Homebrew Experiment Species Details

Given new traits

Experiment Traits

Succubus-Dragonkin

Ability Score Increase.

Ability Score Increase. Your Charisma score increases by 3, Constitution score increases by 2, Strength and Dexterity score increases by 1 then two other ability scores of your choice increase by 1.

Darkvision

Darkvision. Because you are part fiend, 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.

Fiendish Nature

Fiendnish 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. Half the radiant damage amount is taken.

Shapechanger

Shapechanger. As an action, you can transform your appearance or revert to your natural form. You can't duplicate the appearance of a creature you've never seen, and you revert to your natural form if you die.

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

Silver Tongue. You have proficiency with the Persuasion skill. 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

Wings. You have a pair of wings that give you a flying speed of 30 feet. 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.

Draconic Ancestry

Draconic Ancestry. You have a Draconic Ancestry. Choose one type of dragon from the Draconic Ancestry table.

Innate Spellcasting

Innate Spellcasting. You know one cantrip of your choice from the sorcerer spell list. Charisma is your spellcasting ability for it.

Subrace

Subrace. Many different varieties of dragonkin have adapted to different environments. Choose one of these subraces.

Skill Versatility

Skill Versatility. You gain proficiency in two skills of your choice.

Languages

Languages. You can speak, read, and write Common, Elvish, Draconic, and your choice of Abyssal or Infernal along with one extra language of your choice.

Fey Ancestry

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Ability Score Increase

Ability Score Increase. Your Intelligence score increases by 1.

Breath Weapon

Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.