Temptress (5e Class)
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Temptress
A beautiful elf walks through a town, her sultry gait gliding gracefully through the main venue. Males of all races drool as their eyes lay on her walking past with a smug smile on her face.
A gorgeous human in the middle of combat looks at one of her enemies and cheekily winks. As if struck in a daze, he drops his weapon. Now defenseless and utterly entranced, he moves to seemingly embrace her gently. She wears a hollow smile as she coldly stabs him and ends his life on the material plane. He falls, eyes still holding onto the gorgeous sight in his last moments
Lethal Eye Candy
Temptresses have historically been creatures who use their bodies and wile to lure others to ruin. Common examples are creatures like sirens and mermaids, who seduce by their looks and voice. A temptress has all the means to beholden another to their desires. They can easily charm with a gesture or a glance tossed. Advanced temptresses develop many tactics to seduce those who are typically immune or on guard.
Creating a Temptress
When creating a temptress you should wonder how you got your powers and what you do with them. Do you inspire good or evil? Temptresses tend to always have chaotic alignments. They tend to wear quite revealing clothes as they are not ashamed but proud of their bodies, using it to their full advantage. Some can be more conservative in dress and rely on the magic of their face and eyes instead.
- Quick Build
You can make a Temptress quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Wisdom. Second, choose the Charlatan background.
Class Features
As a Temptress you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Temptress level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Temptress level after 1st
- Proficiencies
Armor: None
Weapons: Simple Weapons, Finesse Weapons
Tools: Poisoner's Kit, Disguise Kit
Saving Throws: Charisma, Wisdom
Skills: Choose 2 from Acrobatics, Deception, Insight, Performance, Perception, Persuasion, Sleight of Hand
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Two Daggers or (b) a Whip
- (a) a Poisoner's Kit or (b) a Disguise Kit
- (a) a small hand mirror or (b) a trinket from an old admirer
- If you are using starting wealth, you have 4d4x10 in funds.
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Beauty Armor |
2nd | +2 | Suggestive Kiss |
3rd | +2 | Show Styles |
4th | +2 | Ability Score Improvement |
5th | +3 | Natural Charmer |
6th | +3 | Kiss of Death, Show Style Effect |
7th | +3 | — |
8th | +3 | Ability Score Improvement |
9th | +4 | Center of Attention |
10th | +4 | Show Style Effect |
11th | +4 | Deadly Kiss |
12th | +4 | Ability Score Improvement |
13th | +5 | Blinding Beauty |
14th | +5 | — |
15th | +5 | Pang of Loss |
16th | +5 | Ability Score Improvement |
17th | +6 | — |
18th | +6 | Show Style Effect |
19th | +6 | Ability Score Improvement |
20th | +6 | Charming Seduction |
Beauty Armor
At 1st level, when enemies notice you, they become entranced by your beauty, which may distract them in battle. Your AC is 10 + your Dexterity modifier + your Charisma modifier while wearing no armor.
Suggestive Kiss
At 2nd level, you can use a bonus action to kiss a target within 5ft of you. You fill the target with desire as you kiss them. The target must make a Wisdom saving throw against your Temptress DC or become Charmed. A target can reroll this saving throw on each of its turns to end the Charmed effect, if a target fails by 10 or more, they permanently become Charmed by you. You can use this feature a number of times equal to your half your Charisma modifer (rounded up). All uses of this feature are regained after a long rest.
Your Temptress DC equals 8 + your proficiency + your Charisma modifier.
Show Style
At 3rd level, you pick a Show Style that gives you features at 3rd, 6th, 10th, and 18th level. See the different Show Styles below.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Natural Charmer
At 5th level, you gain proficiency with Persuasion and Deception, if you are already proficient with one of these skills you may double the proficiency with that skill instead.
Kiss of Death
At 6th level, when using your Suggestive Kiss feature, you slowly intoxicate the target with your lips. If the target fails its saving throw they take 1d6 poison damage. This damage increases at 9th (2d6), 12th (3d6), 15th (4d6), and 18th (5d6).
Center of Attention
At 9th level, you use an action to lure in your victims by putting your body on display. Choose two targets within 60ft of you to make a Wisdom saving throw. On a failure they become charmed by you until the end of your next turn. The number of targets you can Charm at a time increases at 13th (three), and 17th (four).
Blinding Beauty
At 13th level, you use a bonus action to have your targeted victim look at you with complete lust. Choose one target within 30ft to make a Wisdom saving throw, on a failure they become blinded to everyone but you for 1 minute. The target must be able to see you otherwise they automatically succeed, or the condition for this feature ends. You can use this feature once per short or long rest.
Pang of Loss
At 15th level, you use an action to have your victims to feel a sense of loss as you stop sparing them your attention. Choose a number of targets, (up to three) to end the Charmed condition caused by you. When you end the condition, each target takes 3d6 psychic damage. You can use this feature twice, regaining all uses after a long rest.
Charming Seduction
At 20th level, you have learned to maximize your techniques of seducing creatures to the fullest. When attempting to Charm targets, all targets you're affecting with the charmed condition make their saving throws with disadvantage. Additionally, your Charisma score increases by 2, to maximum of 22.
Cute and Innocent
- Disarmingly Cute
At 3rd level, you are so cute and harmless looking that people don't often discern you as a threat even if in most cases they would. In order to perceive you as a threat (unless otherwise provoked such as disobeying direct orders or stabbing someone ect.) they must make a wisdom saving throw
- Wait a Minute That's Not a Hug
At 6th level, you gain expertise on grapple checks against people who do not perceive you as a threat
- Puppy Dog Eyes
At 10th level, once per long rest you can spend one action making puppy dog eyes and anyone who is looking at you must make a wisdom saving throw or be placed under the suggestion spell
- Too Cute To Touch
At 18th level, you are now so cute and Innocent that most people seem unable to hurt you. enemies can't target you for an attack or otherwise harmful ability or spell unless they make a wisdom saving throw
Drop Dead Gorgeous
- Poisoned Love
At 3rd level, you learn to make an assortment of poisons that can be applied to your lips. You must make a nature check of 14 to find the ingredients to make poison. You must reapply after each use (uses an action to reapply)
Assassins Kiss: The target must pass a constitution save or take 1d12 poison damage and suffer being poisoned for 1 hour.
Paralyzing Kiss: The target must pass a constitution save or be poisoned and paralyzed for 1 minute.
Roofies: The target must pass a constitution save or be poisoned and unconscious for 1 hour (hitting or other major forms of outside stimulation will wake the target up)
Blinded by Love: The target must pass a constitution save or be blinded for 1 minute
Acid: The target must pass a constitution save or be incapacitated for 1 hour by strange hallucinations
The DC for these equal to 8 + your prof bonus + your Charisma Mod
- Improved Poison
At 6th level, the DC for your poisons is increased by 2 and the damage becomes 1d20
- Concentrated Poison
at 10th level, you can now use your poison twice before reapplying, the DC is increased by 2 and damage becomes 2d12
- Toxic Combo
At 18th level, you can now apply 2 types of poison at the same time and can now use any poison in the game on your lips as a contact poison, the DC is increased by 2, and the damage for assassins kiss is now 2d20
Multiclassing
Prerequisites. To qualify for multiclassing into the Temptress class, you must meet these prerequisites: Charisma 13 and female.
Proficiencies. When you multiclass into the Temptress class, you gain the following proficiencies: Persuasion and Deception.
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