Essentially Monstrous To be or not to be a Monster

Monster Classes Monster classes are designed with the intent to be comparable to an equal level player-character, although some difficulties occur in this effort. The basic premise of format is to add together the challenge rating and hit die of the monster and then divide that number by two, rounding up. That number gives us a good start at evaluating the level range of the monster class. Some tweaks may be made, however, when a monster is particularly strong or weak. In general, though, this worked out quite well. No Races Monster classes combine races and classes together, thus you cannot select a race when creating a monster class. The only exception to this is if your DM permits a variant in which you may select the racial heritage as your race for the flavor of “appearing” as your monster, albeit greatly depowered and lacking all the features of that monster. You may then simply level normally in a chosen class. Multiclassing Monster classes are meant to be a maturation process of the monster. An impling who has one level of imp is not as strong, nor should be, of a fully matured imp from the Monster Manual. This creates two problems. One, it suggests that you may take a couple levels of a monster class and then just take a traditional class – this is not the case. To avoid potential abuse, no monster class may multiclass until all the levels of their monster class have been completed. Hit Dice Monster classes may have more hit dice than player characters of standard races. This reflects their monstrous origins, whether it is their durability as monsters or their lack of durability. Some Monster Classes have Monstrous Boons, similar to how normal classes gain ability score improvements. Hit Dice are displayed in the class table of Monster Classes. Additionally, when a monster multiclasses out of their monster class after completing all levels within it they must use the hit dice of their monster class regardless of the hit dice of their chosen class beyond their Monster Class. So if a 3rd character has 2 levels as an imp and takes their 3rd level as a rogue, they have 4d4 hit dice total, even though a rogue hit dice is d6. This reflects growth, development, but also limitation and strength as well as matches the requirements the DMG sets forth about advancing monsters. 1

Angels Angels are the embodiments of good (usually). They are the vessels of humility, joy, love, justice, and charity. They are not homogenous in their goals, however. Some are warriors, others messengers, some pacifists. To be an angel, one usually commits to something more than themselves, but this is not always the case. Immortal. Angels are immortal. They do not age, they do not need to eat, breathe, or sleep. They must, however, take long rests to recover daily without gaining fatigue, as any other creature. Their rest, however, appears to be more of a meditative trance than actual sleep and it only requires 4 hours instead of the usual 8. Falling from Grace. Most angels uphold virtues in true celestial fashion, yet a few fall. Whether through hubris, wrath, lust, greed, or some other indulgence of “evil”, even angels are capable of being less than “good”. Deva Heritage Devas are the most common angel. They are heralds, messengers, warriors, or even mundane (as mundane as an angel might be). Some say that devas are the most likely type of angel to be susceptible to falling from grace. Devas that are not fully matured are known as “younglings” to their kin. Perhaps you were just recently created in the grand cosmos or heavenly plane from where you hail… only just now discovering yourself. Perhaps you have been summoned and bound to the Material Plane and now seek a life navigating this new world? Or perhaps you were taking the form of a squirrel in the forest and saw a conflict and realized a life of solitude no longer suited you. Deva Traits Your deva traits are from your existence as an angel. Ability Score Increases. Your Charisma and Wisdom both increase by 2. You are the epitome of regal and wise. Age. You do not age. You were created and now simply are. Alignment. Angels are almost always good and only a few less than that are lawful. Size & Type. You are Medium size. Also, your type is celestial. Speed. Your speed is 30ft. Wings. You have a set of white, brown, or speckled, feathery wings on your back. They are heavy and you have grown accustomed to them but you are clumsy with them and lack full-use of their capability. You have a fly speed of 10ft. but you may not end your movement in the air. If you do so, you fall. Darkvision. Your celestial heritage has gifted you with the ability to see in darkness out to 60ft. Nascent Magical Resistance. Your kind is naturally resistant to magic. As an action or a reaction to making a saving throw, you gain advantage on all saving throws to resist spells and other magical effects for 1 minute. You regain the use of this ability after a long rest. Angelic Form. Your angelic body is incredibly durable. Your armor class is equal to 13 + your Dexterity modifier. Languages. You speak Common and Celestial. 1

