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Incubi/Succubi Player Race

Fiendish Nature

T
he Inccubi and Succubi are of the abyss and as Age. You mature at the same rate as humans however your
such share a common theme with demons and Cubi's lifespan is indeterminate
devils, however something of note is that they Alignment. Most Cubi are often evil due to their fiendish
are not devils or demons but rather a neutral nature. This is not always true.
party. Messengers of the underworld. Size. Cubi have a build similar to humans. Your size is
Medium.
Darkvision. Thanks to your fiendish heritage, you have
Stalk and Seduce superior vision in dark and dim conditions. You can see in dim
light within 60 feet of you as if it were bright light, and in
A half-elf traveler sits down in a tavern. Having traveled the darkness as if it were dim light. Thanks to your heritage, your
whole day he looks for respite at the inn. However as he walks darkvision is unusual: everything you see in darkness is a
in he finds the place to be Entirely deserted besides the bar shade of deep red.
tender and himself, however as soon as he had finished Silver Tongue. You have proficiency with the Persuasion
ordering his room a young cloaked woman came stumbling and Deception skills. If you spend 1 minute talking to
through the door. The good natured travler offered to take this someone who can understand what you say, you can make a
young woman up to his room for the night as she was clearly Persuasion check contested by the creature's Insight check. If
in no condition to go out on her own. The next anyone saw of you or allies are fighting the creature, your check
the man he was lying dead on a bed, stripped of his clothes, automatically fails. If your check succeeds, the target is
and looked to be nothing but a husk. magically charmed by you as long as it remains within 60 feet
of you. This effect lasts for 1 hour.
Traits Fiendish Heritage. Your creature type is considered to be
Cubi have the following racial traits Fiend, and you are considered to have the Shapechanger tag.
Ability Score Increase. Your Charisma score increases by You are also resistant to fire.
2, and your Dexterity or Intelligence score increases by 1. Shapechanger. You can use your action to polymorph into a
Small or Medium humanoid, or back into your true form.
Without wings, you lose your flying speed. Other than your
size and speed, your statistics are the same in each form. Any
equipment your are wearing or carrying isn't transformed. You
revert to your true form if you drop to 0 hp.
Fiendish Wings. You have two bat like wings sprouting
from your back. When not shapechanged you have a flying
speed of 30 feet. At 4th level this flight speed increases to 45
feet, and once again to 60 feet at 8th level.
Draining Kiss. Upon reaching 4th level you gain access to
this ability. When a target is charmed by your silver tongue
you may kiss them. The target must make a constitution
saving throw or take 1d10 psychic damage, or half as much
damage on a successful one. The target's hit point maximum
is reduced by an amount equal to the damage taken. This
reduction lasts until the target finishes a long rest. The target
dies if this effect reduces its hit point maximum to 0. If the
target is undead or a construct this has no effect.
When this is used on a charmed target have them make a
wisdom saving throw. If they fail they remained charmed.
The kiss's damage increases by 1d10 at 5th level, 11th level,
and 17th level. up to 4d10 psychic.
Fiend Save DC =8 + your proficiency bonus + your Charisma
modifier
Embrace of Death. at 11th level when you use your silver
tongue to charm a creature you may reap their soul by lying
with them. If the target has 100hp or less it dies.
Languages. You can read, speak, and write Common,
Abyssal, and Infernal.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Optional features Feats for standard
A big concern I had when making the race is the power of the These are just somethings I didn't want to include in the
racial traits. Thats what this page is here to address. normal thing as I felt they were too strong to be included with
Essentially it just turns most of the racial abilities into feats. everything else that is already there if you were going to play it
As with any homebrew race however feel free to tweak the with how it is normally.
numbers or whatever.
Infernal Claws
Improved Flight Your hands grow talon like retractable claws. You now do 1d6
Upon taking this feat your wings become stronger. Your flight slashing damage and your claws are considered magical.
speed goes up from 30 feet to 60 feet. Additionally upon reaching 14th level when you hit a critical
strike on any creature that is not a construct or undead you
Draining Kiss may heal for the damage you deal. These are counted as a
When you take this feat your kiss becomes deadly. When a finesse weapon.
target is charmed by your silver tongue you may kiss them. Etherealness
The target must make a constitution saving throw or take
1d10 psychic damage, or half as much damage on a Upon reaching 12th level you may take this feat. Your body
successful one. The target's hit point maximum is reduced by becomes attuned to the Ethereal Plane. You may now use an
an amount equal to the damage taken. This reduction lasts action to jump between the Ethereal and Material planes.
until the target finishes a long rest. The target dies if this
effect reduces its hit point maximum to 0. If the target is
undead or a construct this has no effect.
When this is used on a charmed target have them make a
wisdom saving throw. If they fail they remained charmed.
The kiss's damage increases by 1d10 at 5th level, 11th level,
and 17th level. up to 4d10 psychic.
Fiend Save DC =8 + your proficiency bonus + your Charisma
modifier

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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