Tiefling Subraces by echeladder (2024)

Esoteric Tiefling Origins

This is a compendium of various unique tiefling variants from all around the multiverse, coming from every type of demon, devil or even something completely different.

Voidborne

Tieflings of a mysterious origin, carrying the mysteries from the darkness between stars within their flesh. They warp the minds of others with eldritch whispers.

  • Ability score Increase (replaces Ability Score Increase): +2 charisma or dexterity (according to the feral tiefling variant from the SCAG), and +1 wisdom.
  • Void Resistance (replaces Hellish Resistance): You gain resistance to psychic damage.
  • Eldritch Legacy (Replaces Infernal Legacy): You know the Thaumaturgy cantrip. Once you reach 3rd level, you can choose between Dissonant Whispers or Arms of Hadar. You can cast the spell you choose once as a 2nd-level spell. Once you reach 5th level, you can also cast the Phantasmal Force spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

Abyssal

Tieflings born of chaos and the deepest reaches of the abyss, their skin tough like their demonic ancestors. Their magic is just as chaotic as they are.

  • Ability Score Increase (replaces Ability Score Increase): +2 charisma or dexterity (according to the feral tiefling variant from the SCAG), and +1 constitution.
  • Demonic Fortitude (replaces Hellish Resistance): You gain 1 extra hitpoint every time you gain a level.
  • Abyssal Legacy (Replaces Infernal Legacy): You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast Chaos Bolt once as a 2nd-level spell once per long rest.Additionally once you reach 5th level, you can roll a d8. The number rolled correlates to the spell cast according to the table below. After you cast a spell from this list, you cannot do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
d8Spell
1Acid Arrow
2Blindness/Deafness
3Enthrall
4Scorching Ray
5Shatter
6Snowball Swarm
7Mind Whip
8Choose any spell from this table

Neonblood

Infused with the unnatural neon magic of Resonance, their souls and bodies glow with its telltale neon strips that run across their skin, just like their neon blood. Their movements leave neon trails and their light blinds their foes.

  • Ability Score Increase (replaces Ability Score Increase): +2 charisma or dexterity (according to the feral tiefling variant from the SCAG), and +1 to dexterity.
  • Neon Celerity (replaces Hellish Resistance): While wearing light or no armor, you gain a +1 to AC and +5 feet of movement.
  • Legacy of the Refraction (Replaces Infernal Legacy): You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast Chromatic Orb once as a 2nd-level spell. Once you reach 5th level, you can also cast the Zephyr Strike spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

Hexen

In the hidden corners of the universe live witches who make magical pacts with devils, who sell their children to their devilish lineages. These pacts produce the Hexen tieflings, touched by curses and malaises from their very birth.

  • Ability Score Increase (replaces Ability Score Increase): +2 charisma or dexterity (according to the feral tiefling variant from the SCAG), and +1 to wisdom.
  • Brewers Resistance (replaces Hellish Resistance): You gain resistance to poison damage.
  • Legacy of Hags (Replaces Infernal Legacy): You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast Hex once as a 2nd-level spell. Once you reach 5th level, you can also cast the Blinding/Deafening spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

Fate Touched

A select few make pacts with devils to not curse or obtain power, but to simply protect their future descendants, causing the Fate Touched to be born. Marked by their uncanny luck and ability to twist and question the very threads of fate.

  • Ability Score Increase (replaces Ability Score Increase): +2 charisma or dexterity (according to the feral tiefling variant from the SCAG), and +1 to wisdom.
  • Fates Fortitude (replaces Hellish Resistance): When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.
  • Fated Legacy (Replaces Infernal Legacy): You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast either Bane or Bless once as a 2nd-level spell. Once you reach 5th level, you can also cast Augury once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

Diluted Bloodline

A few tieflings have mixed so much with humans and other humanoids that the very magic that mutated their ancestors has diluted and almost completely disappeared from their veins. Their skin colors and sharp teeth have receded to almost human levels, but the slight horns still poke above their hair.

