Homebrew Succubus/Incubus Species Details
Succubi are the iconic depiction of lust. Feared for their typically evil nature and ability to steal one's soul, succubi are fiends who wield subtle illusions and enchantments to tempt their victims into forfeiting their eternal souls. Succubi inhabit all of the Lower Planes, and the lascivious dark-winged fiends can be found in service to devils, demons, night hags, rakshasas, and yugoloths. Asmodeus, ruler of the Nine Hells, uses these fiends to tempt mortals to perform evil acts. The demon lord Graz'zt keeps succubi and incubi as advisers and consorts.
Succubi often live up to their reputation, acting as seductive females or males to lure males and/or females into relinquishing some of their life-force. Particularly adept at controlling others in the peak of their strength, they're often employed - albeit reluctantly - by others to act as crowd control, or to tame certain creatures. Most of them share the nature of their reputation; flirtatious. They avoid fighting where possible, instead choosing seduction or fleeing.
The gender-neutral term for Succubi and Incubi is usually either Foocubus or Concubus.
Succubus/Incubus Traits
Your Dexterity and Charisma scores each increase by 1; Wings; ShapechangerDarkvision
Superior Darkvision. 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.
Ability Score Increase
Ability Score Increase. Your Dexterity and Charisma scores each increase by 1.
Age
Age. Succubi are ageless demons, typically reaching adulthood between the ages of 15 and 19 and will not die of old age.
Alignment
Alignment. Due to their fiendish natures, succubi often tend toward evil alignments. Neutral or good succubi are extremely rare, but not unheard of. They have no particular tendency toward or against lawful or chaotic alignments.
Fiendish Nature
Your creature type is considered to be both Fiend and Humanoid, and you are considered to have the "Shapechanger" tag. Additionally, you are vulnerable to radiant damage.
Shapechanger
You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race; you lose the flying speed granted by your wings trait if your current form does not have wings; otherwise, none of your game statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this trait to become quadrupedal, for instance. Your clothing and other equipment don't change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible.
Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection of your true nature.
Silver Tongue
If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature's Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is magically charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.
Wings
You cannot use this fly speed if you are wearing medium or heavy armor or if your current form granted by your shapechanger trait does not have wings
Languages
You can read, speak, and write Common and your choice of Abyssal or Infernal.
Spells
Charm: One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend’s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend’s Charm for the next 24 hours.
The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.
Draining Kiss: The fiend kisses a creature charmed by it or a willing creature. The target must make a Constitution saving throw against this magic, taking 1d10 + your spellcasting modifier psychic damage on a failed save. The target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
The damage of Draining Kiss increases by 1d10 when you reach 5th(2d10), 9th(3d10), 13th(4d10), 17(5d10)th level.
You may cast this spell as a ritual. Your target must remain within 10 feet of you for the entire ritual. At the end of the ritual, the target is drained of all of their life essence. They die and you consume their soul. This may garner some benefits (at the consultation of the DM).
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