1410270-Succubus Incubus Race

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Succubi and Incubi

In the tormented and tumultuous hierarchy of the Nine


Hells, Succubi and Incubi carve a niche of notorious
significance. Within the realms of Dungeons & Dragons,
these enchanting fiends embody a complex spectrum of
temptation, manipulation, and dark allure, entwining
the fabric of the infernal with the threads of mortal
desires. Crafted from the essence of shadow and
seduction, they roam the multiverse, weaving tempting
others with desire and corruption.
In the devilkind, Succubi and Incubi hold positions of
seducers and spies, their natures woven with the subtle
threads of deception. Often not the overlords of the
infernal domains, they instead act as beguiling agents,
compelling manipulators behind the curtains of devilish
plots and ploys. Their dominion is one of whispers and
subtle influence, where the game is played in the hearts
and minds of mortals and immortals alike.
In the devil’s hierarchy, they are not the brutal pit fiends
or the calculating archdevils, but the velvet shadow, the
irresistible temptation that even the most steadfast find
daunting to resist. They are the intimate whisper in the
ears of power, the soft touch that guides decisions in the
echoing halls of torment. Their beauty and charm are
weapons, tools wielded with precision to further the
dark and twisted agendas of hell’s royalty.
Playing as Succubi and Incubi
Operating within the realm of seduction and persuasion,
Succubi and Incubi often interact with mortals, feeding
on their life force, stirring the pot of their desires and
fears, and creating rifts of chaos and vulnerability.
Theirs is a presence that touches the material plane
with the soft caress of a lover’s hand and the cold,
inevitable grip of shadow’s embrace.
In a game setting, the presence of a Succubus or
Incubus character introduces a dynamic layer of
narrative depth. Their interactions are filled with
potential for complex emotional engagements, power
struggles, and morally ambiguous choices. These
creatures bring to the table a vivid interplay of light and
shadow, where the boundaries are as fluid as the
passions that drive the heart. For integration into your
Dungeon Master’s world, consider using this character
option as a Half-Succubus/Incubus, ensuring a
balanced and fitting addition to the narrative.
Their alignment naturally gravitates toward evil, a
reflection of their infernal origins and dark purposes.
Embodiments of desire and deception, their existence is
woven into the fabric of devilish plots, sowing seeds of
discord and manipulating the threads of fate in subtle,
enchanting patterns. Their existence in your
Dungeons&Dragons campaign breathes life into the
mysterious, the forbidden, and the magnetic realms of
intrigue, adding layers of complexity to your game.
Succubus and Incubus Traits
Born from hell’s embrace, Succubi and Incubi bear the
marks of their infernal heritage, blending seductive
charm with dark magic. As creatures walking the line
between devilish allure and profound terror, they exhibit
unique traits and abilities that echo their fiendish
origins.
Ability Score Increase: Your Charisma score increases
by 2, and your Dexterity score increases by 1.
Age: Succubi and Incubi mature at a supernatural rate
and can live for several centuries, retaining their
physical allure throughout their lifespan.
Alignment: Due to their devilish nature, Succubi and
Incubi usually have an evil alignment, embodying
deception, and manipulative tendencies.
Size: Medium
Speed: Your base walking speed is 30 feet.
Darkvision: Ingrained with infernal essence, 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 Charm: You know the friends cantrip. Once
you reach 3rd level, you can cast the charm person spell
once with this trait, and you regain the ability to do so
when you finish a long rest. You can also cast it using
any spell slots you have of 1st level or higher. Charisma
is your spellcasting ability for these spells.
Infernal Legacy: At 3rd level, you can cast the enthrall
spell once with this trait, and you regain the ability to do
so when you finish a long rest. At 5th level, you can also
cast the suggestion spell once with this trait, and you
regain the ability to do so when you finish a long rest.
You can also cast these spells using any spell slots you
have of 2nd level or higher. Charisma is your
spellcasting ability for these spells.
Languages: You can speak, read, and write Common
and Infernal.
Seducer’s Insight: You have advantage on Wisdom
(Insight) and Charisma (Persuasion) checks when
interacting with humanoids of your chosen gender
preference.
Shapechanger: As an action, you can transform into a
human, or back into your true form, which is a
humanoid (it can be a fiend if your DM allows it). Your
