D&D General Species need more than spells (and why Tieflings have been shafted since 5e released)

Maybe for 6th edition if it's a total reboot. How 5e and 5.5 have done species is horribly dull.
Species have always been dull. In every single edition. That's why random books have tried creating racial feats or "multiclass race levels" in order to give players "additional features" that can be attributed to their "race" rather than their "class".

Of course it doesn't do much good when those racial feature mechanics are more often than not the exact same sort of mechanics you also get from various class features or spells... so all you really gain is a mental knowledge that says to yourself "THIS mechanic is because I'm an elf... whereas THAT mechanic is because I'm a Rogue." But in the middle of play you're never actually distinguishing between racial or class or feat features... you just are using the mechanic for the mechanic's sake. And it doesn't matter how it is flavored, all that matters is the resulting action your PC gets to do with it.
 

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Having a system for species where you can pick and choose different types of abilities would be really cool. Maybe you could get more later by either incorporating it into the ASI/Feat system, or by making a similar but separate system that kind of co-mingles with it?

There could even different options for existing features depending on what lineage you chose, like what condition you resist with Fey Ancestry changing based on what type of Elf you are (ie, Drow resisting the Blinded condition, Wood Elves resisting being Grappled). Just spitballing.
I like choice within species but not too much.

The thing i dislike most is when 2 members of the same species have nothing in common.
 

Something I've noticed from Wizards of the Coast is that, for a decent number of species, instead of providing them with original features, ones that paint a picture of how the species fights, or handles social scenarios, or traits that hark back to their backstory and lore-

-They just give them spells.

Examples include one certain species from the Player Handbook, in both 2014 and 2024, as well as 2014's Fairy, all 4 Genasi (but especially Fire), Yuan-Ti (They have Magic Resistance, which is good, but other than Poison Resilience, they don't have any other notable traits besides said spells, which hurts considering they're supposed to be snakelike), Triton (similar to Yuan-Ti, but they at least get some aquatic features for flavor, situational or not), Aarakocra [MotM] (They nerfed its fly speed and then realized it only had flight and talons so they slapped some spells on it and called it a day, PEAK laziness imo), 2014's High Elf and Dark Elf from the Player's Handbook (High Elves got done especially dirty because they only got a cantrip and nothing else), and 2024's Elves, their lineages specifically (the ONLY difference between them beside their one trait is their spells).

I don't really agree some of this and I think you are leaving out things.

2024 High Elves get 60 foot darkvision, Fey Ancestry, Keen Senses and Trance. 2024 Drow get all this with 120 foot darkvision insread. The 2014 versions get similar plus weapon proficiencies and in the case of Drow Sunlight sensitivity.

You claim that species only get spells, then you go on to point out Poision Resistance and Magic Resistance on Yuan-Ti (and leave out Darkvision). Aarakocra likewise gets talons and flight as you point out. Faeries get Fey creature type and flight. All 4 Genasi get Darkvision, they all get a damage resistance, and all of them except Fire get another feature that is not a spell.

I think there are 46 species/races not including subraces or setting specific species and not counting duplicates reprinted in 2024. Of those I think 14 have spells. If you count all the subraces or spell options where you can take a spell or something that is not a spell it is probably around 20 out of 55 or so. All 20 of those also have other abilities that are not spells as well.



This represents a real lack of effort from, let me remind you, a billion-dollar company. And no other species has suffered from this issue more than Tieflings.

The Tiefling in the 2014 Player Handbook got resistance to fire damage (which is good, don't get me wrong), a cantrip and two spells. And that's it. (There's also Darkvision, but everybody had Darkvision.) And this was before spells granted to a species could be cast using spell slots, and until 2024, aka, for ten years, Tieflings could only use their leveled spells once, even if they were a spellcaster. And these spells were Charisma locked, meaning any Tiefling that didn't play a Charisma caster or a subclass that relied on Charisma (like Swashbuckler Rogue) couldn't use these spells effectively.

I would agree on the Charisma lock for Tieflings in 2024, but thankfully that is not a thing any more.

While that is bothersome and I am thankful they did away with it, it represents the kind of tradeoff and design choices you were supposed to make in the 2014 games. Just like Halflings, Goblins and Gnomes could not use Longbows or Greatswords effectively in 2014. At the end of the day, when playing with those rules pick a species that compliments your class, or don't and play for the flavor accepting the deficiency. The 2014 rules were designed that way. As bad as this may seem it is light years ahead and far more permissive than the restrictions we had in earlier versions.

Overall I am pretty happy with the 2024 Tiefling and I was happy with the SCAG Tiefling as well. I just finished a 1-20 campaign using a 2024 Tiefling and I played a lot of Glasya Tieflings when I was playing 2014. Mostly they were Rogues or Rogue-Bards.
 

Species have always been dull. In every single edition. That's why random books have tried creating racial feats or "multiclass race levels" in order to give players "additional features" that can be attributed to their "race" rather than their "class".

Of course it doesn't do much good when those racial feature mechanics are more often than not the exact same sort of mechanics you also get from various class features or spells... so all you really gain is a mental knowledge that says to yourself "THIS mechanic is because I'm an elf... whereas THAT mechanic is because I'm a Rogue." But in the middle of play you're never actually distinguishing between racial or class or feat features... you just are using the mechanic for the mechanic's sake. And it doesn't matter how it is flavored, all that matters is the resulting action your PC gets to do with it.

