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Tiefling

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Tiefling
Added Update 41
Setting Eberron
Starting Level
Availability
Type Free
Point Cost
Bundles
Favor
Note
Past Life feats
First +1 Spellcraft
Second +1 Charisma
Passive
Active

Tieflings have infernal ancestry that shows itself in their barbed tails and twisted horns.

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.

Racial Traits[edit]

  • +2 Charisma
  • 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]

Further information: Deity feats

Feats[edit]

Racial Feats[edit]

Racial past life feats[edit]

Enhancements[edit]

Tiefling enhancements tree

Core abilities[edit]

Bloodhunt: Imbue Toggle: 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
AP Cost: 1 Level: 1 Progression: 0 No requirements
Charisma I: +1 Charisma
AP Cost: 2 Level: 4 Progression: 1 Requires: Character Level 4, Bloodhunt
Improved Bloodhunt: Your Bloodhunt Imbue Toggle damage is increased to 1d6 Fire damage against enemies under 50% HP. This damage scales with 100% Spell Power. Passive: +10 Fire Spell Power
AP Cost: 1 Level: 7 Progression: 3 Requires: Character Level 7, Charisma I
Charisma II: +1 Charisma
AP Cost: 2 Level: 11 Progression: 4 Requires: Character Level 11, Improved Bloodhunt
Greater Bloodhunt: Your Bloodhunt Imbue Toggle is increased to 1d8 Fire damage against enemies under 25% HP. This damage scales with 100% Spell Power. Passive: +20 Fire Spell Power
AP Cost: 1 Level: 16 Progression: 6 Requires: Character Level 16, Charisma II

Tier One[edit]

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
AP Cost: 1 Ranks: 1 Progression: 1
Infernal Nature: +1/2/3 Bluff, Spellcraft and Balance
AP Cost: 1 Ranks: 3 Progression: 1
Innate Protection: +1/2/3 to Saves vs Spells
AP Cost: 1 Ranks: 3 Progression: 1
Wand and Scroll Mastery: +25/50/75% damage and healing of your wands, scrolls and other items that cast spells. Adds +1/3/6 to the save DCs of your offensive wands.
AP Cost: 1 Ranks: 3 Progression: 1
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
AP Cost: 2 Ranks: 1 Progression: 1

Tier Two[edit]

Requires 5 APs spent in tree

Ferocious Rebuke: While Hellish Rebuke is active, enemies that strike you have a chance to be tripped with no save.
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Hellish Rebuke
Infernal Resistance I: Tieflings are naturally immune to certain elements.
  • Infernal Resistance (Acid): You gain Acid Resistance equal to your Character Level.
  • Infernal Resistance (Cold): You gain Cold Resistance equal to your Character Level.
AP Cost: 2 Ranks: 1 Progression: 5
Arcane Defense: +2/4/6 Magical Resistance Rating
AP Cost: 1 Ranks: 3 Progression: 5
Traditionalist Caster: +3/6/10 Universal Spell Power while wielding an Orb or Staff.
AP Cost: 1 Ranks: 3 Progression: 5
Lasting Darkness: Enemies that enter your Obscuring Darkness have a chance to be blinded with no save.
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Obscuring Darkness

Tier Three[edit]

Requires 10 APs spent in tree

Scorch: You can cast the spell Scorch as a Spell Like Ability, with its Caster Level based on your Character Level. Subsequent ranks in this ability reduce the cooldown and Spell Point cost. A jet of roaring flame bursts from your outstretched hand, dealing 3 to 8 fire damage per caster level (up to a max of 30 to 80 damage at caster level 10) to targets in its path. A successful Reflex save Reduces the damage by half. Activation cost: 8/6/4 Spell Points. Cooldown: 20/15/10 seconds. Shares cooldown with Fire Savant's Scorch SLA.
AP Cost: 1 Ranks: 3 Progression: 10
Infernal Resistance II: Tieflings are naturally immune to certain elements. (Choose the other element)
  • Infernal Resistance (Acid): You gain Acid Resistance equal to your Character Level.
  • Infernal Resistance (Cold): You gain Cold Resistance equal to your Character Level.
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Infernal Resistance I
Incineration: +2% Fire Spell Critical Damage
AP Cost: 1 Ranks: 1 Progression: 10
Student of Darkness: While in Obscuring Darkness, you gain +3 Saving Throws, +3 Magical Resistance Rating and +15 Magical Resistance Cap.
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Lasting Darkness

Tier Four[edit]

Requires 15 APs spent in tree

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.
  • Note: The vulnerability lasts 20 seconds and the immunity stripping lasts 5 seconds.
AP Cost: 1 Ranks: 1 Progression: 15 Requires: Scorch (Rank 1)
Infernal Sovereign: Your Fire mastery conquers other elements.
  • Infernal Sovereign (Acid): You use your Fire Spell Power in place of your Acid Spell Power if it is higher, and vice versa.
  • Infernal Sovereign (Cold): You use your Fire Spell Power in place of your Cold Spell Power if it is higher, and vice versa.
  • Infernal Sovereign (Electric): You use your Fire Spell Power in place of your Electric Spell Power if it is higher, and vice versa.
AP Cost: 1 Ranks: 1 Progression: 15 Requires: Infernal Resistance II
Incineration: +3% Fire Spell Critical Damage
AP Cost: 2 Ranks: 1 Progression: 15 Requires: Incineration
Servant of Darkness: While in Obscuring Darkness, you gain +10/20/30 Universal Spell Power and +1/2/2 Evocation and Conjuration DCs
AP Cost: 1 Ranks: 3 Progression: 15 Requires: Student of Darkness

PnP information and traits[edit]

3.5 Edition SRD
  • Level Adjustment: +1
  • Ability Adjustments: +2 Dex, +2 Int, -2 Cha
  • Favored Class: Rogue
  • Skills: +2 racial bonus on Bluff and Hide
  • Resistance to cold 5, electricity 5, and fire 5
4th Edition Wiki
  • +2 Cha and either +2 Con or +2 Int
  • Resistance to fire damage
  • Skills: +2 Bluff, +2 Stealth
  • Bonus vs. hurt enemies; burn enemy that hits you
5th Edition SRD
  • Int +1, Charisma +2
  • Resistance to fire damage
  • Thaumaturgy, Hellish Rebuke, Darkness SLAs