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Tiefling Variants for 5e - Open Discussion
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<blockquote data-quote="Quickleaf" data-source="post: 7114841" data-attributes="member: 20323"><p>[MENTION=6855057]QuietBrowser[/MENTION], here was my approach, riffing directly off of Planescape's AD&D Planewalker Handbook which first introduced significant variety between tieflings.</p><p></p><p><strong><span style="font-size: 15px">Fiendish Gifts (d20, roll or choose once; this replaces infernal legacy) [6 points]</span></strong></p><p></p><ol> <li data-xf-list-type="ol"><strong>Amoral.</strong> You are immune to any effect that would sense your emotions or read your thoughts, as well as any divination spell that you refuse. Wisdom (Insight) checks made to ascertain your intentions or sincerity have disadvantage. Additionally, you choose whether you detect as your actual race, alignment, or faction when it comes to special powers like truesight, heart sight, spells with triggers like glyph of warding, or magical items with use restrictions. [2+4=6]</li> <li data-xf-list-type="ol"><strong>Blood Hunger.</strong> A terrible hunger consumes you, driving you toward bloody cuisine. You have advantage on melee attack rolls against any creature with half or less of its maximum hit points. At 3rd level simply tasting a drop of a creature’s blood can tell you its bonds, flaws, and ideals. At 5th level you can cast vampiric touch once per long rest. Charisma is your innate spellcasting ability. [2+2+2=6]</li> <li data-xf-list-type="ol"><strong>Devil’s Sight.</strong> Like the devils you’re descended from, you can see sin in the hearts of man and fiend alike. Gain proficiency in Insight, and gain advantage on your Wisdom (Insight) checks when exploiting a creature’s guilty conscience. You can see in magical darkness using your darkvision, and its range increases to 120 feet. [2+2+2=6]</li> <li data-xf-list-type="ol"><strong>Demon Spawn.</strong> Demon blood runs in your veins. You are immune to Abyssal corruption and can sense the presence of demons and their influence within 30 feet as an action. However, when your blood is spilled it has some nefarious visual effect (e.g. steaming or turning into snakes momentarily). You know the message or prestidigitation cantrip (choose one when you select this trait), and instead of Infernal you know the Abyssal language. At 3rd level you can cast magic missile or Tasha’s hideous laughter (choose one when you select this trait) once per long rest. At 5th level you can cast shatter once per long rest. Charisma is your innate spellcasting ability. [2+2+2=6] ###</li> <li data-xf-list-type="ol"><strong>Fiendish Resistance.</strong> Gain resistance to acid, cold, lightning, and poison damage. This is in addition to a tiefling’s normal fire resistance. [roughly worth +2 hp/level = 6]</li> <li data-xf-list-type="ol"><strong>Hag Spawn. </strong>The blood of night hags runs in your veins. You know the vicious mockery cantrip. At 3rd level you can cast detect magic once per day, or you may cast it as a ritual which doesn’t count against your once per day usage limit. At 5th level you can cast sleep (at 2nd level) once per day. Charisma is your innate spellcasting ability. [2+2+2=6]</li> <li data-xf-list-type="ol"><strong>Hellfire. </strong>The fires of the Nine Hells burn in your veins. Your skin burns anyone touching you, dealing 1 fire damage per round of prolonged contact. You know the fire bolt cantrip. At 3rd level you can cast burning hands as a 2nd level spell once per long rest. At 5th level you can cast continual flame once per long rest, though your continual flame always appears fiendish in some way (e.g. it might be spectral blue). Charisma is your innate spellcasting ability. [2+2+2=6]</li> <li data-xf-list-type="ol"><strong>Infernal Wrath. </strong>You can draw on your inner fury to gain advantage on your attack roll or impose disadvantage on an enemy’s saving throw against your spell or attack. If your attack or spell hits and inflicts damage, it deals extra damage equal to your proficiency bonus or Charisma modifier (whichever is greater). You must take a short rest before you can use Infernal Wrath again. </li> <li data-xf-list-type="ol"><strong>Kiss of the Styx.