Race: Devil Tieflings

If your tiefling has a devil subrace, choose one of the following options—whichever one
corresponds to the diabolic being connected to the tiefling’s family. The traits of the chosen subrace replace the tiefling’s Ability Score Increase and Infernal Legacy traits given in the Player’s Handbook. There is one exception: tieflings connected to Asmodeus. Those tieflings use the traits in the Player’s Handbook.

Diabolical Cults
Cults dedicated to infernal beings are the foes of adventurers throughout the D&D multiverse. This section gives DMs ways to customize the members of cults dedicated to the powers of the Nine Hells. Each archdevil attracts a certain type of person based on the gifts the devil offers. In the following cult descriptions, stat blocks from the Monster Manual are suggested in a cult’s Typical Cultist entry to help you represent those people. Each description also includes a list of signature spells associated with the cult. If a cult member can cast spells, you can replace any of those spells with spells from that list, as long as the new spell is of the same level as the spell it replaces.

Why Devils Want Cults
For all their might, most devils are effectively trapped in the Nine Hells. While other planar creatures use magic to move between planes, devils require either a portal they can physically walk through or a summoning conducted by an entity on a distant plane. They have little will in determining where they can go. Because of this restriction, on the Material Plane most devils work through cults. Cults typically consist of folk who have used rituals to contact devils and pledge their souls to them in return for power. The Lords of the Nine drive most of the soul trade, and the gifts they can offer are determined by Asmodeus’s decrees.


ASMODEUS
The tieflings connected to Nessus command the power of fire and darkness, guided by a keener than normal intellect, as befits those linked to Asmodeus himself. Such tieflings use the Ability Score Increase and Infernal Legacy traits in the Player’s Handbook. Asmodeus demands the loyalty of all cultists who gain power and leadership in the cults of the Nine. His cult overarches all the others. Any NPC who leads a diabolical cult must also acknowledge the power of Asmodeus. In return, the most skilled and worthy of those cult leaders gain the Demands of Nessus trait. 

Cult of Asmodeus
Demands of Nessus: At the start of each of this creature’s turns, this creature can choose one ally it can see within 30 feet of it. The chosen ally loses 10 hit points, and this creature regains the same number of hit points. If the creature is incapacitated, it makes no choice; instead, the closest ally
within 30 feet is the chosen ally.


BAALZEBUL
The crumbling realm of Maladomini is ruled by Baalzebul, who excels at corrupting those whose minor sins can be transformed into acts of damnation. Tieflings linked to this layer can corrupt others both physically and psychically. Baalzebul sometimes increases the Charisma of those who follow him. He also grants a boon, the Path of Baalzebul trait, that allows a favored cultist to look good in light of an ally’s failure. 
Ability Score Increase: Your Charisma score increases by 2, and Intelligence increases by 1.
Legacy of Maladomini: You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast the ray of sickness spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Crown of Madness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Cult of Baalzebul
Goals: Restoration of honor and respect, at the cost of those who stole it.
Typical Cultist: Any NPC or monster who has suffered a fall from grace
Signature Spells: Minor Illusion (cantrip), Disguise Self (1st level), Phantasmal Force (2nd level), Major Image (3rd level) Baalzebul typically recruits individuals rather than cults. He offers hope to those whose failures drive them to seek redemption. 
Path of Baalzebul: As a bonus action on its turn, this creature can choose one ally it can see within 30 feet of it. Until the start of this creature’s next turn, it gains advantage on all ability checks and attack rolls, while the chosen ally suffers disadvantage on all ability checks, attack rolls, and saving throws.


DISPATER
The great city of Dis occupies most of Hell’s second layer. It is a place where secrets are uncovered and shared with the highest bidder, making tieflings tied to Dispater excellent spies and infiltrators. Dispater trades in secrets, offering them in return for a creature’s soul. His cults typically trade secrets to devils in return for other information. They often hatch conspiracies aimed at toppling and replacing governments or religious orders. Renegade mind flayers sometimes strike pacts with Dispater in search of the secrets needed to forever escape an Elder Brain’s domination. Cultists can gain the Infernal Insight trait. Cult leaders might also have the Vexing Escape trait.
Ability Score Increase. Your Charisma score increases by 2, and Dexterity increases by 1. 
Legacy of Dis: You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast the Disguise Self spell once with this trait and regain the ability to do so when you finish a long rest.
When you reach 5th level, you can cast the Invisibility spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Cult of Dispater
Goals: Power gained and used in secret, influence exerted via blackmail, control of people and organizations through knowledge of their weaknesses and shames.
Typical Cultist: Acolyte, bandit, bandit captain, cult fanatic, cultist, mage, noble, spy.
Signature Spells: Guidance (cantrip), Identify (1st level), See Invisibility (2nd level), Clairvoyance (3rd level)  
Infernal Insight: (Recharges after a Short or Long Rest). As a bonus action, this creature gains advantage on all ability checks and attack rolls it makes until the end of the current turn. 
Vexing Escape: (1/Day). As a reaction when this creature takes damage, it reduces that damage to 0 and teleports up to 60 feet to an unoccupied space it can see.


