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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. It is free to VIP. It can be purchased as part of Masterminds of Sharn or in September 2019 from the DDO Store for
1,595 DP
.

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 effects them will splinter. 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
  • +2 racial bonus on Balance, Search, and Spot checks.
  • +2 bonus to Saves vs Spells.
  • +2 bonus to hit and damage against Lawful Outsiders and Good Outsiders.
  • Fear Immunity (does not actually grant immunity to fear or shaken conditions)

Deities[edit]

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]

Enhancements[edit]

Tiefling enhancements tree

Core abilities[edit]

Icon Bloodhunt I.png
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
AP Cost: 1 Level: 1 Progression: 0 No requirements
Icon Charisma.png
Charisma I: +1 Charisma
AP Cost: 2 Level: 1 Progression: 0 Requires: Character Level 4, Bloodhunt I
Icon Bloodhunt II.png
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
AP Cost: 1 Level: 1 Progression: 0 Requires: Character Level 7, Charisma I
Icon Charisma.png
Charisma II: +1 Charisma
AP Cost: 2 Level: 1 Progression: 0 Requires: Character Level 11, Bloodhunt II
Icon Bloodhunt III.png
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
AP Cost: 1 Level: 1 Progression: 0 Requires: Character Level 16, Charisma II

Tier One[edit]

Icon Hellish Rebuke.png
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 No requirements
Icon Infernal Nature.png
Infernal Nature: +1/2/3 Bluff, Spellcraft and Balance
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Icon Innate Protection.png
Innate Protection: +1/2/3 to Saves vs Spells
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Icon Wand and Scroll Mastery.png
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.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Icon Obscuring Darkness.png
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 No requirements

Tier Two[edit]

Requires 5 APs spent in tree

Icon Ferocious Rebuke.png
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
Icon Infernal Resistance I.png
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 No requirements
Icon Infernal Defense.png
Infernal Defense: +2/4/6 Magical Resistance Rating
AP Cost: 1 Ranks: 3 Progression: 5 No requirements
Icon Traditionalist Caster.png
Traditionalist Caster: +3/6/10 Universal Spell Power while weilding an Orb or Staff.
AP Cost: 1 Ranks: 3 Progression: 5 No requirements
Icon Lasting Darkness.png
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

Icon Scorch.png
Ash: 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. 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 No requirements
Icon Infernal Resistance.png
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
Icon Inceneration.png
Inceneration: +2% Spell Critical Chance with all spells, plus an additional 2% with Fire Spells
AP Cost: 1 Ranks: 1 Progression: 10 No requirements
Icon Student of Darkness.png
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

Icon Improved Scorch.png
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.
AP Cost: 1 Ranks: 1 Progression: 15 Requires: Ash
Icon Infernal Sovereign.png
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
Icon Incineration.png
Incineration: +2% Spell Critical Chance with all spells, plus an additional 2% with Fire Spells
AP Cost: 2 Ranks: 1 Progression: 15 Requires: Inceneration
Icon Servant of Darkness.png
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