Malcanthet, Queen of the Succubi

Malcanthet, the Queen of the Succubi, is one of the oldest, most beautiful, and corrupting succubi known. Housed in the layer of the Abyss called Shendilavri, where it appears a blissful utopia of delight and revelry, Malcanthet plots her devious plans for further dominance of mortals and fiends alike. Although Malcanthet is the epitome of selfish, lustful desire, she is known to imbue part of herself as a warlock’s pact in creatures to further ensure her influence spreads throughout the mortal realm.

Not all creatures are aware that Malcanthet herself has made this pact. Some are just exceptionally attractive members of their race who wield dark powers that they are yet to fully understand. Perhaps more so than many otherworldly patrons, Malcanthet herself enjoys keeping track of her pacts. She sends her Radiant Sisters, 13 lilitu bards, to make sure they are heading down a path suitable to her domain: lust, beauty, and betrayal.

Expanded Spell List

Malcanthet lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlcok spell list for you.

Thrall of Malcanthet Expanded Spells

Spell Level Spells
1st command, dissonant whispers
2nd alter self, detect thoughts
3rd nondetection, protection from energy
4th confusion, polymorph
5th dominate person, modify memory

Profane Beauty

At 1st level, Malcanthet’s pact with you has imbued you with a fiendish beauty that mirrors that of a succubus. Whenever you are not using armor or wielding a shield, you have an armor class equal to 10 + your Dexterity modifier + your Charisma modifier. Additionally, whenever you roll a saving throw to avoid the charmed condition, you roll at advantage. Finally, you are the epitome of attractive for your race. Your features are symmetrical, your eyes hypnotizing, and your form is delightful to gaze upon for all those who might care about the form of your sex.

Betrayal

At 6th level, you are adept at taking advantage of those who think themselves your allies. As a bonus action, you may choose one creature that you can see that is friendly to you. Once you have decided to betray a friendly target, you may choose to apply the betrayal to your next attack or a spell directed at that target by the end of your turn. If you attack the target, you roll your attack with advantage. If your attack hits, they must make a Wisdom saving throw against your warlock spell save DC or be stunned until the end of their next turn. If you target the creature with a spell and they must save, they make that saving throw with disadvantage. Further, any creature hit by an attack or spell when you betray them takes an additional 2d8 psychic damage as they reel from the betrayal. This psychic damage increases as you gain power. If you have at least one spell slot remaining, you deal an additional 1d8 per the level of the spell slot. For example, if an 11th level warlock uses her betrayal ability and has at least one remaining spell slot to cast a spell, she deals 7d8 psychic damage. Dealing additional damage does not consume a spell slot. Whenever you betray a creature using this ability, your type becomes fiend for 24 hours for all purposes of abilities and effects.

Once you use this feature, you cannot use it again until you finish a short or long rest.

Subtle Charms

At 10th level, your magical compulsion spells are augmented by the power of the Queen of the Succubi. Whenever you cast the friends, charm person, or suggestion spells roll a deception (Charisma) check against either the target’s insight (Wisdom) or arcana (Intelligence). If you succeed, the target does not know they are or were under the effects of a spell or targetted by a spell. If you fail, treat the spell as normal. Creatures who are immune to the charmed condition treat the spells as normal. Creatures who have advantage against being charmed have advantage on their insight or acana roll.

Embrace of Shendilavri

At 14th level, you may touch or embrace a friendly creature and slowly drain them of their life. As an action, you may make a melee spell attack against a target, apply this effect to a target who you are already touching(or grappling), or you may simply attempt to touch the target that is friendly to you who will (by DM’s discretion) not recoil from you, and drain them of some life energy. If hit, or touched, the target creature must make a Constitution saving throw against your warlock spell save DC or take 4d6 psychic damage or half (rounded down) on a succesful save. Their maximum hit points are reduced by this damage, which will return to normal after a long rest. If the target takes psychic damage they must roll a Wisdom saving throw against your warlock spell save DC or percieve your embrace or touch as beneficial to them — they are effectively charmed by you and take no action or movement that makes them leave your side to continue your embrace or touch. At the beginning of their round they may continue to save to break the charmed condition and realize they are slowly dying and you are the cause of their suffering. You must use an action on your turn to sustain this effect.

Whenever you use this ability you are considered a fiend for 24 hours for all purposes of abilities and effects. Once you use this feature, you cannot use it again until you finish a long rest.

