Incubi/Succubi Player Race
Fiendish Nature
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.
Stalk and Seduce
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.
Traits
Cubi have the following racial traits
Ability Score Increase. Your Charisma score increases by 2, and your Dexterity or Intelligence score increases by 1.
Age. Cubi mature at the same rate as humans, but they can live indefinitely.
Alignment. Most Cubi are often evil due to their fiendish nature, however through cosmic accidents this can be changed.
Size. Cubi have a build similar to humans. Your size is Medium.
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.
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.
Fiend Save DC =8 + your proficiency bonus + your Charisma modifier
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.
Fiendish Wings. You have two bat like wings on your back. You have a flying speed equal to your walking speed.
Embrace of Death. at 11th level when you use your silver tongue to charm a creature you may reap their soul by lying with them. If the target has 100hp or less it dies.
Languages. Common, Abyssal, and Infernal.
Optional features
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.
Improved Flight
Upon taking this feat your wings become stronger. You may fly up to 60ft or your walking speed, whichever is higher.
Draining Kiss
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.
When this is used on a charmed target have them make a wisdom saving throw. If they fail they remained charmed.
The kiss's damage increases by 1d10 at 5th level, 11th level, and 17th level. up to 4d10 psychic.
Fiend Save DC =8 + your proficiency bonus + your Charisma modifier
Feats for standard
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.
Infernal Claws
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.
Etherealness
Upon reaching 16th level you may take this feat. Your body becomes attuned to the Ethereal Plane. You may now use an action to jump between the Ethereal and Material planes.