Base Class: Warlock
your patron is a fiend of a different flavor. Succubi are known for their skill at seduction and corruption, twisting the minds and bending the will of mortals to their own. They are equally at ease laughing in the pleasure dens with courtesans and consorts, lurking in the shadows with operatives and spies, and wielding power in the courts with advisors and viziers.
Some of the most powerful choose to become patrons, granting power to mortal followers as a means of expanding their network of resources, while others preen by demonstrating their capacity to raise up members of the lowest ranks of society. Beings of this sort include Malcanthet, Queen of the Succubi; Lady Lynkhab, Lady of Desire and Depression; Shami-Amourae, Imprisoned Goddess of Debased Eros; and Xinivrae the Black Widow.
Expanded Spell List
The Succubus lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Fiend Expanded Spells
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1st |
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2nd |
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3rd |
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4th |
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5th |
bonus cantrips
At 1st level, you learn the Friends and Vicious Mockery cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.
Disarming Presence
Beginning at 1st level your demeanor and appearance puts all potential foes at ease, making it easier to surprise your enemy. You now add your charisma modifier to initiative checks.
Beguiling Influence
At 6th level, you gain from your patron an affinity for understanding and manipulating the desires of others. You gain your choice expertise in one of the three charisma skills.
Overwhelming Charm
Starting at 6th level, you can exert your influence and charm to overwhelm a creature's senses. Using an action, you stare into a target and speak directly to their psyche. The target must make a Wisdom saving throw or they fall under your overwhelming charm. The target makes the saving throw with advantage if they are currently in combat.
While under overwhelming charm, your suggestions, are viewed in a positive light, and any action you and your allies take, except for violence against the charmed, are ignored. The target makes a new saving throw if harmed. This effect ends when used again or after a number of hours equal to your charisma modifier.
You must complete a short or long rest to use this ability again.
Sycophants Embrace
At level 14, your understanding of the desires and needs of others grows to a new level allowing you to truly break someone's independence. Make a melee spell attack against a creature(it automatically succeeds if the target is unconscious or willing) and reach into their mind, discovering their greatest desires and weaknesses. The target takes 5d10 psychic damage as you exploit this weakness, tormenting their mind. After a successful attack, you must complete a long rest before embracing it again.
If this attack would reduce a target to 0 hit points, it instead reduces them to 1 hit point and their previous desires are now replaced with a sycophantic desire to fulfill your wishes. A sychophant is unable to regain any hit points while in this state and can only be released by a remove curse spell or again being reduced to 0 hit points.
A sycophant is unable to attack or cast spells, but retains all other knowledge and skills. The sycophant will follow any direct commands given by you without regard to its own safety. If given no direct commands, they will attempt to continue their normal behavior while seeking any opportunity to please you.
Previous Versions
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6/19/2020 7:24:27 PM
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Coming Soon
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