D&D 5e: Tiefling Race Guide

D&D 5e: Tiefling Race Guide

While humanoid in appearance, Tieflings are of an Infernal bloodline giving them long horns of varying shapes and sizes, long  tails, and typically dark hair of varying colors ranging from human to more exotic like blues and purples. This sometimes gives some races the reason to call them “devils.” This can be a cause of mistrust and fear between the races of tieflings and mostly humans. Traditionally Tieflings are played as “evil” however players shouldn’t feel stuck with that due to the Tieflings Infernal ancestry. Play the nature of this race however you like and you may find some interesting role playing moments to be had.

Epic

Good

Meh

Bad

Tiefling Traits

-Ability Score Increase: Charisma score is increased by 2.

-Age: Tieflings mature at the same rate as humans, but live a few years longer.

-Size: Same size as humans. Your size is medium.

-Speed: Your base walking speed is 30 ft.

Dark Vision: 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: You can speak, read and write in Common and Infernal.

Tiefling Subraces 

*MToF = Mordenkainen’s Tome of Foes*

Bloodline of Asmodeus

– ASI: Intelligence is increased by 1.

– 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.

Bloodline of Baalzebul  

– ASI: Intelligence score is increased 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 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. *MToF

Bloodline of Dispater 

– ASI: Dexterity score is increased by 1.

– Legacy of Dis: You know the Thaumaturgy cantrip. Once 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 Detect Thoughts 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. *MTof

Bloodline of Fierna

– ASI: 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. *MToF

Bloodline of Glasya

– ASI: Dexterity score is increased 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. *MToF

Bloodline of Levistus

– ASI: constitution score is increased 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. *MToF

Bloodline of Mammon

– ASI: Intelligence score is increased by 1.

– Legacy of Mianuros: 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. *MToF

Bloodline of Mephistopheles

– ASI: Intelligence score is increased by 1.

– Legacy of Cania: You know the Mage Hand cantrip. When you reach 3rd level, you can cast the Burning Hands 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 Flame Blade 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. *MToF

Bloodline of Zariel

– ASI: Strength score is increased 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. *MToF

Best Classes and Archetypes for Tieflings

Note: These recommendations are based on the Asmodeus bloodline. Other bloodlines can fit some of these classes better than others. It’s up to you to mix and match to find a play style that fits your needs.

Artificer: Masters of invention, harness magic to MacGyver your way to victory. Recommended for characters with a high Intelligence. The intelligence bonus some Teiflings get can fit with this class, but there are better class choices.

Alchemist – Experts in combining elements and reagents together, Alchemists can give life or steal it away.

Armorer – Make armor that hones your abilities and becomes a second skin. Attack or defense, the choice of buff is yours.

Artillerist – The power of a siege engine in the palm of your hands. Use your magic to hurl volleys of destruction upon your foes.

Battle Smith – Be the Shield you were meant to be. Combining skills in defense, healing and repairs, the Battle Smith is an invaluable asset to their party.

Barbarian: This class’s focus is on the Strength Attribute, so unless your Tiefling has a high Strength this class is best left for other races. 

Ancestral Guardian – You call on the spirits of your ancestors to guide and protect you by covering your body in tattoos of the tales of battle your bloodline has had. At higher levels your bond with your ancestors is so strong they can physically manifest for a moment to retaliate against your foes.

Battlerager – this path is reserved for Dwarves only, making a Tiefling combo impossible.

Beast – You are a shape changer allowed the might of the beast that rages in your soul, whether that beast comes from being descended from a druid or a werewolf or simply granted power from a spirit.

Berserker – As the name would suggest the frenzy of battle drives this class regardless of the dangers. That frenzy can scare enemies that would dare challenge your might.

Depths – Encounters with terrors of the ocean deep have granted you extraordinary abilities. Such as extra appendages for attacking, the ability to teleport by transforming into a burst of water and several other oceanic creature powers.

Juggernaut – You are a siege engine capable of not only standing your ground but forcing enemies into places of weakness, allowing you control of the battlefield.