FIERNA
A master manipulator, Fierna grants tieflings tied to her forceful personalities. Mortals who desire success in love or who seek to become beloved leaders at the head of a band of fanatics are drawn to striking bargains with her. Fierna grants gifts that allow her cultists to manipulate emotions; they gain increases to Charisma, as well as proficiency with skills such as Persuasion and Intimidation. In addition, cultists can gain the Infernal Loyalty trait. Cult leaders can also gain the Loyalty beyond Death Trait.
Ability Score Increase: Your Charisma score increases by 2, and Wisdom increases by 1.
Legacy of Phlegethos: You know the Friends cantrip. When you reach 3rd level, you can cast the Charm Person spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Suggestion spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Cult of Fierna
Goals: Control over the emotions of others, turning them into puppets and playthings.
Typical Cultist: Acolyte, archmage, bandit captain, cult fanatic, cultist, knight, noble, priest, spy. Signature Spells: Friends (cantrip), Charm Person (1st level), Suggestion (2nd level), Hypnotic Pattern (3rd level). 
Infernal Loyalty: This creature has advantage on saving throws while it can see a creature within 30 feet of it that has the Loyalty beyond Death trait. 
Loyalty beyond Death:  (Recharges after a Short or Long Rest). As a reaction when an ally this creature can see is reduced to 0 hit points, that ally is instead reduced to 1 hit point and gains temporary hit points equal to this creature’s Charisma score + half its number of Hit Dice.


GLASYA
Glasya, Hell’s criminal mastermind, grants her tieflings useful magic in committing heists. As an expert in finding loopholes and exploiting the law for her own good, Glasya is a patron of thieves and other criminals, especially corrupt nobles. Her influence is supposed to strengthen family bonds, but she has taken a liberal interpretation of that and offers gifts that can be turned against family members. Goblins who risk insurrection against their hobgoblin masters make pacts with Glasya, as do kenku who form criminal gangs. Glasya grants increases to Charisma and Dexterity. In addition, cultists can gain the Step into Shadows trait. Cult leaders can also gain the Infernal Ring Leader trait.
Ability Score Increase: Your Charisma score increases by 2, and Dexterity increases by 1.
Legacy of Malbolge: You know the Minor Illusion cantrip. When you reach 3rd level, you can cast the Disguise Self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Invisibility spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Cult of Glasya
Goals: Power gained by turning a system against itself, yielding power that is not only absolute but legitimate on a cultural and legal basis.
Typical Cultist: Bandit, bandit captain, cult fanatic, cultist, knight, noble, spy, thug.
Signature Spells: Friends (cantrip), Charm Person (1st level), Invisibility (2nd level), Haste (3rd level).
Step into Shadows: (Recharges after a Short or Long Rest). As an action, this creature, along with anything it is wearing and carrying, magically becomes invisible until the end of its next turn. Infernal Ring Leader: As a reaction when this creature is hit by an attack roll, it can choose one ally it can see within 5 feet of it and cause that ally to be the target of that attack roll instead.


LEVISTUS
Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom. Levistus has no cult in the traditional sense. Instead, he offers favors to those who are desperate to escape a seemingly inevitable fate. Drow are sometimes worshipers of Levistus, as their cruel society often pushes them into situations they feel they can’t escape. Levistus usually grants those who pledge their souls to him a single chance to escape from danger, but some cunning folk strike a deal with Levistus, pledging their souls to him in return for escape at a future date. This boon takes the form of the Path of Levistus trait.
Ability Score Increase: Your Charisma score increases by 2, and Constitution increases by 1. 
Legacy of Stygia: You know the Ray of Frost cantrip. When you reach 3rd level, you can cast the Armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Cult of Levistus
Goals: Survival and eventual revenge against those who wrong them 
Typical Cultist: Assassin, bandit captain, cult fanatic, cultist, mage, noble, spy, thug.
Signature Spells: Blade ward (cantrip), Expeditious Retreat (1st level), Spider Climb (2nd level), Gaseous Form (3rd level)
Path of Levistus: This creature magically teleports to a location of Levistus’s choice within 1 mile of its location. This ability also restores all of the creature’s hit points. It can be invoked as an action by the creature or when the creature would die. Once the creature uses it, the creature can’t use it again.


