Aura Control.
The angel can maintain concentration on up to two spells, so long as
the spells have "Aura" in the name.
Aura of Bloom. Flowers bloom on any surface within 10 feet of the angel.
Flyby. The angel doesn't provoke an opportunity attack when it flies out of an
enemy's reach.
Healing Growth (3/Day). The angel gazes at another creature that is touching any
form of nature. The target magically regains 24 (4d8 + 6) hit points and is cured
of any disease, poison, blindness, or deafness.
Relentless Endurance (Recharges after a Short or Long Rest). If the angel would be
reduced to 0 hit points, it is reduced to 1 hit point instead.
Siege Monster. The angel deals double damage to objects and structures.
Greatsword. Melee Weapon Attack: +11 to hit, reach 5 ft, one target. Hit: 13 (2d6 +
6) slashing damage plus 27 (6d8) thunder damage.
Energy Wave (1/Day). The bionoid releases energy in a 30-foot cone. Each creature
in that area must make a DC 14 Dexterity saving throw, taking 33 (6d10) force
damage on a failed save, or half as much damage on a successful one.
All-Environment Protection. The Guardian can breathe in any atmosphere, substance,
or vacuum, and is immune to all hazards borne from environmental extremes, high
altitudes, high pressure, or weather systems.
Cosmic Defense. The Guardian’s starting AC is 25. After using her Eraser Orb
attack, it becomes 19 for one hour.
Gathering Energy. The Guardian automatically gains 1 Gathered Energy at the
beginning of her turn. As a bonus action, the Guardian draws in supercharged
particles to boost her attacks; she gains 1d12 Gathered Energy. She can have up to
15 Gathered Energy stored at any time. If the Guardian has used her Eraser Orb
attack in the last hour, she only gains 1 Gathered Energy at the beginning of her
turns if she succeeds on a DC 20 Constitution check, and using a bonus action only
grants 1d8 Gathered Energy.
Grappling Expert. The guardian has advantage on attempts to grapple a creature and
may do so with creatures up to size Huge. Creatures have disadvantage to escape her
grapples.
Legendary Resistance (3/day). When the Guardian fails a saving throw, she can
choose to succeed instead.
Limited Magic Immunity. The Guardian is immune to spells of 5th level or lower
unless she wishes to be affected. She has advantage on saving throws against all
other spells and magical effects.
Magical Weapons. The Guardian’s attacks count as magical for the purposes of
ignoring damage resistance and immunity.
Siege Monster. The Guardian’s attacks deal double damage to objects and structures.
Unarmed Strike. Melee Weapon Attack: +19 to hit, reach 5 ft, one target. Hit: 49
(7d10 +10) bludgeoning damage. She may choose to deal half damage and grapple the
creature (escape DC 22).
Cosmic Fist (requires 1+ Gathered Energy). The Guardian makes an unarmed strike,
with an additional bonus to hit equal to the amount of Gathered Energy she
currently has. On a hit, she expends 1-3 Gathered Energy, dealing 20 (3d12) bonus
radiant damage per spent energy. On a critical hit, the strike explodes, forcing a
DC 27 Strength save; on failure, the target is pushed back (1d6)x10 feet, knocked
prone, and stunned until the end of the target’s next turn.
Cosmic Blast (requires 5 Gathered Energy). The Guardian fires a beam of
concentrated cosmic particles at a target within 200 feet. The target creature must
make a DC 21 Dexterity saving throw or take 78 (12d12) radiant damage, or half on
success.
Cosmic Charge (recharge 5-6, requires 10 Gathered Energy). After moving 15 ft in a
straight line, as an action, the Guardian can wreath herself in accelerating cosmic
energy and ram all targets in a straight line using the rest of her movement. All
creatures in the line must make a DC 21 Dexterity saving throw or take 168 (15d20
+10) radiant damage and 167 (15d20 +10) force damage. This action obliterates any
obstructions, such as structures, terrain, illusions, or airborne effects.
Eraser Orb (1/day, requires 15 Gathered Energy). The Guardian targets a point she
can see within 300 feet. As a full-round action, she launches a blast containing
all of her Gathered Energy, which races towards the target point and detonates on
impact. Each creature in a 45-foot radius from the target point must make a DC 24
Constitution saving throw, taking 250 (20d12+120) radiant damage on failure or half
as much on success. This action obliterates any obstructions, such as structures,
terrain, illusions, or airborne effects. A creature reduced to 0 hit points from
this damage is disintegrated along with all of their nonmagical equipment.
