Succubus Queen Patron (5e Subclass)
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Succubus Queen Patron
You have made a deal with a rather mysterious entity who likes her secrets and magical artifacts. The Succubus Queen is generous but requires absolute loyalty from her -often more than willing- servants. Strangely, she does not seem to have any care for her chosen's alignment and tends to remain neutral herself in the affairs of Demons and Devils. The location of her residence is a closely guarded secret that only her chosen favorites know of.
Expanded Spell List
The Succubus Queen lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
|1st level||disguise self, command|
|2nd||scorching ray, web|
|4th||black tentacles, confusion|
|5th||geas, modify memory|
Gift of Endurance
At 1st level, you gain proficiency in Constitution Saving throws.
Starting at level 1, every time you expend a spell-slot to cast a spell, you gain a number of Lust Points (or LP) equal to the level of the spell-slot expended. You can never have more than 20 LP at a time. All accumulated LP are reset to zero after finishing a short or long rest. You may expend any number of LP as a bonus action or reaction for the following effects :
- Battle Lust (4LP)
Target a creature you can see within 60 feet of you. That creature gains a d4 Bardic Inspiration dice. The dice size increases when you reach 5th level (d6), 10th level (d8), 15th level (d10), and 20th level (d12) in this class. You choose whether to express this ability verbally or though telepathy.
- Charm Person (6LP)
You cast the charm person spell at 2nd level without expanding a 2nd level spell-slot.
- Heatwave (8LP)
This effect requires 7th level in this class.
A wave of lustful heat sweeps out from you. Each creature of your choice within a 10ft-radius sphere that is centered at you must make a Wisdom saving throw against your warlock spell save DC. On a a failed save, a creature must take 2d6 psychic damage, and immediately after receiving this damage, if the creature's type is humanoid, it also becomes charmed by you under the effects of the charm person spell. On a successful save, the creature takes half damage and isn't affected by the charmed effect.
- Overheat (12LP)
This effect requires 11th level in this class.
Target a creature you can see within 120 feet of you. The target takes 2d10 psychic damage and falls prone. The damage increases when you reach 15th level (3d10), and 20th level (4d10) in this class.
- Enslave Humanoid (20LP)
This effect requires 17th level in this class.
Target a creature with the type humanoid that you can see within 30 feet of you. The target must make a Wisdom saving throw against your warlock spell save DC. On a failed save, they become your obedient slave for a month.
Succubus Queen's Blessing
At 6th level, you gain the ability to charm people in the middle of a battle. You can now cast the charm person spell at 1st level once without expanding a spell slot. When cast using this feature, it has the casting speed of a reaction. You regain expended uses of this feature after a short or long rest.
Also, when casting a spell that deals fire or psychic damage, you may add your charisma modifier (minimum of +1) and your proficiency bonus to one fire or psychic damage roll of the spell.
At 10th level, you've spent enough time training with or being trained by your patron, whether in the hellish planes themselves or in your dreams, to have developed resistance to all forms of heat. High temperatures no longer negatively affect you and you gain a natural resistance to fire damage. You also start gaining notoriety among the different hell spawn, creatures with the fiend type will now seek to parley rather than attack you, and will also have disadvantage on attack rolls against you.
Leather and Whip Allies
At level 14, you gain the full trust of the Succubus Queen.
As an action, you may summon a number of succubus/incubus up to your half your Charisma Modifier (rounded down, minimum of 1). Each summoned creature appears in a different unoccupied space that you can see within 90ft, and remains for a number of hours equal to your charisma modifier. You may dismiss them early as a free action, and if you die, all summoned creatures from this feature are automatically dismissed. A dismissed creature from this feature immediately disappears. You may use this feature again, as long as its use doesn't cause the total number of creatures summoned by this feature since your last long or short rest to exceed half your Charisma Modifier (rounded down, minimum of 1), and the number of creatures currently serving you from this feature doesn't exceed half your Charisma Modifier (rounded down, minimum of 1).
The creatures are an ally to you and your companions. In combat, the creatures share your initiative count, but take their turns immediately after yours. They obey your commands, which can be issued either verbally, or telepathically read from you (no action required by you). If you don’t issue any, they take the Dodge action and uses their move to avoid danger while in combat.
Should you fall unconscious during combat, they will attempt to stabilize you, and then carry you, while fleeing from any battle, to attempt to bring you to safety. They may instead remain in the combat area if they believe that there are friendly creatures nearby that are able and willing to heal you. Note that the summoned creatures usually do not have healing abilities, but if provided with them, will count as friendly creatures for the purpose of this feature and will use them on you.