Cubi (3.5e Class)

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Cubi[edit]

Cubi is an abbreviation for Succubi/Incubi, and is intended to be balanced Tire 3 class.

The Cubi class is based on the works of Amber M. Williams, whose work can be found here (http://www.missmab.com/).

Making a Cubi[edit]

Abilities: Charisma is the most important stat for a Cubi as that it dictates the power of there invocations. Strength and Dexterity are both helpful for combat.

Races: Any race can be a Cubi, as long as it has the "Winged Creature" feat as detailed below.

Alignment: Cubi come in all alignments.

Starting Gold: 4d4×10 gp.

Starting Age: As rogue

Table: The Cubi

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Invocations Known
Fort Ref Will
1st +0 +0 +0 +2 Cubi traits, Disguise self, invocation (least) 2
2nd +1 +0 +0 +3 Claws 3
3rd +2 +1 +1 +3 Damage reduction 1/cold iron 3
4th +3 +1 +1 +4 Wing Tendrils 4
5th +3 +1 +1 +4 Empathetic field 4
6th +4 +2 +2 +5 New invocation (least or lesser) 5
7th +5 +2 +2 +5 Damage reduction 2/cold iron, Summon familiar 5
8th +6/+1 +2 +2 +6 Cubi resilience 6
9th +6/+1 +3 +3 +6 Clan blessing 6
10th +7/+2 +3 +3 +7 Energy resistance 5 7
11th +8/+3 +3 +3 +7 Damage reduction 3/cold iron 7
12th +9/+4 +4 +4 +8 New invocation (least, lesser or greater) 8
13th +9/+4 +4 +4 +8 Cubi resilience 2 8
14th +10/+5 +4 +4 +9 Greater clan blessing 9
15th +11/+6/+1 +5 +5 +9 Damage reduction 4/cold iron 10
16th +12/+7/+2 +5 +5 +10 Cubi regeneration 10
17th +12/+7/+2 +5 +5 +10 New invocation (least, lesser, greater, or dark) 11
18th +13/+8/+3 +6 +6 +11 Cubi resilience 5 11
19th +14/+9/+4 +6 +6 +11 Damage reduction 5/cold iron 12
20th +15/+10/+5 +6 +6 +12 Energy resistance 10 13

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the Cubi.

Weapon and Armor Proficiency:Cubi are proficient with club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are proficient with light armor but not with shields.

Invocations: A Cubi does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his soul. A Cubi can use any invocation he knows at will, with the following qualifications:

A Cubi's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A Cubi is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A Cubi can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A Cubi's invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A Cubi's caster level with his invocations is equal to his Cubi level.

The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the Cubi's Charisma modifier. Since spell-like abilities are not actually spells, a Cubi cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual).

The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. A Cubi begins with knowledge of one invocation, which must be of the lowest grade (least). As a Cubi gains levels, he learns new invocations, as summarized on the advancement table and described below. A list of available invocations can be found following this class description, and a complete description of each invocation can be found in Chapter 4 of this book.

At any level when a Cubi learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th level, a Cubi can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 12th level, a Cubi can replace a least or lesser invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 17th level, a Cubi can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or dark). A Cubi choose their invocations from the list below.


Cubi Traits (Su): Your creature type changes to Fey, you are not subject to charm person, dominate person, or other type specific spells, effects, or ability that don't apply to fey. You also gain low-light vision, lastly fey must still eat, sleep, and breathe. All cubi also gain a second nonfunctional pair of wings that sprout from the top of their head. These wings have absolutely no function, but identify you as a cubi to all who see them. You also gain a clan of your choosing as detailed below, as well as the clans marking.


Disguise Self (Sp): Beginning at 1st level, a cubi can use disguise self as the spell at will, as an invocation. His caster level equals his class level.


Claws (Su): Starting at 2nd level, a cubi gains the ability to form their fingers into viscous claws. You gain two primary natural weapons that each deal 1d4 + Str piercing and slashing damage.


Damage Reduction (Su): Fortified by the supernatural power flowing in his body, a cubi becomes resistant to physical attacks at 3rd level and above, gaining damage reduction 1/cold iron. At 7th level and every four levels thereafter, a cubi's damage reduction improves as shown on the advancement table below.


Wing Tendrils (Su): Starting at 4th level, a cubi gains the use of two prehensile tendrils coming oft the bottoms of your wings. These tendrils can be used to grasp simple objects at a range of 5ft, but can't use normal weapons. You gain two secondary natural weapons that each deal 1d6 + Str piercing and slashing damage. Some invocations may augment how your tendrils function.