Deva Level Proficiency Bonus Features Hit Dice 1st +2 Angelic Weapons; Change Shape 2d8 2nd +2 Healing Touch; Tongues 3d8 3rd +2 Flight; Innate Spellcasting 5d8 4th +2 Monstrous Boon; Deva 6d8 5th +3 Multiattack 8d8 6th +3 Telepathy 9d8 7th +3 Angelic Being 10d8 8th +3 Monstrous Boon 11d8 9th +4 ─ 12d8 10th +4 ─ 13d8 11th +4 Magical Resistance 14d8 12th +4 Monstrous Boon 15d8 13th +5 ─ 16d8 Class Features As a deva, you gain the following class features Hit Points Hit Dice: See the class table

See the class table Hit Points at 1st Level: 16 + your Constitution modifier

16 + your Constitution modifier Hit Points at Higher Levels: See the class table Proficiencies Armor: Light armor

Light armor Weapons: Simple weapons, maces, and one martial weapon of your choice

Simple weapons, maces, and one martial weapon of your choice Tools: None Saving Throws: Charisma, Wisdom

Charisma, Wisdom Skills: Perception and Insight Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a simple weapon or (b) a mace

(a) a set of fine cothes or (b) simple robes Angelic Weapons Whenever you wield a weapon, divine energy trickles through you and into that weapon. Any weapon you wield is treated as magical while you wield it. When you are 2nd level, you gain two uses of Angelic Weapon. As a bonus action, you may surge your divine energies into your weapon when you hit a target and deal an additional 2d8 radiant damage. You regain all expended uses of Angelic Weapon when you finish a long rest. At 4th level you regain expended uses of Angelic Weapon after you finish a short or long rest. At 8th level your damage that you deal on a hit is now 3d8 radiant damage and you gain an additional use of this ability to a total of three. At 12th level your radiant damage increases to 4d8. In addition, you may use this ability four times, regaining all expended uses after you finish a short or long rest. Change Shape At 1st level, you have the ability to polymorph into another being. This ability slowly develops as you mature. Select one humanoid form of Small or Medium size. As an action, you may polymorph into that form or back into your angelic form. Other than your speed and size, your statistics are the same in your new form. Any equipment you are carrying or wearing is not transformed. You do revert to your angelic form if you die. You may use this ability a number of times equal to your Wisdom or Charisma modifier (your choice at 1st level and you cannot change this selection) before you must take a long rest to regain all expended uses of this ability. At 5th level you gain the ability to change into the form of any humanoid of Small or Medium size and are not limited to only one form. At 9th level your ability to polymorph heightens to a new sense. You may now polymorph into a beast that has a challenge rating equal to or less than half of your levels in Deva. When you do so you retain your game statistics and ability to speak, but your AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and you gain any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but you lack. Thus, you may choose to not take the statistics of the beast’s Charisma since yours may be higher since they are not included in the “are replaced” list above. At 13th level you may use this feature any number of times as an action. Healing Touch At 2nd level, you realize you may channel your innate connection to the divine world into a powerful healing touch. As an action, you may touch a creature and heal it for 1d8 + 2 hit points. You may do so twice and you regain all expended uses of this feature after a long rest. At 3rd level your healing increases to 2d8 + 2 hit points. At 5th level your Healing Touch may be used three times. Additionally, instead of healing a creature, you may free it from any curse, disease, poison, blindness, or deafness with your Healing Touch. At 9th level you heal for 4d8 +2 hit points with your Healing Touch. Tongues Additionally at 2nd level, through your connection to the divine world you can speak any language. As an action, you gain the ability to speak and understand all languages. This effects lasts for 4 hours. You regain the use of this ability after a long rest. At 9th level the limitations of this feature dissipate. You feel a connection to the divine powers and they grant you the ability to speak and understand all languages permanently. 1

