Cthulhu by Torchlight Welcome to the Cthulhu Mythos For over 40 years, roleplayers across the world have pitted their wits, cunning, and ingenuity against the Cthulhu Mythos. The Mythos are the invention of HP Lovecraft, a pulp writer whose stories of strange, cosmic horror inspired imaginations across the world. Lovecraft's signature creations, the dread Necronomicon and the horrid Cthulhu, have been cornerstones of horror, fantasy, and gaming for decades. Cthulhu by Torchlight brings the Mythos to your fantasy games. It includes options for creating characters who battle the Mythos, game rules for cosmic terrors, and guidance for building fantasy adventures that focus on investigation and strange cults.
What Is the Cthulhu Mythos?
The Cthulhu Mythos is based on the concept that on a cosmic level human concerns - economics, laws, religion, and morality - are irrelevant. The true nature of the universe is alien, horrifying, and ultimately uncaring. Humanity is an irrelevant byproduct of the cosmos, a random accident that has no ability to influence the course of events. Instead, the universe is ruled by entities with power far beyond human comprehension. These entities have cares, needs, and desires that are incomprehensible or nonsensical to humanity. Despite their fundamentally alien nature, humans can learn enough about their nature to call upon their power and wield it to their petty, ultimately meaningless ends. Folk who worship Mythos entities create cults dedicated to them, but such acts are empty pantomimes. Mythos entities have no need for worshippers. The \"gifts\" they offer are byproducts of their nature that happen to be useful to humans. Those who worship the Mythos inevitably lose part of their humanity as they begin to see cultural and ethical concerns as meaningless diversions from the pursuit of power. The Mythos are ultimately impossible to understand, but the terrible power they grant is very real. Wielding the Mythos slowly, but inevitably, causes a mortal to lose their grip on their ethics, morality, and ultimately their humanity. Given a glimpse into the broader cosmic order where humanity is irrelevant, cults and their leaders set aside all concerns beyond the accumulation of more Mythos secrets and the power they offer. This is the point where the player characters step into the story. In a TTRPG that features the Cthulhu Mythos, the characters are bold investigators who stumble across a cult's plot. Armed with their wits, insight, and cunning (and in the case of a fantasy RPG, a trusty sword or arcane magic), the heroes thwart a cult's ambitions and keep the world safe. The universe might be fundamentally hostile, and humanity irrelevant, but the world is a good place worth protecting. Fighting against the Mythos and its followers is the ultimate expression of hope and humanity. The dark approaches, but falls short while the heroes are on watch. Using this Product Cthu/hu by Torchlight gives you everything you need to add the Mythos to your fantasy campaign. It's broken up into chapters, with each one giving you a different piece of the puzzle. Chapter 1 introduces a key concept, Passions. A Passion is the driving force that propels a character to defy the Cthulhu Mythos. Adventurers seek gold and glory. Fighting the Mythos gives you neither of those. What, then, pushes you to face them? A Passion provides that answer, giving your character a clear roleplaying hook and providing you with rules for how that Passion allows you to overcome even the worst odds. Chapter 2 provides a new character background, the Investigator, along with new origin feats that tie your character to a Mythos-linked event. Chapter 3 offers new subclasses you can use to arm your character with the talents needed to battle the Mythos. The subclasses are designed to be general enough to work in any campaign, but with a touch of the sinister, heroic, or eldritch that makes them a good match for a Mythosbased campaign. Chapter 4 provides a variety of new spells used by the subclasses from chapter 3 or that draw upon the power of Mythos entities. Chapter 5 is aimed at GMs. It provides advice for running adventures focused on investigation and interaction, two pillars of Mythos gaming. It has a procedure for creating your own Mythos adventures and provides rules for Skill Challenges, a framework for adding more weight to exploration and interaction. Chapter 6 details Mythos-inspired magic items and blasphemous tomes that GMs can add to their adventures. These items are useful, but they all come with a dreadful price. Chapter 7 provides a variety of horrid Mythos entities to throw at the characters from the insidious rat-thing to the mighty shoggoth. This chapter also gives an easy way to make any creature or NPC a servant of the Mythos. Chapter 1: Passions and Dreadful Insights Have you ever watched a horror movie and were boggled at a character's obliviousness? On a dark and stormy night, with creepy shadows lurking about, our main character insists on sticking their head into a darkened closet or tramping down into the bloodstained basement with only a flickering candle. Characters in horror games are driven by their passions, rather than cold, analytical thinking. A determined investigator plunges into the ghosthaunted graveyard, willing to risk anything to prove that the supernatural exists. A hardened warrior coats their spearhead in molten silver, caring little if they survive an encounter with a werewolf so long as they have the chance to avenge their lost family.