Empathetic Field (Su): Beginning at 5th level, You gain an empathetic field at a range of 60 ft. You can scene the base emotions of any creature within your empathetic field. You can't sense the location of creatures only that they are within the field and what their base emotions are that the time. Like the spell Detect Evil, your empathetic field may be blocked by certain objects. You also gain telepathy at a range of 10 ft.


Summon Familiar: At 7th level or anytime thereafter, a cubi can obtain a familiar. The familiar she acquires is more powerful than a standard wizard's or sorcerer's familiar. The player of a cubi character chooses one of the following creatures: imp (devil), quasit (demon), warp-aci, or pseudodragon.


Cubi Resilience (Su): Beginning at 8th level, a cubi's body becomes more resilient. Once per day, as a free action, he can enter a state that lasts for 2 minutes. While in this state, the cubi gains fast healing 1.

At 13th level, a cubi's resilience improves. When in his cubi resilience state, he gains fast healing 2 instead. At 18th level, a cubi's resilience improves to fast healing 5.


Clan Blessing (Su): Starting at 9th level, a cubi gains the blessing of their clan as detailed below.


Energy Resistance (Su): At 10th level and higher, a cubi has resistance 5 against any two of the following energy types: acid, cold, electricity, fire, and sonic. Once the types are chosen, this energy resistance cannot be changed. At 20th level, a cubi gains resistance 10 against the two selected types of energy.


Greater Clan Blessing (Su): Starting at 14th level, a cubi gains the greater blessing of their clan as detailed below.


Cubi Regeneration (Su): Beginning at 16th level, a cubi's body becomes far more resistant to blows. The cubi gains the Regeneration ability at a rate of 1 point per hour. Only damage dealt by cold iron weapons or the two energy types that the cubi did not gain resistance to from his energy resistance ability can cause real damage to the cubi.

Invocations[edit]

Least—

Aquatic Adaptation(Dr),

Baleful Utterance(CA),

Beguiling Influence(CA),

Breath of the Night(CA),

Cause Fear(as the spell.),

Cubi Touch(use "blast" invocations with a single natural weapon once/round/every four levels. You may not use more than one "blast" on a single attack.),

Dark One’s Own Luck(CA),

Darkness(CA),

Deafening Roar(Dr),

Devil’s Sight(CA),

Earthen Grasp(CA),

Endure Exposure(Dr),

Entropic Warding(CA),

Frightful Blast(CA),

Leaps and Bounds(CA),

Magic Insight(Dr),

Miasmic Cloud(CA),

Remove Wounds(you may heal a creature for 1d8 damage, but you take damage equal to the amount healed. Damage reduction and regeneration do not apply.),

Scalding Gust(Dr),

See the Unseen(CA),

Sickening Blast(CA),

Spiderwalk(CA),

Summon Swarm(CA),

Wing Armor (form wings into any armor gain armor bonus appropriate. When active you can't use your wings or tendrils for any actions. you do not gain proficiency with said armor if you did not already have it.),

Lesser—

Alter self(You may take the form of any humanoid, monstrous humanoid, or fey, but you can only take the form of a creature you have actually seen.),

Beshadowed Blast(CA),

Charm(CA),

Curse of Despair(CA),

Eat the Soul(this invocation functions exactly the same as the spell Death Knell.),

Enthralling Voice(Dr),

Extra Tendrils(you gain the use of two additional tendrils that function exactly the same as your previous ones.),

Extend Tendrils(your tendrils gain a reach of 10 ft.),

The Dead Walk(CA),

Fell Flight(CA),

Greater Natural Weapon(one type of your natural weapons increases its damage by one die.),

Hellrime Blast(CA),

Hungry Darkness(CA),

Lesser Cure(you cure a creature of one negative level, 1d4 temporary ability damage, blindness, or deafness, but must make a fortitude save equal to 10 + the caster level or hit dice whichever is greater, or gain the affliction removed.), Stony Grasp(CA),

Voidsense(CA),

Voracious Dispelling (as a touch attack only)(CA).

Greater—

Baleful Geas(Dr),

Bewitching Blast(CA),

Cure(as Lesser Cure, but may also heal diseases, paralysis, permanently drained ability damage from a single ability score, and all forms of insanity, confusion, and similar mental effects.)

