71

First up, the RAW. This is pretty simple: Divine Sense works on celestials, fiends, and undead. Player characters are all humanoids (see page 11 of the PHB), and the Tiefling traits do not say anything about making the character a fiend in any way. Next, we have the lore. In 3.5e, tieflings were the descendants of actual fiends, whereas in 5e, they are ...


57

Yes, a tiefling can have two human parents Borrowing from my question What's the difference between a Tiefling and a Cambion? From Xanathar's Guide to Everything, we have this table on page 62: Tiefling Parents d8      Parents 1-4      Both parents were humans, their infernal heritage dormant until you came along. 5-6      One parent was a tiefling and ...


36

While it may not be "game breaking", it is unbalancing enough that it is disallowed for Adventurers League play (same as the Aarakocra PC race, which also grants flight): All sidebars and optional rules in the Sword Coast Adventurer’s Guide are legal for D&D Adventurers League play with the exceptions noted below. The following rules options ...


33

Such a character can't cast augury, barring some kind of magic item or homebrew Augury is a 2nd-level spell. It is not a tiefling racial spell, as you noted, nor even a warlock spell. The Sword Coast Adventurer's Guide and Mordenkainen's Tome of Foes add a number of other tiefling variants with different racial spells - but none of them get augury as a ...


33

Jester's coloration is explained in the narrative. Critical Role Spoilers: Although Jester's mom is a (red-skinned) tiefling, her father is a This lends her the blue color, as well as the decidedly non-tiefling resistance to cold damage, instead of fire damage. Lillith is a bit less clear No mention (to my knowledge) is made of Lillith's coloration. It is ...


31

Yes, a tiefling's horns and tail could be removed No material specifies that they cannot, nor any mechanical effects or penalties for a tiefling that is mutilated in such a fashion. The nearest we get is that the DMG, on page 272, includes an optional rule about lingering injuries which has examples including severed limbs. For instance, losing an arm: ...


30

Here is what flight does: it makes the player character immune to certain types of monsters. For example if the party gets attacked by bears, or wolves, or lions, or tyrannosaurs, your tiefling variant can fly into the air and now the monsters can't hurt him. Usually this is not a huge problem, because the monsters can still hurt the rest of the party, so ...


30

The regenerate spell The most straightforward RAW way of getting missing bodyparts back is to have somebody cast regenerate on you. The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump. ...


29

The rules are quite clear (emphasis mine): Rage [...] If you are able to cast spells, you can't cast them or concentrate on them while raging. [...] & Infernal Legacy. [...] you can cast the hellish rebuke spell [...] So by the rules, you are not able to cast any spells independent on what kind of action and components they need as long as you are ...


28

Paladins in D&D 5e don't have to be of good alignment. Firstly, even in earlier editions of the game, a tiefling could be of any alignment, even lawful good, and become a paladin. In D&D 5e, it's even easier as there are no longer any alignment limits or racial restrictions on any character class. In particular, the Oath of Vengeance paladin (PHB ...


28

The tiefling was born that way According to the PHB, not all tieflings are red; quite the opposite, their skin might have "the full range of human coloration": Their skin tones cover the full range of human coloration, but also include various shades of red. 5e low-level magic can only change your appearance temporarily, so it would be easier for you ...


24

OK so let's be honest - these "Virtue Names" are basically like choosing Smurf names, and tieflings are way more emo than Smurfs. So listed "Virtues" include normal positive things we'd normally think of as virtues, but also things we wouldn't necessarily pick for a brainstormed list of virtues IRL, like torment, weary, creed, and despair. And, as you ...


24

Casting Hellish Rebuke when raging is not possible. If you are able to cast spells, you can't cast them or concentrate on them while raging. (Player's Handbook, page 48, under Rage) The casting time or source of the spell doesn't have an impact here - a raging barbarian simply can't cast spells at all.


24

They do not stack because the damage roll of Flames of Phlegethos is separate from any spell's damage roll The first bullet of Flames of Phlegethos states: When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice and use the new roll. And thus it can only apply to damage rolls of spells you cast. The other ...


24

Yes In general: You're the DM...the rules and setting details exist to enable you and your friends to have a good time playing the game together. If there are things that you don't like, you are free to change them. To this specifically, there are no mechanical features of the Tiefling tied to their tail--it's purely cosmetic. So there will be no change to ...