Flight While your dull-grey or silver skin and white eyes reveal your angelic heritage, there is no more a defining feature than your feathery wings. At 3rd level, your wings become stronger and your competency with utilizing them grows. You gain the ability to fly with a 15ft. speed. At 6th level your fly speed increases to 30ft and you may now end your turn in the air, hovering. At 9th level your fly speed increases to 60ft. At 12th level your fly speed increases to 90ft. Innate Spellcasting Also at 3rd level, you beocme capable of utilizing the divine energy that permeates your body to certain effects. Any spell you cast using this feature is cast with Charisma as your spellcasting ability. Additionally, you only need verbal components to cast spells using this feature. You may cast detect evil and good twice and regain expended castings of this spell after you finish a short or long rest. Because your body is infused with divine magic, you are inherently a spellcaster. For purposes of multiclassing, consider half your levels in deva for determining spellcasting slots if you were to take a class, after you have all levels in deva completed, that has the spellcasting class feature. At 7th level you gain the ability to cast commune. You may cast this spell once and must finish a long rest before you may cast it again. At 9th level you may cast raise dead once and must finish a long rest before you may cast it again. Monstrous Boon As a deva, when you gain a monstrous boon at 4th level, your Wisdom and Charisma score increase by 2, but not beyond 20. Additionally, you may increase two other ability scores by 1. At 8th level and again at 12th level, you may increase two different ability scores by 2, or four different ability scores by 1. You cannot increase any ability scores beyond 20 with this feature. Instead of increasing your ability scores when you gain a monstrous boon, you may choose to take a feat from the Player's Handbook or a Monstrous Feat from this book. Multiattack At 5th level, whenever you take the Attack action, you can attack twice with melee weapons instead of once. Telepathy At 6th level, your mind expands with divine power. As an action, you gain telepathy out to 120 feet for a number of rounds equal to your Proficiency bonus. Once you use this feature you cannot do so again until you finish a long rest. At 10th level, your telepathy is fully matured and you gain telepathy out to 120 feet at all times. Angelic Being At 7th level, your angelic being is further fortified by powerful divine energy. As a bonus action, you gain resitance to radiant damage and bludgeoning, piercing, and slashing damage from nonmagical attacks for a number of rounds equal to either your Wisdom or Charisma modifier (whichever ability you chose for the Change Shape class feature). During this time you are also immune to being charmed, frightened, or the exhaustioncondition. Once you use this feature you cannot do so again until you finish ashort or long rest. At 10th level, you are permanently resistant to radiant damage and bludgeoning, piercing, and slashing damage from nonmagical attacks Magical Resistance At 11th level, you gain advantage on saving throws against spells and other magical effects permanently. 1