Bolstering Power (recharge 9-10, requires 1+ Gathered Energy). The guardian expends
1-3 Gathered Energy to gain 16 (1d12+9) temporary hit points per expended energy.
REACTIONS
Absorb. When hit by fire or lightning damage from a source she can see, the
Guardian uses her reaction to take half the damage dealt and gain 1 Gathered
Energy. When hit by radiant damage, this feature grants 2 Gathered Energy.
Speak with Spiders. The drow can communicate with spiders as if they shared a
language.
Languages Can speak all languages.
Heavenly Aura. All weapon attacks do 3d8 additional radiant damage.
Dual Wield. She can dual wield rapiers.
Obsidian Rapier. Melee Weapon Attack: +13 to hit, reach 5 ft. Hit: 18 (2d10 + 7)
fire damage
Heaven's Rapier. Melee Weapon Attack: +13 to hit, reach 5 ft. Hit: 18 (2d10 + 7)
radiant/thunder damage
Heaven's Roar. As a bonus action, create a 30 feet wave of thunder that deals 7d10
thunder damage. Creatures in the area must make a DC 15 Constitution saving throw
or be knocked back 20 feet, and knocked prone.
Damage Immunities thunder, psychic, radiant
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3)
slashing damage. Instead of dealing damage, the vampyre can grapple the target
(escape DC 12).
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3)
piercing damage and the target must succeed a DC 13 Wisdom saving throw or be
charmed by the vampyre. While charmed the target sees the vampyre as a trusted
authority figure to be protected. Each time the vampyre or the vampyre's allies do
anything harmful to the target, it can repeat the saving throw, ending the effect
on itself on a success. Otherwise, the effect lasts 10 minutes or until the vampyre
is destroyed, is on a different plane of existence than the target, or takes a
bonus action to end the effect.
Blood Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one willing creature, or
a creature that is grappled by the vampyre, incapacitated, or restrained. Hit: 6
(1d6 + 3) piercing damage and 7 (2d6) necrotic damage. The target's hit point
maximum is reduced by an amount equal to the necrotic damage taken, and the vampyre
heals hit points equal to half the amount drained. The reduction lasts until the
target finishes a long rest. The target dies if this effect reduces its hit point
maximum to 0.
Revive (1/Day). The fairy touches a creature and instills it with magical healing.
If the creature is dead but died less than 1 minute ago, the creature returns to
life. Regardless of whether the creature was dead or not, it then regains 17 (5d6)
hit points. This action cannot restore any missing body parts. This action has no
effect on creatures that have died of old age, nor on nonliving creatures such as
constructs or undead.
Illumination. The fairy sheds bright light in a 5-foot radius and dim light for an
additional 5 feet.
Superior Dodge. Until the start of the fairy's next turn, it has advantage on all
saving throws, attack rolls against it have disadvantage, and its movement does not
provoke opportunity attacks.
Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and
slashing from nonmagical attacks
Draining Kiss. The fiend kisses a creature charmed by it or a willing creature. The
target must make a DC 15 Constitution saving throw against this magic, taking 32
(5d10 + 5) psychic damage on a failed save, 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.
Telepathic Bond. The fiend ignores the range restriction on its telepathy when
communicating with a creature it has charmed. The two don't even need to be on the
same plane of existence.
Spider Climb. The fiend can climb difficult surfaces, including upside down on
ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the fiend knows the exact location of any
other creature in contact with the same web.
Web Walker. The fiend ignores movement restrictions caused by webbing.
Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature.
Hit: The target is restrained by webbing. As an action, the restrained target can
make a DC 16 Strength check, bursting the webbing on a success. The webbing can
also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity
to bludgeoning, poison, and psychic damage).
Succubus Queen Patron (5e Subclass)
Contents
1     Succubus Queen Patron
1.1   Expanded Spell List
1.2   Gift of Endurance
1.3   Succubus's Chosen
1.4   Succubus Queen's Blessing
1.5   Hell Resident
1.6   Leather and Whip Allies
Succubus Queen Patron
Warlock Subclass
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.
Spell Level Spells
1st   disguise self, command
2nd   scorching ray, web
3rd   sending, fireball
4th   black tentacles, confusion
5th   geas, modify memory
Gift of Endurance
At 1st level, you gain proficiency in Constitution saving throws.
Succubus's Chosen
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.
Hell Resident
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.