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The Seductress

Version 2 by Cheri

A half-elf flirts with a host of guards, enrapturing them with her company. In the shadows, her
allies take advantage of the distraction to sneak into the wicked baron's keep.

A beautiful tiefling lies in bed with a nobleman, plying his favor with her honeyed words. As she
lulls him into letting down his guard, he reveals a secret that will prove his rival's innocence.

A human gladiator smirks as she steps into the arena. With a flourish, she casts her cloak to the
ground, dazzling her foes and the audience alike with her stunning beauty.

For the seductress, sexuality is not a taboo to be shunned, but a tool and weapon as effective as
any other. She uses her beauty, wiles, and natural charisma to manipulate and distract her foes.
Such base methods are often degraded or looked down upon by others, but a seductress knows
better: after all, there's no shame in a woman knowing what she wants and knowing exactly
how to get it.

While the name of this class is feminine and this text assumes that seductresses are female, it is
not unknown for charismatic men to use sexuality to their advantage in a similar fashion to
seductresses. A male character of this class is known as a seducer.

Creating a Seductress
As you create your seductress, consider the character's attitude towards those she seduces. Are
you a selfish manipulator who sees your marks as tools, or do you genuinely care about your
lovers to some degree? Do you enjoy the thrill of seducing others into your bed, or do you see
your methods as an unsavory means to an end?

Quick Build

You can make a seductress quickly by following these steps. First, Charisma should be your
highest ability score, followed by Dexterity. Second, choose the charlatan background.

Class Features
As a seductress, you have the following class features.

Hit Points

Hit Dice: 1​ d8 per seductress level


Hit Points at 1st Level: 8​ + your Constitution modifier
Hit Points at Higher Levels: ​1d8 (or 5) + your Constitution modifier per seductress level after
1st

Proficiencies

Armor:​ None
Weapons: S​ imple weapons, hand crossbows, rapiers, scimitars, shortswords, whips
Tools: N
​ one

Saving Throws: I​ ntelligence, Charisma


Skills:​ Choose three from Acrobatics, Deception, Insight, Intimidation, Investigation,
Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your
background:

● (a) a rapier, (b) a scimitar, or (c) any simple weapon


● (a) a shortbow and 20 arrows, (b) a scimitar, or (c) a whip
● Two daggers, a diplomat's pack, and a small steel mirror

Alternatively, you have a starting wealth of 4d4 x 10 gp.

Sidebar: Intimate Privacy

Many of the seductress's class features rely on being "in intimate privacy" with one or
more creatures. While this can be interpreted to be sex (and it often is), it isn't always sex,
especially when interacting with nonhumanoid creatures or creatures that aren't attracted
to the seductress's race or gender.

To count as intimate privacy, a situation has to be i​ ntimate a​ nd ​private.​ "Intimate" means


that the targeted creatures let down their guard and become emotionally vulnerable to the
seductress. "Private" means that the targeted creatures are cut off and isolated from
anyone other than the seductress.

Examples of intimate privacy that aren't sex include a heart-to-heart talk, a candlelit
dinner, a quiet campfire chat, or a priestly confession. A seductress can take advantage of
situations like these to use her class features. Conversely, if a seductress is involved in a
sexual situation that isn't intimate (such as rape) or isn't private (such as an orgy), she isn't
"in intimate privacy" and thus her class features can't be used.
The Seductress

Level Proficiency Sneak Features


Bonus Attack

1st +2 1d6 Seduction, Sneak Attack, Unarmored Defense

2nd +2 1d6 Charm, Enthrall

3rd +2 2d6 Seductress Archetype

4th +2 2d6 Ability Score Improvement

5th +3 3d6 Deep Slumber, Seduction improvement

6th +3 3d6 Charm improvement, Pillow Talk

7th +3 4d6 Promise

8th +3 4d6 Ability Score Improvement

9th +4 5d6 Seductress Archetype feature

10th +4 5d6 Effortless Seduction, Seduction improvement

11th +4 6d6 Forgetful Caress, Savoir-Faire

12th +4 6d6 Ability Score Improvement

13th +5 7d6 Seductress Archetype feature

14th +5 7d6 Enthrall improvement

15th +5 8d6 Charm improvement

16th +5 8d6 Ability Score Improvement

17th +6 9d6 Seductress Archetype feature

18th +6 9d6 Enthrall improvement, Promise improvement

19th +6 10d6 Ability Score Improvement

20th +6 10d6 Perfect Seduction


Seduction

While many women are attractive and even seductive, a seductress is a consummate master of
the art of seduction. Through your alluring words, body language, and nonverbal cues, you
know how to steal the hearts of all who look upon you. Even creatures that are not normally
attracted to your race or gender find you admirable and captivating (and may find themselves
questioning their own sexuality).

