There are quite a number of official Adventurer's League races found in the lands of Faerun. The core races are all from the Player's Handbook and Dungeon Master's Guide, but since their release, Wizards of the Coast has released a wide variety via supplemental books and Unearthed Arcana releases. However only the races listed in official published materials are considered Adventurer's League compliant and include the following books:
  • Elemental Evil Player’s Companion
  • Sword Coast Adventurer’s Guide
  • Volo’s Guide to Monsters

Aarakocra Edit

Aarakocra are also known as birdfolk. They come from the Elemental Plane of Air and tend to evoke fear and wonder from those who meet them (EE p5).

  • Ability Score Increase: Dexterity +2 and Wisdom +1.
  • Size: Medium
  • Walking Speed: 25 feet
  • Flying Speed: 50 feet, but you cannot be wearing medium or heavy armor.
  • Talons: Proficiency in unarmed strikes for 1d4 slashing damage.
  • Language: Common, Aarakocra, and Auran.


Aasimar are humanoids with an angelic spark in their souls, which grants them supernatural power. They come in 3 variants and they must be part of one of Faurun's factions to be Adventurer's League compliant (VGM p104).

  • Ability Scores: Charisma +2
  • Size: Medium
  • Speed: 30ft.
  • Darkvision: 60 feet
  • Celestial Resistance: Necrotic and radiant damage.
  • Healing Hands: As an action, you can touch a creature and heal a number of hit points equal to your level, once per long rest.
  • Light Bearer: You know the light cantrip. Use charisma if someone tries to dispel it.
  • Languages: Common and Celestial.
  • Factions: In order to play any Aasimar, you MUST be a member of The Harpers, Order of the Gauntlet, or the Lord’s Alliance (VGM: AL Ref).

Protector Aasimar Edit

Protector Aasimar are good and guard the weak from the evil of the world.

  • Ability Scores: Wisdom +1
  • Radiant Soul: Starting at 3rd level, you can unleash the divine energy as an action. When you do so, your eyes glimmer and two luminous, ghost-like wings emerge from your back and you gain a flying speed of 30 feet. The transformation lasts for 1 min, and once on each of your turns you can deal extra radiant damage equal to your level, whenever you damage a creature with an attack or spell. You can cancel Radiant Soul with a bonus action, and cannot use it again until you take a long rest.

Scourge Aasimar Edit

Scourge Aasimar are imbued with an all-consuming powerful desire to destroy evil and wear masks to hide their unquenchable thirst.

  • Ability Scores: Constitution +1
  • Radiant Consumption: Starting at 3rd level, you can unleash your divine energy as an action. When you do so, searing light pours out your eyes and mouth for 1 min. During this time, you shed bright light for 10 feet, dim light for another 10 feet. At the end of each your turns, you and all creatures within 10 feet take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to a single creature equal to your level. You can cancel Radiant Consumption as a bonus action and must finish a long rest before you can use this ability again.

Fallen Aasimar Edit

An aasimar who was touched by dark powers as a youth or who turns to evil in early adulthood can become one of the fallen-a group of aasimar whose inner light has been replaced by shadow.

  • Ability Scores: Strength +1
  • Necrotic Shroud: Starting at 3rd level, you can unleash your divine energy as an action, causing your eyes to turn into pools of darkness and two skeletal, ghost-like, flightless wings sprout from your back. The instant you transform, all other creatures within 10 feet that can see you become frightened until the end of your next turn if they fail a Charisma saving throw (DC 8 + your prof bonus + Charisma modifier). The transformation lasts for 1 min, and once on each of your turns you can deal extra necrotic damage equal to your level, whenever you damage a creature with an attack or spell. You can cancel Necrotic Shroud with a bonus action, and cannot use it again until you take a long rest.

Dragonborn Edit

Essentially, they are their 4e counterparts with vaguer backgrounds, they are still pretty close to what they were (D&D 5th Ed).

  • Ability Scores: Strength +2, Charisma +1
  • Size: Medium
  • Speed: 30ft.

