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Tiefling
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Overview[edit]
Burn your foes with Infernal flames as a charismatic Tiefling! Tieflings are touched with the power of Infernals. They excel in a variety of roles, including Warlocks, Favored Souls, and Sorcerers, and start with a bonus to Charisma.
Tiefling player race was introduced in Update 41 Patch 4. Originally a premium race, Tiefling was made free in Update 53.
It has a unique appearance containing custom horns and fully animated tails. Their tails are animated to interact with cloaks without clipping through them, so you'll be able to enjoy the many options for customization without worrying about intersections. The position of the horns on the head, just like Dragonborn, exclude them from the appearance of many helmets that cover their face or brow.
The Tiefling race itself is heavily focused on spellcasting, and both the base race and the iconic revolve around playing with Darkness. While both the heroic Tiefling and the Iconic Tiefling Scoundrel can conjure darkness at will, as they specialize how their darkness affects them. Tieflings working together are able to use each other's darkness during fights.
Tieflings begin on the beach on Korthos as a level one character of any class you choose.
Racial Traits[edit]
- +2 Charisma
Racial Feats[edit]
- Fire resistance equal to character level.
- +2 racial bonus on Balance.
- +2 bonus to Saves vs Spells.
- +2 bonus to hit and damage against Lawful Outsiders and Good Outsiders.
- Fear Immunity
Deities[edit]
- Aureon (Quarterstaff): Follower of AureonYou follow Aureon, member of the Sovereign Host, and use his favored weapon. You are proficient with Quarterstaves and gain +1 to hit with them. → Child of AureonYou follow Aureon. You gain +2 to attack and damage rolls with Quarterstaves. → Aureon's InstructionYou are a devoted follower of Aureon, and your faith has been rewarded. Activate this ability to channel the power of Aureon's wisdom for 24 seconds plus 6 seconds per Religious Lore feat you have.
In this state, you gain +4 Wisdom, +3 to Spell Penetration, +2 to your effective level for Turn Undead, +4 to maximum Hit Dice affected when using Turn Undead, and +4 to the total Hit Dice affected by Turn Undead. → Beloved of AureonUnknown - Blood of Vol (Dagger): Follower of the Blood of VolYou follow the Blood of Vol. You are proficient with Daggers and gain +1 to hit with them. → Child of the Blood of VolYou follow the Blood of Vol. You gain +2 to attack and damage rolls with Daggers. → The Blood is The LifeYou are a devoted follower of the Blood of Vol, and your zeal has been rewarded. Activate this ability to draw upon the power within your own blood for 24 seconds plus 6 seconds per Religious Lore feat you have.
In this state, you gain +4 Constitution, 100% Fortification, +10 to Fortitude Saves, and PRR and MRR equal to the number of Religious Lore feats you have. While in this state and have a Dagger in your main hand, you also gain Vampirism, stacking with other sources of Vampirism. → Beloved of the Blood of VolYou follow the Blood of Vol. You have +3 to attack and damage rolls with daggers. - Olladra (Sickle): Follower of Olladra → Child of Olladra → Luck of Olladra → Beloved of Olladra
- Onatar (Warhammer): Follower of Onatar → Child of Onatar → Onatar's Forge → Beloved of Onatar
- Silver Flame (Longbow): Follower of the Silver Flame → Child of the Silver Flame → Silver Flame Exorcism → Beloved of the Silver Flame
- Sovereign Host (Longsword): Follower of the Sovereign Host → Child of the Sovereign Host → Unyielding Sovereignty → Beloved of the Sovereign Host
Feats[edit]
Racial Feats[edit]
- Feat: Infernal Ancestry: You gain Fire Resistance equal to your Character Level. You gain +2 to the Balance skill, as well as a +2 bonus to Saves vs Spells. You have a +2 bonus to hit and damage against Lawful Outsiders and Good Outsiders. You are Immune to Fear.