Beginning at 1st level, other creatures find you extremely attractive and are more likely to have a
good first impression of you. You may add your proficiency bonus on any Charisma check you
make to influence other creatures. If you're using a skill you're already proficient in, your
proficiency bonus is doubled. This doubling effect isn't cumulative with the expertise class
feature from other classes.

Your seduction only affects adult humanoid creatures that can perceive you, can be charmed,
and have an Intelligence score of 3 or greater (but this restriction is relaxed as you gain class
levels; see below). Your seduction stops affecting creatures if you're incapacitated or if the
creatures can no longer perceive you.

At 5th level, you become a seductress of such skill that even magical beings find themselves
attracted to you. Creatures of any type can now be affected by your seduction, as long as they can
be charmed, are adult, and have an Intelligence score of 3 or greater.

At 10th level, you become so seductive and appealing that you attract the attention of planar
creatures and otherworldly entities. All creatures can now be affected by your seduction,
regardless of whether they can be charmed, as long as they are adult and have an Intelligence
score of 3 or greater.

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per
turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have
advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it,
that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak
Attack column of the Seductress table.

Unarmored Defense

Beginning at 1st level, you can use your graceful panache to dodge and distract your enemies.
When you are not wearing armor and not wielding a shield, your Armor Class equals 10 + your
Dexterity modifier + your Charisma modifier.
Charm

As you grow in experience as a seductress, you gain an almost supernatural ability to charm
others.

The seductress's charm ability is first granted to you at 2nd level in the form of the charming
kiss class feature. At 6th level and 15th level, you learn a new use of your charm ability.

2nd level - Charming Kiss. ​Beginning at 2nd level, as an action, you may kiss a creature that is
affected by your seduction and either willing, incapacitated, grappling you, or grappled by you.
That creature must succeed on a Wisdom saving throw against your charm.

6th level - Charming Glance. B ​ eginning at 6th level, as an action, you can glance at a creature
within 60 feet that can see you and is affected by your seduction. That creature must succeed on
a Wisdom saving throw against your charm.

15th level - Charming Beauty. ​Beginning at 15th level, as an action, you can choose any
number of creatures within 60 feet that can see you and are affected by your seduction. Each of
those creatures must succeed on a Wisdom saving throw against your charm.

Your charm has a Wisdom saving throw of DC 8 + your proficiency bonus + your Charisma
modifier. If you or your companions are fighting a creature, it has advantage on the save. On a
failed save, a creature becomes charmed by you until 1 hour has passed or you or your
companions do anything harmful to it. The charmed creature regards you as a close and trusted
friend. When the effect ends, the creature doesn't know it was charmed by you.

Once you've attempted to charm a creature, you can't attempt to charm that creature again for 1
hour.

Enthrall

Beginning at 2nd level, you can enthrall others with your seductive words and movements.

As an action, choose any number of creatures within 60 feet that are affected by your seduction.
Those creatures must succeed on a Wisdom saving throw of DC 8 + your proficiency bonus +
your Charisma modifier. If you or your companions are fighting a creature, it has advantage on
the save. On a failed save, a target has disadvantage on Wisdom (Perception) checks made to
perceive any creature other than you until the target is no longer affected by your seduction or
you choose to end the effect.

Once you've targeted a creature with this feature, you can't target that creature again with this
feature for 1 hour.

At 14th level, you become so enthralling that a creature affected by this feature can't see or hear
creatures other than you for the duration of the effect.
At 18th level, you learn to stun others with your enthralling beauty. When you use this feature,
in addition to forcing the targets to make a saving throw against being enthralled, you may have
each of them become stunned for a number of rounds equal to your Charisma modifier. At the
end of each of its turns, a creature stunned this way may make a Wisdom saving throw of DC 8
+ your proficiency bonus + your Charisma modifier. On a successful save, the stunning effect
ends.

Seductress Archetype

At 3rd level, you choose an archetype that you strive to emulate in the ways of seduction. Your
archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase
one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.
As normal, you can’t increase an ability score above 20 using this feature.

Deep Slumber

Beginning at 5th level, your intimate company can make others fall into a deep slumber.

