Homebrew Concubus Species Details

Succubi and Incubi do not live in their own specific society, instead, they live in all of the Lower Planes, allowing them to live in both the Abyss and the Nine Hells. Most of them prefer the hierarchy and more order-like land of the hells, however a select few would prefer to get in touch with their chaotic side and live in the abyss. They typically are considered to be middle ranking fiends, as they are more focused with seduction compared to combat capabilities, however many are able to charm their ways into being husbands and wives of powerful rulers, only to kill them to steal their rank.

Concubus Traits

Fiendish masters of seduction, when an adventuring party requires a spy or assassin, succubi and incubi are almost always the best choice.

Ability Score Increase

Your Charisma score increases by 2, and your Dexterity score increases by 1.

Age

Being fiends, succubi and incubi are blessed with longer life, with them becoming mature around 16 years of age, and most living for hundreds of years.

Size

Succubi and Incubi are almost always the "perfect" height and weight for those they choose to seduce. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Creature Type

You count as a Humanoid and Fiend.

Darkvision

Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Seductive Talent

You have proficiency in one choice from the following: Deception, Performance, Persuasion, Intimidation, Stealth.

Demonic Wings

As a bonus action, you may have large bat-like wings expand from your back, giving you a flight speed of 30 feet. While they are out, you have disadvantage on Dexterity checks aside from Acrobatics, and your armor class is lowered by 1. This cannot lower your armor class below 10 + your Dexterity modifier. You may hide your wings as a bonus action.

Charm

You may cast charm person without material components, using your Charisma modifier as the spellcasting modifier. After casting this spell in this way, you must take a short or long rest before doing so again.

Draining Kiss

As an action, you may kiss a creature that is willing, grappled, incapacitated, restrained, or charmed by you. The creature must succeed on a DC (8 + your Charisma modifier + your Proficiency bonus) Constitution saving throw, or take psychic damage equal to 1d8 plus your Charisma modifier and you gain health equal to half the damage dealt. The psychic damage increases to 2d8 at 6th level, 3d8 at 11th level, and 4d8 at 16th level. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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