Devour Magic(CA),

Enervating Shadow(CA),

Greater Improved Natural Weapon(one type of your natural weapons increases its damage by two dice. This ability dose not stack with Greater Natural Weapon.),

Improved Extend Tendrils(your tendrils gain a reach of 15 ft.),

Noxious Blast(CA),

Polymorph(as the spell, but you can only take the form of a creature you have actually seen.),

Repelling Blast(CA),

Tenacious Plague(CA),

Terrifying Roar(Dr),

Wingstorm(Dr).


Dark—

Aura of Death(this invocation functions the same as the spell Death Knell, but in a 20 ft radius around you and lasts for 24 hours.),

Dark Discorporation(CA),

Dark Foresight(CA),

Greater Improved Extend Tendrils(your tendrils gain a reach of 20 ft.),

Greater Improved Natural Mighty Weapon(one type of your natural weapons increases its damage by one die. This ability dose stack with Greater Natural Weapon and Greater improved Natural Weapon.),

Live Again(this invocation functions as the spell Raise Dead, but upon successfully casting the invocation, you immediately take 2d4 permanent constitution damage and louse 100 xp.),

Perilous Veil(Dr),

Retributive Invisibility(CA),

Utterdark Blast(CA),

Word of Changing(CA).

Clans and Blessings[edit]

Every cubi belongs to a clan as decided at 1st level. Each clan has a particular emotional affinity, and if the cubi spends the majority of their time surrounded by their clans affinity from numerous sources then they need not eat, drink, or sleep. Starting at 9th level a cubi gains their clans blessing and at 14th level they gain their clans greater blessing. A cubi only gains the benefit of their clans blessing or greater blessing if they experience their clans affinity in a genuine way, wither it be within the cubi's self or that of another person. Blessings last for hours per level. Blessing and greater blessings may be suppressed as a move action and reactivated as a full round action. All ability that require a save have a DC equal to (DC 10 + ½ cubi’s HD + cubi’s Cha modifier)

Kish'Ta, the Nightmare Clan

Emotional affinity: Fear

Blessing: You gain immunity to fear effects, but if hit with such an effect the cubi still gains the experience of their affinity for that day. You may also use Fear as the spell, as a bonus lesser invocation.

Greater blessing: You gain a Frightful Presence akin to that of a dragon, creatures within a radius of 30 feet are subject to the effect if they have fewer HD than the cubi. A potentially affected creature that succeeds on a Will save remains immune to that cubi’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 2d6 rounds and those with 5 or more HD become shaken for 2d6 rounds. You may also use Nightmare as the spell, as a bonus greater invocation with the range of touch.

Seme, the Clan of Broken Dreams

Emotional affinity: Despair

Blessing: Once per round you may make a touch attack that dose not also contain a "blast" effect, that functions like Ray of Enfeeblement as the spell, as a bonus lesser invocation, this ability can't be used on the same target more than once within 24 hours. You may also use Crushing Despair as the spell, as a bonus lesser invocation.

Greater blessing: You gain an ability that functions like Symbol of Weakness upon your clan marking, except that it only causes all creatures who can see it to make a will save, or take 2 points of temporary Charisma damage per round, also this ability only effects creatures that are within 20 ft of you, if the creature make its save or leaves the range then they are immune to this ability for 24 hours. you may designate targets equal to your charisma modifier to not be affected by this ability.

Taun, the Avenger

Emotional affinity: Anger/Rage

Blessing: Any weapon wielded by you is constantly under the effects of Greater Magic Weapon as the spell, except that it only gives you +1 per 5 class levels (maximum +5), as a bonus lesser invocation. You may also use Prayer as the spell, as a bonus lesser invocation.

Greater blessing: You are always under the effects of Death Ward as the spell, as a bonus greater invocation. You may also once per day, use Holy Sword as the spell, as a bonus greater invocation. You also gain proficiency with any weapon under the effects of Holy Sword for the duration of the spell.

Zezzuva, Where the Strong Shall Rule

Emotional affinity: Envy

Blessing: You gain telepathy to a range of 60 ft, as a bonus lesser invocation. You also gain an aura of Discern Lies as the spell to a range of 30 ft, as a bonus lesser invocation.

Greater blessing: You are constantly under the effects of True Seeing as the spell, as a bonus greater invocation. You may also use Detect Thoughts as the spell, as a bonus greater invocation.

