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Published by Sanguinetti, 2022-08-07 02:05:52

Cursed Classes

[PHB] 2020 Dungeon Masters Guild

Cursed Classes

ver. 1.3

Everything you need to transform
cursed afflictions into compelling adventurers

By Alex Clippinger, Bryan Holmes,
Ryan Langr, Jacob S. Kellogg,
Ashley May, Isaac A. L. May,
and Matthew Whitby

Editing by Kayla Bayens, Layout by Ashley May, Cover by Dana Braga

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon
ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are
trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and other authors. Such material is used
with permission under the Community Content Agreement for Dungeon Masters Guild.
This work was assembled using The GM Binder, a free tool provided by Ivel.

All other original material in this work is copyright 2020 by Alex Clippinger, Bryan Holmes, Ryan Langr,
Jacob S. Kellogg, Ashley May, Isaac A. L. May, and Matthew Whitby and published under the Community

Content Agreement for Dungeon Masters Guild.

Table of Contents

Becoming Cursed 1 Revenant 44

Multiclassing ..............................................................................1 Creating A Revenant ..............................................................44
Cursed Doesn't Mean Evil.................................................2
Alignment Shifting for Fun and Profit.......................4 Route of the Avenger .....................................48
Cursed Doesn't Mean Grimdark....................................4 Route of the Umbraged ................................49
Aging Under A Curse............................................................5 Route of the Drowned ...................................50

Bound Spirit 6 Vampire 52

Creating A Bound Spirit .........................................................6 Creating A Vampire................................................................52

Suit of Armor ...............................................................10 Path of the Dark Master ...........................58
Flesh Golem ....................................................................12 Path of the Daywalker .................................59
Stone Golem ...................................................................13 Path of the Alp ..........................................................60

Floraspawn 15 Backgrounds 61

Creating A Floraspawn .........................................................15 Arcane Apprentice ...............................................................61
Sacrifice ..................................................................................... 63
Spore Savant ..................................................................19 Guardian ....................................................................................65
Woad Warrior ..............................................................21
Vegepeople ........................................................................22 Credits ..................................................................................... 67

Lich 24

Creating A Lich .........................................................................24

Pathway of the Baelnorn .........................30
Pathway of the Omniscient ...................31
Pathway of the Wastes ...................................32

Lycanthrope 33

Creating A Lycanthrope .......................................................33

Calling of the Werebear ............................37
Calling of the Wereboar ...........................38
Calling of the Wererat ................................39
Calling of the Weretiger .........................40
Calling of the Wereape ................................40
Calling of the Werewolf ...........................41
Calling of the Wereraven .......................42
Calling of the Werecrocodile .........43

Becoming Cursed
The process of becoming a cursed
class varies widely. Whether Communication is key when planning a cursed
someone is bitten, resurrected, class. These class options generally involve a high
marked, infected, overgrown, or in degree of outside influence on an adventurer. One
some other way afflicted, doesn’t does not simply decide to “take a level in Woad
necessarily matter from a Warrior” without a narrative reason. Likewise,
mechanical standpoint. What these classes are not things that should ever be
matters is that the curse has now become a part of forced on a player. If an adventurer was bitten by a
them and what happens next will impact their vampire and their player hadn’t already expressed
growth. an interest in taking levels in the vampire class,
then it’s time for the DM and player to discuss the
Not all curses show their full effects matter away from the table. If the player wishes to
instantaneously. Someone bitten by a lycanthrope multiclass into vampire, so be it, but if they don’t
or vampire might feel alright for a little while, want to interrupt their current leveling path it’s up
whereas someone whose soul has been ripped out to the DM to determine an alternate route for
of their body and put into a suit of armor is going them to either be cured, or instead show signs of
to immediately take notice. For players and vampirism as described in the vampire and
Dungeon Masters this has a significant impact on vampire spawn stat blocks.
when and how a level in a new cursed class is
taken. Multiclassing

For classes that may be steadily transformative To qualify for a new class you must meet the ability
such as the vampire, lycanthrope, or floraspawn, score prerequisites for both your current class and
some time may pass between when they become your new one, as shown in the Multiclassing
afflicted with the curse and when it takes hold. Prerequisites table. For example, a barbarian who
Mechanically speaking, it means that they won’t decides to multiclass into the druid class must
immediately gain a level in their new cursed class have both Strength and Wisdom scores of 13 or
but instead, they will gain that level the next time higher. Without the full training that a beginning
they would level up. Once they have received their character receives you must be a quick study in
level, their curse can manifest fully. As it turns out, your new class, having a natural aptitude that is
they weren’t “alright” after all. reflected by higher-than-average ability scores.

For classes that change more dramatically or Multiclassing Prerequisites
abruptly, the new cursed class level should be
taken immediately. Ideally a Dungeon Master can Class Ability Score Minimum
time this event to occur when everyone would
naturally gain a level. However, Dungeons & Bound Spirit Strength 13
Dragons is an organic game and situations aren’t
always ideal. If it’s an inappropriate time to gain a Floraspawn Constitution 13 or Strength 13
level, either because the party is tracking
experience points or because few significant Lich Intelligence 13
events have happened since the last milestone was
passed, it might be a good time to work out a deal Lycanthrope Constitution 13
with the afflicted player. For example, they may
receive an “advance” on their level, taking their Revenant Wisdom 13
new cursed class level early and foregoing the next
level-up when they reach the appropriate Vampire Charisma 13
milestone.

1

Cursed Doesn’t Mean Consider the ways a curse will and won’t change
Evil your character. A werewolf in the wild is a
werewolf, first and foremost. However, an
Generally speaking most vampires, werewolves, adventurer with lycanthropy is still at their core
and liches you encounter will be of the evil the person they always were. Their curse will
persuasion. It’s not too difficult to understand why. present new challenges, but their entire lives do
In order to survive in a world that would consider not suddenly become engulfed by the affliction.
you an abomination, you have to be willing to They will likely still hold onto the goals, dreams,
selfishly prioritize your strength and growth over and aspirations they held before, perhaps even
the wellbeing of others. Though it’s entirely more tightly.
possible to be a vampire of good alignment who
doesn’t steal the blood of other sentient creatures The Good Bound Spirit
to survive, they seldom grow to the power of a
vampire lord before they’re overtaken by the angry To become a bound spirit is the ultimate out of
mob that heard there was an undead creature in body experience. Though most golems
their midst. encountered in the wild may be hostile or at least
highly territorial, this is by their design and not
However, adventurers are not ordinary people. their nature. Many souls are bound to inorganic
Whether an adventurer is inflicted with their curse containers in order to allow them to be better
well into their career, or their life as an adventurer guardians. Some are placed in vessels as the
is set into motion by the curse they have received, highest form of dedication to their vows, while
they are not required to walk a narrow path. Even others are forced into these constructs against
when the urge to feed or hunt is strong, they have their will.
the potential to be stronger in order to control the
primal senses within them. They have the power to An adventurer can still hold tightly to whatever
tell their own story, rather than letting themselves goals and pledges were sworn in life before
be swallowed whole by their curse. becoming a bound spirit. While some may view
their curse as precisely that, others may look at
their potentially ageless forms and see a blessing. 2
Becoming a bound spirit may have even been their
own idea.

The Good Floraspawn

Nature beyond the influence and corruption of
others is generally a peaceful and neutral entity. At
its most primal level, nature only wishes to
continue its own existence, which is no different
from most humanoid creatures. While this may
sometimes result in man-eating plants or
organisms that reproduce by taking over the body
of a host, it’s important to remember that their
intent is not evil or to do harm simply for the sake
of it.

Becoming a floraspawn of any nature shouldn’t
have an active impact on the alignment of an
adventurer. The natural urge of any floraspawn is
simply to survive. If anything, becoming more
attuned to nature may draw a creature more
closely to the ideas of law and neutrality as they
gain a deeper understanding of the world around
them.

The Good Lich The Good Revenant

Good people generally don’t become liches of their Revenants walking the world are neutral creatures
own accord. Lichdom, unfortunately, requires by nature. Their goals tend not to be good or evil
feeding on the souls of reasonably intelligent living but instead single-mindedly driven toward revenge
creatures in order to fuel one’s own survival and and pushed by the dwindling sands in the
growth of power. That being said, cursed classes hourglass of their lives. With only one year to carry
often come as curses, and a lich may not have ever out their vengeance, some revenants may appear
wanted to become a lich in the first place. How evil in nature simply because they are willing to do
they choose to react to this change determines the whatever is necessary to complete their task.
kind of person that they are rather than the
affliction itself. However, an adventurer who has been restored
to life (or unlife, as it were) is not necessarily
The selection of targets can have a lot to do with bound to the same strict rules as your average
separating the good liches from the bad liches. revenant. Their desire to continue forward and
Rather than simply taking any soul available, the accomplish their goals left incomplete may have
lich may be picky and only take the souls of people less to do with killing their murderer and more to
who are demonstrably evil or who seek to do harm do with dismantling the social systems that
to others. The lich fueled by the souls of evil created them. These are not goals that can be
cultists and murderous bandits may be a far kinder accomplished quickly by killing one person, and
lich than one who takes their souls wherever they reckless behavior may not help them achieve that
find them. goal. Furthermore, adventurer revenants have less
tenuous ties to the world, and without the press of
The Good Lycanthrope a one-year time limit they can focus on how to do
things properly rather than quickly.
There are two kinds of lycanthropes in the world:
those who struggle against the murderous urges of The Good Vampire
their curse and only transform once a month,
generally blacking out for the event, and there are Inside the belly, nay, the soul of every vampire lies
those who give in fully to it and relish it. Many a hunger that constantly gnaws at them. Vampires
lycanthropes encountered in the wild are endlessly hunger for the life that they have lost and
decidedly evil, not solely as an effect of their curse sate that hunger by feasting on the blood of the
but because they choose not to fight their primal living. The very nature of vampirism has the ability
instincts to hunt and kill. Their willingness or even to twist the minds and hearts of those afflicted
joy in viciously killing and consuming others is with its curse, and they may be more drawn to feed
what leads them down the path of evil. on people who embody the life they’ve lost rather
than simply to feed for the sake of sustenance.
Adventurers, however, tend to be made of
tougher stuff than other folks. An adventurer can This twisted nature can be resisted by strong
put in the effort to control their curse rather than hearts and minds at great difficulty. A vampire
either ignoring it or letting it control them. An does not necessarily have to feed on a sentient
adventurer inflicted with lycanthropy may always creature when a captured sheep or deer will sate
feel as though a vicious beast is lingering, stalking their hunger just as well. Like the lich, a vampire
at the edges of their mind just waiting for a may be selective of their targets and deign evil
moment to pounce and take over. It is the creatures to be more suitable prey than innocents.
adventurer’s job to chain that beast.

3

Alignment Shifting Cursed Doesn’t Mean
For Fun And Profit Grimdark

Though changing one’s alignment isn’t required The idea of becoming afflicted with a curse tends
when being inflicted by a curse, that doesn’t mean to conjure up dark imagery of one suffering and
that a character can’t experience these changes. struggling against foul external forces that seek to
Remember, however, that vampirism itself does corrupt them. Many cursed classes involve a
not cause a person to become evil. When a variety of dark subjects like drinking the blood of
character’s alignment shifts after receiving their the living, stealing souls, seeking vengeance, or
affliction, it has more to do with their own being bound to a cold and ageless shell. Curses are
worldview becoming altered by the change they seldom positive things.
have endured. Feeling as though they are being
hunted by those who have no interest in how good However, adventurers make a habit of turning
a person they are, or as though they are hated or seldom occurrences into their daily norms. Their
feared by people who refuse to understand, can lives consistently revolve around bizarre
drive a once kind person to become selfish and coincidences, millennia-old prophecies, and
isoAlaltteerdnfaotrivtehlye, saankaedovfesnetluf-rperrewsehrovaotniocne.walked on chosen ones. Just because becoming a revenant
darker paths may view their affliction as an means taking on a solemn and restless duty for
awakening of sorts. Many curses come at life-or- most people doesn’t mean an adventurer needs to
death moments, when a person survives an event become bogged down by it. Nothing in the vampire
that could easily have killed them but instead they class description says that they have a daily
walk away changed. This brush with mortality may brooding requirement.
cause some people to examine their lives from a
different perspective, and consider the way they Different adventures and campaigns have
treat others. different moods, and the introduction of cursed
classes doesn’t necessarily mean that your upbeat
A shift in one’s heart comes slowly and steadily and sunny campaign has to suddenly take a turn
and is not something that should be rushed. for the dark side. Take this time to consider the
humor that could be found in these conditions.
Perhaps the party falls under attack by a group of
goblins who think the Spore Savant would make
for a really good soup.