And this is why I'm suddenly enamored with ancestry-as-class.
 


Something I've noticed from Wizards of the Coast is that, for a decent number of species, instead of providing them with original features, ones that paint a picture of how the species fights, or handles social scenarios, or traits that hark back to their backstory and lore-

-They just give them spells.

Examples include one certain species from the Player Handbook, in both 2014 and 2024, as well as 2014's Fairy, all 4 Genasi (but especially Fire), Yuan-Ti (They have Magic Resistance, which is good, but other than Poison Resilience, they don't have any other notable traits besides said spells, which hurts considering they're supposed to be snakelike), Triton (similar to Yuan-Ti, but they at least get some aquatic features for flavor, situational or not), Aarakocra [MotM] (They nerfed its fly speed and then realized it only had flight and talons so they slapped some spells on it and called it a day, PEAK laziness imo), 2014's High Elf and Dark Elf from the Player's Handbook (High Elves got done especially dirty because they only got a cantrip and nothing else), and 2024's Elves, their lineages specifically (the ONLY difference between them beside their one trait is their spells).

Now, there's nothing wrong with giving species spells, but that should come with some originality in how it plays and feels, not without.

This represents a real lack of effort from, let me remind you, a billion-dollar company. And no other species has suffered from this issue more than Tieflings.

The Tiefling in the 2014 Player Handbook got resistance to fire damage (which is good, don't get me wrong), a cantrip and two spells. And that's it. (There's also Darkvision, but everybody had Darkvision.) And this was before spells granted to a species could be cast using spell slots, and until 2024, aka, for ten years, Tieflings could only use their leveled spells once, even if they were a spellcaster. And these spells were Charisma locked, meaning any Tiefling that didn't play a Charisma caster or a subclass that relied on Charisma (like Swashbuckler Rogue) couldn't use these spells effectively.

The variant Tiefling released in the [SCAG] didn't help this issue at all. Two of the options just substituted either one or all of the spells they already got with nothing else. (Winged did make them good tho, but imo it's a little boring because they were bare bones to begin with, kind of like Aarakocra, but again, it was good)

Tieflings, lorewise, are either the children of those from the Lower Planes, or those who receive a curse placed upon them because of their family dealing with fiends. And that's awesome. There's so much potential for flavor given the large variety of fiends there are. And yet, when [MotM] came out, Tiefling wasn't revised or given polish like other options, and all it got were several lineages that, say it with me everyone, just gave them spells! And all of these spells were Charisma locked, too! (To say something positive, this did give the species a large variety of options that could provide some useful utility, but given the Charisma lock, this is dependent on if the spell doesn't rely on your spellcasting DC which only about half or a third of them did.)

Tieflings got the bare minimum in the 2024 Player Handbook. Their spells are no longer Charisma locked (which other species have had since before 2024), they can be Small (good for Imp flavor at the least), they can cast their spells using any spell slots they have (which, again, has been given to species before 2024), and Thaumaturgy (which, fun fact, 4 out of 9 Bloodlines got back in 2014). Other than that, again, all they get are a damage resistance, a cantrip, and two leveled spells. Nothing interesting flavor-wise or feature-wise other than the damage resistance changing depending on what Legacy you chose (and even then, that's the bare minimum.)

In the interest of creating a better Tiefling (or at least running some ideas against people with more experience than me), I've brought this topic up to the community. But I'm also curious about opinions on some of the other species I mentioned at the start, so don't be afraid to mention those either.

I've got two features for Tieflings as examples:

Some Legacy ideas I've had are a Celestial Tiefling (Arisen Demon type beat), a sort of Fey/Twisted Nature Tiefling (being descended from Hags and the like), and a Stygian Tiefling (imagine a full take on the Levistus Tiefling from [MotM]). There are far too many potential ideas to not expand upon them.
Nothing wrong with calling magical effects spells. You’re finding it boring because of instead of considering what you can do with those abilities you’re dismissing them.

On a side note your homebrew ideas are waaaaaaaaay too powerful. Your devil site feature is giving you effective invisibility any time you’re in darkness. While ongoing damage breaks the damage expectations. Both too good on a species anyone could take.
 

Having a system for species where you can pick and choose different types of abilities would be really cool. Maybe you could get more later by either incorporating it into the ASI/Feat system, or by making a similar but separate system that kind of co-mingles with it?

There could even different options for existing features depending on what lineage you chose, like what condition you resist with Fey Ancestry changing based on what type of Elf you are (ie, Drow resisting the Blinded condition, Wood Elves resisting being Grappled). Just spitballing.
I'm going to just plug in my idea here, hehe

 

Likewise, the Warlord has been in available to my players for the last 12 years by just reflavoring the Bard.
While I do agree with most of the post, this I'm highly 'eh' on this point. Bard really does not fit the Warlord hole outside of 'a vaguely melee based thing that does abilities'. Not nearly enough on the 'actually providing support and healing to the party'. Kibble's warlord does a far better job

But, on the basic premise, races are just fairly low potency in this one. Though I will disagree with one point:
This represents a real lack of effort from, let me remind you, a billion-dollar company. And no other species has suffered from this issue more than Tieflings.
Dragonborn. Just, Dragonborn. Tieflings may not have much to them, but it was at least useful. Dragonborn had sweet FA and a breath weapon that was ultimately useless past level 1
 

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