23

XGtE is optional It's important to remember that most of XGtE's content comprises optional rules, and this particular section on character generation is no exception. In fact, the opening on page 61 explicitly states: IDEAS, NOT RULES Even though these pages are full of tables and die rolls, they don’t make up a rules system — in fact, the opposite ...


22

It's always a tiefling offspring. The PHB, in the section on tieflings says (emphasis mine), Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children's children will always be held accountable. Based on that, I would say a tiefling/human pairing would result in a ...


21

There are no rules that prevent this. Furthermore, there's no in-fiction reason that would prevent a DM from having a world where this is possible. In most fictional worlds, as in the real one, one person is the product of many bloodlines: Public domain image (source). Click to enlarge. A Tiefling has at least one bloodline that is derived from an ...


21

By RAW, the Paladin's divine sense gives them the ability to sense celestial, fiend or undead beings (PHB 84, "Divine Sense"). Tieflings are not fiends - they don't have the "fiend" keyword, specifically - and thus are not able to be sensed by the Paladin's ability.


20

No, because tieflings and aasimars are humanoids. According to the basic rules, player races (such as tiefling or aasimar) are assumed to be humanoid. Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. Humanoid is a separate creature type than fiend or celestial. There are no creatures with multiple ...


20

Your friend is right, mostly I'm assuming a Zariel Tiefling. Casting shillelagh on your quarterstaff changes its damage die to 1d8 and allows you to use CHA for attack and damage. Casting searing smite at 2nd level means that the next melee weapon hit adds 2d6 fire damage (not 1d6 as in the question) to the initial hit, and the target takes 1d6 damage ...


18

In D&D lore, there are indeed tieflings of races other than human. The stats in the Player's Handbook represent human-tieflings, but this does not preclude the possibility that there are others. Ultimately, the tiefling's human-centered nature is a leftover from AD&D 2nd edition, which was considerably more human-centric than later versions of D&...


17

Almost human, with a variety of fiendish traits. Before D&D 4th edition, tieflings were simply the descendents of humans and evil extraplanar beings, such as demons or devils. 4e retconned them to be humans who had acquired devil-like features in a pact for power with Asmodeus. AD&D 2e When tieflings were introduced in AD&D 2nd edition, they were ...


17

Warlocks with fiend pacts are mortals,1 and therefore do not have any relevance to any fiendish hierarchy—in life, anyway. Fiend-pact warlocks are rather likely to find themselves on the Lower Planes after death, either because they actively enabled an evil entity to advance its aims on the material plane and thus are judged evil themselves, or because ...


16

The quoted sentence is not enough to imply that the the chance of manifesting the taint starts low, or that the chance of an individual getting it increases with latter generations. In fact, the chance of it manifesting can go down significantly over time and still make that sentence true. Let's look at an example. To simplify the math, let's imagine that: ...


15

It depends on your campaign The strength of any kind of damage depends on the campaign. While Sparksbet mentions the resistances from Monster Manual in this question - it matters a lot less than it seems. You are not using every monster in the Monster Manual. You are not even randomly picking monsters from the monster manual using an uniform distribution (I ...


14

Nope. Sources: Jeremy Crawford - Lead designer for the D&D 5e rule books. I wouldn't. A tiefling is a humanoid, not a fiend, and therefore escapes the notice of Divine Sense. #DnD https://t.co/JXoB4gK7iU — Jeremy Crawford (@JeremyECrawford) October 1, 2015


14

Yes Short answer: Cantrip's damage is affected by character level, no matter their origin. Not-too-long answer: Cantrips increase damage as you gain character levels, as the description of Vicious Mockery explains. Since Devil's Tongue doesn't give any extra rulings in this regard, it's safe to assume that the damage increases as you level. In fact, the ...


14

It depends on the campaign, for the "Is this balanced?" question. I will focus on that in my last section, comparing your race to similar other races. It's hard to say if features like Flight will be balanced without playtesting it. But, as can be seen in this question, the major problems dwell in early levels. While essentially granting a slower ...


13

The Spell save DC would include the proficiency bonus. Player Handbook (p.205) The DC to resist one of your spells equals 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers A special modifier would be a bonus from a magic item for example.


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