4

Aging Under a Curse Floraspawn differ in their immortality. A Spore
Savant has died once already and they generally
Stories of vampires and liches living for thousands see no change in lifespan. Vegepeople can extend
of years have permeated the realms since time their lives somewhat through the use of their
immemorial. There is some truth to the photosynthesis, but almost all of them age as
immortality of those living under a curse, but there normal. Woad Warriors are a special exception for
are also some myths that must be dispelled. when they are about to die, they may instead fully
Immortality is one of the end goals for many of give in to their transformation and become Wood
those under these curses, however, there is always Woads meant to protect their home forest.
a price for lengthening one's life.
The goal of many a lich is to continue well after
One should think of the addition of a curse as a the body would perish. Liches are supplied with
change in the way the body functions, in many power and life through their phylactery and with
cases the mind of a creature will stay the same proper care, they do not have a limit on their age.
especially if their will is strong. The spirit may Effects that age a lich are ineffective as part of
dislike its new trappings and it’s far more likely their very being is suspended elsewhere.
that the cursed will die in some gruesome way
rather than of old age. Still, the concept of aging is Lycanthropes see no real difference in aging
a complex one that must be addressed. even if they become more hearty, their bodies still
remain as the race they once were. The process of
Bound spirits are more likely to go mad within changing forms withers any extended longevity
their shells then they are to be lost to rust and they may have seen.
failings. Being unable to fully feel or experience
the world around them does something that can Revenants remain in the world only due to their
drive them to ever more drastic means to feel. curse. Having been once dead already they no
Each of the forms the bound spirit takes has its longer age within their reclaimed flesh. The
own maintenance and if taken care of they may unchained revenants described in these pages
live for hundreds of years. There is a limit to what choose to rest when they believe their work is
the mind can take though and many let themselves finally done and not a day before then. They
go when their spirit tells them to, often when they cannot be aged through any magical means.
reach the mortality of their original body.
Vampires continue to live as long as they
5 continue to feed. A well-fed vampire has no limits
for how long it may live. Also, much like the
revenant, it’s form is locked in and ages no longer.
Vampires respond to being aged through magic
with extreme hunger, they must feed quickly to
nourish their bodies when exposed to such effects.

Bound Spirit Trapped Souls

They stare down, eyes peering across what was Once a humanoid soul, all bound spirits have been
once their body as it stares back at them, lifeless. A trapped to a physical form without the ability to
whirl of magic covers their spectral form, urging return to their body or be resurrected traditionally.
them towards the suit of armor standing idle in the Regardless of how they were bound be it through a
corner of the room. Her next waking memory is blood vow, curse, or binding contract they all share
from within the suit of armor, she feels the ability the same fate. It should be reiterated though that
to move and speak return. Yet she feels trapped, for some being a trapped soul is a curse, whereas
bound to this form of steel. for others it is a blessing of the highest order.

Bodies are flawed. Each person has few Many Shapes and Sizes
strengths, but they're hobbled by weak and
superfluous parts. A dwarf cackles as he stitches Spirits can be bound to just about anything. From
the last limb into place. His own body has served everyday objects such as rugs or swords, to
enough of a purpose. The blood-soaked tome that specialised containers such as phylacteries or soul
sits on his desk was simple enough to follow. He jars. There is however a tendency to bind a spirit
should be able to move his spirit into this new to humanoid-shaped forms mostly to serve as
perfect form without issue. One spell later, the servants or guards. Most creators of bound spirits
cackling is replaced with a burst of booming are surprised to discover the agency that the spirit
laughter, as he lives once more! still has rather than being instantly enslaved to
their every whim bound spirits can learn and
Deep within a sacred temple, death need not be maOsntecretahesiorunlefwindfosrimtsselwf iinthittsimneew. shell, there is a
the end of the faithful. The most sacred of artefacts magical equivalent of homeostasis where the spirit
require a constant guard, one that humanoid unconsciously desires to return to the form it once
bodies simply cannot accomplish. As she mutters was. This results in the soul’s magnificent ability
one last prayer nodding to the priest before lifting to alter the body to match the racial traits they
her gaze to the looming stone golem. It’ll be her once held previously, to “carry on as normal”
new body. One without the need to sleep, eat or despite the new shape they take.
drink. The perfect defender.
Creating a Bound Spirit
No matter how their spirit came to be bound,
they are forced into forms that are far from their As you create a Bound Spirit the most important
normal ones. It can take weeks, even years to question is how and why your character’s soul was
adjust to the feeling of being trapped in an object. trapped inside the body of choice. While it has
Whether they see it as a blessing or a curse, it been stated that their soul is trapped, your
opens up a whole new realm of possibilities. character may have been perfectly willing to place
their soul inside a golem to carry out a sacred
vows or to prolong their own life. Alternatively, if
they were bound by someone else answering some
of these questions can help flesh out your
character: Who were they? Why were they creating
golems? How did they know your character? What
are their motives? Did they expect your character
to be a mindless slave?

6

Quick Build Class Features

You can make a bound spirit quickly by following As a bound spirit, you gain the following class
these suggestions. First, make Strength or features.
Constitution your highest ability score depending
on whether you want to focus on crushing or on Hit Points
withstanding heavy hits. Your next-highest score
should be Wisdom, or Intelligence if you plan to Hit Dice: 1d12 per bound spirit Level
adopt the Suit of Armor archetype. Second, choose Hit Points at 1st Level: 12 + your Constitution
the acolyte background. modifier
Hit Points at Higher Levels: 1d12 (or 7) + your
The Bound Spirit Constitution modifier per bound spirit level after
the 1st
Proficiency Essence
Level Bonus Features Points Proficiencies

1st +2 Bound Body, — Armor: None
Constructed Nature Weapons: Simple weapons, martial weapons
Tools: Mason’s tools, tinker’s tools, one type of
2nd +2 Will of the Soul 3 artisan’s tools of your choice
Saving Throws: Constitution, Wisdom
3rd +2 Body Augmentation 3 Skills: Choose three from Arcana, History, Insight,
Investigation, Nature, and Religion
4th +2 Ability Score 4
Improvement Equipment

5th +3 Soul Escape 4 You start with the following equipment, in addition
to the equipment granted by your background:
6th +3 Bound Body feature 4
(a) a martial weapon or (b) any two simple
7th +3 ─ 5 weapons
(a) two light hammers or (b) any simple weapon
8th +3 Ability Score 5 (a) a dungeoneer's pack, (b) an explorer’s pack
Improvement 5 or (c) a scholar's pack
6
9th +4 ─ 6

10th +4 Ability Score
Improvement

11th +4 Body Augmentation

12th +4 Ability Score 6
Improvement

13th +5 ─ 7

14th +5 Bound Body feature 7

15th +5 ─ 8

16th +5 Ability Score 8
Improvement

17th +6 Body Augmentation 8

18th +6 Bound Body feature 9
9
19th +6 Ability Score 9
Improvement

20th +6 Indomitable Spirit

7

Bound Body Body Augmentation

Choose a body to be bound to which describes At 3rd level, you gain the ability to augment the
what your soul has been trapped inside: Suit of body your soul is trapped inside as you desire. You
Armor, Flesh Golem, or Stone Golem. All three are gain two of the following Body Augmentation
detailed at the end of the class description. Your options of your choice. You gain another at 10th
choice grants you features when you choose it at and 17th level.
1st level and again at 6th, 14th, and 18th level.
Additional Arms
Constructed Nature
Prerequisite: Flesh Golem or Stone Golem
A spirit bound in a body doesn’t require air, food, You can attack twice, instead of once, whenever
drink, or sleep. In addition, you gain the Slam
action that deals 1d8 + your Strength modifier you take the attack action on your turn.
bludgeoning damage. This increases to 2d8 at 5th
level, 3d8 at 10th level, and 4d8 at 15th level. Animated Face

Will of the Soul You gain the ability to animate your face to speak
and make facial expressions. You gain proficiency
At 2nd level, you tap into the willpower that resides in either Persuasion or Intimidation.
within your soul. This willpower is represented by
essence points which can be used to enhance Berserk
certain abilities.
As a bonus action you may choose to go berserk,
Essence Points attacking the nearest enemy creature you can see.
If no enemy is near enough to move to and attack,
You have 3 essence points, and you gain more as you instead attack the nearest object. While
you reach higher levels as shown in the Essence berserk, you deal an additional 1d6 damage to all
Points column of the Bound Spirit table. You can melee weapon attacks. Once you become berserk,
never have more essence points than shown on the you continue to do so until no more enemies are
table for your level. You regain all essence points visible.
when you finish a long rest.
Damage Resistance
You can spend essence points to gain the
following benefits: You may choose one of the following types of
damage; bludgeoning, piercing, or slashing. You
Cost Speed Effect gain resistance to all damage of that type not made
from magical or adamantine weapons.
1 Reaction You may reduce the result of an
enemy die roll by 1. Darkvision

You may increase the result of an You gain darkvision of 120 feet.
2 Reaction Intelligence, Wisdom, or Charisma
Elemental Absorption
saving throw by 2.
You may choose one of the following types of
3 Action You may regain 1 hit dice. damage; acid, lightning, fire, poison, or cold. When
you take damage of that type you take no damage
3 Action Until you finish your next long and instead regain a number of hit points equal to
rest, you may increase your the damage dealt. This feature can be used only
Strength or Dexterity by 1. once per short rest.

You gain advantage against the
3 Reaction next saving throw against being

Paralyzed, Petrified, or Poisoned.

8

False Appearance Soul Escape

Prerequisite: Stone Golem or Suit of Armor At 5th level you gain the ability to temporarily
While you remain motionless, you become leave your bound body. As an action you can
detach your soul from your body, for up to 10
indistinguishable from a statue or suit of armor. minutes. While outside of your body the body
ceases to move. After the duration is finished your
Immutable Form soul is trapped back inside your body.

You become immune to any spell or effect that As a soul, you have incorporeal movement
would alter your form. allowing you to move through other creatures and
objects as if they were difficult terrain. You have a
Magical Fists fly (hover) speed of 40 feet. You take 1d10 force
damage if you end your turn inside an object.
Your unarmed strikes count as magical for the
purpose of overcoming resistance and immunity to In addition, you may attempt to possess one
nonmagical attacks and damage. humanoid you can see within 5 feet. The target
humanoid’s CR must be at least 2 less than your
Magical Resistance current level, otherwise the attempt automatically
fails. For example, at 5th level you may possess
Prerequisite: Flesh Golem or Suit of Armor any humanoid with a CR 3 or less, at 6th level this
You may as a reaction choose to gain advantage becomes CR 4 and so on. The humanoid must
succeed a Charisma saving throw (DC = 8 + your
on saving throws against spells and other magical proficiency bonus + your Intelligence modifier) or
effects. This feature can be used only once per be possessed by you for up to 5 minutes. While
short rest. possessing a humanoid you cannot be targeted by
any attack, spell, or other effects. You maintain
Reinforcement your Intelligence, Wisdom, and Charisma scores
but use the target’s statistics, not gaining access to
Prerequisite: Suit of Armor its knowledge class features or proficiencies. The
You gain a +2 bonus to your AC. possession ends when the body is reduced to 0 hit
points, you end it as a bonus action, the 5 minutes
Slow runs out, or if you are forced out by an effect like
the dispel evil and good spell. Once you use this
Prerequisite: Stone Golem feature, it cannot be used again until you finish a
You may target one creature you can see within long rest.

10 feet. You may cast the slow spell targeting Indomitable Spirit
them, with a Wisdom spell save DC of 8 + your
proficiency bonus + your Intelligence modifier. When you reach 20th level, you master control
This feature can be used only once per short rest. over your spirit freeing yourself entirely. The
duration of your Soul Escape feature is increased
Two Heads indefinitely. While as a soul you are immune to the
charmed, exhaustion, paralyzed, petrified, and
Prerequisite: Flesh Golem poisoned conditions. In addition, you may as a
You gain advantage on Wisdom (Perception) bonus action traverse from the Ethereal Plane to
the Material Plane or vice versa.
checks.

Unblinking

You gain immunity to the blinded condition.

Ability Score Improvement

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.

Using the optional feats rule, you can forgo
taking this feature to take a feat of your choice
instead.

9

Bound Body Arcane Rune Etchings

Souls can be bound to many different forms, either Starting at 6th level, you can carve arcane runes
willingly or trapped by sinister magic. Although into your plated body. When you gain this feature
many variations exist there are three bound bodies you learn how to inscribe one major rune or two
used: a suit of armor, a golem of flesh, and a golem minor runes into your armor (see “Arcane Rune
of stone. Options”). Each time you gain a level in this class,
you may replace one rune you know with a
Suit of Armor different one.

Clanking suits of metal built to protect warriors in You gain one more major or two minor arcane
the heat of battle and now just an empty steel shell. rune etchings of your choice from the Arcane
Unwavering and without expression, they are the Rune Etchings at 14th level.
archetypal guardian of all things magical.
Equipped with a soul-bound sword or covered in Suit of Armor Spellcasting Ability
etched arcane runes, Suits of Armor can be a
versatile melee or spell casting threat. Intelligence is your spellcasting ability when using
arcane runes. In addition, you use your
Finest Steel Intelligence modifier when setting the saving
throw DC for a spell you cast and when making an
Due to your body being a suit of armor, you are ill- attack roll with one. Your armor functions as an
suited for wearing anything additional. You have a arcane focus for any spells. You can perform the
base AC of 16 + your proficiency bonus (your somatic components of spells even when you have
Dexterity modifier doesn’t affect this number). You weapons or a shield in one or both hands.
gain no benefit from wearing armor but if you are
using a shield you can apply the shield’s bonus as Conflux
normal.
Major rune. You add half your Intelligence modifier
Soul-Bound Weapon to the saving throw DC for wizard spells you cast.

