“But you do see the way people look at you, devil’s child.”
Those black eyes, cold as a winter storm, were staring right into her heart and the sudden seriousness in his voice jolted her.
“What is it they say?” he asked. “One’s a curiosity, two’s a conspiracy—”
“Three’s a curse,” she finished. “You think I haven’t heard that rubbish before?”
“I know you have.” When she glared at him, he added, “It’s not as if I’m plumbing the depths of your mind, dear girl. That is the burden of every tiefling. Some break under it, some make it the millstone around their neck, some revel in it.” He tilted his head again, scrutinizing her, with that wicked glint in his eyes. “You fight it, don’t you? Like a little wildcat, I wager. Every little jab and comment just sharpens your claws.”
— Erin M. Evans, Brimstone Angels
To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus—overlord of the Nine Hells—into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children’s children will always be held accountable.
Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes: some have curling horns like a ram, others have straight and tall horns like a gazelle’s, and some spiral upward like an antelopes’ horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colors—black, red, white, silver, or gold—with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple.
Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves, or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.
Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling’s companions demonstrate that they trust him or her, the tiefling learns to extend the same trust to them. And once a tiefling gives someone loyalty, the tiefling is a firm friend or ally for life.
Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the Infernal language, passed down through generations, that reflect their fiendish heritage. And some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a noble quest. For others, it’s a grim destiny.
Ignorant people tend to be suspicious of tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. The reality is that a tiefling’s bloodline doesn’t affect their personality. They are gifted with magic from the infernal realms but chart their own course in life.
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Age. Tieflings mature at the same rate as humans but live a few years longer.
Alignment. Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.
Creature Type. You are a Humanoid. You are also considered a Fiend for any prerequisite or effect that requires you to be a Fiend.
Size. Tieflings are about the same size and build as humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to your infernal heritage, you have Darkvision with a range of 60 feet.
Hellish Resistance. You have Resistance to fire damage.
Languages. You can speak, read, and write Common and Infernal.
Heritage. Choose one from the following Heritages:
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.
Infernal Legacy. You know the Thaumaturgy Cantrip. Once you reach 3rd level, you can cast the Hellish Rebuke spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Darkness spell once. You must finish a Long Rest to cast these spells again with this trait. You can also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your Spellcasting Ability for these spells when you cast them with this trait (choose when you select this Heritage).
Mordenkainen's Tome of Foes The crumbling realm of Maladomini is ruled by Baalzebul, who excels at corrupting those whose minor sins can be transformed into acts of damnation. Tieflings linked to this archdevil can corrupt others both physically and psychically.
Legacy of Maladomini. You know the Thaumaturgy Cantrip. Once you reach 3rd level, you can cast the Ray of Sickness spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Crown of Madness spell once. You must finish a Long Rest to cast these spells again with this trait. You can also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your Spellcasting Ability for these spells when you cast them with this trait (choose when you select this Heritage).
Mordenkainen's Tome of Foes 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.
Legacy of Dis. You know the Thaumaturgy Cantrip. Once you reach 3rd level, you can cast the Disguise Self spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Detect Thoughts spell once. You must finish a Long Rest to cast these spells again with this trait. You can also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your Spellcasting Ability for these spells when you cast them with this trait (choose when you select this Heritage).
Mordenkainen's Tome of Foes A master manipulator, Fierna grants tieftings tied to her forceful personalities.
Legacy of Phlegethos. You know the Friends Cantrip. Once you reach 3rd level, you can cast the Charm Person spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Suggestion spell once. You must finish a Long Rest to cast these spells again with this trait. You can also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your Spellcasting Ability for these spells when you cast them with this trait (choose when you select this Heritage).
Mordenkainen's Tome of Foes Glasya, Hell's criminal mastermind, grants her tiefiings magic that is useful for committing heists.
Legacy of Malbolge. You know the Minor Illusion Cantrip. Once you reach 3rd level, you can cast the Disguise Self spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Invisibility spell once as a 2nd-level spell. You must finish a Long Rest to cast these spells again with this trait. You can also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your Spellcasting Ability for these spells when you cast them with this trait (choose when you select this Heritage).