</strong> Your kiss is imbued with the memory-stealing waters of the River Styx; when you kiss a willing or incapacitated creature, it must make a Wisdom saving throw (DC 10 + your Charisma modifier + your proficiency bonus) or lose its last 24 hours of memory. You also know the chill touch cantrip and Charisma is your innate spellcasting ability. [4+2=6]</li> <li data-xf-list-type="ol"><strong>Liar’s Tongue.</strong> Gain proficiency in Deception, and gain advantage on your Charisma (Deception) check when you create a lie that has an unpleasant side effect for another person. You are immune to zone of truth or any spell, magic, or poison compelling you to speak the truth. (2+2+2=6)</li> <li data-xf-list-type="ol"><strong>Menacing Mien. </strong>Gain proficiency in Intimidation, and gain advantage on your Charisma (Intimidation) check if the target has superstitions about your fiendish ancestry which you exploit. You also know the thaumaturgy cantrip. [2+2+2=6]</li> <li data-xf-list-type="ol"><strong>Pestilent.</strong> You suffer sewer plague (see DMG 257) that makes you hideous to look upon, but also renders you immune to all other diseases. While you suffer no mechanical effects of the plague, anyone you touch or who comes into contact with you risks being infected if they fail a DC 11 Constitution save. At 3rd level you can cast detect poison and disease once per long rest. At 5th level you can cast blindness/deafness once per long rest. Charisma is your innate spellcasting ability. [2+2+2=6]</li> <li data-xf-list-type="ol"><strong>Plane-Touched.</strong> When on the Lower Planes, you are immune to any psychic dissonance for being good-aligned, and you have an intuitive sense of special conditions and optional rules governing that plane (see DMG 57-66). You instinctively recognize a portal to the Lower Planes for what it is. You also have advantage on Intelligence checks to recall lore about the Lower Planes. [1+1+4=6]</li> <li data-xf-list-type="ol"><strong>Psychopomp.</strong> The afterlife calls to you, beckoning you to shepherd the restless dead to the shores of the Lower Planes. You know the spare the dying cantrip. At 3rd level you can cast detect evil and good once per long rest; additionally, when observing a petitioner (a dead soul) using detect evil and good, you can determine which plane they belong on. At 5th level you can cast speak with dead once per long rest. Charisma is your innate spellcasting ability. [2+2+2=6]</li> <li data-xf-list-type="ol"><strong>Rakshasa Blooded.</strong> The beguiling blood of a rakshasa runs in your veins. You know the minor illusion cantrip. At 3rd level you can cast disguise self once per long rest. At 5th level you can cast detect thoughts once per long rest. Charisma is your innate spellcasting ability. [2+2+2=6]</li> <li data-xf-list-type="ol"><strong>Shadow Sworn.</strong> Gain proficiency in Stealth. At 3rd level you can cast silent image once per long rest, and when you do you may make your own shadow seem to peel away from your body and act of its own accord. At 5th level you can cast blur or invisibility (choose one when you select this trait) once per long rest. Charisma is your innate spellcasting ability. [2+2+2=6]</li> <li data-xf-list-type="ol"><strong>Succubus Blooded.</strong> Succubus blood runs in your veins. You know the friends cantrip. At 3rd level you can cast charm person once per long rest. At 5th level you can cast alter self once per long rest. Charisma is your innate spellcasting ability. [2+2+2=6]</li> <li data-xf-list-type="ol"><strong>Unhallowed. </strong>When you enter a consecrated space, such as an area warded by the hallow spell or under a deity’s protection. Celestials respond to you as if you were a fiend, and you can use magic restricted to fiends. ####</li> <li data-xf-list-type="ol"><strong>Winged.</strong> You have bat-like wings sprouting from your shoulder blades granting you a flying speed of 30 feet. [6?]</li> <li data-xf-list-type="ol"><strong>Yugoloth Blooded.