Draconic Ancestry Edit

You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table below.

Dragon Damage Type Breath Weapon
Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Fire 5 by 30 ft. line (Dex. save)
Bronze Lightning 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Con. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Con. save)
White Cold 15 ft. cone (Con. save)
  • Breath Weapon: You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. Each creature must make a saving throw with a DC equal to 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or Long Rest.
  • Damage Resistance: You have Resistance to the damage type associated with your draconic ancestry.
  • Languages: You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The Language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

Dwarf Edit

Dwarves are short, stout, grumpy and loyal. They love digging, they're tough as nails, and they love to fight (D&D 5th Ed).

  • Ability Score Increase: +2 Constitution
  • Size: Medium
  • Speed: 25ft. It's not reduced by heavy armor.
  • Darkvision: 60 ft.
  • Dwarven Resilience: Advantage on saves vs poison, and resistance to poison damage.
  • Dwarven Combat Training: Proficiency with the battleaxe, handaxe, light hammer, and warhammer.
  • Tool Proficiency: Pick one proficiency from smith's tools, brewer's supplies, or mason's tools.
  • Stonecunning: When determining the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
  • Languages: Common and Dwarvish.

Duergar Dwarves Edit

Also known as Gray Dwarves, the Duergar come from the Underdark. They were introduced the 5th edition in the Sword Coast Adventurer's Guide.

  • Ability Score Increase: Strength +1
  • Superior Darkvision: 120ft.
  • Duergar Resilience: Advantage on saves vs illusions, charm, and paralyzation.
  • Languages: Common, Dwarvish, and Undercommon.
  • Duergar Magic: At 3rd level, you can cast the Enlarge on yourself once per long rest. At 5th level, you can cast Invisibility once per long rest. You need no material components and you can't cast either of them in direct sunlight, though sunlight has no effect once they're cast.
  • Sunlight Sensitivity: Disadvantage on attack rolls and Perception (sight) checks when you or your target is in direct sunlight.

Hill Dwarves Edit

Also known as Gold Dwarves, these hearty beings are known for their keen senses, deep intuition, and remarkable resilience.

  • Ability Score Increase: Wisdom +1
  • Dwarven Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Mountain Dwarves Edit

Also know as Shield Dwarves, these slightly taller cousins are strong and hardy, accustomed to rugged terrain.

  • Ability Score Increase: Strength +2.
  • Dwarven Armor Training: Proficiency with light and medium armor.

Elf Edit

Elves are still pretty standard in 5th edition; graceful, eerie, and beautiful. They get a bonus to Dexterity, have keen senses, are resistant to charms, are immune to sleep, and they go into a trance for a few hours instead of sleeping (D&D 5th Ed).

  • Ability Score Increase: Dexterity +2
  • Size: Medium
  • Speed: 30 feet
  • Darkvision: 60 feet
  • Keen Senses: Proficiency in the Perception skill.
  • Fey Ancestry: Advantage on saves vs magical charms and you can't be put to sleep with magic.
  • Trance: Can meditate for 4 hours a day instead of sleeping for 8 hours.
  • Languages: Common and Elvish.

Eladrin Elves Edit

Eladrin come from the twilight realm of the Feywild. They're very familiar with the mysteries of the arcane and have strong ties to nature (DMG 286).

  • Ability Score Increase: Intelligence +1
  • Elf Weapon Training: Proficiency in longsword, shortsword, shortbow, and longbow.
  • Fey Step: Once per short or long rest you can cast Misty Step.

High Elves Edit

High elves are reclusive, have a keen mind, know the basics of magic, and often believe they are superior to all other humanoid races. 

  • Ability Score Increase: Intelligence +1
  • Bonus Language: One extra language of your choice.
  • Elf Weapon Training: Proficiency in longsword, shortsword, shortbow, and longbow.
  • Cantrip: Gain one Wizard cantrip of your choice using Intelligence for it.

Wood Elves Edit

Wood elves have a keen sense of intuition, move quickly on their feet, and are naturally stealthy when in nature. 