A suit of armor is incomplete without a matching Defense
weapon, as such you may choose one weapon
equipped to become a soul-bound weapon. As a Minor rune. As a bonus action, until the start of
bonus action you may release the soul-bound your next turn your AC is increased by your
weapon to allow it to hover magically in an Intelligence modifier. Once you use this feature,
unoccupied space within 5 feet of you. If you can you can’t use it again until you finish a short or
see your weapon you may mentally command it as long rest.
a bonus action to fly up to 50 feet and either make
one attack against a target within range of it or Educate
return to your hand. You may only be soul-bound to
one weapon at a time. If your soul-bound weapon Minor rune. Your soul-bound weapon is replaced
is destroyed or you wish to bind to a new weapon, with a spellbook, allowing it to cast cantrips you
it takes 1 hour to soul bind to a different weapon. know as a bonus action.

Empowered

Major rune. You learn two 2nd-level wizard spells
and gain two 2nd-level spell slots.

Enchant

Major rune. Your soul-bound weapon is now
magical, dealing an extra 1d6 damage of that
weapon’s type.

10

Expand Ever-Guardian

Minor rune. You may take this rune, only if you When you reach 14th level, you learn to embody
have the ability to cast spells. You gain an the guardian nature of a suit of armor. You can
additional spell-slot of your choosing, out of those choose one willing creature you can see within 60
you already have available. feet of you to become their guardian. Whenever a
creature you can see targets the creature you are
Fleetfoot guarding, if you are within 10 feet of it, you and the
creature swap places and you become the target
Minor rune. You may use a bonus action to take instead. You gain resistance to the incoming
the Dash action. Once you use this feature, you damage. You can use this feature twice, and you
can’t use it again until you finish a short or long regain all expended uses of it when you finish a
rest. long rest.

Flurry Arcane Mastery

Major rune. You can attack twice, instead of once, Beginning at 18th level, you may siphon the arcane
when you take the Attack action on your turns. energy throughout your steel body to empower
your actions. Using your action, you gain arcane
Mending empowerment. For 1 minute you gain the
following benefits:
Minor rune. When taking a short-rest, you may use
an extra d10 when rolling Hit Dice. Once you use You gain an additional action on each of your
this feature, you can’t use it again until you finish a turns. That action can only be used to make the
long rest. Attack (one weapon attack only), Dash,
Disengage, Hide, or Use an Object action.
Obliterate You may cast an additional spell on each of
your turns.
Major rune. You learn one 3rd-level wizard spell You gain magical resistance, granting
and gain 3rd-level spell slot. advantage on saving throws against spells and
other magical effects.
Soul Conversion Once you use this feature you can’t use it again
until you finish a long rest. In addition, you gain
Minor rune. You may expend three essence points one more major or two minor arcane rune
to regain one spell slot of your choosing. Once you etchings of your choice from the Arcane Rune
use this feature, you can’t use it again until you Etchings.
finish a short or long rest.

Spectral

Major rune. When releasing your soul-bound
weapon, a spectral copy of the weapon is created
instead.

Study

Minor rune. You learn one 1st-level wizard spell
and gain one 1st-level spell slots.

Utility

Minor rune. You learn three wizard cantrips.

11

Flesh Golem Mind of their own

A grim culmination of multiple limbs, organs, and Starting at 1st level, whenever you take damage
flesh of humanoids flesh golems are often dark you can choose to allow one of your arms to be
creations. The souls trapped within them are the severed. Until reattached, the severed arm has an
creators of the flesh golem, the spirit of the AC 13 and 15 hit points. It acts under your
attached head, or an unfortunate sacrifice. Despite command and on your same turn during the
being gruesome amalgamations flesh golems are initiative order. You may only control one severed
incredibly resilient and possess inhuman strength. arm at a time, however this increases to two once
you reach 10th-level. If both arms are severed you
Ever-Weaving Stitches lose the ability to attack. A severed arm has a
speed of 5 feet and can make one unarmed melee
Whenever you start your turn under half of your attack on its turn with disadvantage unless you can
maximum hit points, you main regain hit points see the arm and its target. You may also throw a
equal to 1d4 + Constitution modifier. If you take severed arm to make a ranged grapple attack.
acid or fire damage, this trait doesn’t function at
the start of your next turn. Strength Beyond Reason

Starting at 6th level, you can call upon the 12
lightning infused within your muscle tissue to
become inhumanly strong. On your turn, you can
invigorate your muscles as a bonus action. While
invigorated you gain the following benefits:

Your Strength modifier is doubled.
When you make a melee unarmed attack using
Strength, you gain an extra 1d12 lightning
damage to the attack.
The invigoration lasts for 1 minute. It ends early
if you are knocked unconscious, or you end it early
as a bonus action. When it ends, you suffer 3 levels
of exhaustion.

No Sense In Wasting Stone Golem

Starting at 14th level, you’ve now mastered the Chiselled from slabs of stone, stone golems are the
ability to connect the limbs of the recently most ancient form of bound spirits. They act as
deceased to your body. You may harvest limbs guardians within tombs, protectors of lost cities,
from humanoid corpses that have been dead for no and entirely timeless. Adventurers coming face to
longer than a day, to gain the following benefits: face with a stone golem often face a near
unstoppable force, swords were never crafted to
Each additional arm adds an extra 1d4 cut stone.
bludgeoning damage to the first creature you
hit on each of your turns with a melee weapon Stone Form
attack, but the arms cannot aid you in any other
way due to their cumbersome nature Due to your body being entirely stone, you are ill-
(maximum of 4) suited for wearing anything additional. You have a
Each additional leg adds 5 feet of movement base AC of 17 + your proficiency bonus (your
speed (maximum of 2) Dexterity modifier doesn’t affect this number). You
An additional head grants you 1 bonus Essence gain no benefit from wearing armor, but if you are
Point (maximum of 1) using a shield you can apply the shield’s bonus as
normal. In addition, you are also immune to the
It’s Alive! petrified condition.

Beginning at 18th level, you embody the lightning Unstoppable Charge
in your body, becoming an unstoppable
monstrosity. Using your action, you spark lighting You can use an action to charge in a 30-foot-long
from your invigorated amalgam form. For 1 by 5-foot-wide line. Any creature caught in the path
minute, you gain the following benefits: must make a Dexterity saving throw (DC = 10 +
your Strength modifier). On a failure, the creature
An aura of lightning surrounds you in a 10 foot takes 1d12 bludgeoning damage per your Bound
radius when a creature enters the area for the Spirit level and is knocked prone. On a success,
first time on a turn or starts its turn there it the creature takes half damage and is not knocked
must make a Dexterity saving throw. On a prone. You can use this feature twice, and you
failed save, the creature takes 2d12 lightning regain all expended uses of it when you finish a
damage or half as much on a successful one. short rest.
You regain 2d12 hit points at the start of your
turn.
If you are reduced to 0 hit points, you can make
a Constitution saving throw DC 10. If you
succeed, you drop to 1 hit point instead. Each
time you use this feature after the first, the DC
increases by 5. It resets once the duration
expires.
Once you use this feature, you can’t use it again
until you finish a long rest.

13

Essence of the Juggernaut

Beginning at 6th level, you gain the following
options to expend your Essence Points:

Cost Speed Effect

1 Bonus Your next Unstoppable Charge is
Action 10 ft. wide.

You may gain immunity to one of
the following damage types until
2 Reaction the start of your next turn:

bludgeoning, piercing, and
slashing.

3 Action You open your mouth to target
one creature you can see within
10 feet of you. The target must
succeed a Wisdom saving throw
DC 14 against this magic. On a
failed save, the target can’t use
reactions, its speed is halved, and

it can’t make more than one
attack on its turn. In addition, the
target can take an action or bonus
action on its turn, not both. The

effect lasts for 1 minute. The
target can repeat the saving throw

at the end of each of its turns,
ending the effect on itself on a

success.

Gargoyle Wings

Starting at 14th level, your stone form is sculpted
to allow for wings to protrude from your shoulder
blades. You now have a flying speed of 60 feet.

Monument of Annihilation

Beginning at 18th level, you may find the power to
become a pure unstoppable force. Using your
action you call upon the essence of annihilation.
For 1 minute, you gain the following benefits:

Two spheres of annihilation appear on either
fist, they do not destroy any object on your
person, but grant an extra 4d10 force damage
to your unarmed melee or slam attacks.
You are immune to the charmed, exhaustion,
frightened, and paralyzed conditions and from
being knocked prone.
Any attacks against a Large or smaller creature
forces it to make a Strength saving throw DC
18 or be knocked prone.
You deal double damage to objects and
structures.
Once you use this feature, you can’t use it again
until you finish a long rest.

14

Floraspawn Nature Always Returns

A dwarven woman stands in the middle of a field, The ancient power that lives within all floraspawns
arms outstretched soaking up the sunlight. Her grants them the ability to come back from even the
companions wait as she performs this ritual and most deadly wounds. Through training and
grows bark on her skin. Ever since she fell in the exposure to the elements a floraspawn’s skin
forAensteslhf we’sasbemeenabnotutondprtootaecctreaagtruorveeobfutht efawileododins. grows tougher against attacks, beneath this layer
their duty they offer themselves up to the druids of protection is the body they once had. Many
there to become a Woad as penance. Now they floraspawns lean into this shell and use it as both a
roam the forest with club and shield in hand, ready layer of protection and a deadly weapon against
to protect the grounds from anyone who would do their foes.
them harm.
Synthesis And The Means
The halfling farmer wakes up in the field of To Eternal Life
mushrooms granted power through their spores,
she now walks the world intent on defeating the The change into a plant-like creature has many
evil that plagues it. implications. While you start to change into
something that is no longer considered the race
No matter what form a floraspawn takes they all you once were, you also gain a connection to the
act as an extension of the forest’s power. Many very essence of nature. With a steady supply of
floraspawns choose a life of adventure and even water, sun and soil floraspawn grow more vital.
travel past the bounds of their woods. Synthesis is the core of most of the floraspawn’s
powers and new sprouts should explore the
variables of this newfound energy.

Creating a Floraspawn

While creating your floraspawn, consider the
elements that came together to create them in the
first place. A background will help inform many of
these decisions. A sage may have found an ancient
ritual while an outlander could stumble into a
grove and get changed by its denizens. What drove
you to accept your new changes? Did you always
have this connection to nature? Were you a person
in the wrong place at the wrong time, or was this
alwYoauyssyhoouurldgoaalsl?o decide how your stance has
changed since you’ve started training your new
form. Those who become floraspawns can feel the
heart of nature itself flowing through them. This
may change their perspective on deities and nature
itself. Those that were adventurers before this may
have a very different backstory from those that
changed while living daily life as a simple hunter
or farmer.

15

Quick Build The Floraspawn

You can make a floraspawn quickly by following Proficiency Synthesis
these suggestions. First, make Constitution or Level Bonus Features Temporary Hit
Strength your highest ability score depending on if
you wish to lean into your synthesis abilities or Points Pool
focus on raw combat. Your next-highest score
should be Dexterity or Wisdom if you wish to focus Way of
on survival within the wilderness. Second, choose Wood,
the outlander background. 1st +2 Natural —

Class Features Defense

As a floraspawn, you gain the following class 2nd +2 Synthesis 8
features.
3rd +2 Way of Wood 12
Hit Points feature

Hit Dice: 1d6 per floraspawn level 4th +2 Ability Score 16
Hit Points at 1st Level: 6 + your Constitution Improvement
modifier
Hit Points at Higher Levels: 1d6 (or 4) + your 5th +3 Extra Attack 20
Constitution modifier per floraspawn level after
the 1st 6th +3 Wood Walker 24

Proficiencies 7th +3 Way of Wood 28
feature
Armor: None
Weapons: All weapons must be made from natural 8th +3 Ability Score 32
materials; club, greatclub, light hammer, Improvement
quarterstaff, sling
Saving Throws: Constitution, Strength 9th +4 Splinters 36
Skills: Choose three from Survival, Nature,
Investigation, Perception, and Stealth 10th +4 Ability Score 40
Improvement
Equipment
11th +4 Hungry 44
You start with the following equipment, in addition Roots
to the equipment granted by your background:
12th +4 Ability Score 48
(a) 2 clubs or (b) a greatclub Improvement 52
(a) sling and 20 sling bullets or (b) a
quarterstaff 13th +5 ─
(a) a dungeoneer's pack or (b) an explorer’s
pack 14th +5 Way of Wood 56
feature

15th +5 Blessing of 60
the Mother

16th +5 Ability Score 64
Improvement

17th +6 ─ 68

18th +6 Way of Wood 72
feature

19th +6 Ability Score 76
Improvement

20th +6 Forest Tyrant 80

16

Way of the Wood Ability Score Improvement

At 1st level, you determine what ritual or natural When you reach 4th, 8th, 10th, 12th, 16th, and
phenomenon has changed you. Choose the way of 19th level, you can increase one ability score of
Spore Savant, Vegepeople, or Wood Woad all your choice by 2, or you can increase two ability
detailed at the end of the class description. The scores of your choice by 1. As normal, you can’t
way you choose grants you features at 1st level and increase an ability score above 20 using this
again at 3rd, 7th, 14th and 18th level. feature.

