Tiefling Wizards stand at the crossroads of two worlds. On the one hand, they embrace their heritage, wielding dark magic that crackles with energy and draws power from the fiery realms beyond.
Their curious nature drives them to explore the depths of arcane knowledge, seeking wisdom and weaving spells that astound even the most seasoned enchanters.
A Tiefling Wizard’s spells are like a symphony of enchantments – a magical melody that echoes through the realms.
With a flick of their fingers and an incantation on their lips, they summon flames that dance in intricate patterns, conjure illusions that bewilder the mind, and wield the elements with unruly finesse.
But beware, dear wanderer, for a Tiefling Wizard is not to be underestimated. Their sharp wit and silver tongue can outmatch any bard’s serenade, and their magical prowess can turn the tide of battle in a heartbeat.
Creating a Tiefling Wizard
Tieflings are greeted with stares and whispers, suffering violence and horrific insults wherever they go, seeing fear and mistrust in every eye that passes them – this is something all Tieflings go through.
The hate others feel for Tieflings is because of the pact struck many generations ago, infusing them with the essence of Asmodeus, the overlord of the Nine Hells and all evil that serves under him.
Their appearance cannot be helped, only resulting because of an ancient sin long past. All their descendants will bear this appearance and be held accountable for as long as their race lives.
|Skin||Human pigments, red, dark blue (skin can also be furry, leathery, or scaly)|
|Hair (Including their Beard)||Long and dark, in colors of black, brown, red, blue, or purple|
|Horns||Large with various types: curlings horns (like a ram), straight and tall (like a gazelle), and spirals (like an antelope).|
|Tail||Thick tails reaching four to five feet in length|
|Eyes||Solid colors of black, red, white, silver, or gold with no pupil and often glowing|
|Mouth||Canine teeth, fangs, and forked tongue|
Note: These features can be slightly changed or modified if some variations don’t fit your character.
The subraces of Tieflings are broken up into different bloodlines and then divided once again as not all of them have the blood of Asmodeus – introducing Tiefling Variants and the Abyssal Tiefling.
Bloodline of Asmodeus – Tieflings of Asmodeus command the powers of darkness and fire and have increased intellect.
Bloodline of Baalzebul – Tieflings of Baalzebul excel at corrupting others both physically and psychically.
Bloodline of Dispater – Tieflings of Dispater are expert spies and infiltrators, mainly because of their place in the city of Dis, occupying Hell’s second layer.
Bloodline of Fierna – Tieflings of Fierna are master manipulators, as they possess forceful personalities.
Bloodline of Glasya – Tieflings of Glasya transform her subjects into criminal masterminds, providing them with magic to commit heists.
Bloodline of Levistus – Tieflings of Levistus offer their friends “bargains,” protecting them from certain doom.
Bloodline of Mammon – Tieflings of Mammon have his love for coins, knowing ways to gather as well as safeguard hordes of valuables.
Bloodline of Mephistopheles – Tieflings of Mephistopheles obtain unmatched arcane magic if they beg Mephistopheles for it.
Bloodline of Zariel – Tieflings of Zariel are physically superior to other Tieflings and have magical abilities that bolster them in battle.
Tiefling Variants – Not all Tieflings have the blood of Asmodeus others are different traits providing them with spells, increased attributes, and physical differences.
Note: Mutually exclusive traits are Devil’s Tongue, Hellfire and Winged.
Abyssal Tiefling (UA) – Abyssal Tieflings trace their bloodlines to the demons who dwell in the Abyss, possessing magical abilities unique to their demonic ancestors.
Wizard Class Features
|Hit Dice||1d6 per Wizard level|
|HP at level 1||6 + Constitution modifier|
|HP at Higher levels||1d6 (or 4) Constitution modifier per Wizard level after level 1|
|Weapons||Daggers, Darts, Slings, Quarterstaffs, Light crossbows|
|Saving Throws||Intelligence, Wisdom|
|Skills||Choose two – Arcana, History, Insight, Investigation, Medicine, and Religion|
Wizard Arcane Traditions
Upon reaching level 2 as a Wizard, you can choose between 13 different Arcane Traditions you can adopt, each shaping your practice of magic through one of the schools.