  • Ability Score Increase: Wisdom +1
  • Elf Weapon Training: Proficiency in longsword, shortsword, shortbow, and longbow.
  • Fleet of Foot: Speed 35 feet
  • Mask of the Wild: You can try to hide when lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Drow Elves Edit

Banished from the surface world, Drow Elves mostly reside in the depths of the Underdark.

  • Ability Score Increase: Charisma +1
  • Drow Weapon Training: Proficiency in rapiers, shortswords, and hand crossbows.
  • Superior Darkvision: 120 feet
  • Sunlight Sensitivity: Disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
  • Drow Magic: At 1st level, you gain the Dancing Lights cantrip, at 3rd level you can cast Faerie Fire once per day, and at 5th level you can cast Darkness once per day. Charisma is your spellcasting ability.

Firbolg Edit

Firbolg tribes cloister in remote forest strongholds, preferring to spend their days in quiet harmony with the woods. When provoked, firbolgs demonstrate formidable skills with weapons and druidic magic (VGM p105).

  • Ability Scores: Str +1, Wis +2
  • Size: Medium
  • Speed: 30 feet
  • Firbolg Magic: Once per short or long rest you can cast both the Detect Magic and Disguise Self spells using Wisdom as your spellcasting ability. This version of Disguise Self lets you appear up to 3 feet shorter, thus allowing you to blend in with humans and elves.
  • Hidden Step: Once per short or long rest, you can magically turn Invisible until the start of your next turn as a bonus action. The ability ends early if you attack, deal any damage, or force anyone to make a saving throw.
  • Powerful Build: When determining your carry, push, drag, or lift capacity, you count as one size larger.
  • Speech of Beast and Leaf: You can communicate with beasts and plants. You also have advantage on Charisma checks to influence them. These creatures can understand the meaning of your words, even though you cannot understand them in return.
  • Languages: Common, Elvish, and Giant.
  • Factions: In order to play any Firbolg, you MUST be a member of The Harpers or The Emerald Enclave (VGM: AL Ref).

Genasi Edit

Sometimes the other planes manifest themselves into beings during birth, infusing their blood with their power. The Genasi are one such people, the offspring of genies and mortals.
  • Ability Score Increase: Constitution +2
  • Size: Medium
  • Speed: 30 feet
  • Languages; Common and Primordial.

Air Genasi Edit

Air Genasi are descended from the djinn. Their moods are as changeable as the weather, shifting from calm to wildly violent with little warning. Fortunately those moods don't last very long.

  • Ability Score Increase: Dexterity +1
  • Unending Breath: You can hold your breath indefinitely while you're not incapacitated.
  • Mingle with the Wind: You can cast Levitate once per long rest requiring no material components. Constitution is your spellcasting ability for it.

Earth Genasi Edit

Though not necessarily evil, the Earth Genasi are descended from the cruel and greedy Dao. They all have some minor control over earth, displaying superior strength and solid power. They like to avoid rash decisions, and often pause to consider all their options.

  • Ability Score Increase: Strength +1
  • Earth Walk: You can move across difficult terrain made of earth or stone without expending extra movement.
  • Merge with Stone: Once per long rest, you can cast Pass Without Trace, requiring no material components. Constitution is your spellcasting ability for this spell.

Fire Genasi Edit

Fire genasi inherit the volatile moods and keen minds of their Efreet bloodline. They're impatient, make snap judgments and revel in their distinctive appearances.

  • Ability Score Increase: Intelligence +1
  • Darkvision: 60 feet and everything you see in darkness is in a shade of red due to your ties to the Elemental Plane of Fire.
  • Fire Resistance: You take 1/2 damage from fire.
  • Reach to the Blaze: You know the Produce Flame cantrip. Beginning at 3rd level, you also can also cast Burning Hands at 1st level of power, once per long rest. Constitution is your spellcasting ability for these spells.