Fiends Fiends are the embodiment of evil (usually). They are the vessels of pride, cruelty, and greed. They are not homogenous in their goals, however. Some are leaders, others mindless drones who wish to follow the strongest of their kin. Immortal. Fiends are immortal. They do not age, they do not need to eat, breathe, or sleep. They must, however, take long rests to recover daily without gaining fatigue, as any other creature. Their rest, however, appears to be more of a meditative trance or bizarre ritual in which they concentrate or perform wicked, mundane tasks which only requires 4 hours instead of the usual 8. Ascending Morality. While most fiends are the embodiment of evil, lacking anything to guide them to care about others or perform acts of altruism, on occassion a fiend finds morality. This rare exception usually brands fiends as a traitor to their kin, particularly devils or demons. They are usually hunted by others of their kind so that their repuation of pure malice remains unchallenged in the cosmos. Imp Heritage As the smallest of devils, imps are largely exploited as servants, messengers, or even pets. That does not mean they lack their own character, personality, or even motivations. Imps often serve out of necessity and it is not unheard of for an imp to abandon their mistress should their mistress prove too cruel. While the vast majority of imps are typical, every so often an imp rises in power after gaining knowledge or training enough that they break the mold. Imps are impressively powerful at 2nd level compared to others of that same power. Because of this, some of their powers have been limited in their uses compared to their Monster Manual version. Imp Level Proficiency Bonus Features Hit Dice 1st +2 Fiendish Resistances; Shapechanger; Stinger 2d4 2nd +2 Flight; Heightened Senses; Invisibility 3d4 Imp Traits Your imp traits are given directly at birth. You are agile and fluid in your movements and are naturally well-composed to social propriety. Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1. Age. An impling born, or spawned, appears very much like a fully matured imp, except its wings ands tails are stubbles and its claws are blunt. Imps mature but do not age. Alignment. Imps are devils and almost always lawful evil. Size & Type. You are Tiny size. This means you cannot wield weapons that are “heavy” and must use weapons adjusted for your size which decrease their damage die. Also, your type is fiend and shapechanger. Speed. Imps are naturally swift, even on their feet, but their size limits their speed. You have a speed of 20ft. Wings. While imps have wings, they slowly develop over their maturity. You have a fly speed of 10ft, but cannot end a turn while in flight or you fall. Nascent Magical Resistance. Your kind is naturally resistant to magic. As an action or a reaction to making a saving throw, you gain advantage on all saving throws to resist spells and other magical effects for 1 minute. You regain the use of this ability after a long rest. Darkvision. You have darkvision out to 60ft. Weak Form. Because of your small and fledling form, your strength score is 6 and you cannot increase it beyond that other than by magical means. Languages. You speak Infernal and Common. Class Features As an imp, you gain the following class features Hit Points Hit Dice: See the class table

See the class table Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: See the class table Proficiencies Armor: None

None Weapons: Simple weapons

Simple weapons Tools: None Saving Throws: Charisma and Dexterity

Charisma and Dexterity Skills: Choose two from Deception, Insight, Persuasion, and Stealth. 1

Equipment You start with no equipment. Fiendish Resistances At 1st level, you may already tap into the infernal powers that make up your fiendish form. As a bonus action or as a reaction to being targetted by an attack that you are aware of, you gain resistance to cold, fire, and poison damage, as well as bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered. This effect lasts for 1 hour. You may use this feature again after you finish a short or long rest. At 2nd level, your fiendish resistances ability lasts for 8 hours and you are, instead, immune to fire and poison damage as well as the poisoned condition. Shapechanger Also at 1st level, as an action, you can polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into your true form. Your statistics are the same in each form, except for the speed changes noted. Any equipment you are wearing or carrying isn't transformed. You revert to your true form if you die. You may use this ability a number of times equal to your Proficiency bonus. You regain all expended uses of this feature after you finish a short or long rest. Stinger Finally, at 1st level, your stinger has matured slightly compared to your younger kin, the fresh-fiend implings. When you use the Attack action, you can use your stinger instead of a weapon. You are proficient with your stinger. Your stinger is considered to have the light and finesse weapon properties. If you hit an enemy with your stinger, they take 1d4 + your Dexterity or Strength modifier in piercing damage. If an enemy takes damage from your stinger, they must make a Constitution saving throw DC equal to 8 + your Proficiency bonus + your Constitution modifier, taking 1d6 poison damage if they fail to save and half damage (rounded down) if they save. You may only damage creatures with your poison a number of times equal to your Proficiency bonus. You regain all uses of your poisonous stinger after you finish a short or long rest. At 2nd level, your poisonous stinger grows in potency. Enemies take 3d6 poison damage or, instead of dealing damage, you may choose to make the target be poisoned for 1 minute if they failed their saving throw. Flight At 2nd level, your wings are fully matured. You gain a flight speed of 40 feet and no longer must land before the end of your turn. Heightened Senses Also at 2nd level, your senses heighten greatly. Your darkvision expands to 120 feet and magical darkness does not impede your darkvision as your sight is infused with devilish, keen senses. Invisibility Finally at 2nd level, as an action, you can magically turn invisible until you attacks or until your concentration ends (as if concentrating on a spell). Any equipment the you're wearing or carrying is invisible with you. You may do so a number of times equal to your Proficiency bonus and regain all expended uses of this feature after you finish a short or long rest. Night Hag Heritage Night hags are sly. They are the mockers of virtues and deniers of joy. Their revelry is another’s pain. To be a night hag is to abandon all sense of right or wrong and instead pursue a life full of perverse joy in the corruption of others, particularly innocence. If you come to the Night Hag class then you are likely a young night hag. Hags are born from the devouring of an innocent infant that is quickly birthed from the womb of a hag. Girls are raised with their mother-hag or perhaps left for a village, or even their original parents, to take care of them… until their maturity. Always upon her thirteenth birthday the visage of mortality fades and a hag is born. In this case at your thirteenth birthday your alignment immediately becomes neutral evil. You become a fiend. Your skin literally melts from your body, leaving behind a stinking carcase of quickly decaying flesh. A purplelish, sickly purple hue embosses your new skin, along with a clear glare of malevalence Night Hag Traits Your night hag traits are given directly at birth. You are supernaturally strong. Your cunning and charisma do not go unnoticed, however. Ability Score Increase. Your Strength score increases by 2, and your Dexterity, Intelligence, and Charisma scores increase by 1. Age. A night hag does not age. Upon your thirteenth birthday you suffer no penalties from aging although all hags will likely note your nascency. Fiendform. Choose a race. You are this race until you are 13 and only have your chosen race's traits. You lose all racial traits from your previous race upon turning thirteen as you shed your mortal form and become a night hag, then gaining night hag racial traits. You do not need to eat, breathe, or sleep. You do however require a long rest as any other creature, needing a minimum of 6 hours as a long rest. Alignment. You are neutral evil. Size & Type. You are a Medium sized fiend. You likely grow in height during your transformation, though most night hags are between 5 and 6 foot. Speed. Your base walking speed is 30 feet. Darkvision. Your sight shifts and you see the world anew, even in darkness. You have Darkvision out to 120 feet. Innate Magic: You immediately have a connection to the arcane. You gain the ability to cast detect magic at will as an action. Languages. You speak Common and your choice of either Infernal, Abyssal, or Primordial. 1

