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The Succubus

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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