statistics are the same in each form. You revert to your
true form if you die.
Wings of the Abyss: You have bat-like wings sprouting
from your back. You have a flying speed of 30 feet when
you are in your true form.
Tasha’s Variant Rule for Ability Score
If your Dungeon Master allows it, you may utilize the variant
rule from Tasha’s Cauldron of Everything. This rule permits
you to apply the ability score bonuses of your race flexibly,
based on the unique origin and background you envision for
your character.
Feats Kiss of the Damned
Prerequisite: Succubus/Incubus race
Abyssal Wings
Your kiss is a conduit of life-draining energy. Once per
Prerequisite: Succubus/Incubus race turn, When you take the Attack action on your turn, you
Enhance your wings, increasing your mastery over can replace one of your attacks with a kiss. To do so,
flight. Improve the flying speed of your “Wings of the make a melee attack against a creature within 5 feet of
Abyss” trait to 60 feet. you, using your Dexterity modifier for the attack roll. On
a hit, the target suffers necrotic damage equal to 1d6
Beguiling Aura plus your Dexterity modifier, and you regain hit points
Prerequisite: Succubus/Incubus race equal to half of the necrotic damage dealt. If the target is
Your demonic allure manifests as an irresistible aura charmed by you, inflict an additional 2d6 necrotic
that bewitches those nearby. Creatures within 10 feet of damage damage.
you that can see you struggle to resist your charm, Sinful Strike
having disadvantage on saving throws against being
charmed by you. As your power grows, the range of this Prerequisite: Succubus/Incubus race
aura increases to 20 feet at 11th level, and to 30 feet at Your melee attacks seduce the life force from your foes.
17th level. When you hit a creature with a melee attack, you can
cause the attack to deal an additional 1d6 psychic
Dark Whisperer damage. You may use this feature a number of times
Prerequisite: Succubus/Incubus race equal to your proficiency bonus, regaining all expended
Command the shadows to conceal your intentions and uses after a long rest.
enhance your deceit. Increase your Charisma score by Telepathic Master
1, to a maximum of 20. You gain a +5 for every
Charisma (Deception) rolls. Prerequisite: Succubus/Incubus race
You have harnessed the art of telepathy to a masterful
Devilish Agility degree, allowing enhanced mental communication and
Prerequisite: Succubus/Incubus race thought detection.
Your infernal grace makes you swift and elusive. Increase your Intelligence, Wisdom, or Charisma
Increase your Dexterity score by 1, to a maximum of 20. score by 1, up to a maximum of 20.
You gain advantage on Dexterity (Acrobatics) checks You gain the ability to speak telepathically to any
and saving throws against being restrained or creature you can see within 60 feet of you. You
paralyzed. communicate in a language you know, and the
Enchanting Gaze creature understands it only if it knows that
language. Your telepathic communication doesn’t
Prerequisite: Succubus/Incubus race grant the creature the ability to respond to you
Harness the potent allure inherent in your gaze to telepathically unless it is charmed.
bewitch and beguile. Increase your Charisma score by You can communicate telepathically with any
1, to a maximum of 20. When casting a spell that targets creature you have charmed, even if the creature is
only a single creature and is intended to charm it, you not within your line of sight. The range of this
can cause the target to suffer disadvantage on its saving communication is 100 feet.
throw against the spell. You learn to cast the detect thoughts spell, requiring
no spell slot or components. You can cast this spell
Hellish Allure once and regain the ability to do so after a long rest.
Prerequisite: Succubus/Incubus race Your spellcasting ability for this spell is the ability
Enhance your captivating presence, making you increased by this feat (either Intelligence, Wisdom,
irresistible. Increase your Charisma score by 1, to a or Charisma). If you have spell slots of 2nd level or
maximum of 20. You gain a +5 for every Charisma higher, you can also use them to cast this spell.
(Persuasion) rolls. Tempter’s Escape
Infernal Resistance Prerequisite: Succubus/Incubus race
Prerequisite: Succubus/Incubus race Evasively respond to threats, reducing the impact of
Embrace your hellish heritage, bolstering your defenses. attacks. Increase your Dexterity score by 1, to a
You gain resistance to fire damage and advantage on maximum of 20. Once per short rest, you can use your
saving throws against being charmed. reaction to halve the damage of an attack you can see.
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by JonnyDM and published under the Community
Content Agreement for Dungeon Masters Guild.
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