Water Genasi Edit

The lapping of waves, the spray of sea foam on the wind, the ocean depths—all of these things call to your heart. You wander freely and take pride in your independence, though others might consider you selfish.

  • Ability Score Increase: Wisdom +1
  • Acid Resistance: You take 1/2 damage from acid.
  • Amphibious: You can breathe air and water.
  • Swim: Your swimming speed is 30 feet.
  • Call to the Wave: You know the Shape Water cantrip. Beginning at 3rd level, you can also cast the Create or Destroy Water spell at 2nd-level of power, once per long rest. Constitution is your spellcasting ability for these spells.

Gnome Edit

Crazy, hyper-energetic and insatiably curious, gnomes are a wonderfully chaotic addition to any party. Gnomes don’t look like a threat and can quickly disarm suspicion with good humor. The common folk are often curious about gnomes, likely never having seen one before, but they are rarely hostile or fearful (D&D 5th Ed).
  • Ability Score Increase: Intelligence +2
  • Size: Small
  • Speed: 25 feet.
  • Darkvision: 60 feet
  • Gnome Cunning: Advantage on all Intelligence, Wisdom , and Charisma saving throws against magic.
  • Languages: Common and Gnomish.

Forest Gnomes Edit

Forest Gnomes are rare and secretive nature-folk. They have a natural knack for illusion and are both quick and stealthy. With Dragonlance supported, but the Kender "hi" race missing after playtest, Forest Gnomes seem to hold up as a decent Kender replacement.

  • Ability Score Increase: Dexterity +1
  • Natural Illusionist: You know the Minor Illusion cantrip. Intelligence is your spellcasting ability for it.
  • Speak with Small Beasts: Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.

Rock Gnomes Edit

Rock Gnomes have a natural inventiveness and hardiness beyond that of other Gnomes. They are the iconic tinker gnomes, being more adept at puzzling out magic items, alchemical objects, and technological devices.

  • Ability Score Increase: Constitution +1
  • Artificer's Lore: Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus.
  • Tinker: Proficiency with Tinker's Tools. You can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:
    • Clockwork Toy: This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
    • Fire Starter: The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
    • Music Box: When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.

Deep Gnomes Edit

Also known as Svirfneblin, Deep Gnomes come from the Underdark. They are dour and serious compared to the cheerful and generally optimistic rock gnomes and forest gnomes (SCAG p115).

  • Ability Score Increase: Dexterity +1
  • Superior Darkvision: 120 feet
  • Stone Camouflage: Advantage on Stealth checks to hide in rocky terrain.
  • Additional Languages: Undercommon
  • Svirfneblin Magic: Although they don't begin with it, Deep Gnomes gain access to the Svirfneblin Magic feat which allows them to cast Nondetection on yourself at will, and once per long rest you can cast Blindness/Deafness, Blur, and Disguise Self. Intelligence is your spellcasting ability for these spells.

Goliath Edit

Goliath barbarian
The reclusive Goliaths live on the highest mountain peaks, where the air is thin and the wind howls regularly. They are a hearty race of warriors who look as if they're carved from mountain and stone.
  • Ability Score Improvements: Strength +2 and Constitution +1
  • Size: Medium
  • Speed: 30 feet
  • Natural Athlete: Proficiency in the Athletics skill.
  • Stone's Endurance: Once per short or long rest, you can use your reaction to reduce damage taken by 1d12 + your Constitution bonus.
  • Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • Mountain Born: You're acclimated to extremely high altitude and naturally adapted to cold climates as described in chapter 5 of the Dungeon Master's Guide. In short you will not accrue levels of exhaustion caused by cold climates.
  • Languages: Common and Giant

Half-Elf Edit

Walking in two worlds but truly belonging to neither, Half-Elves combine the best qualities of their Elf and Human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the Elves (D&D 5th Ed).

The Sword Coast Adventurer's Guide includes rules for half-elf racial variants, allowing them to have sub-races like several other races. Basically, they can trade out their bonus skill proficiencies for the other Elf races' bonuses.

