|Starfox's 5th Edition Fan Page
Your patron is an entity that rules over lust, temptation, and the night. Fey, fiends, and enchanters each have their own angle for toying with mortal desires. The Seducer revels in its power and employs mortals to bring others under its spell. The mortals it dominates risk their very lives to partake in their newfound passion. Seducer patrons include legendary vampires such as Dracula or Carmilla, Grendel’s mother, Lilith, Pan, Shamhat, and unusually powerful succubi or incubi.
Greyhawk: The demonic Whore Queens are the most likely seducer patrons, skillfully navigating planar wars to always end up on the winning side. But there are others among celestials, fey, and fiends.
Source: En5ider 50: Friends Close, Enemies Closer.
Expanded Spell List
The Seducer lets you choose from an expanded list of spells when you learn a warlock spell. You gain the Friends cantrip, which does not count against the number of cantrips you can learn, and the following spells are added to the warlock spell list for you.
Seducer Expanded Spells
- 1st Command, Sleep
- 2nd Detect Thoughts, Zone Of Truth
- 3rd Beacon Of Hope, Feign Death
- 4th Compulsion, Locate Creature
- 5th Dominate Person, Mislead
Starting at 1st level, your patron bestows upon you the secret of capturing mortal hearts. As an action, you can cause a creature within 15 feet to make a Wisdom saving throw against your warlock spell save DC. If the creature fails its saving throw, it is charmed by you for one minute or until you do anything harmful to it. Note that the actions of your allies does not affect this charm, but the creature's attitude towards your friends does not change.
You can use this a number of times equal to your proficiency bonus, and recover all uses when you finish a long rest.
Starting at 6th level, your charms become even more irresistible. When a creature you target is about to make a saving throw against your spell or effect that would charm the target, you can use this feature to impose disadvantage on that saving throw. You can use this a number of times equal to your proficiency bonus, and recover all uses when you finish a long rest.
Starting at 10th level, your powers of seduction grow more subtle. Your enchantment spells no longer signal to targets that they were magically influenced, negating any after-effects.
Additionally, when you ask a question of a creature that can understand you and is either charmed by you or affected by your Friends cantrip, you can compel it to answer. The target cannot lie, though they do not have to tell the truth. If the creature is unwilling to convey any answer, it must succeed on a Wisdom save against your warlock spell save DC to remain silent. You can use this a number of times equal to your proficiency bonus, and recover all uses when you finish a long rest.
Starting at 14th level, you can drain a victim’s life force with a kiss. As an action, you can kiss an adjacent willing or charmed creature. The target must make a Charisma saving throw against your warlock spell save DC. On a failed save, the target takes 5d10 necrotic damage, or half as much on a successful save, and you regain a number of hit points equal to the damage dealt. Using this feature on a creature you’ve charmed does not end the charm effect. Once you use this feature, you can’t use it again until you finish a long or short rest.