  • Ability Score Increase (replaces Ability Score Increase): +2 charisma or dexterity (according to the feral tiefling variant from the SCAG), and +1 to any stat of your choice.
  • Mortals Talent (replaces Hellish Resistance): You gain expertise in one skill you have proficiency in.
  • Diluted Legacy (Replaces Infernal Legacy): You gain proficiency in three skills of your choice.

Blessed

One of the rarest kinds of tieflings search for freedom from their fiendish roots, praying to deities to cleanse the hellish influence from themselves. The particularly devout can find what they are searching for, becoming blessed by their deity of choice.

  • Ability Score Increase (replaces Ability Score Increase): +2 charisma or dexterity (according to the feral tiefling variant from the SCAG), and +1 to wisdom.
  • Celestial Resistance (replaces Hellish Resistance): You gain resistance to radiant damage.
  • Blessed Legacy (Replaces Infernal Legacy): You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast Divine Favor once as a 2nd-level spell. Once you reach 5th level, you can also cast Prayer of Healing once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

Stygian

Stemming from a devil of ice and rage, stygian tieflings are marked by a more icy disposition than their hellish cousins. Their touch feels as cold as death itself.

  • Ability Score Increase (replaces Ability Score Increase): +2 charisma or dexterity (according to the feral tiefling variant from the SCAG), and +1 to constitution.
  • Stygian Resistance (replaces Hellish Resistance): You gain resistance to cold damage.
  • Stygian Legacy (Replaces Infernal Legacy): You know the Frostbite cantrip. Once you reach 3rd level, you can cast Ice Knife once as a 2nd-level spell. Once you reach 5th level, you can also cast Armor of Agathys once as a 2nd-level spell. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

Concubus

Born of a Concubus, these tieflings embody seduction in its purest form. Their words charm and beguile just as easily as they tear down.

  • Ability Score Increase (replaces Ability Score Increase): +2 charisma or dexterity (according to the feral tiefling variant from the SCAG), and +1 to dexterity.
  • Seductors Fortitude (replaces Hellish Resistance): You are immune to the charmed condition.
  • Legacy of Lust (Replaces Infernal Legacy): 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 either Enthrall or Suggestion once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

Springheel

Stemming from the legacy of a infamous demon who terrorized cities with their blazing speed and breath. Tieflings of this lineage often have glowing balls of flame for eyes.

  • Ability Score Increase (replaces Ability Score Increase): +2 charisma or dexterity (according to the feral tiefling variant from the SCAG), and +1 to dexterity.
  • Springheel Maneuverability (replaces Hellish Resistance): Your movement speed is increased to 35 feet. Additionally you can take the disengage action as a bonus action.
  • Legacy of Jack (Replaces Infernal Legacy): You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Jump on yourself once as a 2nd-level spell. Once you reach 5th level, you can also cast Dragons Breath on yourself once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

Oni Descent

Descendants of the ogre like Oni, these tieflings are marked by their strength and capability with weapons. Their rugged forms and tusks are reminiscent of the masks used to scare children in plays.

  • Ability Score Increase (replaces Ability Score Increase): +2 charisma or dexterity (according to the feral tiefling variant from the SCAG), and +1 to strength.
  • Oni Skin (replaces Hellish Resistance): You gain a +1 bonus to Armor Class.
  • Legacy of Kijin (Replaces Infernal Legacy): You know the Shillelagh cantrip. Once you reach 3rd level, you can cast Hellish Rebuke once as a 2nd-level spell. Once you reach 5th level, you can also cast Magic Weapon once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

Midnight

Born in the shadows of the world, these tieflings carry the quiet beauty of darkness within their melancholic hearts. Easily spotted by their darker colors and more gothic leanings, they find comfort within the very dark that made them.

  • Ability Score Increase (replaces Ability Score Increase): +2 charisma or dexterity (according to the feral tiefling variant from the SCAG), and +1 to wisdom.
  • Midnight Resistance (replaces Hellish Resistance): You have resistance to necrotic damage.
  • Legacy of the Night (Replaces Infernal Legacy): You know the Thaumaturgy Cantrip. Once you reach 3rd level, you can cast Hex once as a 2nd-level spell. Once you reach 5th level, you can also cast Darkness once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

Alchemists

An ancient alchemical ritual explains a way to channel hellish energies into stone, meant to create the most potent of acids needed in the formation of the Philosopher's Stone. However in some cases the ritual backfires, creating these abominations of acidic magics imbued.