  • Ability Score Improvements: Cha +2, Choose any two +1
Half-elf PHB5e
  • Size: Medium
  • Speed: 30 feet
  • Darkvision: 60 feet
  • Fey Ancestry: Advantage on saves vs charms and magic can't put you to sleep.
  • Skill Versatility: Proficiency in two skills of your choice.
  • Languages: Common, Elvish, and one extra language of your choice.

Half-Elf Variants Edit

Some Half-Elves in Faeron have a racial trait in place of the Skill Versatility. You can instead take the Elf trait Keen Senses or a trait based on your elf parentage. With all that said, a good DM should recommend replacing one skill proficiency with Keen Senses, or one of the following:

  • Half Wood Elf: choose the wood elf's Elf Weapon Training, Fleet of Foot, or Mask of the Wild.
  • Half Moon or Sun Elf: choose Elf Weapon Training or a Wizard Cantrip.
  • Half Drow Elf: choose the Drow Elf's Drow Magic.
  • Half Aquatic Elf: choose swimming speed of 30 feet.

Half-Orc Edit

Big scary bruisers, are harder to kill than other races, and deal much nastier criticals with melee weapons. This effectively makes them the best barbarians in the game, and gives barbarian-like abilities to any other classes. New design eliminates the culturally awkward standard of male orcs forcing themselves on human women, to the point of actually raising the idea that the race could be used for playing a Half-Dwarf, Half-Orc (D&D 5th Ed).

  • Ability Scores: Strength +2 and Constitution +1
Half-orc PHB5e
  • Size: Medium
  • Speed: 30 feet
  • Darkvision: 60 feet
  • Menacing: Proficiency in the Intimidation skill.
  • Relentless Endurance: Once per long rest, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.
  • Savage Attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
  • Languages: Common and Orc.

Halfling Edit

Halfling thief by sirtiefling-d7lyrie

Small, cheerful, practical creatures, halflings try to make friends with anybody. They usually don't have any greater goal beyond a simple, pleasant life. They're resistant to fear effects and they can move through spaces occupied by other creatures with ease (D&D 5th Ed).

  • Ability Score Improvement: Dexterity +2
  • Size: Small
  • Speed: 25 feet
  • Lucky: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
  • Brave: You have advantage on saving throws against being frightened.
  • Language: Common and Halfling.

Ghostwise Halflings Edit

Ghostwise halflings are the rarest of the hin, found only in the Chondalwood and a few other isolated forests, clustered in tight-knit clans (SCAG).

  • Ability Score Increase: Wisdom +1.
  • Silent Speech: You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.

Lightfoot Halflings Edit

Lightfoots are more prone to wanderlust. They get along well with others, which is a great thing because they can also use other people as cover, easily hiding behind them in combat.

  • Ability Score Increase: Charisma +1.
  • Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Stout Halflings Edit

Stout Halflings are hardier than average and have some resistance to poison. Some say that stouts have dwarven blood.

  • Ability Score Increase: Constitution +1.
  • Stout Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.

Kender Edit

The D&D playtest release featured the infamous Kender of Dragonlance as yet another halfling subrace. However, it failed to make it into the official book, perhaps because kender have never really differed that much from regular halflings beyond resistance/immunity to fear, a "taunt" ability, and sometimes mechanical enforcement of their "entire race of sickeningly cutesy Chaotic Stupid Rogues" fluff. Below is what was in the final release in the playtest materials (D&D Next Playtest).

Kender are a small race similar to halflings. Known to exist only on the world of Krynn—the DRAGONLANCE setting—Kender are utterly fearless, insatiably curious, and unstoppably mobile and independent. They pick up anything that is not nailed down, and Kender with claw hammers will get those things as well. Traits As a Kender, the following racial traits replace all Halfling traits.

