Rules edition: This build combines the legacy Tiefling in the 2014 Basic Rules with the Artificer from Tasha’s Cauldron of Everything. Ask your DM which books and optional character-origin rules are allowed. It is separate from the revised 2024 Tiefling and the later revised Artificer.
A Tiefling can make an effective Artificer. The legacy ability increases give +1 Intelligence and +2 Charisma, so a point-buy character can begin with Intelligence 16 while keeping useful Dexterity and Constitution. Fire resistance, Darkvision, and Infernal Legacy add useful tools, but they do not replace the Artificer’s own spellcasting, infusions, or subclass features.
Legacy Tiefling traits
The 2014 Basic Rules Tiefling has +1 Intelligence and +2 Charisma, 60-foot Darkvision, resistance to fire damage, and Infernal Legacy. You know thaumaturgy. Starting at character level 3, you can cast hellish rebuke once per long rest as a 2nd-level spell; starting at character level 5, you can cast darkness once per long rest. Charisma is the spellcasting ability for those spells. They do not spend Artificer spell slots, but the leveled spells are limited by their own once-per-long-rest trait.
This is the original 2014 Tiefling, not a mix of its traits with the bloodlines from Mordenkainen’s Tome of Foes, the SCAG variants, or the revised 2024 species. If you use Tasha’s optional origin customization, follow that rule in place of the fixed ability increases; do not apply both sets of bonuses.
Ability scores and starting armor
One legal 27-point-buy array before ancestry bonuses is Strength 8, Dexterity 14, Constitution 14, Intelligence 15, Wisdom 10, Charisma 10. It costs exactly 27 points. Apply the legacy Tiefling increases for Strength 8, Dexterity 14, Constitution 14, Intelligence 16, Wisdom 10, and Charisma 12. Intelligence supports Artificer spell attacks, spell save DC, and class features that refer to your spellcasting ability.
Artificers are proficient with medium armor and shields. Scale mail and a shield give AC 18 with Dexterity 14, assuming you have both and no other modifiers. Raise Intelligence at an Ability Score Improvement if you want stronger spell attacks and save DCs; Constitution supports hit points and concentration, while Dexterity helps AC in medium armor up to its limit.
Artificer spells and infusions
The Tasha’s Artificer prepares spells after a long rest from the Artificer list. You prepare a number equal to your Intelligence modifier plus half your Artificer level, rounded down, with a minimum of one. Intelligence determines your Artificer spell save DC and spell attack modifier. Your prepared class spells and spell slots follow the Artificer table; you regain expended slots when you finish a long rest.
At Artificer level 2, you know four infusion options but can have only two infused items active at once. Knowing an infusion does not mean you can place it on four items. The number known and the maximum active items both increase at later Artificer levels, as shown in the class table. Choose infusions that solve a current party need and check each infusion’s item and level prerequisites.
Plan bonus actions around the subclass. An Artillerist uses one to activate an Eldritch Cannon; a Battle Smith may use one to command the Steel Defender to take an action other than Dodge. A spell such as heat metal also requires concentration, so it cannot run alongside another concentration spell. These features reward planning, not trying to use every option in the same turn.
Choose the specialist for the job
Armorer: Choose Guardian for close defense or Infiltrator for ranged attacks and stealth. The subclass grants heavy armor proficiency and makes your Arcane Armor part of your magical toolkit. Guardian’s Thunder Gauntlets can discourage attacks against your allies; Infiltrator’s Lightning Launcher supports a ranged approach. Tiefling fire resistance is a useful extra defense, not a substitute for positioning or hit points.
Artillerist: Your Eldritch Cannon offers a damaging mode or a protective mode that grants temporary hit points. Creating or activating the cannon uses actions specified by the feature, including a bonus action to activate it on later turns. Its damage and protection use the cannon’s printed rules; fire resistance does not make the Flamethrower stronger or protect nearby allies.
Battle Smith: Battle Ready lets you use Intelligence for attack and damage rolls with magic weapons. Your Steel Defender acts on your initiative after your turn; unless you use a bonus action to command it to take another action, it takes the Dodge action. Its Deflect Attack reaction can hinder an attack against a nearby creature. The Defender does not attack freely every round without the command, and it is not a second independent character.
Alchemist: Choose it for healing, support, and experimental mixtures. Experimental Elixirs and Alchemical Savant have their own uses, level gates, and conditions; do not assume every elixir is freely available or that every spell benefits from Alchemical Savant. Check the feature when choosing spells and planning a turn.
Feats and spell choices
Resilient (Constitution) can improve Constitution saves, including concentration saves, if the ability-score increase fits your character. War Caster grants advantage on concentration saves and has separate rules for somatic components and opportunity-attack spells. That spell option requires a spell with a casting time of 1 action that targets only the creature provoking the opportunity attack; it does not let you cast any spell as a reaction.
Choose spells for the campaign and your specialist. Faerie fire can help allies attack marked targets, while web can hinder creatures in an area. Heat metal requires concentration. Use Intelligence for Artificer spells and Charisma for the spells granted by Infernal Legacy.
Playing the Tiefling Artificer
Use the legacy Tiefling features when their limits and timing fit the encounter. Fire resistance applies to fire damage, not all magical damage. Darkvision does not reveal color in darkness. Infernal Legacy gives a few defined spells; it does not turn Charisma into your Artificer spellcasting ability or create unlimited spell slots.
For the character concept, decide what the Tiefling wants to make and who taught them. Their infernal ancestry does not dictate their morality, and their Charisma increase does not require them to be the party’s spokesperson. A careful craftsperson, a practical field medic, a guild inventor, or a curious scholar can all fit the same mechanics.