces

Tieflings are the only race with both variants and subraces. The reasons behind this aren’t perfectly clear, but it’s almost certainly because the original race was presented without subraces, and subrace mechanics were introduced in later supplements.

The interactions of variants and subraces for Tieflings can be confusing. The Sword Coast Adventurer’s Guide states that the Feral variant is compatible with the other published variants, and Jeremy Crawford has clarified that you can use any of the variants with DM permission, so you could use a variant alongside a subrace if your DM allowed it.

Personally, I think that the variants presented in Sword Coast Adventurer’s Guide should be treated like subraces, and therefore shouldn’t be combined with other Tiefling subrace options, including those contained in Mordenkainen’s Tome of Foes. Even combining the Feral variant with other variants seems like a complicated and problematic option.

While that’s wonderful from a character optimization perspective, it also means that you can cobble together a Tiefling for essentially any build which really defeats the purpose of having numerous, diverse races. If building a Tiefling allows three individual choices within the race (feral or regular, subrace, and potentially another variant), why not replace all racial options with humans and Tieflings because those two options are better than anything else in such a broad range of classes that it would make most other races pointless.

Classes (Default Rules)

This section assumes that you’re not using the option “Customizing Your Origin” rules presented in Tasha’s Cauldron of Everything. If you are using those rules, scroll up to the previous section.

Artificer

An Intelligence increase is a great start, and with a long list of variants and subraces you have a lot of room for fun customization.

Barbarian

Zariel Tiefling is the closest you’ll get to a good option for a Tiefling barbarian, but even that isn’t a great option. You can’t cast spells (including racial innate spellcasting) while raging, so you give up one of the Tiefling’s most interest racial traits while raging.

Bard

Many Tiefling usbraces offer Charisma increases, and a number of the subraces and variants have a lot to offer the Bard.

Cleric

The only Tiefling option with a Wisdom increase is the Fierna Tiefling. The Fierna Tiefling’s spellcasting is all charm spells, so this could be a good option for a Tiefling planning to be their party’s Face.

Druid

All of the same issues as the Cleric, but since Druids usually dump Charisma the Fierna Tiefling might not be enough to make the Druid a passable option.

Fighter

Darkvision and Fire Resistance are both great assets for the Fighter, and depending on your choice of subrace your racial spellcasting can offer a variety of useful options.

Your fighter subclass options will vary depending on your subrace, so here are some suggestions for the Tiefling subraces which work best as fighters:

  • Glasya: Consider a Dexterity-based Purple Dragon Knight with an emphasis on stealth. A good fit in a party full of sneaky characters like rogues, trickery clerics, and illusionists.
  • Zariel: An excellent option for a front-line Purple Dragon Knight. The spells include smite spells from the Paladin spell list, offering some great offensive options.
  • Variant: Feral: The only way to play a Tiefling without a Charisma increase, the Feral variant is the best option for any archetype except Purple Dragon Knight. Eldritch Knight is an obvious choice, but don’t feel locked into it solely because you have a +1 Intelligence increase.
  • Variant: Winged: The ability increases won’t be helpful unless you combine this with Feral, but permanent nonmagical flight is a massive tactical advantage. Just keep in mind that the wings don’t work in heavy armor, so you’ll want to build around Dexterity.

Monk

Dispater Tiefling and Glasya Tiefling are both options because they provide relevant ability increases, but I think the Feral variant is your best bet. Glasya can be very sneaky and tricky thanks to their free spells, but the vanilla tiefling spells may be a better complement to the monk’s combat abilities, offering a mix of magical utility and damage that monks can’t replicate on their own.

Paladin

If you want to play a front-line tank, Paladin is the Tiefling’s go-to option, beating out Fighter because the Tiefling’s ability increases work so nicely for the Paladin. Darkvision is great for facing enemies in the dark where they live, and fire resistance adds to the Paladin’s already fantastic durability.

Many Tiefling variants work very well for the Paladin, so you have plenty of options to make your Tiefling Paladin unique. Charisma increases are obviously fantastic, but ideally you also want a Strength or Dexterity increase too. You should also consider how your subrace’s spells will contribute to your overall build. Here are some suggestions based on the Tiefling subraces which work best for the Paladin.

  • Dispater: The ability scores line up nicely for a Dexterity-based Paladin, and the spells make for an unconventional character. Disguises and the ability to detect thoughts may help you to locate and defeat enemies by more subtle means than a typical paladin.
  • Glasya: The ability scores line up nicely for a Dexterity-based Paladin, but the spells don’t cater to your typical Paladin playstyle. This could be a fun option for a tricky Oathbreaker Paladin.
  • Levistus: Despite he lack of a Strength or Dexterity increase, Levistus Tiefling is a great option for its exceptional durability. A Constitution increase is obviously helpful, but you also get Armor of Agathys, which is one of the best defensive spells in the game.
  • Zariel: This is your go-to option for Tiefling Paladin. The ability scores are perfect, and the racial spells include smite spells from the Paladin spell list.
  • Variant: Winged: The ability increases won’t be helpful, but permanent nonmagical flight is a massive tactical advantage.

Ranger

The vanilla Tiefling’s ability scores are terrible for a Ranger, but subraces and variants offer some better options. If you want a melee ranger, I recommend the feral variant. If you want an archer, I recommend the Glasya subrace.

  • DispaterMToF: Interesting and potentially viable, but Charisma does almost nothing for the Ranger and the spell-like abilities don’t directly complement the ranger’s skillset.
  • GlasyaMToF: Legacy of Malbolge provides some useful stealth options not typically available to rangers.
  • Variant: FeralSCAG: Much better than the Vanilla Tiefling, but the Intelligence bonus is till wasted.