Natural Defense Using the optional feats rule, you can forgo
taking this feature to take a feat of your choice
Also beginning at 1st level, the transformation into instead.
a living plant has made your body more hardy and
flexible. Your AC becomes 11 + your Dexterity Extra Attack
modifier + your proficiency bonus.
Beginning at 5th level, you can attack twice instead
Synthesis of once whenever you take the Attack action on
your turn.
At 2nd level, you have learned to enrich yourself
through your connection to nature. You gain a pool Wood Walker
of special temporary hit points. These special
temporary hit points stack with other temporary Starting at 6th level you know your way through
hit point bonuses and can be recovered through any forest or swamp. When traveling through
communion with nature. Spending at least 1 forest or swamp terrain, you receive advantage on
minute within the sunlight, standing on solid earth any Wisdom (Survival) checks. Difficult terrain in
or within water that has a depth of 3 feet or more these areas does not slow you down and while in
begins to fill your temporary pool of hit points. these types of terrain your synthesis grows
Being subjected to any of these conditions gives stronger. While in a forest or swamp your pool
you 1 hour of special regeneration. This effect regains hit points at the start of your turn equal to
does not stack with itself. Under this effect, your half your floraspawn level + your constitution
pool regains hit points at the start of your turn bonus to a minimum of 1 hit point per turn.
equal to half your floraspawn level + half of your
Constitution bonus to a minimum of 1 hit point per Splinters
turn. If you maintain 1 hour of synthesis, you do
not need to eat this day, if you maintain 4 hours of At 9th level when an attack cuts through your
synthesis you no longer need to sleep within the hearty bark, you retaliate in full. As a reaction,
next 24 hours. Synthesis fails to work on planes when your temporary hit points are reduced by a
you are not used to. You must spend 7 days within creature, you may choose to cause your bark to
a new plane before you learn how to invoke break away in a hail of splinters. You may either
synthesis. propel your bark at a single target up to 60 feet
away or allow it to explode in a 5 foot area around
Some abilities connected to your hit point pool you. Each creature affected must make a Dexterity
require your target to make a saving throw to saving throw against your Pool save DC. A target
resist their effects. The saving throw DC is takes half of your pool maximum - half your
calculated as follows: remaining pool hit points in piercing damage on a
failed save, or half as much on a successful one.
Pool save DC = 8 + your proficiency bonus + your You may use this ability a number of times equal to
Constitution modifier. your Constitution modifier and you regain all
expended uses of it when you finish a long rest

17

Hungry Roots

Beginning at 11th level the first time each turn you
are exposed to magical effects that restore hit
points, you may instead add these hit points to
your synthesis pool. When you use this effect,
instead of normally rolling one or more dice to
restore hit points with a spell, you instead use the
highest number possible for each die and restore
that amount to your pool. Any amount over your
pool is divided evenly and given to all creatures
standing in a 5 foot area around you.

Blessing of the Mother

Starting at 15th level, you are able to infuse others
with nature’s blessing. As a bonus action, you can
touch a creature and draw power from your
synthesis pool to grant temporary hit points to that
creature, up to half of your current pool. When a
creature has these temporary hit points reduced to
0 you may use your reaction to bolster their bark
with an additional supply of temporary hit points
up to a maximum of your level.

Forest Tyrant

At 20th level you have bound the spirit of nature to
your body and have learned how to bolster yourself
with ancient power. As an action, you turn into an
avatar of the forest. You become a large size
creature and your current synthesis pool hit points
double in size. Your Strength and Constitution
each increase by +6. Your maximum for these
scores is now 26. Your pool can no longer be
restored while in this form and at the start of each
of your turns, you lose 20 temporary hit points
from your pool. All melee attacks you make have
the siege property, dealing double damage to
objects and structures. As an action, or when your
pool has been fully depleted, you revert back to
your normal form. Any temporary hit points
remaining in the pool stay for 10 minutes, after
which the pool is reduced to 0. Once you have used
this feature, you cannot use it again until you finish
a long rest.

18

Ways of the Wood Darklight Photosynthesis

Floraspawns are created through several rituals Beginning at 3rd level a Spore Savant is able to
and acts of nature. The ways of the wood are what engage their synthesis in darkness. When you are
give a floraspawn their power. standing in darkness, either magical or natural for
at least 1 minute you gain the properties of
Spore Savant synthesis as if you were standing in sunlight. At
14th level, this ability works in both dim light and
A Spore Savant was exposed to the spores of a complete darkness.
myconid sovereign after their death. Perhaps they
were wandering caves and fell into a colony. Spore Sickening Spores
Servants are generally mindless members of the
colony who do the bidding of those within it Also at 3rd level, you have learned how to release
however, there are few that break free of those deadly spores that attack the nerves. As a bonus
bonds and retain their minds and those few are action, you may release a cloud of spores from
known as Spore Savants. When a creature retains your body. All creatures in a 5 foot area around you
control over its own mind the myconids elevate it must make a Constitution saving throw against
and extend their power to the creature so it may your pool save DC or be stunned for one round.
live without the colony. Many of the savants are Using this ability takes 10 points from your pool.
allowed to see the world and through their Once a creature has made its saving throw against
connection to the colony they share information the spores it becomes immune to the effect for the
that would otherwise be hidden. They can act as next 24 hours.
the eyes and ears of a colony or simply act on their
new interests with their newfound power.

Spore Savants have learned how to harness the
spores that make up their bodies in uniquely
terrifying ways. They thrive in the darkness and
are fierce warriors that control the battlefield
through their very essence.

Collective Thought

Starting at 1st level, you have become part of a
spore collective and communicate with the
collective through rapport spores. You may choose
any Intelligence skill to become proficient in or
alternatively, you may select any tool proficiency
instead. You may change this skill or tool
proficiency each time you finish a long rest.

Spores in Sunlight

Also at 1st level, while in sunlight, you have
disadvantage on attack rolls as well as on Wisdom
(Perception) checks that rely on sight. Also, you
can see normally in darkness both magical and
nonmagical to a distance of 120 feet.

19

Bioluminescent Cloud Fungal Fury

At 7th level, you have learned how to protect When you reach 18th level you have learned how
yourself from sunlight by creating a cloud of to control your spores to restore vitality. As a
darkness that flickers with bioluminescent spores. reaction when an ally within 60 feet is reduced to
As an action, for 1 minute you may create this 0 hit points, you can infect them with your spores.
cloud which functions as a darkness spell centered The ally remains at 0 hit points but gains
on you. You may select a number of creatures temporary hit points equal to those in your pool,
within 60 feet equal to half your Constitution your pool resets to 0. While your ally has these
modifier, these creatures are immune to the effects temporary hit points they no longer need to make
of the cloud. Using this ability consumes 5 points death saving throws however, they cannot be
of your synthesis pool when used and 5 more at healed by any means. Also, while under this effect
the start of each round. While this ability is active, your ally can roll an extra weapon damage die
your pool can no longer be restored. You may when determining the extra damage for a critical
disable the cloud as a bonus action during your hit with a melee attack. This ability can only be
turn, otherwise it stops working automatically used once and resets after finishing a long rest.
when your pool can no longer pay the cost.

Designing A Spore Savant

Just like other races, no two myconids look the
exact same, and spore savants have a great degree
of design potential. When brainstorming your own
spore savant, draw inspiration from the wide world
of marvelous fungi to describe their appearance.

Gyromitra esculenta (Brain Mushroom) - A "false
morel", this mushroom has a wrinkled, brain-like
texture sure to tempt any Illithid.
Hydnellum peckii (Devil's Tooth) - This strange
mushroom tends to ooze a red liquid that
resembles blood. This fungus can work
especially well for characters in a horror setting.
Trametes versicolor (Turkey Tail) - This mushroom
creates "shelves" of variegated brown and white
fungus that tend to grow along vertical surfaces.
Hericium erinaceus (Satyr's Beard) - Growing in
thin hanging tendrils, this fungus could double a
a mop of hair or even a beard on an especially
overgrown spore savant.
Mycena chlorophos (Night Light Mushroom) -
This bioluminescent mushroom appears a bold
green color in the dark, so it's not advised for
stealthy spore savants.
Lactarius indigo (Blue Milk Cap) - A white
mushroom with a vivid blue underside, allowing
you to color your spore savant as boldly as you
like. Furthermore, your spore savant could adopt
another property from this mushroom, by
turning their blood indigo blue.
Phallus Indusiatus (Veiled Lady) - This mushroom
features a "lacey" skirt of white fungus under the
cap, which could make for a naturally-growing
veil or other feature on an adventurer.
Amanita muscaria (Fly Agaric) - The most
popularly recognizable mushroom in the world,
this fungus features a white stem, a bright red
cap with white spots all over.

20

Woad Warrior Thicket Theory

Wood woads are created through sacrifice. At 1st level, you gain proficiency with all martial
Generally the result of a ritual from certain druid weapons and shields. As an action, while holding a
circles, wood woads are only partially alive and weapon in your hand, the metal within the weapon
exist to serve for specific tasks. The ritual used is changes to petrified wood. After the weapon leaves
meant to consume the creature’s heart, creating a your hand it returns to the original metal it was
binding with a tree that will birth a newly sprouted made from. At 7th level, any weapon converted in
woad from its roots. There are legends that speak this way counts as magical for overcoming
of wood woads who have not lost their hearts. resistances.
They retain aspects of their former selves,
memories and passions from their past life. These Reinforced Natural Defense
creatures are known as Woad Warriors.
Beginning at 1st level your specific transformation
The Woad Warrior is a tireless defender, their has made you even more durable. Your AC
connection to the forest itself has enriched them becomes 14 + your Dexterity modifier (maximum
with knowledge of battle and the skills to protect of 2) + your proficiency bonus. However, you now
those they choose. While the Woad Warrior is able have vulnerability to fire damage and you are
to make their own choices on who they serve the denied your proficiency bonus to your armor class
forest holds a special place for them and they carry until the start of your next turn when you take fire
its roots woven into their thick armored bark. damage.

Petrified Bark

At 3rd level as long as hit points remain in your
pool you gain resistance to all bludgeoning,
piercing and slashing damage. This effect also
extends to other creatures when affected by
Blessing of the Mother.

Spread Roots

At 7th level, you have learned how to sow your
roots into the ground under your feet. As a bonus
action while on solid ground, you take root as long
as you are not standing on metal or stone that is
more then 1 foot thick. You may spread your roots
up to 20 feet in any direction from where you are
standing and you may also spend hit points from
your pool to increase the distance your roots travel,
5 hit points for every 10 feet further to a maximum
of 60 feet. You may use this ability a number of
times equal to your Constitution modifier and you
regain all expended uses of it when you finish a
long rest. While your roots are planted
underground and you are standing in a square
occupied by them, you cannot be knocked prone or
pushed any distance.

21

Root Strider Vegepeople

Also at 7th level, you may use 10 feet of your Vegepygmies are known as terrible little creatures
movement to step magically into one living tree that roam the jungles and swamps of the world.
within 5 feet of you. You then can emerge from a The creation of these strange creatures happens
second living tree within 60 feet of you that you through exposure to a substance known as russet
can see. You appear in an occupied space within 5 mold. Most accounts of russet mold say it is an
feet of the second tree. Both trees must be Large alien substance, all accounts speak of its dangers.
or bigger. As a bonus action, you may also use this When a creature infected with the mold dies its
ability to pass through your network of roots. You body becomes a host for more vegepygmies. In
may appear anywhere along your root network as rare cases a host is not dead but the mold believes
long as you pass through only connected squares. they are. It is at this point that the russet mold
Once you use the ability to pass through your roots bonds to the creature instead of using it as a host.
your movement speed is reduced to 0 for that turn. This rare occurrence is seen as a sign of the end
times by vegepygmies and they quickly toss the
Nature’s Nourishment creature out of their colonies.

At 14th level, while standing over your roots your Vegepeople can control the russet mold to a
synthesis is bolstered. While you are standing over finite scale. They can create more vegepygmies
your roots, your pool now regains hit points at the from their flesh and even raise up plant-like
start of your turn equal to half your floraspawn mounts from dead animals. All Vegepeople share a
level + double your Constitution modifier to a second consciousness with the mold that lives
minimum of 1 hit point per turn. This effect only inside them, and it is a constant power struggle to
occurs when you are standing over your roots and get the mold to obey their demands.
ends if you do not start your turn over them.
Moldy Marrow
Stalwart Defender
Starting at 1st level, russet mold has bonded into
At 18th level, when an ally is in danger you may your bones and organs. You gain damage
spread your roots and come to their aid. As a resistance against piercing and lightning damage.
reaction when an ally within 60 feet of you is the
subject of an attack after the roll has been made Vine Grapple
but before damage has been dealt, you may lay
your roots in a line towards your ally and Also at 1st level, you have learned how to grapple a
immediately travel through them to defend them. creature at a distance using your vines. You may
Your ally is moved to an unoccupied square within attempt a grapple at a distance of 10 feet.
5 feet and the attack now targets you. You have Creatures can be moved or shoved at this distance,
resistance to the damage dealt by the attack. This you may only grapple one creature this way. You
ability consumes 40 temporary hit points from may grapple an additional creature at 3rd level, 7th
your pool. level and 18th level.

Mold Shaping

Beginning at 3rd level you have learned how to
shape your vines and mold into impressive
weapons. You may take any non-magical melee
weapon you have in your possession and perform
a special ritual with it. The ritual takes 1 full hour
and destroys the original weapon in the process.
You gain proficiency in this weapon and can
summon the weapon in a mass of vines as a bonus
action. You may only have one weapon absorbed at
a time. Each time you select a new weapon, you
must perform the ritual again.