When you spend an hour in intimate privacy with one or more creatures, choose any number of
those creatures. The chosen creatures fall unconscious until 8 hours have passed, the sleeper
takes damage, or someone uses an action to shake or slap the sleeper awake.

Pillow Talk

Beginning at 6th level, your allure can compel others to divulge their secrets.

When you spend an hour in intimate privacy with one or more creatures affected by your
seduction, choose any number of those creatures. The chosen creatures can't speak deliberate
lies to you for the next hour. The creatures are unaware of this effect.

Promise

Beginning at 7th level, your intimate touch can extract promises from others.

When you spend an hour in intimate privacy with one or more creatures affected by your
seduction, you may choose any number of those creatures and suggest a course of activity
(limited to a sentence or two). Each of the chosen creatures promises to honor your suggestion
and pursues the course of action you described to the best of its ability. This lasts until the
promised activity is completed.
The suggestion must be worded in such a manner as to make the course of action sound
reasonable. You can't ask a creature to stab itself, throw itself onto a spear, immolate itself, or do
some other obviously harmful act.

At the end of each day that a target is under the effect of this feature, it may make a new
Wisdom saving throw. On a successful save, the effect ends. This effect also ends if you or any of
your companions damage a target, or if a target discovers any falsehood that you have told it.

At 18th level, a creature under the effect of your promise no longer receives a new Wisdom
saving throw at the end of each day.

Effortless Seduction

Beginning at 10th level, seductive appeal comes as easily to you as breathing. Whenever you
make a Charisma check to influence a creature affected by your seduction, you can treat a d20
roll of 9 or lower as a 10.

Forgetful Caress

Beginning at 11th level, your touch can cause others to forget their own memories.

When you spend an hour in intimate privacy with one or more creatures affected by your
seduction, choose any number of those creatures. For each target, you can remove that
creature's memory of an event that it experienced within the last 24 hours and that lasted no
more than 10 minutes. The creature is unaware of this effect.

A ​modify memory​ spell allows the creature to recall the forgotten memory. A​ r​ emove curse​ or
greater restoration​ spell will not restore the creature's memory, as this effect is nonmagical.

Savoir-Faire

Also at 11th level, you become so adept at social manipulation that you can read the thoughts
and emotions of others like an open book. At all times, you know the surface thoughts of any
creature that you can see and is affected by your seduction.

As an action, you can perform a seductive gesture directed at one creature affected by your
seduction, attempting to provoke it into a slip of its body language. That creature must succeed
on a Charisma saving throw of DC 8 + your proficiency bonus + your Charisma modifier. On a
failed save, you gain insight into that creature's reasoning (if any), its emotional state, and
something that looms large in its mind (such as something it worries over, loves, or hates).

Once you attempt to provoke a creature to reveal its thoughts, you can't provoke that creature
again until it has forgotten the last attempt or 1 hour has passed.
Perfect Seduction

At 20th level, you become a temptress of truly legendary splendor. Whenever you make a
Charisma check to influence a creature affected by your seduction, you can treat the d20 roll as a
20.

Sidebar: Seductress Features Aren't Magic

While many of the seductress's features have similar effects to spells cast by bards and
other magic users, a seductress accomplishes her feats through completely nonmagical
means. A combination of innate talent and worldly experience elevates the seductress
from a common vixen to a temptress of truly fantastic skill.

Because these abilities aren't magical or supernatural, they can't be countered or dispelled,
and their targets don't receive the benefits of spell resistance. Furthermore, they can affect
creatures that can't normally be charmed, as long as those creatures can be affected by the
seductress's seduction.

The exceptions to this rule are the nymph and succubus seductress archetypes
documented later in this text. These archetypes are designed for players who wish to
create seductresses with a supernatural or magical origin. As such, any features granted by
those archetypes (such as the nymph's druid spellcasting) can be considered magical.

At the player's discretion, other features of a seductress character can also be flavored to
have a magical component or origin.

Sidebar: Challenging a Seductress

The power of a seductress character varies greatly depending on the challenges she's
confronted with. Seductresses excel whenever there are intelligent creatures to
manipulate, charm, and enthrall. However, seductresses struggle to remain useful against
non-humanoid opponents at low levels, as well as mindless opponents such as constructs
and undead.

