Lascivious and fiendish in nature, succubi and incubi are loyal servants to the archdevils of the Kingdom of Never. They thrive on manipulating unsuspecting targets, using their charismatic personality and beguiling nature to charm them into performing acts against their will or feast upon their souls.
Utmost value to devilkind, succubi and incubi work to collect the essence of the living. Their archdevil masters send them to the Material Plane to fulfill a mortal's end of the bargain, taking their soul whole or on rare occasion only part of it. If they are tasked to find a certain individual, they fight to the death to acquire their spirit. These fiends are capable of living with or stalking a person for decades if needed before they strike where their target is most vulnerable.
Famously their most used form of assassination, sucubi and incubi are capable of ripping out the soul of a living creature just by kissing them. For this signature style of killing, their evil acts are easily recognized by blood hunters, clerics and others who seek to destroy such beings. After devouring an individual's soul, it is transported to the Kingdom of Never where the succubus or incubus' master uses them as they please.
There is one way however to free a soul collected by a succubus or incubus. You have to kill the fiend that took the individual's soul and preform a ritual with their blood, attempting to trade with their archdevil master for something they desire more than the person's soul.
The work of succubi and incubi is not easy. If they murder an individual in broad daylight, they risk the chance of being discovered by a cleric or other holy person, dooming them to be chased after or even killed by their radiant power. As a safeguard against such situations succubi and incubi are gifted with the talent to shapeshift.
Others shift into the desired form of a curvy woman, a muscular man or sometimes into their target's significant other to charm and deceive, leaving them vulnerable and defenseless at night or in their own homes.
Folktales and bards' songs tell tales of succubi and incubi falling in love with a certain individual and even bearing children with them, however this is an extremely rare occasion. These devils usually do not feel emotions, nor do they have the desires a human or other intelligent race would. They are born to fulfill only one goal: serve their archdevil creator. Some folk mistake their decade-long missions for love or attraction, however most of the time this is only a means to an end for them.
Rarely however, succubi and incubi are born with emotions and feelings like any other race. When in pursuit of a person they might meet their soulmate and fall in real, humanly love with them. This is a dangerous game for them because if their archdevil finds out there is only one way for them to survive: kissing their one true love without taking their soul. If they are capable of such an act, their bond to the Kingdom of Never is broken, their creator has no domain over them anymore and they lose their natural hunger for souls.
Alignment. Imbued with their innate entrancing ability, most succubi and incubi are evil. Outcasts of their society however, in rare situations may escape to the Material Plane and lean toward neutrality.
Darkvision. Thanks to your fiendish heritage, you have 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 darkness as if it were dim light. Thanks to your heritage, your darkvision is unusual: everything you see in darkness is a shade of deep red.
Fiendish Nature. Your creature type is considered to be both Fiend and Humanoid, and you are considered to have the Shapechanger tag. Additionally, you are vulnerable to radiant damage.
Devil's Shapechange. You walk amongst everyday folk like you are one of them. You can cast a fiendishly altered version of disguise self without expending a spell slot. Instead of its normal duration, it lasts until you are able to concentrate on it as if it was a spell or until you dismiss the illusion.
Wings from the Nine Hells. You have a small set of wings on your back. However, these wings are not strong enough to hold your weight for an extended period of time. You can use your wings to suddenly thrust yourself forward 10 feet on the battlefield as a bonus action. This movement doesn't provoke opportunity attacks. You regain the ability to use this feature after taking a short or long rest.
Draining Kiss. Once you reach 5th level, you gain the ability to drain the life of a foe with your deadly kiss. As an action, you may kiss a target within 5 feet of you. The target must succeed on a Constitution saving throw or take necrotic damage equal to your character level + your Charisma modifier. The DC equals your Fiend Save DC. Additionally, you gain hit points equal to the damage dealt. After you use your draining kiss, you can't use it again until you finish a long rest.
The Inccubi and Succubi are of the abyss and as such share a common theme with demons and devils, however something of note is that they are not devils or demons but rather a neutral party. Messengers of the underworld.
A lone young man wanders into a small town, quickly finding himself a room at the local tavern and settling down there for the night, planning to head off the next morning after a night of drink. Sometime in the middle of the night a young girl from the village approaches him and goes up to his room. The next morning complaints of a horrid stench coming from the tavern prompt a search which discovers the shriveled corpse of the man laying on his bed, no signs of struggle and the door left closed. The only sign anyone was there is the open window and the corpse.
Silver Tongue. You have proficiency with the Persuasion and Deception skills. If you spend 1 minute talking to a creature who can understand what you say, you can attempt to magically charm them. The creature must succeed on a Wisdom saving throw or be charmed by you for up to 1 hour. You can only have up to one creature charmed at a time. If you charm another, the effect ends on the previous humanoid. If you or allies are fighting the creature, the creature automatically succeeds.
Draining Kiss. 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. If the target is undead or a construct this has no effect. When used on a charmed target they may make a wisdom saving throw. If they fail they remained charmed. The kiss's damage increases by 1d10 at 5th level, 11th level, and 15th level. up to 4d10 psychic.
Fiendish Heritage. Your creature type is considered to be Fiend, and you are considered to have the Shapechanger tag. You are also resistant to fire. In addition you do not require food or water.
Shapechanger. You can use your action to polymorph into a Small or Medium humanoid, or back into your true form. If your new form lacks 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.
A big concern I had when making the race is the power of the racial traits. Thats what this page is here to address. Essentially it just turns most of the racial abilities into feats. As with any homebrew race however feel free to tweak the numbers or whatever.
When you take this feat your kiss becomes deadly. 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.
These are just somethings I didn't want to include in the normal thing as I felt they were too strong to be included with everything else that is already there if you were going to play it with how it is normally.
Your hands grow talon like retractable claws. Your unarmed attacks now do 1d6 slashing damage and your claws are considered magical. Additionally upon reaching 14th level when you hit a critical strike on any creature that is not a construct or undead you may heal for the damage you deal. These are counted as a finesse weapon.
IncubiAn incubus as it's signature class, the PunisherFriendly With:Incubi, Succubi, AutomatonsWeaknesses:Ranged, SwordsResistances:Magic, PolearmsTraits:- Cursed equipment is removable and provides bonuses each curse- Blessed gear is unremovable (Still provides bonuses)- Starts with Teleportation and Arcane Mark spells learnt- [Hidden trait] Gain mana from Amulets of Strangulation
Incubi' are a monster race option in Barony, introduced in the Legends and Pariahs DLC alongside three other monster races. They follow a similar pattern to their female counterparts, the Succubus, using curses as blessings and several innate spells which allow them to terrorize single targets.
Incubi follow a lot of the same beats as their close relatives, the Succubus, being granted a lot of similar abilities and quirks, while still putting a few different tricks to keep each other different to how they approach enemies and use their spells.
c80f0f1006