22

Russet Weapon Pygmy Pals

At 7th level, you can now absorb even magical At 14th level, you can now spread the russet mold
weapons with your Mold Shaping feature. The into any humanoid or giant in order to create loyal
weapons you absorb are no longer destroyed in the vegepygmy servants. As an action, you may spread
process. As a bonus action, when attacking with a your spores to a humanoid or giant type creature
Mold Shaped weapon you may spend temporary within 5 feet or through your vines if the creature
hit points from your pool equal to 5 × your is currently vine grappled. The creature must make
floraspawn level. For every 5 hit points you spend a Constitution saving throw against your pool DC
from the pool you may add an extra 1d6 force or take 2d6 poison damage and become poisoned
damage to the attack. for 1 hour if they fail. Once this ability takes effect
on a creature you cannot use it again until you
Thorny Mount finish a long rest.

Also at 7th level, you have learned how to spread If the creature dies within that time period or
the mold to a creature of the beast type to turn it has already been dead for less than 24 hours its
into a faithful companion. As an action, you may body becomes a host for several vegepygmies. You
spread your spores to a beast type creature within create 1 newborn from a Small corpse, 2 from a
5 feet or through your vines if the creature is Medium corpse, 4 from a Large corpse, 8 from a
currently vine grappled. The creature must make a Huge corpse, or 16 from a Gargantuan corpse.
Constitution saving throw against your pool DC or The vegepygmies are born from the corpse 24
take 2d6 poison damage and become poisoned for hours after the mold has set in. The vegepygmies
1 hour if they fail. Once this ability takes effect on a follow you and unless given orders they take the
creature you cannot use it again until you finish a Dodge action to defend themselves.
long rest.
On each of your turns you can use a Bonus
If the creature dies within that time period or Action to mentally Command your vegepygmies if
has already been dead for less than 24 hours you the creatures are within 60 feet of you. Each time
raise the creature up as a medium or large size you issue your vegepygmies orders you must
version of the thorny (Volo’s Guide to Monsters). spend 2 points from your pool for each creature
Your thorny serves you as a mount, both in Combat controlled that turn. You decide what action the
and out and you have an instinctive bond with it creature will take and where it will move during its
that allows you to fight as a seamless unit. While next turn, or you can issue a general Command
your thorny is within 1 mile of you, you can such as to guard a particular chamber or corridor.
communicate with it telepathically. You can't have If you issue no commands the creature only
more than one thorny bonded to you at a time. The defends itself against Hostile creatures. Once
thorny dies only if it starts its turn with 0 hit points given an order, the creature continues to follow it
and doesn’t regenerate. until its task is complete.

After 24 hours, the vegepygmies all turn into
compost and cannot be restored to life.

Russet Reaver

When you reach 18th level all weapons created by
Russet Weapon have the reach property and now
inflict an extra 2d6 poison damage on every swing.
As a bonus action after dealing damage with a
Russet Weapon you may immediately attempt to
grapple the creature.

23

Lich Not Enough Hours In A
Day
“You’ll never settle down and find a husband if you
spend all day in the library,” they said. She tired of The world is filled with so much knowledge, more
hearing about how late nights studying would give than most mortals could ever hope to absorb in a
her wrinkles. Now her desiccated face is creased single lifetime. When one life is not enough
with laugh lines, and the cackle of her voice powerful magic users pursue dark arts to extend
echoes throughout the halls of the abandoned their own existence into undeath. Many liches are
university. While they threw their lives away to the believed to be consumed by the madness that
pursuit of shallow mortal joys, she dedicated her drives them to such extremes, but some are all too
life to cracking open the mysteries of the universe. clear of mind. Selfishly focusing on their goals by
any means necessary. That being said, not all
His funeral was a warm and pleasant affair. His liches are self-centered and some devote their
children thanked him for all he had done, and his near-endless lives to helping others.
grandchildren laid flowers at his feet before he left
them. The daffodil from his great-granddaughter Be Still My Heart
has since turned to dust between the pages of his
favorite magic tome but he still watches over her With their desiccated, hollowed body carrying no
descendants from the tower up on the mountain. heartbeat, the “life” of a lich is maintained within
another mechanism. A phylactery is the heart of a
Fortune favors the bold they say, and she was lich, containing the souls that fuel them, as well as
never one to turn away from risk. Tucking her the magic runes that preserve their existence.
phylactery into the rogue’s bag of holding was While some liches may be tempted to hide their
typically her way of saying, “You go on ahead, I’ll phylacteries away, adventuring liches must
see you next week.” When she did this the party struggle with the balance of protecting the trinket
knew to flee to a safe distance because things that preserves their unlife while also needing it as
were about to get very, very explosive. both their functioning spellbook and their magical
focus.

Creating a Lich

When creating your lich consider what drove them
to the pursuit of undeath. What events brought
them face to face with the fear of their own
mortality? Did they choose to become a lich, or
was the curse accidentally inflicted upon them?
What goals will they pursue with potentially
unlimited time? Will boredom become an issue?

Liches need to regularly consume the souls of
reasonably intelligent creatures to preserve
themselves. How do they feel about taking the
souls of others in order to preserve their own
lives? Are they picky about the souls they take, or
will anyone do? How do they treat their phylactery,
and how do they regard others who might get
close to it?

24

The Lich

Level Proficiency Features Cantrips Spells 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st Bonus Phylactery Known Known 2 ————————
2nd +2 Soul Consumption 3 ————————
3rd +2 Immortal Pathway 3 4 4 2 ———————
+2 Ability Score 3 5
Improvement 3 6
Reaper's Greed
4th +2 Immortal Pathway 4 7 4 3 ─ ─ ─ ————

5th +3 Feature 4 8 4 3 2 ─ ─ ————

6th +3 4 9 4 3 3 ─ ─ ————
Ability Score
7th +3 Improvement 4 10 4 3 3 1 ─ — — — —

8th +3 ─ 4 11 4 3 3 2 ─ — — — —

9th +4 ─ 4 12 4 3 3 3 1 — — — —
10th +4 Ability Score 5 13 4 3 3 3 2 — — — —
11th +4 Improvement 5 14 4 3 3 3 2 1 — — —

12th +4 Immortal Pathway 5 15 4 3 3 3 2 1 — — —
Feature
13th +5 — 5 16 4 3 3 3 2 1 1 — —
Ability Score
14th +5 Improvement 5 17 4 3 3 3 2 1 1 — —

15th +5 — 5 18 4 3 3 3 2 1 1 1 —
Ability Score
16th +5 Improvement 5 18 4 3 3 3 2 1 1 1 —
Demilich
17th +6 5 19 4 3 3 3 2 1 1 1 1
18th +6 5 20 4 3 3 3 2 1 1 1 1

19th +6 5 21 4 3 3 3 2 2 1 1 1

20th +6 5 22 4 3 3 3 2 2 2 1 1

Quick Build

You can make a lich quickly by following these
suggestions. First, make Intelligence your highest
ability score so you can better cast spells. Your
next-highest score should be either Dexterity or
Constitution to increase your chances of survival.
Next, choose the sage background. Third, choose
the mage hand, light, and chill touch cantrips
along with the following 1st-level spells for your
spellbook: dissonant whispers, cause fear, feather
fall, mage armor, and detect magic.

25

Class Features As a reaction when you see a suitable creature
die within 60 feet of you, you can capture its soul
As a lich, you gain the following class features: charge and feed it to your phylactery. Your
phylactery can hold a maximum number of soul
Hit Points charges equal to 1 + your lich level. Suitable
creatures for your phylactery must meet all of the
Hit Dice: 1d6 per lich level following requirements:
Hit Points at 1st Level: 6 + your Constitution
modifier The creature is not an undead or construct.
Hit Points at Higher Levels: 1d6 (or 4) + your The creature has a Challenge Rating 1/2 or
Constitution modifier per lich level after the 1st higher.
The creature can understand at least one
Proficiencies language.
When you finish a long rest, your phylactery
Armor: None regains 1 soul charge. When you finish a short rest
Weapons: Daggers, darts, quarterstaffs, light where you expended at least 1 of your Hit Dice to
crossbows regain hit points, your phylactery gains 1 soul
Tools: None charge if it’s below its maximum capacity.
Saving Throws: Intelligence, Constitution
Skills: Choose two from Arcana, History, Spellcasting
Investigation, Medicine, Nature, Perception, and
Religion You have learned how to weave magic into your
phylactery much as you would a spellbook. If you
Equipment once had a spellbook you may siphon the magical
inscriptions from the book into your phylactery.
You start with the following equipment, in addition See chapter 10 of the Player's Handbook “for the
to the equipment granted by your background: general rules of spellcasting and the “Spells List”
section below for the lich spell list.
(a) a quarterstaff or (b) a dagger
(a) a dungeoneer's pack, (b) an explorer’s pack Cantrips
or (c) a scholar's pack
A phylactery, which acts as your arcane focus At 1st level, you know three cantrips of your choice
and spellbook (see feature) from the lich spell list. You learn additional lich
cantrips of your choice at higher levels, as shown
Phylactery in the Cantrips Known column of the Lich table.

Your soul is tied to an object that allows you to live Phylactery Storage
forever so long as you keep it supplied with the
life-force of others. While you have at least 1 soul At 1st level, your phylactery may contain 4 1st-level
in the phylactery, any spell whose sole purpose is lich spells of your choice. Your phylactery is the
to return you to life can substitute your phylactery record of the lich spells you know, except your
as the sole material component required to cast cantrips, which are fixed in your mind.
the spell. Your phylactery acts as the arcane focus
for your lich spells.

When you die and your phylactery contains at
least 1 soul charge, your body reforms next to your
phylactery within 1d8 days. If you die and your
phylactery is either destroyed or doesn’t contain
any soul charges you can only be returned to life
through the normal use of such spells.

26

Preparing and Casting Spells Ritual Casting

The Lich table shows how many spell slots you You can cast a lich spell as a ritual if that spell has
have to cast your lich spells of 1st level and higher. the ritual tag and you have the spell within your
To cast one of these spells, you must expend a slot phylactery. You don’t need to have the spell
of the spell’s level or higher. You regain all prepared.
expended spell slots when you finish a long rest.
Learning Spells of 1st Level and
You prepare the list of lich spells that are Higher
available for you to cast. To do so, choose a
number of lich spells from your phylactery equal to Each time you gain a lich level, you can add one
your Intelligence modifier + your lich level lich spell of your choice into your phylactery for
(minimum of one spell). The spells must be of a free. Each of these spells must be of a level for
level for which you have spell slots. which you have spell slots, as shown on the Lich
table. On your adventures, you might find other
For example, if you’re a 3rd-level lich, you have spells that you can add to your phylactery (see the
four 1st-level and two 2nd-level spell slots. With an “Your Phylactery” sidebar).
Intelligence of 16, your list of prepared spells can
include six spells of 1st or 2nd level, in any Your Phylactery
combination chosen from your phylactery. If you
prepare the 1st-level spell magic missile, you can The phylactery is a mirror of your soul, instilling
cast it using a 1st-level or a 2nd-level slot. Casting knowledge into your very essence is one of the
the spell doesn’t remove it from your list of reasons you have taken up this path as a lich. You
prepared spells. have learned to record raw magical information into
the phylactery so it may better serve you in the
You can change your list of prepared spells future. You may record new magic into your
when you finish a long rest. Preparing a new list of phylactery when you come across a spellbook, scroll,
lich spells requires time spent aligning with your tome or even the phylactery of another lich.
phylactery and memorizing the incantations and When you find a spell on the lich spell list that is of
gestures you must make to cast the spell: at least 1 1st level or higher, you can add it to your phylactery
minute per spell level for each spell on your list. if it is of a spell level you can prepare, and if you can
spare the time to decipher and copy it.
Spellcasting Ability Copying that spell into your phylactery involves
reproducing the basic form of the spell, then
Intelligence is your spellcasting ability for your lich deciphering the unique system of notation used by
spells since you learn your spells through those who wrote it. You must practice the spell until
dedicated study and memorization. You use your you understand the sounds or gestures required,
Intelligence whenever a spell refers to your then transcribe it into your phylactery using your
spellcasting ability. In addition, you use your own notation.
Intelligence modifier when setting the saving For each level of the spell, the process takes 2 hours
throw DC for a lich spell you cast and when and costs 50 gp. The cost represents material
making an attack roll with one. components you expend as you experiment with the
spell to master it, as well as the fine inks you need to
=Spell save DC 8 + your proficiency bonus + record it. Once you have spent this time and money
you can prepare the spell just like your other spells.
your Intelligence modifier A traditional phylactery is an amulet in the shape of a
small box. However, a phylactery can take on any
=Spell attack modifier your proficiency bonus + form as long as the inside of the amulet can be
inscribed with silver-etched arcane sigils of naming,
your Intelligence modifier binding, immortality, and dark magic. Some
phylacteries are boxes, while others are lockets (on
necklaces or rings), bottles, hollow crystal orbs, or
other creative containers.