A Passion is a belief that shapes your character's actions. It might send you into a dangerous situation, but it also offers benefits that help offset the peril it causes. An Insight is a revelation about the horrors in the world that leaves your beliefs shaken and your concept of reality changed in some way. Some cosmic horrors, through their mere existence, grant insights into reality that many folk would prefer to do without. When you gain an Insight, it forces you to confront the nature of reality and your irrelevant place in it. Overview \"Nothing great in the world has ever been accomplished without passion.\" -HegelDuring the game, you might face a situation where your Passion can push you into danger. You can act according to the Passion or try to resist it. Acting with your Passion grants you a benefit, even if it puts you into danger. Resisting it might allow you to dodge trouble, but it comes at a cost. Gaining Passions You start play with one Passion of your choice. You can create a Passion or use one of the example ones provided below. Creating a Passion A good passion should drive you into action. Here are some guidelines to consider when brainstorming a passion. A Passion Demands Action A passion must push you to do things, rather than force you into inaction. When a passion urges you to act, it should move you forward into danger rather than push you into a passive stance. A Passion Needs External Triggers If you can always control when a passion comes into play, it lacks the ability to drive your actions. A good passion has an external source, one that draws you forward into the game. A Passion Has an Element of Risk The best passions for gaming have the potential to destroy you if you take them too far. Push too deep into secrets, and you risk falling prey to dark forces. A passion should push you toward risks, rather than encourage careful, calculating moves. Using Passions There are two ways to use Passions. Invoking a Passion When you make a d20 Test, you can add a +5 bonus to the roll if the GM agrees that the roll is directly related to your Passion and what it means to you. You choose to do this before rolling. Once you use any Passion in this way, you cannot gain this benefit again until you embrace your passion, as described below. Following a Passion During the game, the GM can challenge you to follow a Passion. When you face a choice, the GM can present a course of action that aligns with one of your Passions. You have two choices.
Embrace Your Passion. You follow the GM's suggestion or offer an alternative that they agree matches your Passion. In return, you gain Heroic Inspiration and Temporary Hit Points equal to 5 + your level. Deny Your Passion. Alternatively, you can attempt to resist your passion. Roll a d20. If the result is 10 or higher, you resist your passion and can act as you wish. If you roll 9 or lower, your conflict with your Passion shakes you. You cannot gain or use Heroic Inspiration until you finish a Long Rest. Losing and Replacing a Passion You can replace a Passion with a new one of your choice when it has been resolved. If a Passion drives you to expose a corrupt priest, it is no longer relevant when you have slain the priest or brought their crimes to light. You might also decide that a Passion is no longer relevant to the campaign or your character's interests. You might swear vengeance against a foe who wronged you, or a crisis might turn your beliefs upside down. You should create your new Passion in collaboration with your GM. You can select one based on events of the campaign or how your character might evolve after bringing their passion to an end. Example Passions This section includes a variety of Passions you can use as models for your own creations. A set of tables organized by alignment - a good starting point for your Passion - allows you to randomize your choice. You can roll once for each aspect of your alignment and pick one. If you are True Neutral, pick a table to roll on at random. Chaos D4 1 2 3 4 Evil D4 1 4 2 3 Good D4 1 3 4 2 Passion Haunted Insatiable Curiosity Seeker of Forbidden Truths Thirst for Vengeance Passion Arcane Hunger Hatred Haunted Wealth at Any Cost Passion Haunted Justice for All Loyalty Survivor's Guilt
Lawful D4 4 2 3 Arcane Hunger Passion Devoted Faith Haunted Heroic Impulse Skeptical To a Fault You crave arcane power. Where others see lines that should not be crossed, you see an invitation to plunge into unknown territory where great insights and power await. You care nothing for social niceties and tradition when it comes to gaining power. Anything, even your life, is worth risking to uncover the inner workings of the arcane. Devoted Faith You are an ardent supporter of a deity, to the point that your deity's ethos overrides almost every other concern you face. If you had to choose between your own safety, or even your own life, and your deity's dictates, you might very well make the ultimate sacrifice rather than give an inch. If you select this Passion, be sure to talk to your GM about the deities in the campaign and which ones might be a good match for your character. Hatred You have a deep, overwhelming hatred for a person, faction, creature, or deity. You act against your own self-interest at times to lash out at