  • Ability Score Adjustment: Dexterity +1 and Charisma +1. Because all races in the final release got +2 to one Ability Score, your DM may allow you to increase your Charisma or Dexterity by +1 more.
  • Size: Small.
  • Speed: 25 feet.
  • Fearless: You cannot be frightened.
  • Taunt: You have an uncanny insight into the motivations and characteristics of other races, and you can use this insight to infuriate them. As an action, you can unleash a verbal barrage of sarcasm, insults, and crude comments against a creature that can understand you. Make a Performance check vs the target’s Insight check. If you win the contest, the target must use its next action to attack only you at Disadvantage. If you are out of range, it must charge at you. If the target wins the contest, it is immune to your Taunt for 24 hours (being this ability uses your whole action, check to see if your DM will make it a bonus action).
  • Kender Pockets: Kender constantly pick things up, pockets em, and then forgets them. If you need of a piece of non-magical equipment, you can spend 1 min searching, and then roll 1d4. If you roll a 4, you find the item in your pocket, pack, or pouch. If you roll anything else, you don’t have such an item on you, and you can’t search again for the same item until you’ve spent at least one day in a town or city.
  • Languages: You can speak, read, and write Common and Kenderspeak (a language unique to the DRAGONLANCE setting. If you are playing a kender in a different setting, give them the Halfling language or check with your DM).
  • Hoopak: You have proficiency in the Hoopak Staff, which does 1d6 melee or ranged damage (sling stones). It is considered a finesse weapon in your hands only and has a range of 30/120.

Human Edit


Humans are the versatile race once again. Just as readily as they mix with each other, humans mingle with members of other races. They get along with almost everyone, though they might not be close to many. Humans serve as ambassadors, diplomats, magistrates, merchants, and functionaries of all kinds (D&D 5th Ed).

  • Ability Score Increase: All ability scores increase by +1
  • Size: Medium
  • Speed: 30 feet.
  • Languages: Common and one extra language of your choice.

Variant Humans Edit

  • Ability Score Increase: Two different ability scores of your choice increase by +1.
  • Size: Medium
  • Speed: 30 feet.
  • Skills: You gain proficiency in one skill of your choice.
  • Feat: You gain one feat of your choice.
  • Languages: Common and one extra language of your choice.

Tiefling Edit


Following in the footsteps of 4e, with a unified (if still very variable) appearance and a tiefling racial backlore as "descendants of a cursed empire" rather than "spawn of a human and a fiend". Tieflings are derived from human bloodlines and they still look semi-human. However, their infernal heritage has left a clear imprint on their appearance (D&D 5th Ed).

  • Ability Score Increase: Intelligence +1 and Charisma +2
  • Size: Medium
  • Speed: 30 feet
  • Darkvision: 60 feet
  • Hellish Resistance: Resistance to fire damage.
  • Infernal Legacy: You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Hellish Rebuke spell as a 2nd-level spell, once per long rest. Once you reach 5th level, you can also cast the Darkness spell, once per long rest. Charisma is your spellcasting ability for these spells.
  • Languages: Common and Infernal.

Tiefling Variants Edit

Like half-elves, they got upgraded with subrace options in the Sword Coast Adventurer's Guide. Specifically, aside from an official list of alternate physical traits, they get alternate ability score modifier options. Since not all tieflings are of the blood of Asmodeus, some have traits that differ from those in the Player's Handbook. The Dungeon Master may permit the following variants for your tiefling character, although Devil's Tongue, Hellfire, and Winged are mutually exclusive.

  • Appearance: Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose 1d4+1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goat-like legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.
  • Feral: Intelligence +1 and Dexterity +2. This trait replaces the Ability Score Increase trait.
  • Devil's Tongue: You know the Vicious Mockery cantrip. When you reach 3rd level, you can cast the Charm Person spell as a 2nd-level spell once with this trait. When you reach 5th level, you can cast the Enthrall spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them. This trait replaces the Infernal Legacy trait.
  • Hellfire: Once you reach 3rd level, you can cast the burning hands spell once per day as a 2nd-level spell. This trait replaces the hellish rebuke spell of the Infernal Legacy trait.
  • Winged: You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet. This trait replaces the Infernal Legacy trait.

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