27

Lich Spells

Cantrips (0 Level) 2nd Level 4th Level 7th Level

Chill Touch Arcane Lock Arcane Eye Crown of StarsXGE
Control FlamesXGE Blindness/Deafness Banishment Delayed Blast Fireball
Dancing Lights Blur Blight Etherealness
Fire Bolt Cloud of Daggers Compulsion Finger of Death
FrostbiteXGE Crown of Madness Death Ward Mirage Arcane
InfestationXGE Darkness Dimension Door Plane Shift
Light Darkvision Otiluke's Resilient Sphere Power Word Pain
Mage Hand Detect Thoughts Shadow of MoilXGE Prismatic Spray
Mending EarthbindXGE Stoneskin Reverse Gravity
Message Enlarge/Reduce Teleport
Minor Illusion Flaming Sphere 5th Level
Poison Spray Gentle Repose 8th Level
Prestidigitation Hold Person Antilife Shell
Ray of Frost Knock Cloudkill Antimagic Field
Shocking Grasp Levitate Danse MacabreXGE Earthquake
Spare the Dying Melf's Acid Arrow Dominate Person Feeblemind
Toll the DeadXGE Mind Spike EnervationXGE Maddening DarknessXGE
Mirror Image Hold Monster Power Word Stun
1st Level Misty Step Legend Lore
Phantasmal Force Negative Energy FloodXGE 9th Level
Absorb ElementsXGE Ray of Enfeeblement Planar Binding
Alarm Scorching Ray Scrying Gate
Armor of Agathys See Invisibility Seeming Power Word Kill
Arms of Hadar Shadow BladeXGE Synaptic StateXGE Psychic ScreamXGE
Bane Spider Climb Teleportation Circle Time Stop
Burning Hands Web Wall of Force Weird
Cause FearXGE Wish
Chromatic Orb 3rd Level 6th Level
Color Spray
Command Animate Dead Arcane Gate
Comprehend Languages Bestow Curse Circle of Death
Detect Magic Clairvoyance Create Undead
Disguise Self Dispel Magic Disintegrate
Dissonant Whispers Enemies AboundXGE Eyebite
Earth TremorXGE Erupting EarthXGE Harm
Expeditious Retreat Fear ScatterXGE
False Life Feign Death Soul CageXGE
Feather Fall Fireball
Find Familiar Fly
Fog Cloud Gaseous Form
Ice KnifeXGE Life TransferenceXGE
Identify Magic Circle
Jump Melf's Minute MeteorsXGE
Mage Armor Speak with Dead
Magic Missile Stinking Cloud
Protection from Evil and Tongues
Vampiric Touch
Good
Ray of Sickness
Shield
Silent Image
Tasha's Hideous Laughter
Witch Bolt

28

Soul Consumption Demilich

Starting at 2nd level, you can consume the soul At 20th level, if you’re reduced to 0 hit points or as
charges stored within your phylactery to regain an Action on your turn, you can consume all but 1
power. As a bonus action while your phylactery is of the soul charges in your phylactery to take on a
on your person, you can consume 1 soul charge in demilich form. Your body disintegrates into a Tiny
your phylactery and choose one of the following floating skull and swirling cloud of dust. Your
effects: phylactery is carried within the dust cloud of your
form; your other possessions are left behind in
Regain hit points equal to 1d4 + your your space. Your demilich form has the following
Intelligence modifier. additional features:
Recover an expended 1st-level spell slot.
Your hit points and hit point maximum are
Immortal Pathway equal to 4 x your lich level.
Your walking speed is replaced by an equal
At 3rd level, you choose a pathway that will define flying speed (hover).
your unending immortal existence: the Pathway of You are resistant to bludgeoning, piercing, and
the Baelnorn, the Pathway of the Omniscient, or slashing damage.
the Pathway of the Wastes. The pathway you If you are subjected to an effect that allows you
choose grants you features at 3rd level and again to make a saving throw to take only half
at 6th and 14th level. damage, you instead take no damage if you
succeed on the saving throw and only half
Ability Score Improvement damage if you fail.
You regain a number of expended spell slots of
When you reach 4th, 8th, 12th, 16th, and 19th a combined level equal to the number of soul
level, you can increase one ability score of your charges expended.
choice by 2, or you can increase two ability scores You don’t need to perform somatic or verbal
of your choice by 1. As normal, you can’t increase components for your lich spells, and your
an ability score above 20 using this feature. phylactery continues to act as your arcane
focus.
Using the optional feats rule, you can forgo
taking this feature to take a feat of your choice Your transformation lasts 10 minutes or until
instead. you are reduced to 0 hit points. Soul charges you
accumulate during this transformation must be
Reaper’s Greed immediately spent as part of the same reaction
used to acquire them. When the transformation
Beginning at 5th level, when multiple creatures ends, you die. When you are returned to life, you
capable of feeding your phylactery die can’t use this feature for 7 days from the point at
simultaneously (such as from the same area of which you were revived.
effect spell), you can use your reaction to capture a
number of souls up to 1 + your Intelligence
modifier (minimum 2).

29

Immortal Pathways Resilient Form

As you gain more arcane knowledge, you find ways Also at 3rd level, as a reaction when you take
in which to shape your very spirit. An immortal damage of a specific type you can use 1 soul
pathway represents a new power manifested. charge to become resistant to that damage type for
1 minute.
Pathway of the Baelnorn
Touch of Eternal Rest
When an elven mage is nearing the end of their
lives they are sometimes called on to become At 6th level, you may use an action to make a
something greater. They are asked to live longer melee touch attack against a creature within 5
than their time would allow them so they may feet. The creature must succeed on a Constitution
continue important studies for the elven people. saving throw with a DC equal to 8 + your
There are times where the elven magics used to Intelligence modifier + your proficiency bonus or
make a Baelnorn have been spread further, so fall unconscious for 1d4 turns. While in this state,
seeing a Baelnorn outside of the elven people is the creature is intangible between the ethereal
possible but rare. In recent times a Baelnorn is no plane and your own and it cannot be targeted by
longer made, but are instead converted through a other effects. In this state you can send a
sanctifying ritual. The impurities of undeath are nightmare to the creature, the nightmare causes
cleansed from the lich to create a freshly 1d10 psychic damage to the creature at the end of
awakened Baelnorn. each of its turns. When the effect ends the
creature is unaware of what happened and has no
Gift of the Seldarine recollection of the nightmare or dream it
experienced. You may use this ability a number of
When you choose this pathway at 3rd level, your times equal to your Intelligence modifier and
phylactery feature changes. You no longer have a regain all uses after you finish a long rest.
phylactery and all soul charges flow into your body
instead. You must spend 24 hours converting the You can also use this effect on an ally, sending
energy inside the phylactery into your enriched the ally a dream instead of a nightmare. While in
form. This process transfers all the souls residing the dream the creature restores 1d10 hit points at
inside the phylactery. You are required to use an the end of each of its turns.
arcane focus to cast spells. Suitable creatures for
your phylactery have further limitations Image of Ancestry

The creature is not an undead or construct. At 14th level, the Baelnorn can consume several of
The creature has a Challenge Rating 1/2 or its charges to create a duplicate of itself from its
higher. replacement body. For every 3 charges consumed
The creature can understand at least one the duplicate remains for one turn. The duplicate
language. appears in an unoccupied space within 5 feet of
The creature must be evil aligned or is known you, it cannot move or be moved from this space.
to have committed a vile act that you bore The duplicate mimics your action on each of its
witness to or the creature willingly sacrifices turns. It can pick different targets for these
itself to you in death. actions. When it casts a spell it uses your spell
Also when you die your body reforms through slots to do so. The duplicate’s attacks make use of
the magic of the Seldarine over an 8 hour period. your spell save DC and attack bonuses. The
You cannot reform another body until another 7 duplicate can be targeted, it has your armor class
days have passed. and half of your hit points. If the duplicate is
reduced to 0 hit points it vanishes instantly. You
may use this ability once and regain use of it after
you finish a long rest.

30

Pathway of the Experimental Vulnerability
Omniscient
At 6th level, your accumulated experience allows
Whereas other liches may look upon souls like you to twist your spells to your advantage. When
scraps of wood to fuel their fire, the Omniscient you target a Known Source creature, you can
views souls like books. Tasty delicious books full of expend a number of souls equal to half the
information to be devoured. The lives swirling creatures CR (rounded down, minimum of 1). If
within a lich’s phylactery are not that of sheep or the spell requires a saving throw you can force the
cattle, they are at least modestly intelligent creature to make the save at disadvantage. If the
creatures and it would be terribly wasteful to not spell requires an attack roll you make the roll at
use every part of the soul. advantage, and for this casting of the spell the
target becomes vulnerable to the damage type of
Knowledge Syphon the spell or loses one level of resistance or
immunity.
When you choose this pathway at 3rd level, you
can draw upon the collective experience of the Knowledge is Power
souls you have collected. When you make an
Intelligence ability check, you may expend 1 soul At 14th level, when you capture a soul from a
in your phylactery to add +5 to the roll. Known Source creature you regain hit points
equal to their CR.
Known Source

Also at 3rd level, you choose one creature type:
aberrations, beasts, celestials, dragons,
elementals, fey, fiends, giants, monstrosities,
oozes, or plants. Alternatively, you can select two
races of humanoid (such as gnolls and orcs) as
known sources. When you collect a soul from a
known source, it counts as an additional soul. You
have advantage on knowledge checks to recall
information about these types of creatures.

You may choose an additional known source
when you reach 6th level, and again at 14th level.

31

Pathway of the Wastes Desert Soul

A lich who travels in the dry arid wastes of the Also at 3rd level, you gain resistance to fire
world has found a way to use their own organs as damage and you do not need to drink or suffer
phylacteries, effectively granting them five from the effects of dehydration. If you are affected
phylacteries. Your form is skeletal and gaunt, your by an ability that alters your form (such as a
skin dried and desiccated and your soul split in polymorph spell), you can choose to succeed on
many parts. Most liches who follow this pathway the saving throw if you wish.
lived their mortal lives in dry arid regions.
Desiccating Touch
The Five Souls
At 6th level, as an action when you touch a living
When you choose this pathway at 3rd level, your creature, the creature must succeed on a
phylactery feature changes. You have 5 Constitution saving throw with a DC equal to 8 +
phylacteries: your stomach, intestines, lungs, liver, your Intelligence modifier + your proficiency
and heart. The five organs are placed in special bonus. The creature suffers necrotic damage equal
ritual jars and collectively store consumed souls. to your lich level and you gain an equal number of
You can store a number of souls equal to 5 + your temporary hit points, or half as much on a
lich level. successful saving throw and you gain no
temporary hit points. If you kill a creature in this
When you die, you can reform next to any one of way, their body turns to salt and crumbles. This
your five phylacteries regardless of your distance leaves no trace of the creature. Revivify and raise
to that organ. If one of these phylacteries is dead will not restore the creature to life and gentle
destroyed they are permanently destroyed forever. repose has no effect on the salt.
If all five phylacteries are destroyed, your physical
form crumbles to dust. Only a wish spell can Dust to Dust
restore an organ, and the spell can only restore
one organ per casting. At 14th level, as an action you can expend 5 soul
charges from your phylacteries. If you do so your
form becomes that of an air elemental but
appears as a sandstorm. This functions identically
to the Druid Wildshape class feature. While in this
form, whenever you take the attack action you can
use a bonus action to use your Desiccating Touch.

32

Lycanthrope Lunar Power

Bear pelts were fetching a high price in the The moon and its phases are the biggest
northern mountains. Unscrupulous hunters were influences on when the other has control over your
beginning to venture into the dens where their body. The closer to the full moon the more difficult
prey slept for the winter. They did not know that those urges are to control. However, many
these mountains were under the protection of a lycanthropes track the phases of the moon and
ranger, only that they were turned back from their take precautions to protect their loved ones. These
pursuit by a tall-standing brown bear that told protections include chaining themselves up and
them “Get out.” keeping the moon out of sight.

As a half-elf she was not an imposing figure. The Creating a Lycanthrope
bandits that surrounded her knew no fear, but
neither did she. As she stretched her arms and As you create your lycanthrope character consider
fingers upward an eerie caw echoes off of every how you came into your power. Were you born as a
surface and her night-black feathers become lycanthrope? Were you attacked by a creature and
silhouetted before the moonlight. Now they knew afflicted with a curse? Were you the subject of an
fear. alchemist’s experiment? Were you given as a
sacrifice to a lycanthrope willingly or otherwise?
There were rumors swirling in the town that a Do you even know how you came about your
rakshasa was on the prowl. The town guard was curse, or is that one of the great mysteries that you
on high alert for a vile and powerful fiend. What no seek to uncover?
one knew to look for was the halfling thief who
crept through the shadows in the night with catlike Consider how you deal with these aspects of
grace and stripes on his furry face. your life. Lycanthropes who have always
possessed their gift or who have lived with it for
Uncontrolled Fury many years may be better equipped to handle the
duality of their lives whereas the newly cursed may
A lycanthrope has a powerful beast lingering at the struggle with the changes they endure. How do
fringes of their mind always wanting to escape and you view your lycanthropy? Would you inflict
hunt. Even while in complete control of their another with it if you could? Would it be a gift
actions, someone trying to hide their primal secret given to a friend or a curse saved for your worst
can find it difficult to ignore this rage. enemy? How do you feel about other lycanthropes?
Would you cure it if you could?

Inflicting Lycanthropy

Many players will want to know: how can they infect
their fellow party members with their gifts? The
simple answer is: whenever the DM deems it
possible. However, as this is a class it is
recommended that if you allow your players to
infect one another that they must take their next
level in Lycanthrope.

