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The Planetouched Lineages (Tieflings/Aasimar/Genasi/Axani/Cansin/Liminaire)
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<blockquote data-quote="Kobold Avenger" data-source="post: 8187155" data-attributes="member: 779"><p>I quickly compiled together some of the presented variants abilities of Tieflings across sources for reference.</p><p></p><p>Tome of Foes</p><p>Standard (Asmodeus) - Thaumaturgy, Hellish Rebuke, Darkness</p><p>Baalzebul - Thaumaturgy, Ray of Sickness, Crown of Madness</p><p>Dispater - Thaumaturgy, Disguise, Detect Thoughts</p><p>Fierna - Friends, Charm Person, Suggestion</p><p>Glasya - Minor Illusion, Disguise Self, Invisibility</p><p>Levistus - Ray of Frost, Armor of Agathys, Darkness</p><p>Mammon - Mage Hand, Tenser's Floating Disk (short rest), Arcane Lock</p><p>Mephistopheles - Mage Hand, Burning Hands, Flame Blade</p><p>Zariel - Thaumaturgy, Searing Smite, Branding Smite</p><p></p><p>Sword Coast</p><p>Devil's Tongue - Vicious Mockery, Charm Person, Enthrall</p><p>Hellfire - Replace Hellish Rebuke with Burning Hands</p><p>Feral (now irrelevant)</p><p>Wings</p><p></p><p>UA That Old Black Magic</p><p>Dancing Lights, True Strike, Light, Message, Spare the Dying, Prestidigitation</p><p>Burning Hands, Charm Person, Magic Missile, Cure Wounds, Tasha's Hideous Laughter, Thunderwave</p><p>Alter Self, Darkness, Invisibility, Levitate, Mirror Image, Spider Climb</p><p>Abyssal Fortitude (+ half level HP)</p><p></p><p>Planewalkers Handbook (2nd edition)</p><p>Spell-like abilities (Most were 1/day, weaker ones were 3/day, powerful ones were 1/week): Blur, Charm Person, Chill Touch, Comprehend Languages, Darkness, Detect Good/Evil, Detect Magic, ESP, Invisibility, Know Alignment, Mirror Image, Misdirection, Pyrotechnics, Suggestion, Summon Swarm, Vampiric Touch, Whispering Wind</p><p>Half Fire, Half Cold, Half Electricity, Half Acid</p><p>Infravision (2e Darkvision)</p><p>+2 saves vs: fire, electricity, poison, cold, acid, petrification/polymorph/paralysis (2e save type), rod/staff/wand (2e save type), spell (2e save type)</p><p>Claws, Hot Touch, Cold Touch in traits outside the abilities table.</p><p></p><p>Dragon 235 Skills & Powers</p><p>I won't include all, but some highlights</p><p>Baatorian Bloodline (Fire Immunity), Spells beyond 2nd level like: Fireball, Wind Walk and Vampiric Touch, Bladeling Flesh AC bonus (and Heat Metal vulnerability), Darkform (Wraithform), Fiendish Wings, Fiendish Hide (Non-magical weapon immunity), Hordeling Bloodline (Random magic resistance), Howl of Pandemonium (Chaos), Lower Planar Regeneration, Styx Resistance, Tanaric Bloodline (Electrical Immunity), Telepathy, Teleport Without Error, Undetectable Lie, Yugoloth Bloodline (Acid immunity).</p><p></p><p>Some takeaways from this are the 5e sources are of course more balanced. For Legacies which I'm calling the spell packages, I would definitely adhere to the Cantrip, 1st level spell in 2nd level slot at 3rd level, 2nd level spell at 5th level pattern.</p><p></p><p>The 2e sources of course refer to removed or renamed spells and I would drop spells beyond 2nd level, definitely not use 1/week. </p><p>There could be a justification for an Enhanced Legacy feat to get things like elemental immunity or higher level spells.</p><p>Resistance to non-magical weapons would be too powerful for a starting character, but less useful for a higher level character, maybe best available as a feat if included at all.</p></blockquote><p></p>
[QUOTE="Kobold Avenger, post: 8187155, member: 779"] I quickly compiled together some of the presented variants abilities of Tieflings across sources for reference. Tome of Foes Standard (Asmodeus) - Thaumaturgy, Hellish Rebuke, Darkness Baalzebul - Thaumaturgy, Ray of Sickness, Crown of Madness Dispater - Thaumaturgy, Disguise, Detect Thoughts Fierna - Friends, Charm Person, Suggestion Glasya - Minor Illusion, Disguise Self, Invisibility Levistus - Ray of Frost, Armor of Agathys, Darkness Mammon - Mage Hand, Tenser's Floating Disk (short rest), Arcane Lock Mephistopheles - Mage Hand, Burning Hands, Flame Blade Zariel - Thaumaturgy, Searing Smite, Branding Smite Sword Coast Devil's Tongue - Vicious Mockery, Charm Person, Enthrall Hellfire - Replace Hellish Rebuke with Burning Hands Feral (now irrelevant) Wings UA That Old Black Magic Dancing Lights, True Strike, Light, Message, Spare the Dying, Prestidigitation Burning Hands, Charm Person, Magic Missile, Cure Wounds, Tasha's Hideous Laughter, Thunderwave Alter Self, Darkness, Invisibility, Levitate, Mirror Image, Spider Climb Abyssal Fortitude (+ half level HP) Planewalkers Handbook (2nd edition) Spell-like abilities (Most were 1/day, weaker ones were 3/day, powerful ones were 1/week): Blur, Charm Person, Chill Touch, Comprehend Languages, Darkness, Detect Good/Evil, Detect Magic, ESP, Invisibility, Know Alignment, Mirror Image, Misdirection, Pyrotechnics, Suggestion, Summon Swarm, Vampiric Touch, Whispering Wind Half Fire, Half Cold, Half Electricity, Half Acid Infravision (2e Darkvision) +2 saves vs: fire, electricity, poison, cold, acid, petrification/polymorph/paralysis (2e save type), rod/staff/wand (2e save type), spell (2e save type) Claws, Hot Touch, Cold Touch in traits outside the abilities table. Dragon 235 Skills & Powers I won't include all, but some highlights Baatorian Bloodline (Fire Immunity), Spells beyond 2nd level like: Fireball, Wind Walk and Vampiric Touch, Bladeling Flesh AC bonus (and Heat Metal vulnerability), Darkform (Wraithform), Fiendish Wings, Fiendish Hide (Non-magical weapon immunity), Hordeling Bloodline (Random magic resistance), Howl of Pandemonium (Chaos), Lower Planar Regeneration, Styx Resistance, Tanaric Bloodline (Electrical Immunity), Telepathy, Teleport Without Error, Undetectable Lie, Yugoloth Bloodline (Acid immunity). Some takeaways from this are the 5e sources are of course more balanced. For Legacies which I'm calling the spell packages, I would definitely adhere to the Cantrip, 1st level spell in 2nd level slot at 3rd level, 2nd level spell at 5th level pattern. The 2e sources of course refer to removed or renamed spells and I would drop spells beyond 2nd level, definitely not use 1/week. There could be a justification for an Enhanced Legacy feat to get things like elemental immunity or higher level spells. Resistance to non-magical weapons would be too powerful for a starting character, but less useful for a higher level character, maybe best available as a feat if included at all. [/QUOTE]
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