Class Features As a night hag, you gain the following class features Hit Points Hit Dice: See the class table

See the class table Hit Points at 1st Level: 16 + your Constitution modifier

16 + your Constitution modifier Hit Points at Higher Levels: See the class table Proficiencies Armor: None

None Weapons: Simple weapons

Simple weapons Tools: None Saving Throws: Strength and Charisma

Strength and Charisma Skills: Choose two from Deception, Insight, Perception, and Stealth. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a simple weapon or (b) 2 daggers

(a) a set of fine cothes or (b) rags to wear Night Hag Level Proficiency Bonus Features Magic Missiles Hit Dice 1st +2 Claws; Magic Missiles 2 2d8 2nd +2 Fiendish Resistances; Innate Spellcasting 3 3d8 3rd +2 Change Shape 4 5d8 4th +2 Monstrous Boon 4 5th +3 Etherealness 5 8d8 6th +3 Heartstone 5 9d8 7th +3 Nightmare Haunting 6 11d8 8th +3 Monstrous Boon 6 12d8 9th +4 Soul Bag 8 13d8 10th +4 ─ 10 15d8 Claws At 1st level, while in your hag form you, are proficient in your unarmed attacks and they deal 1d6 slashing damage + your Strength modifier. At 3rd level they increase to 1d8 slashing damage + your Strength modifier. At 5th level they increase to 2d8 slashing damage + your Strength modifier. Magic Missiles Also at 1st level, you are a naturally magical creature. You may harness this magical energy into the spell magic missile. You may cast magic missile as an action as a 1st level spell a number of times as described on the night hag class table. You may expend additional uses of this feature and increase the spell level of the casting of magic missile 1 per spell level. You cannot increase the spell slot of magic missile in this way higher than your levels in night hag, at a maximum of 6. You regain all expended uses of this spell after a short or long rest. Fiendish Resistances At 2nd level your fiendish form has grown more resilient. When you do not wear armor your armor class is equal to 12 + your Dexterity modifier. You are also immune to being charmed. Additionally, as an action, you gain resistance for 1 minute to cold and fire as well as bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silver. You must take a short or long rest before you regain the use of this aspect of this ability. At 4th level your fiendish hide grows in strength. Your armor class is now equal to 14 + your Dexterity modifier. At 6th level your resistances are now always active and permanent. 1