</strong> The treacherous blood of yugoloths runs in your veins. You gain telepathy (30 feet). At 3rd level you can cast hex once per long rest. At 5th level you can cast darkness once per long rest. Charisma is your innate spellcasting ability. [2+2+2=6]</li> </ol><p></p><p>EDIT: The <strong>Unhallowed</strong> one I'm unsure about...my original thinking was that it let you bypass wards against typed creatures, but then I remembered tieflings aren't considered fiends. Then I thought maybe it allowed you to shrink holy auras like the <em>hallow</em> spell, but that seemed really fiddly and maybe too limited. So I still am not sure how to interpret the idea. Originally in the Planewalker's Handbook it was just flavor text about "creepy stuff happens when you enter a church", but I'm trying to balance everything on a 6-point system based on Infernal Legacy so need to expand the idea more.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7114841, member: 20323"] [MENTION=6855057]QuietBrowser[/MENTION], here was my approach, riffing directly off of Planescape's AD&D Planewalker Handbook which first introduced significant variety between tieflings. [B][SIZE=4]Fiendish Gifts (d20, roll or choose once; this replaces infernal legacy) [6 points][/SIZE][/B] [list=1][*][B]Amoral.[/B] You are immune to any effect that would sense your emotions or read your thoughts, as well as any divination spell that you refuse. Wisdom (Insight) checks made to ascertain your intentions or sincerity have disadvantage. Additionally, you choose whether you detect as your actual race, alignment, or faction when it comes to special powers like truesight, heart sight, spells with triggers like glyph of warding, or magical items with use restrictions. [2+4=6] [*][B]Blood Hunger.[/B] A terrible hunger consumes you, driving you toward bloody cuisine. You have advantage on melee attack rolls against any creature with half or less of its maximum hit points. At 3rd level simply tasting a drop of a creature’s blood can tell you its bonds, flaws, and ideals. At 5th level you can cast vampiric touch once per long rest. Charisma is your innate spellcasting ability. [2+2+2=6] [*][B]Devil’s Sight.[/B] Like the devils you’re descended from, you can see sin in the hearts of man and fiend alike. Gain proficiency in Insight, and gain advantage on your Wisdom (Insight) checks when exploiting a creature’s guilty conscience. You can see in magical darkness using your darkvision, and its range increases to 120 feet. [2+2+2=6] [*][B]Demon Spawn.[/B] Demon blood runs in your veins. You are immune to Abyssal corruption and can sense the presence of demons and their influence within 30 feet as an action. However, when your blood is spilled it has some nefarious visual effect (e.g. steaming or turning into snakes momentarily). You know the message or prestidigitation cantrip (choose one when you select this trait), and instead of Infernal you know the Abyssal language. At 3rd level you can cast magic missile or Tasha’s hideous laughter (choose one when you select this trait) once per long rest. At 5th level you can cast shatter once per long rest. Charisma is your innate spellcasting ability. [2+2+2=6] ### [*][B]Fiendish Resistance.[/B] Gain resistance to acid, cold, lightning, and poison damage. This is in addition to a tiefling’s normal fire resistance. [roughly worth +2 hp/level = 6] [*][B]Hag Spawn. [/B]The blood of night hags runs in your veins. You know the vicious mockery cantrip. At 3rd level you can cast detect magic once per day, or you may cast it as a ritual which doesn’t count against your once per day usage limit. At 5th level you can cast sleep (at 2nd level) once per day. Charisma is your innate spellcasting ability. [2+2+2=6] [*][B]Hellfire. [/B]The fires of the Nine Hells burn in your veins. Your skin burns anyone touching you, dealing 1 fire damage per round of prolonged contact. You know the fire bolt cantrip. At 3rd level you can cast burning hands as a 2nd level spell once per long rest. At 5th level you can cast continual flame once per long rest, though your continual flame always appears fiendish in some way (e.g. it might be spectral blue). Charisma is your innate spellcasting ability. [2+2+2=6] [*][B]Infernal Wrath. [/B]You can draw on your inner fury to gain advantage on your attack roll or impose disadvantage on an enemy’s saving throw against your spell or attack. If your attack or spell hits and inflicts damage, it deals extra damage equal to your proficiency bonus or Charisma modifier (whichever is greater). You must take a short rest before you can use Infernal Wrath again. [*][B]Kiss of the Styx.