Storm Herald – Barbarians of this class channel their rage into primal magics of fire ice and storms. Typically considered elite champions who train with druids, rangers and other guardians of nature.

Totem Warrior – Bear :The spirit of the bear grants you resistance to all damage except psychic along with your bear like might.

Totem Warrior – Eagle :The eagle’s spirit grants you greater mobility, disadvantage on attacks of opportunity made against you, eyesight up to a mile away and at higher levels a flight speed for even more maneuverability.

Totem Warrior – Elk :You are speed. The spirit of the Elk makes you incredibly swift, agile and at higher levels gives you the power to knock enemies prone with that speed.

Totem Warrior – Tiger : The tiger’s spirit makes you quick and nimble, you can gain proficiencies in stealth, survival, acrobatics and athletics. At higher levels you can also make multiple melee attacks. Truly the cat’s meow when it comes to increasing your chances of survival.

Totem Warrior – Wolf : You are the Alpha of the pack granting your friends advantage on melee attacks. You are also an expert tracker and stealthy on your feet. At higher levels you can knock enemies prone when landing melee attacks.

Wild Magic – Manifest the powers of your ancestors with the deep emotions and the rampant wild magic that courses through your veins. But beware, as your magic isn’t always under your control.

Zealot – Your intense worship of the gods grants you divine might as you rage into battle, inspiring others with your deity’s favor. Their favor can grant you the strength to fight beyond the grasp of death itself.

Bard: A charisma based class that the Tiefling can slip right into. Your silver tongue can be your greatest and most versatile weapon in this class as it can buff your allies and discourage your foes.

Creation – The creation of the cosmos is a work of art and its echo, known as the Song of Creation, gives you the ability to create items out of thin air or animate items to do your bidding.

Eloquence – Persuasion is your art form. Blend theatrical wordplay and logic to win over skeptics and detractors as you appeal to the emotion of your audience or cause your enemies to doubt themselves.

Glamour – Magic of the FeyWilds allows for your performances to be the stuff of legends. Your power to quell enemies can also bend the will of others to adore and protect you. Abuse that power or uplift the downtrodden, the choice is yours.

Lore – “This reminds me of a story.” Bards of this practice know something about almost anything. Their pursuit of beauty and truth makes them incredibly honest and exposers of corruption. That knowledge grants them extra spells and proficiency skills. 

Maestro — This subclass evokes images of the Legend of Zelda’s Wind Waker. Bards of this practice weave the natural music of the world around them into rousing symphonies and conduct a phantom orchestra. The “soundtrack” you choose to play could sway the flow of battle into your favor.

Swords – The blade is your muse. Successful attacks allow you a flourish of defense or mobility to aid you as well as multiple attacks as well as a fighting style of your choice.

Valor – The bonuses of this class add proficiencies, multiple attacks and when using bard spells let you attack as a bonus action. While not terribly flashy, the speed of attacks can be a huge advantage.

Whispers – Possibly the most dangerous class of bards. Psychic blades and stealing a foe’s shadow to adopt their persona give these bards a more nefarious reputation than others. These bards can be adept as assassins and spies.

Blood Hunter: A Critical Role made class that can be really fun if your Tiefling has high stats in both Dexterity and Intelligence. Their naturally high Charisma stat won’t be of much help for this class however. But here are our recommendations.

Ghostslayer I ain’t afraid of no ghost! Seek out and eliminate necrotic sources that would pervert the transition from life to death.

Lycan – Like the idea of being a werewolf? Go berserk but still be in control of the curse as it can be your greatest weapon.

Mutant Adapt to survive. As you study an opponent’s strengths and weaknesses you can change your body to match it through hemocraft and alchemy. This pairing could work out well since Tieflings already have fire resistance.

Profane Soul – Combat against demons and devils by making pacts with lesser evils for greater power. Will the power outweigh the price? Any Warlock would say yes, but will your Tiefling be willing to fight against their Infernal Ancestry?