` ` At 8th level your armor class is now equal to 15 + your Dexterity modifier. Your hag form has fully matured and your skin is tougher. Additionally, you gain magical resistance so that you have advantage on saving throws against spells and other magical effects. Innate Spellcasting Night hags are innate spellcasters. At 2nd level you further unlock some latent arcane magic that ripples through you. Your innate spellcasting ability is Charisma and to resist your magic your spell save is 8 + your Proficiency bonus + your Charisma modifier and your spell attack is your Proficiency bonus + your Charisma modifier. All spells cast in this way require no material components. Spells from your Innate Spellcasting feature require not material components. Additionally, for purposes of multiclassing, consider half your levels in night hag for determining spellcasting slots if you were to take a class, after you have all levels in night hag completed, that has the spellcasting class feature. At 2nd level you may cast ray of enfeeblment and sleep once before needing a long rest in order to cast these spells again in this way. At 5th level you may cast ray of enfeeblment and sleep twice, regaining all expended uses of these spells after finishing a long rest. At 8th level you may cast plane shift (self only) once before needing a long rest in order to cast it again in this way. At 10th level you may cast plane shift (self only) twice before needing a long rest in order to cast this spell again in this way. Change Shape At 3rd level, you have begun to unlock one of the easiest ways hags meddle in the affairs of mortals: shape changing. You gain one form that you may, as an action, polymorph into that is a Small or Medium female humanoid. You may also use an action to revert back into your true form, which is included in the use of this ability. Your statistics are the same and any equipment you are wearing or carrying does not transform. You revert to your true form if you die. At 5th level you gain two additional forms that you may choose from when using this ability. At 7th level you are not limited to the number of forms you have but it must be a Small or Medium sized female humanoid. Monstrousu Boon At 4th level, you gain a monstrous boon. You may increase one ability score by 2 and another ability score by 1. At 8th level you gain an additional monstrous boon. You cannot increase any ability scores beyond 20 with this feature. Instead of increasing your ability scores when you gain a monstrous boon, you may choose to take a feat from the Player's Handbook or a Monstrous Feat from this book. Etherealness At 5th level, as an action and by concentrating for 1 minute and not moving or taking more actions, you enter the Ethereal Plane from the Material Plane, orvice versa, as if by the spell etherealness. You may spend an additional 1 minute concentrating to return to either plane. You may only travel to or from the Ethereal Plane in this way once before you must take a long rest to do so again. This means you cannot return to the Material Plane until you take a long rest. At 6th level, after crafting a Heartstone, you may use this ability as an action as often as you’d like so long as you have the Heartstone in your possession. Crafting your first Heartstone imbues your innate ethereal magic to it, thus you lose the first aspect of this feature and cannot travel to the Ethereal Plane ever again while your Heartstone still exists and remains undestroyed. If your Heartstone is ever destroyed, your magic returns to you and you may use this feature again and making another Heartstone. Hearstone At 5th level you gain the ability to craft the legendary Heartstone. You must spend at least four hours working each day for thirty days to successfully craft this item. It requires 5gp per day for various resources. Additionally, you cannot begin this process until you have removed the heart from an innocent who has never taken another humanoid’s life. The innocence of this being fuels the Heartstone. In the ritual, the human heart hardens as you defile it with vile magic, shrivelling to a hard, black gem. See the Etherealness class feature to see additional uses of your Heartstone. Any creature who touches the Heartstone is cured of any disease. Nightmare haunting At 6th level you have unlocked a feature that lets you utilize your ability to traverse the Ethereal Plane. As an action, you may magically touch a sleeping humanoid on the Material Plane while you are in the Ethereal Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 1d10. If this effect reduces the target’s hit point maximum to 0, the target dies. If the target is evil its soul is trapped in your soul bag, if you had made one yet… otherwise the soul goes wherever it would have gone normally. The reduction to the target’s hit point maximum lasts until removed by the greater restoration spell or similar magic. You may use this ability a number of times equal to your Charisma modifier and you regain all expended uses after finishing a long rest. Soul Bag At 9th level, you can create a soul bag which requires at least four hours per day for seven days of work. It must be stitched together with the flesh of a recent humanoid sacrifice that was slain by you or one of your companions or allies. Only you may use the soul bag to contain a soul with your Nightmare Haunting ability. Only one soul can be contained within the soul bag at a time, though you may make as many bags as you would like. Night hags are in the business of trading souls for items, power, lore, etc. Treasure your souls and know that the most valuable are likely to draw attention to yourself… 1