Nact'Larn, the Clan of First Kiss

Emotional affinity: Lust

Blessing: You gain an ability that functions like Symbol of Persuasion upon your clan marking, but this ability only effects creatures that are within 20 ft of you, if the creature make its save or leaves the range then they are immune to this ability for 24 hours. This ability is a bonus lesser invocation.

Greater blessing: You can beguile a humanoid within 10 feet. The humanoid must succeed on a Will save or instantly come to regard you as its comrade. This is a language dependent ability. Other than these differences, this ability works as the Dominate Person spell. You can never have more than one target dominated at a time with this ability. If a second humanoid is dominated, you lose your hold on the first creature, this is a bonus greater invocation.

Dimanika, the Clan of Chaos

Emotional affinity: Confusion

Blessing: You may use Lesser Confusion as the spell, except that the spell lasts rounds per level, this is a bonus lesser invocation. You may also use Major Image as the spell, except that you must spend a move action every round to maintain the spell, as a bonus lesser invocation.

Greater blessing: You gain the Summon Shadow ability as a Shadowdancer equal to 1/3 your cubi level, this is a bonus greater invocation.

Jin, Where Morning Comes

Emotional affinity: Joy

Blessing: You gain an 30 ft aura Consecrate as the spell centered on you, this is a bonus least invocation. You may also use Enthrall as the spell any time you speck, as a bonus lesser invocation.

Greater blessing: You gain an 30 ft aura Sympathy as the spell centered on you, where all creatures must make a will save, you are the focus of the spell, this is a bonus greater invocation.

Crya, the Clan of Winters Touch

Emotional affinity: Pain

Blessing: You gain an ability that functions like Symbol of Pain upon your clan marking, but this ability only effects creatures that are within 20 ft of you, if the creature make its save or leaves the range then they are immune to this ability for 24 hours. This ability is a bonus lesser invocation.

Greater blessing: You gain an 30 ft aura Antipathy as the spell centered on you, where all creatures must make a will save (DC 10 + ½ cubi’s HD + cubi’s Cha modifier) you are the focus of the spell, this is a bonus greater invocation.

Owona, the Shadow Clan

Emotional affinity: Rage

Blessing: Your natural weapons are constantly under the effects of Greater Magic Fang as the spell, except that it only gives you +1 per 7 class levels (maximum +3), as a bonus lesser invocation. You may also use Rage as the spell, but only on yourself, and you are fatigued at the end of the rage, as a bonus lesser invocation.

Greater blessing: Your natural weapons are constantly under the effects of Keen Edge, as a bonus greater invocation. You may also once per day, use Stoneskin as the spell, except that the ability only lasts for rounds per level, as a bonus greater invocation.

Fa'Lina, to Dream, to Hope, to Live

Emotional affinity: Hope

Blessing: You may use Good Hope as the spell, as a bonus lesser invocation.

Greater blessing: You gain an aura with a range of 20 ft centered on you, that has the properties of Magic Circle against Evil, and Lesser Globe of Invulnerability, as a bonus greater invocation.

Piflak, if You Do it, Do it Well

Emotional affinity: Pride

Blessing: You gain the use of two additional tendrils that function exactly the same as your previous ones, this ability stacks with the Extra Tendrils invocation.

Greater blessing: You may use melee weapons or complex items in you tendrils at a maximum of one item per tendril. You also gain the use of two more additional tendrils.

Quar, Life is an Adventure

Emotional affinity: Love

Blessing: You gain Inspire Courage as the bard ability at a +1 per 8 class levels. You may use this ability a number of times per day equal to your Bard level (if any) + your Cha modifier.

Greater blessing: You gain Inspire Heroics as the bard ability, but you may only ever inspire one creature at a time. You may use this ability a number of times per day equal to your Bard level (if any) + your Cha modifier.

Siar, the Clan of Woe

Emotional affinity: Misery

Blessing: You gain an 30 ft aura of woe centered on you, where all creatures must make a will save, or each affected creature takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects. The effects last as long as the creature is within the radius of the aura, and a creature must make a new save upon reentering the aura. You also gain the use of the lesser invocation Cause Fear as a bonus least invocation.

Greater blessing: You gain an Unholy Aura as the spell, but only upon yourself, and the spell resistance is equal to 9 + your cubi level. You may also use Blasphemy as the spell, as a bonus greater invocation, but it can't kill any type of creature regardless of hit dice, and only effects a single creature within its range.

Epic <-class name->[edit]

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a <-class name->[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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