Alternative Pact Boons

Pact of the Obyrith’s Shroud

Prerequisite: Otherworldly Patron is an obyrith

Your patron is one of the oldest types of fiends in the multiverse: the obyrith. Their forms are the most horrific and noxious to behold, rivaling the utter horror of the aliens of the Far Realm. All obyriths have a form of madness, whether it is their true form or one they shroud and then unveil upon their enemies, that when revealed drives even the strongest of hearts to challenge their sanity. Thus, your patron wills you to be more like them and grants you this form. During a short or long rest you may perform a quick ritual in which a cloak, shroud, cape, or other form of fabric or clothing that folds over your shoulders or form appears. This item is magical. You may not take it off without activating your form of madness unless a remove curse spell has been cast on you. As an action, the shroud can become invisible or visible again. Regardless, the shroud acts as a veil to shield your form of madness from the world.

As an action, you may unveil your form of madness and inflict it upon all creatures within 30 feet of you that are not fiends. During this flash of a moment, you appear like a truly horrific creature that assaults all the sensibilities of creatures who are not fiends. Even creatures who are blinded are still effected as your form affronts all the senses. Creatures beyond that who can see you that are not fiends are briefly stricken by a noxious feeling in their gut by witnessing this form. Non-fiendish creatures within 30 feet must make a Wisdom saving throw against your warlock spell save DC. Creatures who fail their saving throw must roll a 1d6 and be frightened by you for that many rounds. Creatures whose result is 6 on the die must roll an additional Wisdom saving throw. On a failure, they gain a short-term madness (found in the DMG). Because your form is more potent than a typical fear effect, creatures who are immune to being frightened who fail their saving throw still must roll 1d6 to see if they must make an additional save to avoid madness. After you use this ability your shroud is gone.

While your shroud is on, you may cast crown of madness as an action once at your highest spell slot level. You may cast this spell again in this way after a short or long rest. You may call upon your shroud again during a short or long rest.

Pact of Abyssal Might

Prerequisite: Otherworldly Patron resides in the Abyss

You can harness pure chaos and imbue your form from the dark energies of the Abyss. As a bonus action, your type becomes fiend for 1 hour and you gain advantage on Strength and Constitution saving throws, skill checks, and ability checks for the next 1 minute. During this time, whenever you cast the eldritch blast spell it’s range cannot be more than 10 feet and you roll melee spell attacks instead of ranged spell attacks. If a creature is struck by your eldritch blast spell during this effect, they take an additional 1d4 psychic damage as their very being is harassed by malevolent magic. If a creature is good aligned, roll 2d4 instead. Whenever you deal psychic damage in this way, you gain a pool of hit points that you can use to shrug off any damage you take, similar to temporary hit points. As you incur damage the pool of hit points decreases and as you deal damage it increases. After the minute expires, you may use the remaining pool of hit points to heal yourself — otherwise they are lost, returned to the Abyss as though the realm of chaos demands payment for using its energy.

Once you use this feature, you may not do so again until you finish a short or long rest.

Dark Ritual

Any creature may use this ritual to entertain the darker denizens of worlds beyond the Material Plane. All fiends, of greater or lesser power, are intrigued by the cruel sacrifice and corruption of the innocent. Any mortal who would perform a dark ritual, depending upon the sacrifice, may be noticed by a simple fiend, a powerful fiend, or even a demon lord or archduke of hell.

Alignment: You must be evil-aligned to perform a dark ritual. Any non-evil creature who willfully completes a dark ritual becomes evil and perhaps gain madness.

Resources: You must possess 50gp worth of resources in candles, symbols, and ink. You must slay a creature with an Intellgience score of at least 6 that has never wronged you in anyway and within 24 hours of that death use its blood to create a symbol of a fiend, or a pentagram, on the floor. The stronger or more important the creature, the higher chance a more significant fiend may notice your ritual.

Time: Dark Rituals take 1 hour to complete.

Result: After the ritual is completed, roll 1d20 + your highest mental ability modifier (Intelligence, Wisdom, or Charisma). If your result is less than 9, nothing you are aware of happens. If your result is 10-19, a fiend notices. If your result is above 20, an even more powerful fiend may notice.

Being Noticed: Being noticed by a fiend is not always a pleasant experience. Sometimes you simply feel a whisper of wind in your ear that you suspect is a fiend replying to you, even the Demon Lord you may worship — but it only manifests in the form of inspiration to you — because the fiend really bestowed some dark favor, or perhaps the placebo effect encourges you. In rarer times, the ritual itself causes a gentle rip in reality that permits a fiend to project part of their presence before you, sometimes a voice, other times just their ability to hear you. In even rarer times, a fiend may fully realize before you momentarily, offering you favor or requesting a task be completed in exchange for something. To be noticed means you may be noticed more and more.