Succubus/Incubus Heritage Succubi and Incubi inhabit all of the Lower Planes, but they exist beyond them. Often frequenting the mortal worlds it is not unheard of them to mate with them, siring such offspring as cambions, but from time to time they mate with each other and within the formative years when a succubus is coming into her own, she is not at full prowess of her strength, charisma, and might. These formative years, known as the Rising Years, are usually between their fifteenth and thirtieth year. At fifteen they are abandoned and it is hoped that they spend the next fifteen years honing their talents as a succubus. This is often met with competing interests and intrigue of other fledling succubi, but it is not unheard of to be taken under the wing of a fully matured one. It is during these Rising Years that succubi are weaker, but not without their trademark talents. Succubus Traits Your succubi traits are given directly at birth. You are charismatic beyond the mortal knowing and filled with supernatural grace. Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1. Age. Succubi mature at the same rate of humans, normally, and reach adulthood around the age of 20. At fifteen they are considered fledgling and at thirty they are considered fully-matured. While they may appear adultlike to all others, other succubi do not acknowledge the maturity of fledling succubi. It is important to note that some succubi fully mature before the traditional thirty years of their Rising years. Alignment. Succubi are neutral evil. They do what they, when they want to, and as much as they can get away with that serves their interests. Size & Type. Succubi are about the same size as humans, sometimes smaller, however, ranging from 5 to 6 feet tall. Your size is Medium and your type is fiend. Speed. Your base walking speed is 30 feet. Wings. You have the infernal, batlike wings of your kin. You may not fly, yet, but if they are unrestrained you may ignore falling damage with a successful Acrobatics (Dexterity) or Athletics (Strength) check if it is equal to or greater than the falling damage, otherwise you take all falling damage. Darkvision. Your kin is fully accustomed to seeing in the dark. You have Darkvision to 60ft. Telepathic Reveberations. You sense nascent telepathic abilities within you and may tap into the power lurking within. After spending 1 action in apparent concentration, you gain telepathy for 10 has a language, even if you do not know that language, that is within 30 feet of you and that you can see. You may not use this ability again until you complete a short or long rest. Weak Form. While your fiendish heritage has rendered you capable of recovering and withstanding a fight, you are quite frail in terms of sheer strength. You may not raise your strength score above 8, even with Monstrous Boons, unless by magical means. Languages. You speak Common and either Infernal or Abyssal. ` Class Features As a succubus, you gain the following class features Hit Points Hit Dice: See the class table

See the class table Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: See the class table Proficiencies Armor: None

None Weapons: Simple weapons

Simple weapons Tools: None Saving Throws: Charisma and Dexterity

Charisma and Dexterity Skills: Choose two from Deception, Insight, Perception, Persuasion, and Stealth. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a simple weapon or (b) 2 daggers

(a) a set of fine cothes or (b) a set of formal clothes for a specified profession (such as a cook, tailor, clerk, blacksmith, diplomat, etc.) 1