  • Ability Score Increase (replaces Ability Score Increase): +2 charisma or dexterity (according to the feral tiefling variant from the SCAG), and +1 to constitution.
  • Alchemists Resistance (replaces Hellish Resistance): You have resistance to acid damage.
  • Legacy of the Alchemy (Replaces Infernal Legacy): You know the Acid Splash Cantrip. Once you reach 3rd level, you can cast Tashas Caustic Brew once as a 2nd-level spell. Once you reach 5th level, you can also cast Melf's Acid Arrow once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

Vileblood

Within the ancient swamps, there festers a bloodline of tieflings cursed with blood so vile it corrupts everything it touches. Despite this curse, they learn to live in harmony with the swamps and world around them, going where their corruption cannot harm. Often defined by their sickly appearance and antler-like horns, their skin either hides them in the swampy underbrush or warns others of their danger with bright colors.

  • Ability Score Increase (replaces Ability Score Increase): +2 charisma or dexterity (according to the feral tiefling variant from the SCAG), and +1 to wisdom.
  • Corruptive Retaliation (replaces Hellish Resistance): Whenever a creature within 5 feet of you deals damage to you with an attack (spell or weapon), it takes necrotic damage equal to your charisma modifier.
  • Legacy of the Vileblood (Replaces Infernal Legacy): You know the Druidcraft cantrip. Once you reach 3rd level, you can cast Ray of Sickness once as a 2nd-level spell. Once you reach 5th level, you can also cast Spider Climb once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

Moontouched

A child born beneath the light of the full moon is sometimes blessed with its celestial light, transforming into moon-touched tieflings, granted its mischievous shadows and revealing light to command. They are marked by their pale colors, circular horns and glowing white eyes that look like miniature versions of the full moon they were born beneath.

  • Ability Score Increase (replaces Ability Score Increase): +2 charisma or dexterity (according to the feral tiefling variant from the SCAG), and +1 to wisdom.
  • Celestial Resistance (replaces Hellish Resistance): You have resistance to Radiant damage.
  • Legacy of the Moon (Replaces Infernal Legacy): You know the Dancing Lights cantrip. Once you reach 3rd level, you can cast Silent Image once as a 2nd-level spell. Once you reach 5th level, you can also cast Moonbeam, which lasts its entire duration without requiring concentration, once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

Rai-Ketto

Some tieflings are born of mighty thunder beasts, carrying the terrifying power of lightning and thunder within them. Usually known for their more angled horns and appearance, sometimes even followed by a light smell of ozone while sparks rain from their horns.

  • Ability Score Increase (replaces Ability Score Increase): +2 charisma or dexterity (according to the feral tiefling variant from the SCAG), and +1 to wisdom.
  • Tempest Resistance (replaces Hellish Resistance): You have resistance to lightning damage.
  • Legacy of Raiju (Replaces Infernal Legacy): You know the Shocking Grasp cantrip. Once you reach 3rd level, you can cast Thunderwave once as a 2nd-level spell. Once you reach 5th level, you can also cast Dragon Breaths only choosing the lightning damage option, once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

Mirage Essence

Some make deals with the devils to become better liars, or even worse, to disappear from somewhere. The children of these unfortunates become Mirage Essences, marked by their natural affinity for illusions and tenuous connection to reality. Marked by their unique translucent bodies, which hold their skeletal insides on display for all, and wispy see through horns.

  • Ability Score Increase (replaces Ability Score Increase): +2 charisma or dexterity (according to the feral tiefling variant from the SCAG), and +1 wisdom.
  • Mirage Essence (replaces Hellish Resistance): When you are targeted by divination magic or perceived through a scrying sensor, you can choose to make a Charisma saving throw against a DC equal to double the level of the divination spell or effect. If you succeed, you cannot be targeted by that divination spell or perceived through that scrying sensor.
  • Hallucinatory Legacy (Replaces Infernal Legacy): You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast Disguise Self once. Once you reach 5th level, you can also cast the Nystul's Magic Aura spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

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Tiefling Subraces by echeladder (2024)

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