Abjuration – Wizards who adopt the School of Abjuration will have their magic emphasize banishes, blocks, and protects.
Detractors have controversial takes on this tradition, stating that it focuses on negative negation rather than positive assertion.
Most spellcasters understand this to be a lie, mere verbal debauchery to please the hearts of the lazy and undisciplined.
Bladesinging – Adopting the Bladesinging tradition incorporates a dance of swords into your wizardry and was originally created by Elves.
A bladesinger is taught to use elegant maneuvers to protect himself from attacks, allowing him to channel magic into cunning defense or devastating attacks.
Those who have observed bladesingers at work recall the display as one of the most beautiful experiences in their life.
Chronurgy – Wizards who adopt Chronurgy magic focus on time manipulation, altering reality to their liking.
Chronurgy Wizards use increasing anticipatory dunamis energy to bend the flow of time, granting their allies an advantage in mere milliseconds.
Conjuration – Wizards following the School of Conjuration focus on spells that produce creatures, effects, and objects out of nowhere.
They can summon growing clouds of damaging fog or summon creatures from a different realm to assist their allies. Masters of Conjuration can even teleport themselves to other planes of existence instantaneously.
Divination – Wizards adopting the School of Divination strive to uncover the veils of consciousness, time, and space. These Wizards master spells that provide them with enlightenment, foresight, remote viewing, and supernatural knowledge.
Divination Wizards are often hired by commoners and even royals, as many people seek a clearer understanding of their past, present, and future.
Enchantment – Wizards belonging to the School of Enchantment aim to master magic that charms and entrances people and monsters.
These enchanters are contrasted with becoming peacemakers who beguile violent creatures to put down their arms or tyrants who bind the unwilling to serve them for eternity. Most enchanters will fall somewhere in between.
Evocation – Adopting the School of Evocation allows a Wizard to study magic that creates powerful elemental effects like burning acid, bitter cold, cracking lightning, rolling thunder, and searing flame.
Evokers can find employment in military forces where they serve as magical artillery to blast enemies from far away. Others use their evocations to protect the weakest of society, and some even become adventurers, tyrants, or bandits.
Graviturgy – Graviturgy Wizards aim to understand and learn spells that drive bodies of matter apart and draw them together, learning to manipulate and bend gravity’s violent energy to their benefit or the destruction of their enemies.
Illusion – Wizards belonging to the School of Illusion focus their studies on magic that confuses the mind, confuses the senses, and tricks even the most brilliant minds.
Their magic is subtle, but these keen illusions can make even the most absurd things seem real.
There are even illusionists – like gnome wizards – who are clever tricksters and entertainers. Unfortunately, others misuse their power to become masters of deception. Frightening and fooling those who cannot see through their sham.
Necromancy – Necromancy Wizards explore the cosmic forces of death, life, and undeath, learning to manipulate the energies that animate all living things.
Those who progress in this tradition learn to sap the life force from creatures, destroying their bodies and using their life essence as magical power.
Necromancers aren’t necessarily evil. However, many of their practices are considered taboo by certain societies.
Order of Scribes – Wizards belonging to the Order of Scribes are the very essence of Wizardry, primarily focused on recording magical discoveries for all Wizards to use and even magically altering their book and turning it into a trusted companion.
The Order of Scribes is described as the most literary tradition, even among Wizards who are known for studying magic intensively and never stopping, even after becoming masters. Most Wizards don’t even travel without having their books or scrolls handy.
Transmutation – Transmutation Wizards use spells that modify matter and energy, delighting in being an agent of change. Their spells allow them to alter both mental qualities and physical forms.
Transmuters are sometimes prankers or tinkerers who turn people into toads or transform copper into silver, while others take studying very seriously, wanting the power to create and destroy worlds.
War Magic – Wizards who embrace War Magic use the principles of abjuration and evocation, which teaches them how to empower their spells and bolster their defense.
Those who follow this tradition are called War Mages, and they use their magic to deal devastating blows and block any counterattacks with their increased defenses.
War Mages usually work with Evokers and Abjurers, often being teased by Evokers because of their split attention.
