Base Class: Warlock
The Succubus entreats her patrons with otherworldly pleasures while slowly draining them of their humanities.
As a patron, the Succubus grants you fiendish vigor and unnatural abilities, as well as some of her own charm. When using the abilities granted by a Succubus, you may feel pleasure or even pain, depending on how your patron is feeling. Regardless of what is felt, you are drawn closer to her each time you use an ability granted by her. You learn the ways of the Whip, which you gain proficiency with, as the ability to drain enemies of their life force.
Bonus Proficiencies
You gain Proficiency with Whips and Persuasion.
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.
Succubus Expanded Spells
| Spell Level | 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 |
Swallow Soul
Starting at 1st level, when you reduce a humanoid creature to 0 hit points, you restore hit points equal to your charisma modifier (minimum of 1).
Whip of the Master
Starting at 6th level, your training with Whips increases. When you make an attack with a Whip, the attack deals an additional 1d6 Psychic Damage. This damage increases to 2d6 starting at 14th level.
Additionally, as a reaction when you hit a creature with a Whip, you can bolster the morale of one ally within 30 feet of you, giving them advantage on one ability check, attack roll, or saving throw they make within that time.
You can use this ability a number of times equal to your proficiency bonus and regain all expended uses after a short or long rest.
Shrouded Veil
Starting at 10th level, your patron grants you a mind veil, shrouding your mind from all but her. You gain resistance to Psychic Damage and you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Your patron ignores these resistances and immunities.
When you hit a creature you have charmed with a Whip, if the creature would make a saving throw to end the charm on itself it does so at disadvantage. If the charm would end after taking damage without a saving throw, the creature instead makes another saving throw against your Spell Save DC.
Dark Embrace
Starting at 14th level, once per long rest as an action, you can attempt to kiss a humanoid creature within 5ft of you. The target takes 10d10 Psychic Damage and must make a Wisdom Saving Throw or be charmed by you, until you end the effect as a bonus action, it dies, or 7 days pass. Creatures that are immune to being charmed automatically succeed on the saving throw and take half damage instead. If you or your allies are hostile towards the target it makes the save at Advantage.
If the target would be reduced to 0 hit points, you may instead reduce it to 1 hit point and it makes the save at Disadvantage.
If the target dies from this effect or dies while under your charm, its soul is sent to serve your patron and cannot be resurrected without her permission, except by a True Resurrection or Wish spell. If the effect ends before the target dies, it wakes up from its mind fog and does not remember anything that happened between the kiss and the effect ending. When the effect ends, the affected humanoid does not know that it was charmed by you.
The effect also ends if you attempt to kiss another creature.
Previous Versions
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5/5/2021 1:09:13 AM
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5/5/2021 1:33:13 AM
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2.03
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3/5/2022 4:08:54 AM
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5/16/2024 7:50:16 PM
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3.00
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