Cleric: Clerics have the most subclasses of all, so there’s a lot to choose from. These classes tend to rely on Wisdom and Charisma making the Tieflings high Charisma a good class fit. Clerics tend to focus more on healing than battle, but can deal some serious damage when they need to.

Arcana – Utilizes wisdom modifiers for some spells. Lots of Wizard spells.

Blood – Bordering on the line of necromancy, it’s more accurate to say this class is essentially a “Blood Bender.”

Death – Another basically necromancer class that focuses on dealing with the sources of death, such as vampires, liches and so on.

Forge – The Gods of the Forge grant you their powers of creation and divinity. This class is the tank of the Clerics. (The fire resistance may or may not stack with your Tiefling’s natural resistance depending on your DM’s ruling)

Grave – Death is a part of life, but there needs to be a line between the two, and you are that line. You keep the living alive and the dead staying at rest. To disturb that rest goes against nature and you seek to stop all sources of undeath.

Knowledge – Knowledge is power and you use any means to obtain it. Divine, past, present or future, you seek all knowledge, even if it’s in a hoard that others would kill for stealing from.

Life – Your basic cleric class focused mainly on healing. 

LightThe Cleric equivalent of a Wizard. You can focus on dealing higher Radiant and Fire damage. Tieflings with high Intelligence can fit this role.

Nature – Basically a druid without wild shape. You may as well just take the druid class over this one.

Order – You are a servant of the Gods of Order. Your voice is one of authority that must be obeyed.

Peace – Essentially diplomats of the Cleric class. You seek to foster peace and understanding between the people that you meet.

Tempest – The storm Gods lend you the strength of the storm as well as their divinity.

Trickery – This subclass focuses more on the Dexterity aspect and can pair well as a healer, especially if you decide to multiclass with a Rogue. But It’s recommended you have both high Dex and Int for this class.

Twilight – As the guard between creatures of day and night, you enshroud yourself in twilight and are granted night vision to ward against the darker creatures of the world.

War – You are the Battle medic of the team, delivering the Gods blessing for courage and heroism during wartimes.

Druid: Recommended for characters with high Intelligence or Wisdom. While most Tieflings narratively wouldn’t fit the role of a druid if you can make it work, your connection to the elements of nature and ability to change yourself into other animals make for a great boon.

Dreams – These druids have strong connections to the Fey wilds and its dreamlike realm, making natural alliances with good aligned Feys. 

Land – These druids more closely resemble the ancient Celtic druids, and are guardians of ancient knowledge. The land, nature and the creatures thereof bend to your will and are more hesitant to attack you.

Moon – The “luna”tics come out at the Full Moon. These are the druids who wild shape into both animals and elementals. This subclass alone is just a good pick for its adaptability.

Shepherd – The summoners of the wild protect the beasts and Fey that can’t protect themselves. Their totems also buff allies in battle.

Spores – Trust the fungus. Death and decay are as much a part of life as birth is and you understand that. These are essentially the necromancers of the Druid Class.

Stars – Harness the power of the constellations to change your form, and change the fates through the cosmic omens.

Wildfire – Understanding life and death are inseparable, you wield a roaring inferno to bring about new life.

Fighter: Strength based classes. Not recommended unless your Tiefling is strong. (Here are the best picks if you’re set on being a fighter.)

Echo Knight – Clone Ninjutsu! Your echos confuse and distract the enemy while you utilize your echos experience and reclaim hitpoints. 

Eldritch Knight: – Have the raw power and durability of a Fighter and sling spells like Wizard. (Like a HexBlade Warlock) A Tiefling with a high Intelligence can be a good match for this subclass as most of its spells are Intelligence-based.

Monk: Dexterity is the key. Your ability to sense a foe’s strengths and weaknesses mixed with your intense focus and body control make you a force to be reckoned with on the battlefield. If your Tiefling has a Dexterity bonus this may be the class for you.

Ascendant Dragon – Ugh, Dragon’s breath! Crowd control is your strength over other monks but your Tiefling will need to be able to move fast to get into position quickly.