[/B] Your kiss is imbued with the memory-stealing waters of the River Styx; when you kiss a willing or incapacitated creature, it must make a Wisdom saving throw (DC 10 + your Charisma modifier + your proficiency bonus) or lose its last 24 hours of memory. You also know the chill touch cantrip and Charisma is your innate spellcasting ability. [4+2=6] [*][B]Liar’s Tongue.[/B] Gain proficiency in Deception, and gain advantage on your Charisma (Deception) check when you create a lie that has an unpleasant side effect for another person. You are immune to zone of truth or any spell, magic, or poison compelling you to speak the truth. (2+2+2=6) [*][B]Menacing Mien. [/B]Gain proficiency in Intimidation, and gain advantage on your Charisma (Intimidation) check if the target has superstitions about your fiendish ancestry which you exploit. You also know the thaumaturgy cantrip. [2+2+2=6] [*][B]Pestilent.[/B] You suffer sewer plague (see DMG 257) that makes you hideous to look upon, but also renders you immune to all other diseases. While you suffer no mechanical effects of the plague, anyone you touch or who comes into contact with you risks being infected if they fail a DC 11 Constitution save. At 3rd level you can cast detect poison and disease once per long rest. At 5th level you can cast blindness/deafness once per long rest. Charisma is your innate spellcasting ability. [2+2+2=6] [*][B]Plane-Touched.[/B] When on the Lower Planes, you are immune to any psychic dissonance for being good-aligned, and you have an intuitive sense of special conditions and optional rules governing that plane (see DMG 57-66). You instinctively recognize a portal to the Lower Planes for what it is. You also have advantage on Intelligence checks to recall lore about the Lower Planes. [1+1+4=6] [*][B]Psychopomp.[/B] The afterlife calls to you, beckoning you to shepherd the restless dead to the shores of the Lower Planes. You know the spare the dying cantrip. At 3rd level you can cast detect evil and good once per long rest; additionally, when observing a petitioner (a dead soul) using detect evil and good, you can determine which plane they belong on. At 5th level you can cast speak with dead once per long rest. Charisma is your innate spellcasting ability. [2+2+2=6] [*][B]Rakshasa Blooded.[/B] The beguiling blood of a rakshasa runs in your veins. You know the minor illusion cantrip. At 3rd level you can cast disguise self once per long rest. At 5th level you can cast detect thoughts once per long rest. Charisma is your innate spellcasting ability. [2+2+2=6] [*][B]Shadow Sworn.[/B] Gain proficiency in Stealth. At 3rd level you can cast silent image once per long rest, and when you do you may make your own shadow seem to peel away from your body and act of its own accord. At 5th level you can cast blur or invisibility (choose one when you select this trait) once per long rest. Charisma is your innate spellcasting ability. [2+2+2=6] [*][B]Succubus Blooded.[/B] Succubus blood runs in your veins. You know the friends cantrip. At 3rd level you can cast charm person once per long rest. At 5th level you can cast alter self once per long rest. Charisma is your innate spellcasting ability. [2+2+2=6] [*][B]Unhallowed. [/B]When you enter a consecrated space, such as an area warded by the hallow spell or under a deity’s protection. Celestials respond to you as if you were a fiend, and you can use magic restricted to fiends. #### [*][B]Winged.[/B] You have bat-like wings sprouting from your shoulder blades granting you a flying speed of 30 feet. [6?] [*][B]Yugoloth Blooded.[/B] The treacherous blood of yugoloths runs in your veins. You gain telepathy (30 feet). At 3rd level you can cast hex once per long rest. At 5th level you can cast darkness once per long rest. Charisma is your innate spellcasting ability. [2+2+2=6][/list] EDIT: The [B]Unhallowed[/B] one I'm unsure about...my original thinking was that it let you bypass wards against typed creatures, but then I remembered tieflings aren't considered fiends. Then I thought maybe it allowed you to shrink holy auras like the [I]hallow[/I] spell, but that seemed really fiddly and maybe too limited. So I still am not sure how to interpret the idea. Originally in the Planewalker's Handbook it was just flavor text about "creepy stuff happens when you enter a church", but I'm trying to balance everything on a 6-point system based on Infernal Legacy so need to expand the idea more. [/QUOTE]
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