it. You'd die happy knowing that you gave your life to destroy the object of your hatred. Check with your DM to find a figure or group in your campaign that is a good match for this Passion. Haunted You have vague memories of a strange event that happened to you many years ago. The memory is a blur, a kaleidoscope of impressions, sounds, and images, but nothing concrete. Yet sometimes you come across a person, a place, a sound, or even a scent that tugs at that memory, compelling you to investigate and solve this strange mystery that has lingered in your mind. Heroic Impulse You are driven by a deep selflessness, one that pushes you to confront evil in any form. Unfortunately, your sense of self-preservation rarely factors into your thinking. You tend to dive into danger without thinking of the consequences, leaving you in situations that are over your head. Insatiable Curiosity You are driven to uncover secrets, regardless of the danger it might pose to yourself. The thought of lore or information that exists outside of your awareness can drive you to distraction. You have a bad habit of listening in on conversations and poking into places that others warn you away from. Justice for All You can't abide bullies, tyrants, or those who use power to abuse others. When you witness the misuse of power, you can't help but take a stand against it. You have been known to trade the thrill of punching a town guard in the face for a two week stint in the baron's dungeon. In your mind, that moment was worth it. Loyalty You are loyal to a group, a nation, or an ideal, gladly putting its own interests above yours regardless of the cost. You are willing to risk your life and limb to advance the cause. Its needs stand above you in almost every situation. If you choose this Passion, be sure to talk to your DM about factions, people, or causes in the campaign that fit with your character. Seeker of Forbidden Truths The world is far more dangerous than anyone lets us know. Temples lie to us. Wizards think they understand how magic works, but ' stack of comforting lies. You are driven to expose the fraud that is the current religious and arcane traditions. You seek out strange weird creatures, and bizarre situations to prove your theories correct.
Skeptical To a Fault The mythos? Clearly a folktale, the deranged ravings of a mind saddled crippled by illness. The world and its secrets have been laid bare by the teachings of the gods and the traditions of arcane magic. When you find signs of strange phenomena, you are compelled to investigate and dispel any nonsense about it. Survivor's Guilt You survived a terrible incident, one that has haunted you ever since. Above all else, you remember the terrible fate that befell your friends or loved ones in that incident. Since then, you have been driven by a near self-destructive urge to ensure that such a disaster never happens again. Thirst for Vengeance Someone or something wronged you. You are driven to even the score and are willing to accept any cost to yourself to do so. Your focus sometimes gives you tunnel vision, leading you to disregard all other concerns to smash your enemies. Wealth at Any Cost You want wealth. You've seen the power and comfort that comes from amassing a fortune, and you want that for yourself more than anything else in the world. Offers of riches and plunder tug at your mind, making it difficult for you to resist them. Dreadful Insights \"He who fights with monsters might take care lest he thereby become a monster. And if you gaze for long into an abyss, the abyss gazes also into you.\" -Nietzsche A Dreadful Insight is a Passion you gain based on your experiences with the Cthulhu Mythos. At their core, the creatures of the Mythos show that the universe is a vast, uncaring place. Mortals are an accidental byproduct of a cosmic cycle that they are irrelevant to. Seeing that firsthand can shake your grip on reality and leave you with deep emotional scars. Gaining a Dreadful Insight Some creatures or events risk giving you a Dreadful Insight. Typically, you must make a Wisdom saving throw to resist fully understanding the Insight you might gain. If you succeed the save, your willpower holds and you are able to create a comforting explanation for what you witnessed. If you fail, you gain a Dreadful Insight, a new Passion that shapes how you act. The underlying truth of the Mythos pushes into your mind and brings the full weight of the Mythos to bear on you. Using a Dreadful Insight A Dreadful Insight works just like any other Passion, except it tends to pull you along a self-destructive path. You might become fascinated with a Mythos entity and compelled to encounter it, or you might become obsessed with a tome of ancient knowledge and driven to master its secrets at any cost. Losing a Dreadful Insight Each Dreadful Insight also describes how to lose it. In most cases, you must take actions that resolve the intellectual and emotional turmoil that the Insight provokes in you. You might need to defeat a creature that created the Insight, undo the damage caused by the mythos in the world, or prove to yourself that you matter in an uncaring cosmos. Once you lose a Dreadful Insight in this manner, you can't gain it again. You have overcome the Insight and are at peace with it.