Astral Self – Your astral form goes beyond the limitations of your body and manifests into the physical plane. At higher levels you can not only summon that form but fight from within it.

Cobalt Soul – Knowledge is power. Driven by the pursuit of knowledge, you seek to drag out the secrets of darkness into the light. Using absolute control over your body and being able to manipulate your opponents, you guard some of the most dangerous truths against those who would use them for much darker purposes. 

Drunken Master – the way of fighting like you absolutely sloshed. Your familiarity with inebriation allows you certain resilience against being knocked about or made prone.

Four Elements – You’ve learned to harness the elements and can cast spells of elemental nature. 

Kensei – Your mastery of weaponry is almost an art form. So much so that literally anything can be a weapon in your hands, including your paint brush or calligraphy pen.

Long Death – Your obsession with the mechanics of dying has led you to experiment and record the moments of demise. Your Wisdom lends itself to that knowledge and grants you some mastery over death itself.

Mercy – Mercy comes in many forms, sometimes a healer’s hand or a swift end to suffering. Both are tools that you utilize as you serve others. This subclass is similar to that of a cleric, relying more on wisdom than the Tiefling’s Charisma.

Open Hand – Whether armed or unarmed, your ability to manipulate your body or your enemies is a power to be reckoned with.

Shadow – Become the shadows and assassins of your Monk Order and eliminate your enemies as a near-matching equivalent of the Rogue class. Your Tiefling will need to have high Dexterity to overcome this subclass’s natural weaknesses.

Sun Soul – You channel your own life force into arrows of light. You are blinding as the sun, dealing radiant and fire damage as you light the way for those around you.

Paladin: This set of classes focus on Charisma and Strength. Since Tieflings are generally viewed as evil the mere combination of Tiefling and Paladin will create some amazing role playing opportunities that the Tieflings natural charisma will lend a hand to. But the main question is, why would an Infernal descendant be on the side of the angels?

Ancients -Similar in style to Rangers and Druids. You get some crowd control and Misty Step abilities. This class is considered easy to play for beginners over other Paladin subclasses since it’s not too complex.

Conquest – Subjugating your foes and crushing the forces of chaos are your goals. The Tiefling’s silver tongue fits perfectly when it comes to discouraging and absolutely dominating your enemies’ will into submission.

Crown – Sworn to the ideals of civilization, fealty to the laws of rulership guide your moral compass. You become the exalted champion of all things good, loyal and true. The personification of the ideal paladin.

Devotion – You’re devoted to the loftiest of ideals and exemplify the white knights of fairy tales and legends. Others look to you as both sword and shield against evil.

Glory – As a believer in destiny you bolster your companions and buff them to feats of greatness. A Tieflings natural charisma could lend itself to such inspiration.

Oathbreaker – As far as the Tieflings ancestry, this subclass makes more sense if you’ve decided to be evil. You’ve become the Anakin Skywalker of the world and turned to the Dark Side.

Open Sea – Seafaring warriors such as yourself heed the call of the seas. This grants you the powers of the crashing tides and misty marine layers to cover your allies from the enemies sight and grasp. Control over water itself is also a must when facing the creatures of the deep.

Redemption – Paladins of this class find it difficult to keep from using violence as it is a last resort. This subclass believes anyone can repent and be redeemed. But you’re also no fool knowing some demons and devils are inherently evil and can’t or won’t change ever. You are both a tank and a diplomat.

Vengeance – I am Vengeance, I am the night, I am Batman!! Punishment of evildoers by any means necessary is your drive. With crowd control and the aura of fear you keep your prey exactly where you want them.

Watchers – You stand against extra planer threats and have honed your mind to do so. Nothing escapes your gaze or your quick rebuke against trickery.

Ranger: These classes focus on Strength, but have a secondary focus on Dexterity as well. Not usually a good fit for tieflings

Beast Master – You have an animal companion of your choice to fight alongside you. Your companion can be your go to weapon as it can, at 7th level, overcome resistances and immunities.