Rogue

Darkvision and the free spells offer some interesting options, especially with the numerous Tiefling subraces. Depending on your archetype and whether or not you want to be a Face you’ll find some subraces more appealing than others.

  • DispaterMToF: Good ability spread, and interesting spell options. This is a great option in a campaign with a lot of intrigue, espionage, and social interaction.
  • GlasyaMToF: Ideal for tiefling rogues. Legacy of Malbolge offers useful spell options normally only available to arcane tricksters.
  • Variant: FeralSCAG: Perfect for an Arcane Trickster.
  • Variant: Devil’s TongueSCAG: Tempting if you are building a Face with decent Charisma, but better as a Bard.
  • Variant: HellfireSCAG: If you’re casting Burning Hands then you’re not using Sneak Attack.
  • Variant: VanillaPHB: The ability scores don’t work as well as Feral, but not bad for a Face.
  • Variant: WingedSCAG: On a Rogue I would absolutely take flight over the free spells.

Sorcerer

Tieflings get a Charisma increase, which makes them a good option for Sorcerer on its own. Fire resistance is always welcome, and your choice of subrace allows you to customize your racial spellcasting to suit your needs.

  • AsmodeusPHB/MToF: A perfectly fine option, but the Intelligence is wasted and you can find better spells from Devil’s Tongue.
  • BaalzebulMToF: The Intelligence is wasted, but access to Thaumaturgy could be nice.
  • DispaterMToF: Dexterity means better AC, and the spells are great if you want to be sneaky or tricky.
  • FiernaMToF: The Wisdom is largely wasted, but the spells are great for a Face.
  • GlasyaMToF: Dexterity means better AC, and the spells are great if you want to be sneaky or tricky.
  • LevistusMToF: Constitution means more hit points, and the spells offer a nice mix of defensive, offensive, and utility options.
  • MammonMToF: The Intelligence is wasted, and the leveled spells are highly situational.
  • MephistophelesMToF: The Intelligence is wasted, and sorcerers should rarely be in melee combat enough to use Flame Blade.
  • ZarielMToF: Way too melee-centric.
  • Variant: FeralSCAG: Nothing useful for the Sorcerer.
  • Variant: Devil’s TongueSCAG: The replacement spells are absolutely better than the normal Tiefling spells.
  • Variant: HellfireSCAG: Burning Hands is probably worse than Hellish Rebuke for most Sorcerers.
  • Variant: WingedSCAG: Flight is a massive advantage, especially without requiring Concentration.

Warlock

Tiefling warlocks work well for all the same reasons that tiefling sorcerers do.

  • AsmodeusPHB/MToF: A perfectly fine option, but the Intelligence is wasted and you can find better spells from other subraces.
  • BaalzebulMToF: The Intelligence is wasted, but access to Thaumaturgy could be nice.
  • DispaterMToF: Dexterity means better AC, and the spells are great if you want to be sneaky or tricky.
  • FiernaMToF: The Wisdom is largely wasted, but the spells are great for a Face.
  • GlasyaMToF: Dexterity means better AC, and the spells are great if you want to be sneaky or tricky.
  • LevistusMToF: Constitution means more hit points, and the spells offer a nice mix of defensive, offensive, and utility options.
  • MammonMToF: The Intelligence is wasted, and the leveled spells are highly situational.
  • MephistophelesMToF: Flame Blade is tempting for blade pact warlocks, but Zariel is still a better option.
  • ZarielMToF: Strength is wasted, but that doesn’t matter much. The big draw is the smite spells.
  • Variant: FeralSCAG: Dexterity is normally fine for a melee build, but for Warlocks you’ll be using your Charisma thanks to Hexblade.
  • Variant: Devil’s TongueSCAG: Arguably better spell options for a Warlock.
  • Variant: HellfireSCAG: Burning Hands is about as good for the Warlock as Hellish Rebuke, but doesn’t require you to be hit to use it.
  • Variant: WingedSCAG: Flight is fantastic, especially for a class so dependent on ranged combat.

Wizard

+1 Intelligence makes Wizard an option, but if you’re going for an arcane spellcaster you’ll do better with either Warlock or Wizard.

  • AsmodeusPHB/MToF: The ability scores don’t work as well for a Wizard as a race with a +2 Intelligence bonus, and as nice as the free spells are they’re also on the Wizard spell list already.
  • BaalzebulMToF: Intelligence and access to Thaumaturgy.
  • MammonMToF: Bonus intelligence, but the spells are really situational.
  • MephistophelesMToF: Bonus intelligence, but using Flame Blade is dangerous for a wizard.
  • Variant: FeralSCAG: Marginally better because Wizards get more from Dexterity than from Charisma.
  • Variant: Devil’s TongueSCAG: Changing the spells doesn’t really improve the Tiefling for Wizards.
  • Variant: HellfireSCAG: Burning Hands works better for Wizards than Hellish Rebuke.
  • Variant: WingedSCAG: Permanent flight without concentration. You don’t need the free racial spells on a Wizard, so this is a great trade.

Feats

Flames of PhlegethosXGtE

This works best for full spellcasters like Sorcerer and Wizard, but other spellcasters might still be interested. The ability score increase caters to any arcane spellcaster.

Rerolling 1’s on damage rolls is one of those things that sounds really nice, and it’s emotionally reassuring, but the actual math isn’t great. This adds just 0.33 damage per die on average. It will feel nice if you emphasize fire damage very heavily, but it’s not very effective.

The final portion of the feat works best for tiefling spellcasters who spend a lot of time in melee. Cast Firebolt and walk into crowds of weak enemies.

Infernal ConstitutionXGtE

Resistance to two more types of damage, and +1 Consitution. This is feat for front-line characters who draw a lot of fire, but unless you’re tanking don’t bother with this.

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