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Succubus Expanded Spells |
Spell Level |
Spells |
1st |
Disguise Self, False Life |
2nd |
Blur, Blindness/Deafness |
3rd |
Bestow Curse, Blink |
4th |
Dominate Beast, Fire Shield |
5th |
Dominate Person, Modify Memory |
Enticing Facade
Starting at 1st level, your patron bestows upon you
the ability to entice your prey. As an action, you
can cause one creature that you can see within 30
feet of you to make a Wisdom saving throw against
your warlock spell save DC. A creature that fails
their saving throw is charmed by you until the end
of your next turn. You can communicate
telepathically with the charmed creature, even if it
does not share a language with you, and it obeys
your verbal or telepathic commands. If the target
suffers any harm or receives a suicidal command,
it can repeat the saving throw, ending the effect
early on a success. You can command the charmed
creature as a bonus action, and it carries out the
command on it’s next turn. If the target
successfully saves against the effect, or the effect
on it ends, the target knows that it was charmed
by you.
Once you use this feature, you can't use it
again until you finish a short or long rest.
Claws of the Fiend
At 6th level, your weapons gain an unnatural edge.
Once on each of your turns when you hit a
creature with a weapon attack, you can cause the
attack to deal an extra 1d6 necrotic damage to the
target. You can use this feature a number of times
equal to your Charisma modifier, and regain
expended uses when you finish a long rest
Beguiling Defenses
Beginning at 10th level, your patron teaches you
how to turn the mind-affecting magic of your
enemies against them. You are immune to being
charmed, and when another creature attempts to
charm you, you can use your reaction to attempt to
turn the charm back on that creature. 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.
Last Caress
Starting at 14th level, you can envelop a creature
in a deadly embrace. As an action, you can choose
one creature within 5 feet of you to embrace. It
must make a wisdom saving throw against your
warlock spell DC. It takes 10d10 psychic damage
on a failed save, and is charmed by you until the
end of your next turn. On a successful save, the
target takes half damage and is not charmed.
Once you use this feature, you can’t use it
again until you finish a long rest.
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