Chapter 2: Backgrounds and Feats Mythos Investigator Something in your past drew you into contact with the Cthulhu Mythos. While most sensible folk push such memories to the back of their minds, eager to move on with their lives, you chose a different path. Your experience with the mythos showed you that while these creatures are terrible, they can be defeated. You adventure in search of the mythos' influence on the world and seek to battle it however you can. Ability Scores: Increase an ability score by 2 and another one of your choice by 1, or increase three different ability scores by 1. None of these increases can raise a score above 20. Feat: Choose any Origin feat. Skill Proficiencies: You gain proficiency in two skills of your choice. Tool Proficiency: You gain proficiency with one tool of your choice. Equipment: 50 gp. New Tools The following tools are available for any character, though investigators tend to make frequent use of them. Fingerprint Kit (25 GP} Ability: Intelligence Weight: 1 lb. This item allows you to capture the details of a fingerprint that has been left on an object and match them against another creature. It consists of an inkpad, parchment, and talcum powder. Utilize: Reveal the fingerprint left behind on an object and sketch a copy {DC 20), or match a copied fingerprint against a humanoid creature's {DC 15). Witchboard (15 GP} Ability: Charisma Weight: 1 lb. A witchboard is a slat of wood covered with letters, usually the Common alphabet though versions for different scripts are available. You can use it to contact Ethereal creatures, allowing limited conversations with them. Utilize: Exchange messages of up to 10 words with an Ethereal creature within 30 feet {DC 15). Origin Feats The following origin feats are particularly useful for investigators. I Fought, I Lived Origin Feat You confronted a horror from beyond this world or spawned by terrible magic. It disregarded you as a puny mortal, but it learned its mistake the hard way when you sent it back to wherever it came from with good, old-fashioned muscle, courage, and a really, really large axe. You gain the following benefits. Defiant Strike. While you are Bloodied and hit with a spell or weapon attack, you can choose to treat the attack's damage roll as having rolled the maximum damage possible. Once you use this benefit, you can't use it again until you finish a long rest.
Indomitable Heart. If you have the Frightened condition at the start of your turn, roll a d20. On a 10 or higher, you no longer have that condition. I Hid from the Terror Origin Feat That night is a blur. A strange presence, an overwhelming terror, and a confused jumble of screams mixed with faint memories of something terrible and hungry. You hid from it, finding a place too small for it to reach. The sounds of that night, and the awful aftermath you found that morning, will remain with you to the end of your days and beyond. You gain the following benefits. Shadowed Strike. If attacking would end the Invisible condition on you, you can make an attack and keep that condition. You can use this benefit a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest. Beneath Notice. When you attempt to hide from a creature that is larger than you, you can hide if you are lightly obscured or more than 30 feet away from it. You gain the benefits of being hidden against such creatures, but you do not hide from other creatures. Merge into Shadows. Wisdom (Perception) checks made to detect you while you have the Invisible condition have disadvantage. I Pierced the Illusion Origin Feat You came across something strange and awful, made all the more terrible by its hidden nature. A town might have seemed innocent until it dragged unwitting visitors to their carefully tended sacrificial garden, or the family that took you in on a dark, stormy night were actually hungry cannibals. You survived because you saw their disguise and escaped or struck first. You gain the following benefits. Clear Senses. If you have the Charmed condition at the start of your turn, roll a d20. On a 10 or higher, you no longer have that condition. Ear for Falsehood. When an NPC speaks to you, you can use this ability to determine if they are lying. You learn nothing about the truth they conceal or why they are lying, simply that there is a knowing falsehood in their statement. You can use this benefit a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest. Subtle Interrogation. You have advantage on Insight checks made against creatures that you are speaking with. I Opened the Gate Origin Feat You didn't mean for things to turn out this way. You were curious and perhaps ignored a few signs, but it's hard to take ancient curses seriously. Musty old books say a lot of things, and most of them turn out to be mere fables. Most of them. The one book you read turned out to be the key to unleashing some ancient evil. Now it's in the world, and it's up to you to find it and send it back. You gain the following benefits. Delver into Forgotten Lore. You learn three languages of your choice. Foul Arcana. You can tap into a brief glimpse of the mythos to empower a spell, at the cost of overwhelming your mind with a horrifying, cosmic insight. When you cast a spell, you can give that spell's save DC a +2 bonus but you have the Paralyzed condition until the st· vour next turn. You can use this benefit a number of times equal to your proficiency bonus. You regain expended uses when you finish a t.
