Tiefling Species in The Five Realms | World Anvil
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Tiefling

Tieflings are the offspring of the planes, as varied as the places they call home. Coloqually known as "The Blood of Asdrodeus" this moniker is not always true as there are offspring from all types from devils to demons who tieflings call family, even if that ancestor is generations in the past. This is due to the fact that a teifling always breeds true.   Superficially human, their appearance always betrays them. Some sport small horns, others have pointed ears, scales, a cloven hoof, or just a wicked gleam in their eye that never leaves. What they all have in common is a quick temper and a chip on their shoulder. They’re often confused with alu-fiends, erinyes, incubi, and succubi, which they’ll forgive, but never call a tiefling a bastard or a halfbreed. They’ll take it personal-like. Some have used plane-touched in the past but “sir” or “lady” should work just fine.   Tieflings prefer dark clothing, a shade of maroon like clotted blood, dark forest green, blue as dark as lapis, and a midnight black that absorbs all light are their favorite colors. Their clothing is almost always a tight-fitting set of leggings, a vest, and tunic, combined with a loose flowing cape or long jacket with tails. They don’t seem to walk so much as slither, and to see one in a rage, the howls are louder than Pandemonium and more dangerous than the Tenth Pit.   Tieflings are determined, stubborn, wily, and occasionally berserk warriors and talented mages. All tieflings are intelligent charmers but because tieflings are not a brawny race, their weapons tend to be light and quick, depending on speed and sharpness to make up for what they lack in weight and raw cleaving power. Tieflings have no true society of their own since the end of the Godswar. Those who remained in the world being outcasts of the Lower Planes and not trusted in the upper planes. Though many of them simply don’t trust others, their self-confidence is nothing short of astounding. A tiefling is said to have swum the River Styx because no one told him he couldn’t, and another climbed to the fifth heaven before the archons noticed him lurking among the shadows and cast him into the Abyss. Tieflings have a reputation as great but deceitful lovers.   Their fickleness in affairs of the heart is legendary and seems closely bound to their reputation as tricksters, liars, and frauds. Tiefling gamblers find people to fleece, they depend on the clueless and the young to line their pockets. Though tieflings are usually loners, a charismatic and powerful tiefling sometimes gains a small following of like-minded, young tieflings who hope to ride his coattails. These packs are called “schools,” though they teach hard lessons.   Each school serves to glorify its founder and protect its members, it does little else. Some schools operate as informal thieves’ guilds, others are mage’s societies, but almost all of them collapse when the founder dies. Some of them are remembered but with so few remaining in the world and after four centuries since their heyday during the Godswar, most of them have had even their names lost to time. Alone in the world they are often persecuted by humans and others; “If there’s blame, find a tiefling,” “Don’t ever make a bet with a tiefling,” and “If a tiefling didn’t do it, he was just pressed for time” are common sayings regardless of if there is a tiefling present or not. Naturally, this makes tieflings a little defensive around others in the known realms but it doesn’t make them band together as it has other oppressed paranormal races like the orcneas.   Good tieflings are doubly committed to their cause as if trying to make up for the race’s bad reputation. Tieflings prefer to eat only meat, blood, bone, and marrow, preferably raw. They enjoy blubber, gristle, and even unseasoned roasted insects, which most races find disturbing. They drink strange concoctions of broth, oil, sulfur, and firewater.

RPG Datasheet

Tiefling

Player's Handbook page 42  
Ability Score Increase
Your intelligence score increases by 1, and your Charisma score increases by 2.
Age
Tieflings mature at the same rate as humans but live a few years longer.
Alignment
Tieftings 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
Tieftings 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 Iight within 60 feet of you as if it were bright light. and in darkness as if it were dim light. You can't discern color in darkness. only shades of gray.
Hellish Resistance
You have resistance to fire damage.
Infernal Legacy
You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.
Languages
You can speak, read, and write Common and Infernal.
 

Variant 1: Feral Tiefling

Sword Coast Adventurer's Guide page 118  
Ability Score Increase
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. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait. When you reach 5th level , you can cast the enthrall spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them. This trait replaces the Infernal Legacy trait.
Hellfire
Once you reach 3rd level , you can cast the burning hands spell once per day as a 2nd-level spell. This trait replaces the hellish rebuke spell of the Infernal Legacy trait.
Winged
You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet. This trait replaces the Infernal Legacy trait.
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; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.
 