Drakewarden Think of How to Train your Dragon and you have the Drake Warden. While a beastmaster can have their pick from many animals as a companion you only need your trusty drake. As it grows it can fly and become your mount. Your dragon is your best and only weapon you need.

Fey Wanderer – You represent both the mortal and Fey realms, making you sometimes appear as though a fey creature. This class would fit a Tiefling better than other Ranger classes as it allows more use of your Charisma stat. Also you can summon a Fey creature and make use of the misty step ability.

Gloom Stalker – Dark vision can suck if your opponent has it, but with this class you can hide in the shadows becoming practically invisible.

Horizon Walker – You stand on the borders of the planes against threats that would threaten the mortal realm. Drawing on the powers of the multiverse you can deal Force damage and teleport and gain resistance to damage.

Hunter – Hunters prepare to battle the most dire of creature attacks from ogres and orcs to giants and dragons. The tactics of how you do that are your choice to make.

Monster Slayer – You hunt down creatures of the night and wielders of dark magic. You can sense the stats of an enemy creature, negate spellcasting and counter attack sabotages. (While an awesome and reactive class, Tieflings won’t fit well without the right stats.)

Swarmkeeper – Your deep connection to the environment lets you bond with a group of nature spirits. The swarm can damage and protect you or move opponents to where you need them.

Rogue: Most rouge classes focus on Dexterity making a Tiefling character a difficult combo, but there are a couple of subclasses that cloud work if your Intelligence is high.

Arcane Trickster – Use your mastery of stealth and magic to create enchantments and illusions to aid you in battle as well as pick-pocketing and any number of mischief making.

Inquisitive – You excel at rooting out secrets and mysteries. Your keen eye and ability to read a creature helps you sus out another’s true intent and expose the hidden evils of the world.

Sorcerer: Another set of Charisma based classes that would fit the Tiefling well. Magic is an innate and natural part of your heritage, making book learning and pact making almost obsolete. 

Aberrant Mind –Some outside alien force has gifted you these powers. You can touch the minds of others and change your body to suit your needs, such as flight, invisibility, or even being a slimy, pliable mass that can move through narrow spaces.

Clockwork Soul – The powers of Mechanus and Order are within your blood. Mainly a debuffing subclass, the Clockwork Soul is a servant of Order that protects against chaos and can summon constructs to aid them.

Divine Soul – Your power and heritage comes from a divine source. The Gods watch over you and allow you to intervene on their behalf, as both a healer and an actual angel.

Draconic Bloodline – This subclass’s Elemental Adept feat along with its high durability and emphasis on direct damage make it easy to play. An excellent choice for beginner players. Also, having Draconic heritage along with the demonic just makes sense for a Tiefling.

Rune Child – Your body is a natural conduit of arcane energy manifested in the form of runes and glyphs on your body (usually invisible until activated.) The runes allow you a small measure of defense, physical self enhancement, piercing through resistances and immunities, and sight of hidden magical markings. A good cover for Tieflings with lower physical stats.

Shadow Sorcery – As a creature of darkness your power comes from the Shadowfell itself. Death’s claim over you is tenuous and you can cast darkness or become the shadows themselves or summon a Hound of Ill Omen to fight for you. You were alive once, but are now somewhere (you’re not sure where) between life and death. 

Storm Sorcery – The powers of the storm are at your fingertips. With the ability to control weather, these sorcerers make for valuable crewmen on ships. Lightning damage and resistance are this class’s bread and butter. At higher levels you can fly and reduce the flying speed of other creatures.

Wild Magic – Manifest the powers of your ancestors with the deep emotions and the rampant wild magic that courses through your veins. But beware, as your magic isn’t always under your control.

Warlock: Charisma focused class that makes a great fit for Tieflings. Traditionally this class is played by “Evil” characters, but that’s not always the case. However, some characters you encounter might expect this sort of class from a Tiefling. The Warlock’s power typically comes from pacts made with demons, devils and other Eldritch beings. Anyone of these subclasses would be a solid build.