If a seductress character is in the party, Dungeon Masters should be aware of her strengths
and weaknesses when designing encounters. Make sure there are enemies for her to
seduce and social encounters for her to take center stage. Conversely, if a seductress's
social prowess is beginning to overshadow the other players, feature mindless enemies as
antagonists to give the other players a chance to be in the spotlight.
Seductress Archetypes

Armsmaiden
You are a mesmerizing warrior who blends seduction with swordsmanship and silk with steel.

Combat Distraction

Beginning at 3rd level, as a bonus action, you can use your beauty to distract an enemy within 5
feet that can see and hear you and is affected by your seduction. When you do, you gain
advantage on your next melee attack against that enemy this turn. Once you use this feature a
number of times equal to your Charisma modifier, you can't use it again until you finish a short
or long rest.

Additionally, you gain proficiency with shields and martial weapons, you can use your sneak
attack class feature with any melee weapon, and you can benefit from your unarmored defense
class feature even when you are wielding a shield.

Martial Allure

Starting at 9th level, you have learned to weave your seduction into the dance of battle.
Whenever a creature makes a saving throw to avoid being affected by your charm or enthrall
feature, it no longer has advantage on the save if you or your companions are fighting it.
Furthermore, it has disadvantage on the save if it is fighting you and within 5 feet of you.

Honed Body

At 13th level, you benefit from your extensive physical training both on and off the battlefield.
You gain proficiency in all saving throws. Additionally, choose either Athletics or Acrobatics.
You have advantage whenever you make a skill check with the chosen skill.

Deadly Charm

Beginning at 17th level, you execute your enemies with such grace that you inspire fearful
wonder in all who look upon you. Whenever you reduce an enemy to 0 hit points with an
attack, you may immediately use your charming beauty class feature as a free action. During this
use of your charming beauty, you may attempt to charm creatures that you have attempted to
charm in the past hour.
Black Widow
You are a deadly assassin who uses her seductive wiles to lure in her prey.

Widow's Kiss

At 3rd level, you gain proficiency with poisoner's kits and learn how to craft a special kind of
poison called widow's venom. This poison is tailored to the body chemistry of its user, making it
worthless if sold or used by others.

During a long rest, you can use a poisoner's kit to imbue one melee finesse weapon or up to 50
pieces of ammunition with your widow's venom. When you attack with a weapon or piece of
ammunition imbued this way, it deals bonus poison damage equal to your Intelligence modifier
and counts as magical for the purpose of overcoming resistance and immunity to nonmagical
attacks and damage. This effect lasts until the next time you take a long rest.

In addition, your lips become permanently imbued with your widow's venom. As an action, you
may use your widow's kiss on a creature that is willing, incapacitated, or grappling or grappled
by you. When you do, that creature takes 1d6 poison damage for each seductress level you have.

Widow's Embrace

Beginning at 9th level, your allure and force of personality are inescapable. When attempting to
grapple a creature affected by your seduction, you may make a Charisma (Intimidation) check
opposed by that creature's Charisma (Intimidation) check instead of any other skill check. When
a creature affected by your seduction attempts to escape from your grapple, you may force it to
make a Charisma (Intimidation) check opposed by your Charisma (Intimidation) check instead
of any other skill check.

Since these grapple checks are Charisma checks made to influence your foe, you may use your
seduction class feature to double your proficiency bonus to such rolls, as well as your effortless
seduction class feature at level 10 and your perfect seduction class feature at level 20.

In addition, you learn to adapt the formula of your widow's venom. When dealing damage with
your widow's venom, you may choose to deal acid or necrotic damage instead of poison damage.

Blackened Heart

Beginning at 13th level, you have mastered the tactics of the underworld to such a degree that
they no longer have any effect on you. You gain immunity to disease and poison and you can't
be charmed or frightened.
Shadowless Enigma

At 17th level, you become a woman with no name, a completely unreadable and undetectable
living weapon. You gain immunity to psychic damage, divination spells, and any effect that
would sense your emotions or read your thoughts. This feature even foils w
​ ish​ spells and effects
of similar power used to affect your mind or to gain information about you.

Confidante
You are a seductress with a heart of gold who uses her talents to soothe and inspire others.

Soothing Company

Beginning at 3rd level, you learn to use your emotional mastery to soothe your allies. When you
finish a short or long rest in intimate privacy with one or more friendly creatures, you may have
yourself and each of those creatures gain a number of temporary hit points equal to your
seductress level + your Charisma modifier. The temporary hit points remain until lost or until
the end of the creature's next short or long rest.

