Base Class: Warlock
Your patron is a powerful seductress, driven to tempt and corrupt beings into embracing their deepest desires. The motivations and behaviors of these sorts of patrons seem simple, but tend to contain a much more complex and detailed plan. As a whole, patrons of this type generally strive to teach young warlocks how to groom a being by placing thoughts and temptations into its mind before letting the creature, of its own free will, commit the deeds that it had so desperately tried to bury. As a part of this goal, beings of this nature are usually supernaturally attractive and share these looks with those who assist with their machinations. While these temptations are usually sexual in nature, the focus of your patron could be many other things - usually aligning to one of the classical seven deadly sins. Because of this wide range of goals, some patrons might even be good-natured, and use these temptations to bring down or expose wicked souls.
Beings of this type generally are Succubi/Incubi, but can also contain creatures like devilish Erinyes, demonic Glabrezu, malevolent Rakshasa, greedy Yugoloths, or fey-touched Hags. Notable beings of this type might be the demon prince Malcanthet, the succubus Soneillon, the arch-devil Asmodeus, the mage Baba Yaga, or archfey like Hyrsam or Verenestra.
Expanded Spell List
The Temptress 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.
Temptress Expanded Spells
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2nd |
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3rd |
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4th |
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5th |
Beautiful Innocence
Starting at 1st level, your stunning appearance makes others pass you over as a threat, allowing you to strike while they are unprepared. When rolling initiative, you can add your Charisma modifier to the roll.
Seductive Bond
Starting at 1st level, your patron grants you the ability to maintain a stronger and lasting connection with those you charm. Whenever you charm a creature, you can choose to bond with them. You know the following information about the creature while the bond lasts:
- The location of the creature
- The creature’s simple emotional state
- The creature’s opinion of you
You also are able to communicate with the target telepathically up to a distance in miles equivalent to your warlock level. A bonded creature is not aware of the bond when it is established. This bond lasts until this ability is used again, or until a number of days equivalent to your warlock level have passed.
Disarming Words
Starting at 6th level, your words are laced with some of your patron’s power. When you are subject to an attack, you can use your reaction to charm the attacker. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.
In addition, if the creature fails the saving throw, the attack automatically misses. If the creature succeeds, any damage that might be dealt by the attack is reduced by half.
Once you use this feature, you can’t use this feature again until you finish a short or long rest.
Overwhelming Beauty
Starting at 10th level, your appearance is intoxicating to behold, as your patron lends you some of their eternal youth and irresistible wiles. While your total lifespan remains the same as a normal member of your race, your appearance does not age with your body.
In addition, in a 10ft radius around you, creatures suffer disadvantage on deception checks against you. You gain immunity to being charmed, and spells and effects you produce ignore advantage on saving throws against being charmed.
Finally, the restriction on the distance you can telepathically communicate with a creature subject to your Seductive Bond is now ignored, given the target is on the same plane of existence as you.
Seduction’s End
Starting at 14th level, as a bonus action, you can summon the full might of your pact with the Temptress. For 1 minute, your appearance shifts to reflect your patron. For succubi/incubi, this change might include a set of horns that sprout from your head, a forked tail, leathery wings, elegantly dark clothing, and/or a halo of flame.
Regardless of appearance, you gain a flying speed of 30ft in this form. When this form is activated, choose either charmed or frightened. All creatures within 30ft of you have disadvantage on saves against the chosen condition.
As an action in this form, you can step into the Ethereal Plane from your current plane, and vice versa.
As an action in this form, you can attempt to either frenzy or pacify a creature in melee range. The target must succeed on a WIS saving throw against your warlock spell save DC or be affected by the chosen condition. If frenzied, on its turn the creature must attempt to make a weapon attack against the closest randomly chosen creature other than you, as you convince the creature that it must protect you from all threats. If pacified, the target drops all items it is holding and falls prone and on its turn the target remains prone, taking no actions, staring off into nothingness as the target’s will to fight is dragged from its body. The target may make another WIS save at the end of each of its turns to end either effect. If the target succeeds on any WIS save against this feature, it is immune to this ability for 1 week.
You can’t use this feature again until you finish a long rest.
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