Succubus/Incubus Level Proficiency Bonus Features Hit Dice 1st +2 Charm; Claws; Shapechanger 1d8 2nd +2 ─ 2d8 3rd +2 Fiendish Resistances; Flight 4d8 4th +2 Monstrous Boon 5d8 5th +3 Telepathy 7d8 6th +3 Draining Kiss 8d8 7th +3 Etherealness 10d8 8th +3 Monstrous Boon 12d8 Charm Right away you are aware of your supernatural charming abilities. Even as a fledgling you can easily sway the hearts of many. Use Charisma as the spellcasting ability for all abilities under the Charm class feature. At 1st level, you gain the friends cantrip, except it requires no components to cast and the target creature does not know that you used magic to influence its mood unless it succeeds an opposing Deception (Charisma) or Persuasion (Charisma), your choice, against the target’s Insight (Wisdom). Otherwise, treat the spell the same. A creature that saves against a casting of your friends cantrip using this feature cannot be the target of this spell again until 24 hours. At 2nd level, you gain the ability to cast charm person once. You regain the ability to cast charm person after you finish a short or long rest. At 3rd level, how often you can cast charm person changes. You may cast charm person as many times as your Charisma modifier, regaining all expended uses of the spell after you finish a long rest. At 8th level, as an action, you may choose one humanoid that you can see within 30 feet and it must succeed on a Wisdom saving throw DC equal to 8 + your Proficiency bonus + your Charisma modifier or be magically charmed for 1 day. The charmed target obeys your verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to your Charm for the next 24 hours. You may have only one target charmed at a time at all with any form of charm from any ability or spells granted from this class feature. If you charm another creature, the effect on the previous target ends. Additionally, for purposes of multiclassing, consider half your levels in succubus for determining spellcasting slots if you were to take a class, after you have all levels in succubus completed, that has the spellcasting class feature. Claws While in your fiend form you are proficient in your unarmed attacks. They deal 1d4 + your Dexterity or Strength modifier damage. This damage is slashing. At 2nd level the damage die increase to 1d6. Shapechanger Succubi are known for their duplicitious personalities and legend for their ability to change their shape to a mortal form. During this weak time of your life, however, you lack the ability to fully control your shapechanging powers. Note that in these new forms, without wings, your Flight ability is affected. Other than your speed and size, your statistics are the same in your new forms. Any equipment you are carrying or wearing is not transformed. You do revert to your normal form if you die. At 1st level, choose one humanoid form of Small or Medium size. You may use an action to turn into this form or back into your true form. At 3rd level you gain an additional humanoid form of Small or Medium Size to transform into for a total of two. At 5th level you gain additional humanoid form of Small or Medium Size to transform into for a total of three. At 7th level you may polymorph into a Small or Medium humanoid and are not limited to a number of forms. Fiendish Resistances Your fiendish heritage and form begins to develop resilience. At 3rd level, when you are not wearing any armor, your armor class is 12 + your dexterity modifier. At 4th level, as an action or reaction to being targetted by an attack you are away of, you gain resistance to cold, fire, lightning, and poison for 1 hour. You regain the use of this aspect of this ability when you finish a long rest. At 5th level, when you spend an action to gain resistance to cold, fire, lightning, and poison for 1 hour you also gain resistance to bludgeoning, piercing, and slashing from nonmagical weapons or attacks. At 8th level, you are fully realized and mature, and constantly have resistance to cold, fire, lightning, and poison as well as bludgeoning, piercing, and slashing from nonmagical weapons. Flight Your fiendish wings slowly grow in strength through your Rising Years, or perhaps may fully mature much sooner. At 3rd level, you gain a fly speed of 10 ft. but you must land before you end your movement otherwise you fall. At 5th level you do not need to end your movement on your feet and may hover in the air. At 7th level your fly speed increases to 30 feet. At 8th level your fly speed increases to 60 feet. Monstrous Boon As a succubus, when you gain a monstrous boon at 4th level, your Charisma score increases by 2, but not beyond 20. Additionally, you may increase one other ability score by 1. At 8th level, you may increase one ability score by 2, or two different ability scores by 1. You cannot increase any ability 1