Intimate Inspiration

Beginning at 9th level, you inspire your allies when you spend time with them. When you finish
a short or long rest in intimate privacy with one or more friendly creatures, you may have
yourself and each of those creatures gain an Intimate Inspiration token. When a creature fails an
ability check, attack roll, or saving throw, it can spend an Intimate Inspiration token to add a
bonus to the ability check, attack roll, or saving throw equal to your Charisma modifier. The
token is lost when spent, or when the creature next finishes a short or long rest.

Loving Restoration

Beginning at 13rd level, your soothing touch can heal your allies of even grievous ailments.
When you finish a short or long rest in intimate privacy with one or more friendly creatures,
you may cure those creatures of all diseases and curses, as well as the blinded, deafened,
paralyzed, and poisoned conditions.

In addition, you gain immunity to disease and poison, you can't be cursed, and you can't be
blinded, deafened, or paralyzed.

Kiss of Life

Beginning at 17th level, your kiss is so potent that it can bring others back from the dead.
When you finish a long rest in the presence of a creature that has been dead for no longer than a
year, you may kiss that creature on the lips. If the creature's soul is free and willing, the creature
is restored to life with 1 hit point.

This effect closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses
affecting the creature when it died. However, it does not replace damaged or missing organs and
limbs.

You can only perform one kiss of life after a long rest. After performing a kiss of life, your soul
must be purified at a temple in a ritual costing 10,000 gp before you can use this feature again.

Nymph
Your powers of seduction come from your fey ancestry. As you grow in power and experience,
you rediscover your connection to nature and magic.

One with Nature

Starting at 3rd level, you can innately cast the following druid spells, requiring no components.
Your spellcasting ability is Charisma.

● At will: d​ etect magic​, d​ ruidcraft,​ g​ uidance,​ ​light


● 2/day: ​cure wounds,​ ​goodberry​, l​ esser restoration

Fey Awakening

Starting at 9th level, you are treated as a fey in addition to your other types. You gain the ability
to breathe air and water, the ability to communicate with beasts and plants as if they shared a
language, and darkvision out to a range of 60 feet. Your spellcasting is also expanded, granting
you the following innate druid spells:

● 1/day: g​ rasping vine, t​ ree stride

Magic Resistance

Starting at 13th level, you have advantage on saving throws against spells and other magical
effects. In addition, you have immunity to being charmed.

Blinding Beauty

Starting at 17th level, if a humanoid starts its turn within 30 feet of you and can see you, you can
force the creature to make a Constitution saving throw of DC 8 + your proficiency bonus + your
Charisma modifier. On a failed save, the creature is magically blinded. The target can repeat the
saving throw at the end of each of its turns, ending the effect on itself on a success. A humanoid
that isn’t surprised can avert their eyes.
Succubus
Your powers of seduction come from the blood of an incubus or succubus. As you grow in
power and experience, your fiendish abilities awaken.

Draining Kiss

Starting at 3rd level, as an action, you may use your draining kiss on a living creature that is
willing, incapacitated, or grappling or grappled by you. When you do, that creature takes 1d6
psychic damage for each seductress level you have, and you gain a number of temporary hit
points equal to your seductress level. The temporary hit points remain until lost or you use this
feature again.

In addition, you gain darkvision out to a range of 60 feet.

Fiendish Awakening

At 9th level, you gain the following features:

● Fiendish Origin. Y ​ ou are treated as a fiend in addition to your other types.


● Fiendish Appearance. Y ​ our base form grows horns, vestigial batlike wings, and a
spaded tail.
● Shapechanger. ​You gain the ability to use the a​ lter self​ spell at will.
● Telepathy. ​You gain telepathy out to a range of 60 feet. This allows you to
communicate telepathically with other creatures with Intelligence 1 or greater without
needing to share a language. It doesn't allow you to detect thoughts.

Demonic Form

At 13th level, your vestigial wings become fully functional wings that grant you a fly speed of 60
feet. In addition, you gain resistance to cold, fire, lightning, and poison damage.

True Succubus

At 17th level, you gain the following features:

● Etherealness. A​ s an action, you can magically enter the Ethereal Plane from the
Material Plane, and vice versa. See the ​etherealness​ ​spell.
● Dominate Servant. W ​ hen you charm a creature, you can dominate it as per the
dominate monster​ s​ pell for a duration of concentration, up to 24 hours. You can only
concentrate on dominating one creature at a time.
Multiclassing
Prerequisite: C
​ harisma 13

Proficiencies gained: ​One skill from the class's skill list

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