33

The Lycanthrope Features
Primal Calling, Transformation, Lunar Sensitivity
Level Proficiency Bonus Transformation Duration
1st +2 10 min Lycanthropic Resistance
2nd +2 20 min Savage Attacks
3rd +2 30 min
4th +2 40 min Ability Score Improvement
5th +3 50 min Extra Attack
6th +3 1 hour
7th +3 1 hour, 10 min Primal Calling Feature
8th +3 1 hour, 20 min Savage Control, Beast Speak
9th +4 1 hour, 30 min Ability Score Improvement
10th +4 1 hour, 40 min Lunar Sensitivity Improvement
11th +4 1 hour, 50 min
12th +4 2 hours Lycanthropic Immunity
13th +5 2 hours, 10 min Wild Combatant
14th +5 2 hours, 20 min
15th +5 2 hours, 30 min Ability Score Improvement, Primal Calling Feature
16th +5 2 hours, 40 min Natural Predator
17th +6 ∞
18th +6 ∞ Supernatural Senses
19th +6 ∞ Lunar Sensitivity Improvement
20th +6 ∞
Ability Score Improvement
Greater Savage Control
Primal Calling Feature

Ability Score Improvement
Legendary Lycanthrope

Quick Build

You can make a lycanthrope quickly by following
these suggestions. First, make Strength your
highest ability score. Your next-highest score
should be Dexterity or Constitution if you wish to
focus on survival within the wilderness. Second,
choose the hermit background. Third, choose
either Werebear, Wereboar, or Werewolf as your
primal calling selection. Remember to add a
second saving throw designated by your primal
calling.

34

Class Features Transformation

Hit Points Also at 1st level, as an action, you can transform
into your animal form or your hybrid form. When
Hit Dice: 1d8 per lycanthrope level you change form you can stay in that form for up to
Hit Points at 1st Level: 8 + your Constitution 10 minutes per Lycanthrope level before changing
modifier back. The equipment you are carrying or wearing
Hit Points at Higher Levels: 1d8 (or 5) + your is not transformed. You cannot cast spells while
Constitution modifier per lycanthrope level after transformed in either your hybrid or animal forms,
1st and cannot use abilities which require your voice
while in your animal form.
Proficiencies
While in your animal form you are considered a
Armor: None beast. Regardless of which form you take you have
Weapons: Sickle, dagger, club the shapeshifter tag. When you die, you revert to
Tools: None your true form. While in your animal form you use
Saving Throws: Constitution the statistics of the beast that you become but
Skills: Choose two from Nature, Religion, Animal retain your Intelligence, Wisdom, and Charisma
Handling, Perception, Deception, and Intimidation ability scores as well as your hit points. In your
hybrid form you retain all your statistics except
Equipment where noted in your Primal Calling feature. You
can use this ability twice, you regain all uses after
You start with the following equipment, in addition you finish a short or long rest
to the equipment granted by your background:
Lunar Sensitivity
(a) a longbow and 20 arrows or (b) a hand
crossbow and 20 bolts As a Lycanthrope you are at the mercy of the
(a) two simple melee weapons or (b) one moon. Each night you must make a Wisdom
martial melee weapon saving throw with a DC based on the phase of the
(a) a dungeoneer’s pack or (b) an explorer’s moon. For places that have no moon, the DC is 5.
pack Failure indicates you must transform into your
Two daggers beast form. If you can see the moon you suffer
disadvantage on the saving throw. You can choose
Primal Calling to fail the saving throw if you wish. This does not
count as a use of your Transformation class
At 1st level, your bloodline begins to exhibit itself. feature.
Choose Wereape, Werebear, Wereboar,
Werecrocodile, Wererat, Wereraven, Weretiger, or Moon Phase Saving Throw DC
Werewolf. You gain the Transformation Full 20
Lycanthrope class feature and your choice grants 15
you abilities at the 1st, 6th, 12th, and 18th levels. Waxing/Waning 10
Crescent 5
Starting at 1st level, your transformation will New
grant you natural attacks. The damage for these
attacks are as follows:

Bite, tusk and beak attacks deal 1d6 piercing
damage.
Claw attacks deal 1d6 slashing damage.
Fist attacks deal 1d6 bludgeoning damage.

35

If you failed the saving throw, your character must Savage Attacks
obey the following rules below:
At 3rd level, while in your hybrid or beast form
You stay transformed until dawn. whenever you roll damage dice from natural
You cannot control your transformation until attacks, you can reroll 1s and 2s. You must take
dawn. the new result.
Your character must hunt and kill a living small
or larger creature and eat of its flesh. Until you Extra Attack
do each round you want to perform an action
other than attacking a living creature, you must Beginning at 5th level, you can attack twice,
make another Wisdom saving throw to see if instead of once, whenever you take the Attack
you can do so. Failure indicates you must take action on your turn.
the attack action that turn or suffer 1d10
psychic damage that cannot kill you. Savage Control
If you do not kill a creature before dawn you
gain 4 levels of exhaustion when dawn arrives. By 7th level, you can use your shapeshifting
This ability improves at the 9th level in the feature 4 times before needing to finish a long rest.
following ways listed:
If you fail your saving throw you can transform Beast Speak
into your beast or hybrid form unless you failed
the save by 5 or more. Also beginning at 7th level, you are always affected
You no longer need to make saving throws to by the speak with animals spell but only for
perform actions other than attacking. animals that are the same as your animal form. At
Failing to kill a creature before dawn gives one 14th level, this expands to all beasts.
level less of exhaustion (three levels).
This ability further improves at the 15th level as Lycanthropic Immunity
shown:
You no longer need to make Lunar Sensitivity Starting at 10th level, you no longer take extra
saving throws regardless of the moon phase. damage from silvered weapons. Additionally,
You no longer need to kill a living creature at beasts see you more as one of their own than your
night. actual creature type. Beasts are not bothered by
You no longer gain exhaustion from failing to your presence unless they succeed on a
kill a creature at night. Perception check when you are using stealth to
hunt them.
Lycanthropic Resistance
Wild Combatant
Beginning at 2nd level, while in your animal or
hybrid form you reduce damage from slashing, At 11th level, whenever you use the Attack action,
piercing and bludgeoning damage from non- you can use your bonus action to make one
magical weapons that aren’t silvered by an amount additional attack with a natural weapon. Instead of
equal to your Lycanthrope level. Additionally, you a natural attack you can attack with the weapon
have vulnerability to damage from silvered specified in your Primal Calling feature.
weapons regardless of which form you are in.
Natural Predator

Starting at 13th level, your damage from your
natural attacks increases to 1d8 damage of the
same type. These attacks count as magical for the
purposes of overcoming damage resistance and
immunity.

36

Supernatural Senses Primal Callings

Beginning at 14th level, whenever you roll a You have several different callings available to you,
Wisdom (Perception) check, you also know if there depending on the curse that’s been afflicted.
are any creatures that are affected by illusion or
transmutation spells or any creatures with the Calling of the Werebear
shapeshifter tag within 30 feet.
Infamous for their ability to reject their violent
Greater Savage Control impulses, werebears achieve a balance between
their primal and former lives that other
At 17th level, you can use your shapeshifting lycanthropes do not know. However, it isn’t
feature an unlimited number of times. uncommon for other lycanthropes to consider this
a weakness of the werebear: a kindness they reject
Legendary Lycanthrope in favor of the hunt.

At 20th level, when you shift into your animal form, Primal Calling
you may choose to become Huge. Should you
become Huge you gain all of the following benefits: After selecting this calling at 1st level, your animal
form is a brown bear. In your hybrid or bear forms
All of your speeds increase by 10 ft. you gain a bite and a claw attack. You are
Your AC becomes 15 while in your animal form considered proficient with these attacks as well as
if it is lower. with greataxes. You are proficient in Strength
You gain temporary hit points equal to your saving throws. While in your hybrid form, if you’re
total hit points that lasts until you leave your not wearing armor your AC becomes 10 + your
animal form. dexterity modifier + your strength modifier.
Your attacks deal 2 more dice of damage and
their reach increases by 5 ft. Grizzled Strength
You gain +4 on your Strength and Dexterity
scores while in this form. At 6th level, you gain a climb speed equal to your
base walking speed. Additionally, whenever you
These benefits last for 10 minutes and then you use your transformation feature you gain
must change back to your natural form. Once you temporary hit points equal to your Lycanthrope
have used this feature you cannot use it again until level.
you’ve finished a long rest.
Ursine Toughness

Beginning at 12th level, whenever you reduce a
creature to 0 hit points, you gain temporary hit
points equal to your Constitution modifier.

Bloodthirsty Rage

At 18th level, you are not rendered unconscious
when reduced to 0 hit points as long as you dealt
damage to a foe before the end of your turn and
have not cast a spell. You are still dying and need
to make death saving throws as usual. You are still
subject to damage at 0 hit points as described in
the death saving throw section of combat.

37

Calling of the Wereboar Feral Hog

Perhaps more than other lycanthropes Wereboars Beginning at 6th level, your base walking speed
embrace their change. They use their strength increases by 10 feet. Additionally, your Proficiency
with reckless abandon, they enjoy allowing their Bonus is doubled for any ability check you make
primal urges to guide them and where most other that uses your Strength modifier.
lycanthropes are solitary or form packs the
Wereboar goes wherever it likes and makes friends Goring Charge
with whoever entertains them the most.
At 12th level, if you move at least 10 feet towards a
Primal Calling target and strike with a natural attack, you roll an
extra d6 for damage, the target must succeed on a
After selecting this calling at 1st level, your animal Strength saving throw or be knocked prone. The
form is a boar. In your hybrid or boar forms you DC for this saving throw is 8 + your proficiency
gain a tusk attack. You are considered proficient modifier + your Strength modifier.
with these attacks as well as with mauls. You are
proficient in Strength saving throws. While in your Rock Steady Strength
hybrid form if you’re not wearing armor your AC
becomes 10 + your dexterity modifier + your Starting at 18th level, creatures damaged by your
strength modifier. melee weapon attacks and natural attacks are
pushed back 5 feet.

38

Calling of the Wererat Friend of the Darkness

Wererats are famous in most large cities and are At 6th level, you gain darkvision and you have
likely the most prolific lycanthropes in existence. advantage with Wisdom (Perception) checks that
Sometimes considered a scourge for their habits rely on smell. Additionally, your Proficiency Bonus
they make for excellent thieves. Their ability to talk is doubled for Dexterity (Stealth) checks.
to normal rats also gifts them with a huge
information network, allowing them to operate Darting Attacks
nearly unseen.
Starting at 12th level, whenever you use your
Primal Calling bonus action with the Wild Combatant feature, you
can make two natural attacks instead of one. If you
After selecting this calling at 1st level, your animal do these attacks only deal damage equal to the
form is a giant rat. In your hybrid or giant rat ability modifier you used to attack.
forms, you gain a bite attack. You are considered
proficient with these attacks as well as with Lethal Precision
shortswords and hand crossbows. You are
proficient in Intelligence saving throws. While in Beginning at 18th level, when you score a critical
your hybrid form if you’re not wearing armor your hit with your natural weapons, roll an extra 1d8 for
AC becomes 10 + your dexterity modifier + your damage.
intelligence modifier.

39

Calling of the Weretiger Calling of the Wereape

Proud, bloodthirsty hunters who pride themselves One might think that given the similarities
on their lycanthropic heritage as a noble would between the great apes and humanoids, the curse
their own bloodline. Weretigers operate alone or of the Wereape would be somehow lesser. One
sometimes in small prides. They are often seen as would be wrong. Wereapes are willing to throw
the opposing end of the primal spectrum when themselves completely into the primal instincts of
compared to Wereboars. For as much as the their calling without ever losing the spark of
Wereboar enjoys basking in dirt and enjoying the intellect that guides them to the use of tools and
animalistic side of themselves, the Weretiger tactics.
focuses on the intellectual aspects of their form.
By combining their sharp minds and sharper Primal Calling
reflexes, they consider themselves to be the perfect
hunter. After selecting this calling at 1st level, your animal
form is an ape. In your hybrid or ape forms, you
Primal Calling gain a fist attack. You are considered proficient
with this attack, as well as with greatclub and
After selecting this calling at 1st level, your animal greataxes and can wield them in one hand. You are
form is a Tiger. In your hybrid or tiger forms, you proficient in Strength saving throws. While in your
gain a bite and a claw attack. You are considered hybrid form if you’re not wearing armor your AC
proficient with these attacks as well as with becomes 10 + your dexterity modifier + your
scimitars and longbows. You are proficient in strength modifier.
Charisma saving throws. While in your hybrid
form if you’re not wearing armor your AC becomes Strong Grip
10 + your dexterity modifier + your charisma
modifier. Beginning at 6th level, you gain a climb speed
equal to your base walking speed. When you hit a
Feline Blessing creature who has not taken damage this turn with
your fist attack, your attack deals an extra 1d6
Beginning at 6th level, your base walking speed bludgeoning damage. This damage increases to
increases by 10 feet. Additionally, you gain 2d6 at 12th level, and 3d6 at 18th level.
darkvision and you have advantage with Wisdom
(Perception) checks that rely on smell or sight. Crushing Smash

Reckless Attacks At 12th level, when you score a critical hit with
your slam attack the creature must succeed on a
Starting at 12th level, whenever you use your Constitution saving throw against a DC equal to 8
bonus action with the Wild Combatant feature, you + your Proficiency Bonus + your Strength modifier
can make two natural attacks instead of one. If you or become stunned until the end of their next turn.
do these attacks only deal damage equal to the
ability modifier you used to attack. Shake Off Death

Pouncing Hunter Starting at 18th level, when you are reduced to 0
hit points you may use your reaction to expend and
At 18th level, as a reaction to a creature moving roll a number of hit die up to your Constitution
within 30 feet you can move directly towards them modifier. You regain a number of hit points equal
and make a melee attack roll. If you hit, the target to the amount rolled and suffer a level of
is knocked prone. exhaustion equal to one half the amount of hit die
used (rounded down, minimum 1).