Mordenkainen's Tome of Foes Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom.
Legacy of Stygia. You know the Ray of Frost Cantrip. Once you reach 3rd level, you can cast the Armor of Agathys spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Darkness spell once. You must finish a Long Rest to cast these spells again with this trait. You can also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your Spellcasting Ability for these spells when you cast them with this trait (choose when you select this Heritage).
Mordenkainen's Tome of Foes The great miser Mammon loves coins above all else. Tieflings tied to him excel at gathering and safeguarding wealth.
Legacy of Minauros. You know the Mage Hand Cantrip. Once you reach 3rd level, you can cast the Tenser's Floating Disk spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Arcane Lock spell once. You must finish a Long Rest to cast these spells again with this trait. You can also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your Spellcasting Ability for these spells when you cast them with this trait (choose when you select this Heritage).
Mordenkainen's Tome of Foes In the frozen realm of Cania, Mephistopheles offers arcane power to those who entreat with him. Tieflings linked to him master some arcane magic.
Legacy of Cania. You know the Mage Hand Cantrip. Once you reach 3rd level, you can cast the Burning Hands spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Flame Blade spell once as a 3rd-level spell. You must finish a Long Rest to cast these spells again with this trait. You can also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your Spellcasting Ability for these spells when you cast them with this trait (choose when you select this Heritage).
Mordenkainen's Tome of Foes Tieflings with a blood tie to Zariel are stronger than the typical tiefling and receive magical abilities that aid them in battle.
Legacy of Avernus. You know the Thaumaturgy Cantrip. Once you reach 3rd level, you can cast the Searing Smite spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Branding Smite spell once as a 3rd-level spell. You must finish a Long Rest to cast these spells again with this trait. You can also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your Spellcasting Ability for these spells when you cast them with this trait (choose when you select this Heritage).
Sword Coast Adventurer's Guide Since not all tieflings are of the blood of Asmodeus or one of the other lords of Hell, some have traits that differ from those in the Player's Handbook. The Dungeon Master may permit the following variants for your tiefling character, although Devil's Tongue, Hellfire, and Winged are mutually exclusive.
Appearance. Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose 1d4 + 1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goat-like legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.
Devil's Tongue. You know the Vicious Mockery Cantrip. Once you reach 3rd level, you can cast the Charm Person spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Enthrall spell once. You must finish a Long Rest to cast these spells again with this trait. You can also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your Spellcasting Ability for these spells when you cast them with this trait (choose when you select this Heritage). This trait replaces the Tiefling's Bloodline Trait.
Hellfire. Once you reach 3rd level, you can cast the Burning Hands spell once as a 2nd-level spell. This trait replaces the Hellish Rebuke spell of the Infernal Legacy trait of the Bloodline of Asmodeus. All other text remains unchanged.
Winged. You have bat-like wings sprouting from your shoulders. You have a Flying Speed of 30 feet while you aren’t wearing heavy armor. This trait replaces the Tiefling's Bloodline Trait.
Unearthed Arcana 11 - That Old Black Magic All abyssal tieflings trace their bloodline to the demons of the Abyss. These tieflings have the following additional features.
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 table. 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 Cantrip gained from this trait at will, as normal. For 1st-level spells whose effect changes if cast using a spell slot of 2nd level or higher, you cast the spell as if using a 2nd-level slot. Spells of 2nd level are cast as if using a 2nd-level slot. You can cast a spell gained from this trait only once until you complete your next Long Rest. You can also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your Spellcasting Ability for these spells when you cast them with this trait (choose when you select this Heritage).
At the end of each Long Rest, you lose the Cantrips and Spells previously granted by this feature, even if you did not cast them. You replace those Cantrips and Spells by rolling for new ones on the Abyssal Arcana Spells table. Roll separately for each Cantrip and Spell. If you roll the same Spell or Cantrip you gained at the end of your previous Long Rest, roll again until you get a different result.