Combining Class With Race
Determining Your Subclass
Choosing your ideal subclass is subjective, but if your objective is optimization, try understanding what your character wants to do and what stats fit best with their subclass.
|School of Abjuration||Controller/Support|
|Chronurgy Magic||Controller/Support/Utility Caster|
|School of Conjuration||Controller/Defender/Utility Caster|
|School of Divination||Support/Utility Caster|
|School of Enchantment||Controller/Defender/Support|
|School of Evocation||Blaster/Striker|
|School of Illusion||Controller/Face/Support/Utility Caster|
|School of Necromancy||Blaster/Controller/Healer/Support|
|Order of Scribes||Librarian/Support/Utility Caster|
|School of Transmutation||Controller/Defender/Support/Utility Caster|
Tieflings have a lot of bloodlines to choose from, especially if you’re playing a spellcaster like a Wizard.
Tieflings get a bonus to their Charisma (2), but if you want a bonus to their Intelligence (1), you’ll have to pick either the Bloodline of Asmodeus, Bloodline of Baalzebul, Bloodline of Mammon, or Bloodline of Mephistopheles.
Each bloodline has different offers and unlocked spells, so you should choose something that goes with your roleplay or is optimal for your build.
Your Tiefling Wizard needs a unique background that will affect its choices, as well as the way it sees the world and what it wants to achieve.
Start by asking yourself some basic questions: Where were they born, and where did they come from? Do they have any goals, bonds, or ideals, and what are their flaws? Where do they belong in social circles and society as a whole? What inspires them?
Place of Birth
Think of the environment a Tiefling Wizard grew up in and how it affected them physically and emotionally and eventually shaped their view of the world.
Try to make their place of birth and upbringing correspond with their personality traits, ideals, bonds, and flaws – this will truly bring their character alive.
Note: The birthplaces of races are usually mentioned in the Player’s Handbook or some of its expansion books.
Characteristics and Personality Traits
Tiefling Wizards are demeaned as demon incarnates, and showing even showing signs of wanting to learn about magic leads to frightful gasps and speculation.
Yet, Tieflings make some of the most powerful Wizards due to their strong magical ties and inherent magical abilities
Tiefling Wizard Examples:
- I’m always polite and respectful.
- I judge people based solely on their actions, not their words.
Ideals, Bonds, and Flaws
Ideal – Express one ideal that is a driving force in a Tiefling Wizard’s life – their conviction, ethical principle, and moral standing (probably something about nature).
All people deserve to be handled with respect and dignity.
Bonds – Think of a single bond that your Tiefling Wizard has to an event, person, or place. Bonds will tie them to their background and can inspire bravery or stimulate memories driving them against their ideals.
I protect those who cannot protect themselves.
Flaws – Choose a single flaw for a Tiefling Wizard – their unhealthy compulsion, greatest fear/weakness, or most vile vice.
I am easily distracted by information related to magic.
Inspiration is used by the DM to reward you for playing according to your bond, personality traits, ideals, and flaw.
I have seen countless folk suffering just as I have, so I shall always give a helping hand to those in need. Even if they despise me, there is no need to let their hate darken mine as well.
Note: If you’re struggling to create your background or just don’t want to think, the Player’s Handbook has well-thought-through backgrounds that you can use for your character or use as a mold.
Supplies and Gear
Wizards start with the following equipment, together with the equipment from their background. Choosing equipment based on your situation and your character’s proficiencies is the easiest way to go about things.
- (a) Quarterstaff or (b) Dagger
- (a) Component pouch or (b) Arcane focus
- (a) Scholar’s pack or (b) Explorer’s pack
You can decide how your character came about these goods – whether they stole, inherited, or purchased them some time back – adding to your character’s background.
Note: By using your starting wealth, you can buy your own equipment (4d4 x 10 GP for Wizards).
Tieflings are some of the most versatile races in all of D&D, as they can become almost anything due to their various Bloodlines and personalities.
Tieflings Wizards have chosen to embrace magic and learn everything there is to know about its powers, as well as how to bend them to their will.
If you’re looking for an immensely powerful spellcaster, you should try to find a Tiefling Wizard, as their powers are feared even by the gods!
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