40

Calling of the Werewolf Canid Reflexes

The most well known of all the lycanthropes, and At 12th level, creatures adjacent to you provoke
for good reason. They’re more primal than the opportunity attacks from you even if they took the
boar, more cunning than the rat, more dangerous Disengage action. Additionally, whenever you hit a
than the bear, and more in tune with their primal creature with an opportunity attack its speed
souls than the tiger. They are the apex predator of drops to 0 for the rest of the turn. This stops any
all the lycanthropes and those who ignore these movement they may have been taking.
facts are only regulating themselves to becoming
future prey. Expert Tracker

Primal Calling Starting at 18th level, you can unerringly track the
last creature you dealt damage to. This works as
After selecting this calling at 1st level, your animal long as you and the target are on the same plane of
form is a wolf. In your hybrid or wolf forms, you existence.
gain a bite and a claw attack. You are considered
proficient with these attacks as well as with
spears. You are proficient in Strength saving
throws. While in your hybrid form if you’re not
wearing armor your AC becomes 10 + your
dexterity modifier + your strength modifier.

Stalking Hunter

Beginning at 6th level, your base walking speed
increases by 10 feet. Additionally, you gain
darkvision and you have advantage with Wisdom
(Perception) checks that rely on smell or sight.

41

Wereraven Quoth the Raven

Quick, clever and elegant is the raven. Though the At 6th level, your flying speed increases by 30 feet.
primal calling of the Wereraven may not be as wild In hybrid or animal form you have advantage on
and bloodthirsty as that of a wolf or boar, their any Charisma (Deception or Performance) check
intellect and predisposition to mischief make the made to mimic the voice or sounds of other
Wereraven a fearsome figure. Wereravens are creatures.
opportunists and are always looking for an
opening to take advantage of a situation. Nevermore

Primal Calling Beginning at 12th level, your presence heralds
doom in the collective unconscious. When you
When you use your transformation feature at 1st transform, each creature of your choice that can
level your animal form is a Medium-sized raven. In see you within 60 feet must make a Wisdom
your hybrid or raven forms, you gain a beak attack. saving throw against a DC equal to 8 + your
You are considered proficient with this attack as Proficiency Bonus + your Charisma modifier or be
well as with slings, battleaxes, greataxes and frightened for 1 minute. A creature may repeat the
handaxes. You are proficient in Intelligence saving saving throw at the end of each of their turns,
throws. While in your hybrid form if you’re not ending the effect on themselves on a success.
wearing armor your AC becomes 10 + your
Dexterity modifier + your Intelligence modifier. Evasive Flight

At 18th level, your flight speed increases another
30 feet. You do not provoke opportunity attacks
while flying. You have advantage on Dexterity
saving throws while flying and if an effect would
cause you to take half damage on a success, you
instead take no damage.

42

Werecrocodile

Though Werecrocodiles are terrifyingly strong,
they are not fools who charge blindly. The
Werecrocodile prefers life as an ambush predator.
Taking on their enemies not only when the
Werecrocodile is strong but when their target is
weak and unassuming.

Primal Calling

At 1st level your animal form is a crocodile. In
your hybrid or crocodile forms, you gain a bite
attack. You are considered proficient with this
attack as well as with spears and tridents. You are
proficient in Strength saving throws. While in your
hybrid form if you’re not wearing armor your AC
becomes 10 + your dexterity modifier + your
strength modifier.

Perilous Bite

Beginning at 6th level, your swim speed increases
to 30 feet. You can hold your breath for 15
minutes. When you hit a creature with your bite
attack you can choose to grapple them. A target
grappled in this way is also restrained.

Underwater Adaptation

At 12th level, you have darkvision out to 60 feet
while you are underwater. It cannot be impeded by
magical darkness. If you use your transformation
feature while you are in water you gain a number
of temporary hit points equal to your lycanthrope
level.

Underwater Assassin

Starting at 18th level, while submerged in at least
5 feet of water you have advantage on death saving
throws, and your weapon attacks score a critical
hit on roll a 19 or 20.

43

Revenant The Difference between
Undead and Undeath
The dwarven smith works tirelessly to reforge his
broken sword. Even with the gash on his shoulder, Common revenants return only to seek revenge on
an open wound that no longer bleeds, his hammer those that took their lives. Those with far stronger
swings true with every strike. He was put down convictions manage to maintain some semblance
while leading in a peasant revolt, but his body of their past existence. They are not mindless
won’t stay down as long as his homeland lies in the undead on a mission, they are skilled warriors who
clutches of tyranny. train their bodies to exact their revenge and
complete their goals. A revenant like this is known
A muddy boot print remains on the broken door as unchained. They continue to live on through
of the thieves’ den. Remnants of her grave dirty the sheer will and determination. They walk the
floor with smudges of dirt smeared across the boundary between life and death, never fully
strewn bodies, now growing as cold as their existing in either place. This means an unchained
hunter. While they lay still, a chilly elven woman revenant must eat, sleep and drink as normal.
stands over them, rigid and unblinking. She
doesn’t have to examine their faces to know she Fear Personified
didn’t catch him this time. Her killer was a wiley
one, but he won’t be able to outrun her forever. Revenants have mastered the artform of invoking
terror. One glance from them can freeze their prey
There is a sage in a place of higher learning stiff. When they start accepting the power of their
hidden within remote mountains. Some claimed vengeance the unchained learn to embrace what
he was burnt at the stake for his heretical they are. Fear itself loses meaning to them and
teachings, but to this day the man with charred their minds become too sharp and focused to be
skin continues to lecture on the separation of controlled in any way. Despite the revenant’s
religious and secular leadership. Two-hundred solitary nature they work well in groups as
years is a long time for a human to maintain their trackers and hunters and they function well in
tenure. society as expert bounty hunters.

Creating a Revenant

When creating your revenant, consider what
person or situation led to their death. The core of
every revenant will be their quest for revenge. Also
remember that unchained revenants, such as the
one you will be playing, don’t have simple goals
and retain much of their former self. They may still
show emotion and have goals outside of their
vengeance. Consider their revenge to be
something of a long term goal. Perhaps they died
from the cruelty of a tyrannical monarch and they
now believe in overthrowing monarchical systems.
Their death may have been caused by a specific
creature such as goblinoids and now they spend
their unlife tirelessly hunting for these creatures.

44

Who were you before all this? Were you an Class Name Features
adventurer who met an unfortunate fate at the Prey, Grace of Undeath
hands of monsters or men? Were you a sailor who Proficiency Fixated Tracker
was dragged down to the depths only to return Level Bonus Route of Retribution
with revenge on your mind? Were you a revenant 1st +2 Ability Score Improvement
who completed their goal and instead of fading 2nd +2 Extra Attack
away found reasons to stay attached to this world? 3rd +2 Route Feature
You could have been punished as a criminal and 4th +2 Unending Terror, Prey II
your hatred for those that betrayed you sustains 5th +3 Ability Score Improvement
your unlife. 6th +3 Frozen Stiff, Grace of
7th +3 Undeath II
Class Features 8th +3 ─
Route Feature
As a revenant, you gain the following class 9th +4 Ability Score Improvement
features. ─
10th +4 Mastery of Pain, Prey III
Hit Points 11th +4 Route Feature
12th +4 Ability Score Improvement
Hit Dice: 1d10 per Revenant level 13th +5 Possessive Glare
Hit Points at 1st Level: 10 + your Constitution 14th +5 Route Feature
modifier 15th +5 Ability Score Improvement
Hit Points at Higher Levels: 1d10 (or 6) + your 16th +5 ─
Constitution modifier per revenant level after the 17th +6
1st 18th +6
29th +6
Proficiencies 20th +6

Armor: All armor, shields Quick Build
Weapons: Simple weapons, martial weapons
Tools: None You can make a revenant quickly by following
Saving Throws: Wisdom, Strength these suggestions. First, make Strength or
Skills: Choose two skills from Acrobatics, Dexterity your highest ability score depending on
Athletics, History, Insight, Intimidation, the weapons you wish to use. Your next-highest
Perception, Stealth, and Survival score should be Wisdom if you wish to focus on
tracking your prey and tricking the mind. Next,
Equipment choose the soldier background.

You start with the following equipment, in addition
to the equipment granted by your background:

(a) scale mail or (b) leather armor, a light
crossbow, and 20 bolts
(a) a martial weapon and a shield or (b) two
martial weapons
(a) a longbow and 20 arrow or (b) two light
hammers
(a) a dungeoneer’s pack or (b) an explorer’s
pack

45

Prey Fixated Tracker

Starting at 1st level, if you spend at least 1 minute At 2nd level you have learned how to hunt your
observing or interacting with another creature prey like no other. When making a Wisdom
outside combat you can learn certain information (Survival) check to track a creature you may
about its capabilities compared to your own or if declare the type of that creature if you know it. You
they have a specific resistance or vulnerability. The receive advantage on your Wisdom (Survival)
DM gives you information on the creature checks to track creatures of that type for the next 8
including if they are your equal, superior, or hours. If the creature was subject to your Prey
inferior to two of the following characteristics of ability you cannot roll less than 10 on the Wisdom
your choice: (Survival) check.

Ability score Route of Retribution
Current hit points
Total class levels (if any) At 3rd level, you begin to recall more about the way
Resistances (not a comparison) you died. The manner of your death becomes the
Vulnerability (not a comparison) route to your retribution. Choose the Route of the
Avenger, the Route of the Umbraged or the Route
You may learn a third characteristic at 7th and a of the Drowned. The route you choose grants you
fourth at 14th level. Once you have used this ability features at 3rd level and again at 6th, 11th, 15th
on a creature, you may not use it on the same and 18th level.
creature until 30 days have passed.
Ability Score Improvement
Grace of Undeath
When you reach 4th, 8th, 12th, 16th, and 19th
Beginning at 1st level you no longer age and are no level you can increase one ability score of your
longer required to make death saving throws when choice by 2, or you can increase two ability scores
you are reduced to 0 hit points. Instead, you are of your choice by 1. As normal, you can’t increase
catatonic and count as stabilized and you cannot anUasbiinligtythsceoorpetaiobnoavlefe2a0tsusruinleg,tyhoius fceaantufroer.go
heal any amount of hit points while in this state. taking this feature to take a feat of your choice
You will wake up with 1 hit point in 1 hour. Each instead.
time a creature with a challenge rating of ¼ or
higher dies within 10 feet of you while you are in Extra Attack
this state, remove 20 minutes from the 1 hour
duration. If the duration is reduced to 0, you Beginning at 5th level, you can attack twice,
awaken immediately with 1 hit point. At 9th level instead of once, whenever you take the Attack
the distance of this ability increases to 30 feet. action on your turn.

You can still be killed by effects that cause death
such as having your head cut off or by taking
damage 3 times while you are at 0 hit points.
Spells used to return a creature to life have no
effect on you, instead your body must be buried
with a diamond worth 500 GP in your hands. In
10 days time you will return to the world if your
body was not disturbed during this ritual.

46

Unending Terror Mastery of Pain

Starting at 7th level you become immune to the Beginning at 14th level when you have identified a
charmed and frightened conditions and you may vulnerability in a creature you also learn how to
use your Prey ability as a bonus action during exploit it, as well as how to neutralize their
combat as long as the creature is within 120 feet. resistances. When your Prey ability has identified
When you strike a creature affected by your Prey a vulnerability in a creature the first attack on your
ability with a weapon attack, the creature must turn using that damage type does maximum
make a Wisdom saving throw or become damage. Instead of normally rolling one or more
frightened. The DC equals 10 or the damage done dice to deal damage with the attack, you instead
by the attack to a maximum of 20, whichever use the highest number possible for each die. On a
number is higher. You may use this ability a successful hit any resistances identified by the
number of times equal to your Wisdom modifier Prey ability are negated on that creature for 1
and you regain all expended uses of it when you minute.
finish a long rest.
Possessive Glare
Frozen Stiff
At 17th level, the first time you are reduced to 0 hit
At 9th level, as a reaction, when a creature within points you may use your reaction and attempt to
60 feet is about to move, you may reduce that possess a creature within 60 feet of you that has a
creature’s movement to 0 if they fail a Charisma CR 6 or lower. This ability doesn’t work on
saving throw with a DC equal to 8 + your Wisdom creatures that do not possess a body that contains
Modifier + your proficiency bonus. Creatures who a sTphireitc. reature must succeed on a Charisma
are currently frightened automatically fail the saving throw with a DC equal to 8 + your Wisdom
saving throw. You may use this feature twice and Modifier + your proficiency bonus or become
regain all expended uses of it after you finish a possessed.
short or long rest.
You now control the body but this doesn't
47 deprive the target of awareness. You can't be
targeted by any attack, spell, or other effects except
those that deal radiant damage. When the form
suffers radiant damage you must make a Wisdom
saving throw to see if you can maintain control, the
DC of that saving throw is equal to the radiant
damage taken or 10 whichever number is higher.

You retain your alignment, Intelligence,
Wisdom, Charisma, and immunity to being
charmed and frightened. You otherwise use the
possessed target's statistics but don’t gain access
to the target's knowledge, class features, or
proficiencies.

The possession lasts until the body is reduced to
0 hit points, you end it as a bonus action, or you
are forced out by taking radiant damage. When the
possession ends you return to your body in its
catatonic state. No matter how long you were
within the other creature the duration of your
catatonic state remains 1 hour when you return.
You may use this ability once and regain use of it
after a long rest.


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