Variant 2: Diabolic Tiefling

Unearthed Arcana: Fiendish Options page 1  
Subrace Traits
Your tiefling has a subrace. Choose one of the following options, whichever corresponds to the diabolic being connected to the tiefling’s family. The traits of the chosen subrace replace the tiefling’s Ability Score Increase and Infernal Legacy traits given in the Player’s Handbook.
Diabolic Subrace 1: 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. Such tieflings use the Ability Score Increase and Infernal Legacy traits in the Player’s Handbook.
Diabolic Subrace 2: 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 layer can corrupt others both physically and psychically.
Ability Score Increase
Your Charisma score increases by 2, and your Intelligence score increases by 1.
Legacy of Maladomini
You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the ray of sickness 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 crown of madness 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.
Diabolic Subrace 3: 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 Charisma score increases by 2, and your Dexterity score increases by 1.
Legacy of Dis
You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the disguise self 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 invisibility 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.
Diabolic Subrace 4: Fierna
A master manipulator, Fierna grants tieflings tied to her forceful personalities.
Ability Score Increase
Your Charisma score increases by 2, and your Wisdom score increases by 1.
Legacy of Phlegethos
You know the friends cantrip. When you reach 3rd level, you can cast the charm person 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 suggestion 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.
Diabolic Subrace 5: Glasya
Glasya, Hell’s criminal mastermind, grants her tieflings useful magic in committing heists.
Ability Score Increase
Your Charisma score increases by 2, and your Dexterity score increases by 1.
Legacy of Malbolge
You know the minor illusion cantrip. When you reach 3rd level, you can cast the disguise self 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 invisibility 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.
Diabolic Subrace 6: Levistus
Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom.
Ability Score Increase
Your Charisma score increases by 2, and your Constitution score increases by 1.
Legacy of Stygia
You know the ray of frost cantrip. When you reach 3rd level, you can cast the armor of Agathys 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.
Diabolic Subrace 7: Mammon
The great miser Mammon loves coins above all else. Tieflings tied to him excel at gathering and safeguarding wealth.
Ability Score Increase
Your Charisma score increases by 2, and your Intelligence score increases by 1.
Legacy of Minauros
You know the mage hand cantrip. When you reach 3rd level, you can cast the Tenser’s floating disk spell once with this trait and regain the ability to do so when you finish a short or long rest. When you reach 5th level, you can cast the arcane lock spell once with this trait, requiring no material component, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Diabolic Subrace 8: Mephistopheles
In the frozen realm of Cania, Mephistopheles offers arcane power to those who entreat with him. Tieflings linked to this place master some arcane magic.
Ability Score Increase
Your Charisma score increases by 2, and your Intelligence score increases by 1.
Legacy of Cania
You know the mage hand cantrip. When you reach 3rd level, you can cast the magic missile 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 web 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.
Diabolic Subrace 9: 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 Charisma score increases by 2, and your Strength score increases by 1.
Legacy of Avernus
You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the searing smite 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 branding smite 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.
 

Variant 3: Abyssal Tiefling

Unearthed Arcana: That Old Black Magic page 1  
Subrace
You are considered an Abyssal Teifling. All byssal tieflings trace their bloodline to the demons of the Abyss. These tieflings have the following features.
Ability Score Increase
Your Constitution score increases by 1, and your Charisma score increases by 2.
Age
Tieflings mature at the same rate as humans but live a few years longer.
Alignment
Tieftings 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
Tieftings 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 Iight 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.
Abyssal Fortitude
Your hit point maximum increases by half your level (minimum 1).
Languages
You can speak, read, and write Common and Abyssal.
Abyssal Arcana
Each time you finish a long rest you gain the ability to cast cantrips and spells randomly determined from the Abyssal Arcana Spells list below. 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 unless its a cantrip gained from this trait which you can cast again after a short rest. At the end of each long rest you lose any spells previously granted by this feature even if you did not cast them and they are replaced with new ones. If you get the same spell you gained at the end of your previous rest roll again until you get a different result. You may not cast these spells at higher than their default level although your casting level may still influence the results from some of these spells.
 
Abyssal Arcana Spells
Level
(d6) Result
Cantrips
(1) Dancing Lights
(2) True Strike
(3) Light
(4) Message
(5) Spare the Dying
(6) Prestidigitation
1st Level
(1) Burning Hands
(2) Charm Person
(3) Magic Misile
(4) Cure Wounds
(5) Tasha's Hideous Laughter
(6) Thunderwave
2nd Level
(1) Alter Self
(2) Darkness
(3) Invisibility
(4) Levitate
(5) Mirroe Image
(6) Spider Climb

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The Players Guide
Races

Asdroku

"Blood of Asdrodeus"

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