MAMMON
The great miser Mammon loves coins above all else. Tieflings tied to him excel at gathering and safeguarding wealth. Mammon’s greed overwhelms everything else. He deals with mortals who desire material wealth and provides them with the ability to spread that greed like an infection. The greedy duergar and even some dragons are prone to falling prey to Mammon’s temptations, and merchants and trade guilds are vulnerable to his bargains. Mammon’s cultists can gain the Grasping Hands trait. Cult leaders can also gain the Promise of Wealth trait.
Ability Score Increase: Your Charisma score increases by 2, and Intelligence increases by 1. 
Legacy of Minauros: You know the Mage Hand cantrip. When you reach 3rd level, you can cast the Tenser’s Floating Disk spell once with this trait and regain the ability to do so when you finish a short or long rest. When you reach 5th level, you can cast the Arcane Lock spell once with this trait, requiring no material component, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Cult of Mammon
Goals: Wealth, secured not only to promise personal comfort and power but to deny wealth and its benefits to others. 
Typical Cultist: Bandit, bandit captain, cult fanatic, cultist, noble, spy, thug. 
Signature Spells: Mending (cantrip), Tenser’s Floating Disk (1st level), Arcane Lock (2nd level), Glyph of Warding (3rd level).
Grasping Hands: (Recharges after a Short or Long Rest). As a bonus action, this creature makes a
Dexterity (Sleight of Hand) check contested by the Wisdom (Insight) check of a creature it can see within 15 feet of it. If this creature succeeds, one handheld item of its choice that it can see on the target magically teleports to its open hand. The item can’t be one that the target is holding, and it must weigh no more than 10 pounds.
Promise of Wealth: (Recharges after a Short or Long Rest). As a bonus action, this creature chooses one creature it can see. Up to five allies of its choice become convinced that the target carries great wealth. Until the end of this creature’s next turn, those allies gain advantage on all attack rolls against the target.


MEPHISTOPHELES
In the frozen realm of Cania, Mephistopheles offers arcane power to those who entreat with him. Tieflings linked to this place master some arcane magic. As a master of the arcane arts, Mephistopheles finds eager recruits among those who study magic. Any monster that uses spells, such as storm giants and oni, might follow him, and wizards’ guilds and conclaves of sages are the most likely to come under his influence. Mephistopheles grants spellcasting ability to many of his followers. In addition, cultists can gain the Spell Shield trait. Cult leaders can also gain the Spell Leech trait. Spell Shield.
Ability Score Increase: Your Charisma score increases by 2, and Intelligence increases by 1. 
Legacy of Cania: You know the Mage Hand cantrip. When you reach 3rd level, you can cast the Magic Missile spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Web spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Cult of Mephistopheles
Goals: Magical skill and power, backed with the will to use it to crush rivals. 
Typical Cultist: Archmage, cult fanatic, cultist, mage, priest. 
Signature Spells: Fire Bolt (cantrip), Burning Hands (1st level), Flaming Sphere (2nd level), Fireball (3rd level).
Spell Shield: This creature gains advantage on saving throws against spells. If it succeeds on such a saving throw, it gains temporary hit points equal to the spell’s Level. 
Spell Leech: As a bonus action, this creature chooses one ally it can see within 30 feet of it. The target loses its lowest-level spell slot, and this creature gains it.


ZARIEL
Tieflings with a blood tie to Zariel are stronger than the typical tiefling and receive magical abilities that aid them in battle. Zariel’s cult offers martial training and talent. It flourishes in areas wracked by war. Refugees with the will to fight but lacking experience are drawn to Zariel, as she can provide them with the skills needed to survive. Established warriors looking for an edge are otherwise her most common recruits. Knightly orders, fighters’ guilds, and mercenary companies are the most likely to come under her sway. Hobgoblins sometimes turn to her, but only if they have escaped the influence of Maglubiyet and his priests. Zariel gifts her followers with martial prowess. For example, a simple peasant might gain the abilities of a veteran. In addition, cultists can gain the Ferocious Surge trait. Cult leaders can also gain the
Infernal Tactics trait.
Ability Score Increase. Your Charisma score increases by 2, and Strength increases by 1. 
Legacy of Avernus: You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast the Searing Smite spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Branding Smite spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Cult of Zariel
Goals: Conquest, glory in battle, fame and fortune derived from military conquest.
Typical Cultist: Berserker, cult fanatic, cultist, gladiator, guard, knight, veteran.
Signature Spells: True Strike (cantrip), Heroism (1st level), Spiritual Weapon (2nd level), Crusader’s Mantle (3rd level).
Ferocious Surge: (Recharges after a Short or Long Rest) When this creature hits with an attack that
isn’t a critical hit, it can turn the hit into a critical hit. 
Infernal Tactics: This creature has a keen eye for seizing a tactical advantage. Immediately after rolling initiative, it can choose itself and up to three allies it can see if it isn’t incapacitated. It can swap the initiative results of the chosen creatures among them.