Racial past life feats[edit]
- +1 Spellcraft
- +1 Charisma
Enhancements[edit]
Core abilities[edit]
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Bloodhunt I: Your weapon attacks deal an additional 1d4 Fire damage to enemies under 75% HP. This damage scales with 100% Spell Power. Passive: +5 Fire Spell Power
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
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Charisma I: +1 Charisma
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AP Cost: 2 | Level: 1 | Progression: 1 | Requires: Character Level 4, Bloodhunt I | |
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Bloodhunt II: Your weapon attacks deal an additional 1d6 Fire damage to enemies under 50% HP. This damage scales with 100% Spell Power. Passive: +10 Fire Spell Power
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AP Cost: 1 | Level: 1 | Progression: 3 | Requires: Character Level 7, Charisma I | |
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Charisma II: +1 Charisma
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AP Cost: 2 | Level: 1 | Progression: 4 | Requires: Character Level 11, Bloodhunt II | |
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Bloodhunt III: Your weapon attacks deal an additional 1d8 Fire damage to enemies under 25% HP. This damage scales with 200% Spell Power. Passive: +20 Fire Spell Power
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AP Cost: 1 | Level: 1 | Progression: 6 | Requires: Character Level 16, Charisma II |
Tier One[edit]
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Hellish Rebuke: Enveloped in a cloak of infernal flame, you have a chance to deal fire damage to foes that strike you in melee range. Enemies have a chance to take 1d10 Fire Damage +1 per Character Level, max 30. This damage scales with Fire Spell Power. 5 Minutes + 1 Minute per character level duration.
Cooldown: 12 seconds
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AP Cost: 1 | Ranks: 1 | Progression: 1 | No requirements | |
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Infernal Nature: +1/2/3 Bluff, Spellcraft and Balance
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
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Innate Protection: +1/2/3 to Saves vs Spells
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
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Wand and Scroll Mastery: +25/50/75% damage and healing of your wands, scrolls and other items that cast spells. Adds +1/2/3 to the save DCs of your offensive wands.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
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Obscuring Darkness: You can channel your fiendish nature to manifest a zone of Obscuring Darkness at will. Foes inside the darkness suffer a 20% chance of missing any attack they make due to concealment. This does not apply to attacking misted targets from outside. Further Enhancements can modify how Obscuring Darkness can affect both you and your enemies. Lasts 30 seconds, Activation cost: 10 Spell Points. Cooldown: 30 Seconds
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AP Cost: 2 | Ranks: 1 | Progression: 1 | No requirements |
Tier Two[edit]
Requires 5 APs spent in tree
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Ferocious Rebuke: While Hellish Rebuke is active, enemies that strike you have a chance to be tripped with no save.
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AP Cost: 1 | Ranks: 1 | Progression: 5 | Requires: Hellish Rebuke | |
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Infernal Resistance I: Tieflings are naturally immune to certain elements.
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AP Cost: 2 | Ranks: 1 | Progression: 5 | No requirements | |
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Infernal Defense: +2/4/6 Magical Resistance Rating
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements | |
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Traditionalist Caster: +3/6/10 Universal Spell Power while wielding an Orb or Staff.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements | |
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Lasting Darkness: Enemies that enter your Obscuring Darkness have a chance to be blinded with no save.
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AP Cost: 1 | Ranks: 1 | Progression: 5 | Requires: Obscuring Darkness |
Tier Three[edit]
Requires 10 APs spent in tree
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AP Cost: 1 | Ranks: 3 | Progression: 10 | No requirements | |
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Infernal Resistance II: Tieflings are naturally immune to certain elements. (Choose the other element)
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AP Cost: 1 | Ranks: 1 | Progression: 10 | Requires: Infernal Resistance I | |
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Incineration: +2% Fire Spell Critical Damage
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AP Cost: 1 | Ranks: 1 | Progression: 10 | No requirements | |
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Student of Darkness: While in Obscuring Darkness, you gain +3 Saving Throws, +3 Magical Resistance Rating and +15 Magical Resistance Cap.
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AP Cost: 2 | Ranks: 1 | Progression: 10 | Requires: Lasting Darkness |
Tier Four[edit]
Requires 15 APs spent in tree
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Improved Scorch: Enemies affected by your Scorch spell increase Fire damage that they take by 5%. When cast on a creature that is immune to Fire, it makes them vulnerable to that element for a short period of time.
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AP Cost: 1 | Ranks: 1 | Progression: 15 | Requires: Ash | |
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Infernal Sovereign: Your Fire mastery conquers other elements.
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AP Cost: 1 | Ranks: 1 | Progression: 15 | Requires: Infernal Resistance II | |
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Incineration: +3% Fire Spell Critical Damage
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AP Cost: 2 | Ranks: 1 | Progression: 15 | Requires: Incineration | |
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Servant of Darkness: While in Obscuring Darkness, you gain +10/20/30 Universal Spell Power and +1/2/2 Evocation and Conjuration DCs
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AP Cost: 1 | Ranks: 3 | Progression: 15 | Requires: Student of Darkness |
PnP information and traits[edit]
3.5 Edition SRD |
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4th Edition Wiki |
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5th Edition SRD |
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