Cubi Monarch (5e Subclass)
Cubi Monarch
You have made a pact with a powerful cubi, a shapechanging fiend more commonly known as a Succubus or an Incubus. While most fiends are evil, cubi explore the lustful, sexual, and sadistic side of evil. Your patron could be a Succubus Queen or an Incubus King, or a gender fluid Cubi Monarch who changes gender from audience to audience; they’re shapechangers after all!
Spell Level | Spells |
---|---|
1st | Command, Ensnaring Strike |
2nd | Alter Self, Enlarge/Reduce |
3rd | Catnap, Enemies Abound |
4th | Charm Monster, Polymorph |
5th | Dominate Person, Geas |
- Sadism
Starting at 1st level, choose three conditions from the following list: Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned, and Unconscious. When you afflict a creature with one of these conditions you gain advantage on attack rolls and the targets of your spells gain disadvantage on saving throws against your warlock spells. This effect lasts until you miss on an attack roll, a creature succeeds their save against your spell, you suffer damage greater than your Charisma modifier in a single attack, or after one minute has passed. You may gain the benefit of Sadism again after a short or long rest.
- Fiendish Appeal
Starting at 6th level, you can use your action to exude an aura of charm and allure, forcing all creatures that can see you to make a Wisdom saving throw against your spell save DC. Creatures that fail this save will resist harming you, giving them disadvantage on attack rolls against you, and giving you advantage on saving throws made against their spells and abilities. A creature can make another Wisdom saving throw on its turn to end this effect. Otherwise, it ends after 1 minute, or after you deal damage or cause a harmful effect to the creature. Once you use this ability, you must complete a long or short rest before using it again.
- Seduction
Starting at 10th level, your persuasiveness beguiles people to fall for your charms. You gain proficiency in Persuasion, and if you are already proficient in Persuasion, double your proficiency bonus in Persuasion. When you succeed a Persuasion check against a creature they must make a Wisdom save DC equal to the check or become charmed for 10 minutes. Creatures charmed this way immediately break free if a dangerous situation occurs, such as combat starting. Creatures charmed in this way will likely not mind having been charmed by you.
- Fiendish Shape
Starting at 14th level you have learned how to change your shape to fit your needs. Your alter self spell allows you to have up to three of its listed affects active simultaneously, and change any or all of the active effects as an action while the spell persists. You no longer need to concentrate on the alter self spell but you may only have up to three of its effects active at a time. You also gain the following additional affects you can use with alter self:
Expanded Shape. You may become either one size category smaller or larger, or a bipedal creature or a quadruped creature, but your game statistic do not change to reflect these changes.
Fiendish Wings. You grow leathery wings from your back, gaining a flying speed equal to your walking speed.
Spider Adaptation. You gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also gain a climb speed equal to your walking speed.
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