Archfey – Your patron is of the Fey realm making their motivations seem inscrutable and sometimes whimsical. With the Fey presence about you can beguile a creature to adore or fear you, teleport invisibly and cast an illusory mist that makes the target believe itself lost and alone.

Celestial – You serve a deity of light making you already an oddity among Warlocks. Driven by the light you might be prompted to destroy fiends and the undead. But what if your Tiefling Warlock made this pact “accidentally” and is actually trying to be evil while serving a goody two shoes? This subclass makes for great roleplay opportunities and works mechanically more like a paladin.

Fathomless – You’ve made a pact with the eldritch entities of the ocean deep. Your patron’s intent may be unknown, but they have gifted you the powers of the ocean including; cold resistance, spectral tentacles, an increased swimming speed and watery teleportation.

Fiend – Your pact is made with a Fiend, a logical choice for a Tiefling Warlock. Their power lets you gain temporary hit points, extra damage type resistance of your choice per rest, and at 14th level on successful attacks transport the enemy through the lower planes of hell causing 10d10 psychic damage to non-fiendish foes once per long rest.

Genie – Having pacted with a being from the elemental planes grants you powers that match that element (Water, Fire, Earth or Air) Your patron also grants you a small vessel in which you can hide or store things and of course they can grant wishes.

Great Old One – Your patron is being so ancient, so incomprehensible that its knowledge and motivations are unfathomable. You’ve gained the powers of telepathy and psychic resistance as well as being able to dominate the mind of another to your will.

Hexblade – These warlock’s pacts manifest themselves in the form of magical swords granting them the ability to curse their enemies, use the charisma modifier instead of strength or dexterity on weapon attacks and make their slain victims rise up and fight for them as a specter.

Undying – Your patron has banished you from death. You can spare the dying and regain life from it. Disease, age and even being severed from yourself are trivial matters to you. Death has no hold over you. You. Are. Death! (death is your b*tch)

Wizard: This set of classes focuses on Intelligence which can be great if you are playing a Tiefling with a high Intelligence.The main difference from other magic based classes is how you learn spells by finding them in scrolls or books.

Abjuration –the school of debuffing and protection

Bladesinging –the school of sword play and dance. Originally created by the elves, this class combines magic and cunning.

Chronurgist – the school of time manipulation, aka Dunamancey. Change the pace and flow of time to your will.

Conjuration – the school of Conjuring. Summon any object or creature you need out of thin air to get the job done.

Divination -the school of the Soothsayer. Discern the truth of the past, present and future.

Enchantment – the school of persuasion. Your silver tongue is your greatest weapon (with the aid of your magic of course) The Tiefling’s already charismatic personality pairs well with this subclass. Will you use it for good or abuse its power?

Evocation – the school of the elements. Storm, earth and fire heed your call (among other elements.) Blast through your opponents from a safe distance. 

Graviturgist – the school of space manipulation. The sister class to the Chrourgist, you bend gravity to the detriment of your enemies.

Illusion – the school of illusions. You make the impossible seem real. Many tricksters study from this class of spells.

Necromancy – the school of the dead. Summon the armies of the undead to rise up, fight for and protect the living once more. Steal away your foes’ life force and add it to your own.

Order of Scribes – the school of books. You look to the books for guidance, record all magical discoveries and awaken your spell tome as a magical companion.

Transmutation – the school of matter manipulation. You wield the raw materials of creation itself, both physical and mental qualities. You skirt the edges of the gods’ powers seeking a way to harness it. (or you could do magic tricks at children’s parties)

War Magic – the school of war. Combining principles of evocation and abjuration, your magic is both weapon and armor. You’re a force to be reckoned with on the battlefield.

Racial Feats/Best Feats

Flames of Phlegethos:

You learn to call on hellfire to serve your commands. You gain the following benefits:

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  • When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.
  • Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.

Infernal Constitution:

Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits:

  • Increase your Constitution score by 1, up to a maximum of 20.
  • You have resistance to cold damage and poison damage.
  • You have advantage on saving throws against being poisoned.

Sage Gamers

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