Homebrew Incubus Species Details
An Incubus is a charismatic, attractive, exclusively male fiend; however, one can shape-shift into a member of another race or the opposite sex. They exist throughout the Lower Planes, living in both the Abyss and Nine Hells. Sometimes one makes its way to the mortal plane, in service of another or for their own reasons. Incubi excel at seducing others and are typically seen as evil, desiring to consume mortal souls, but they can also be neutral and live without killing people.
Incubus Traits
Incubi have a handful of innate abilities that help with their manipulation and seduction skills.Ability Score Increase
Your Charisma score increases by 2, and your Dexterity score increases by 1.
Age
Incubi are ageless demons. They typically reach adulthood between the ages of 15 and 19, but will not die of old age.
Alignment
Incubi are not prone to pick sides that do they do not have a direct reason to serve, making them typically lean towards Neutral and Evil alignments.
Size
Incubi range from barely 5 feet to well over 6 feet tall. Regardless of your position in that range your size is Medium.
Speed
Your base walking speed is 30 feet.
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.
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.
Languages
You can speak, read, and write Common and your choice between Abyssal or Infernal.
Silver Tongue
You gain proficiency in the Persuasion skill.
Charm
You know how to cast the spell charm person without material components. You may cast it at 1st-level once for free, using Charisma as your spellcasting ability, and regain the ability to do so when you finish a short or long rest. Any additional uses require spell slots and your normal spellcasting ability.
Telepathic Bond
You can telepathically communicate with a creature currently charmed by you, regardless of range or plane of existence. This bond can only exist between you and one other creature; if you have multiple creatures charmed at once, choose one to maintain a telepathic bond with. This ability does not allow you to overcome language barriers.
Shapechanger
When you reach 5th level, you can cast alter self once using this trait. You regain the ability to cast this spell when you finish a short or long rest. Using this trait to give yourself claws or the appearance of a male humanoid with plain skin (no scales, gills, feathers, etc.) does not require concentration. Without concentrating on maintaining natural claws, you do not receive a +1 bonus to the attack and damage rolls you make using them. At the beginning of your turn, you may choose to drop concentration on this spell or begin concentrating on it again within the duration; however, if you are knocked out of concentration, the spell ends.
Draining Kiss
As an action, you may kiss a creature that is willing, grappled, restrained, or charmed by you. The creature must make a Constitution saving throw and take 1d10 + your Charisma modifier Psychic damage on a failed save, or half as much on a successful one. You gain a number of temporary hit points equal to half of the damage dealt rounded down. The target's hit point maximum is reduced by the amount of damage taken. This reduction lasts until the target finishes a long rest or until you are killed. The target dies if this effect reduces its hit point maximum to 0. The psychic damage increases by 1d10 when you reach 5th(2d10), 9th(3d10), 13th(4d10), and 17th(5d10) level. You can use this trait a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Demonic Wings
As a bonus action, you may expand or contract bat-like wings from your back. You have a flight speed of 30 feet while they are out, but you cannot use them if you are wearing medium or heavy armor and they cannot keep you airborne. If you end your turn in the air, immediately fall to the ground prone and suffer 1d6 bludgeoning damage for every 10 feet fallen.
Comments