I Survived to Tell the Tale Origin Feat You encountered something dreadful, a horrible creature or bizarre ritual that set you down the path to becoming an investigator of the strange. Your quick feet and instinct for survival carried you through that day and are your best assets. You gain the following benefits. Instinct to Survive. When you take damage that would reduce you to O hit points, you can immediately regain hit points equal to your level. When you use this benefit, you cannot use it again until you finish a long rest. Superior Speed. You gain a +10 bonus to speed. Wriggle Free. If you would gain the Grappled condition, roll a d20. On a 10 or higher, you instead do not gain it. Chapter 3: Subclasses A variety of heroes make their stand against the Cthulhu Mythos. The subclasses included here draw on a variety of inspirations, from ardent heroes who tight the strange creatures of the Mythos to spellcasters and others who seek to draw upon dark powers.
Barbarian Subclass: Path of the Spell Scorned
My magic? It's the magic of stabbing things in the face. Works well in my experience. -Oreg the SlayerThe Path of the Spell Scorned awakens a mote of antimagic within the soul of its adherents. These elite warriors steel themselves against magical effects. Some are specially trained bodyguards, tasked with protecting the elite mages of arcane academies or the high priests of religious orders. Others are demon hunters, their resistance allowing them to overcome the foul magic that strikes down lesser warriors. Level 3: Instinctual Divination You gain an intuitive sense about the supernatural facets of the world. When you take the Study action to make an Intelligence (Arcana) or Intelligence (Religion) check, you can make it as a Wisdom (Survival) check instead. Level 3: Spell Hammer You sheathe your weapons in crackling energy that is particularly baneful to creatures from other worlds, those that wield magic, or those that are capable of tremendous destruction. Once per turn while your Rage is active, you can deal double your Rage Damage bonus to a target you hit with a Strength-based attack. If the target has Legendary Actions, can cast spells, or was summoned, you can deal triple your Rage Damage bonus instead. Level 3: Spell Shield You exert a void around you that consumes spells. While your Rage is active, you radiate a spell-consuming aura in a 30-foot Emanation that originates from you. You and your allies in the aura gain a bonus to saving throws against spells equal to your Rage Damage bonus. Level 6: Sunder the Weave You always have the Counterspellspell prepared. With this feature, you can cast it without a spell slot or components while your Rage is active, and your spellcasting ability for it is Strength. As part of the Reaction you take to cast the spell, you can move up to your Speed and make one attack with a weapon against the target of the spell. Once you cast the spell with this feature, you can't do so in this way again until you finish a Short or long rest. Level 10: Bolstering Howl When you or another creature that can hear you takes damage, you can take a Reaction to grant it Resistance against that damage. In addition, the target gains Resistance to that damage type until the end of the current turn. Level 14: Dimensional Duel You always have the Banishment spell prepared. When you activate your Rage or as a Bonus Action while your Rage is active, you can cast Banishment without a spell slot or components and while your Rage is active, and your spellcasting ability for it is Strength. You can maintain Concentration while your Rage is active. You can target up to three creatures when you cast Banishment this way. In addition, you can choose to pursue the creatures you banish. If you do so, the targets you banished don't have the Incapacitated condition for the spell's duration, and you travel with them to a demiplane. The demiplane is an empty room 30 to 200 feet in each dimension (you choose when you cast the spell) and made of wood or stone (your choice). You must create enough space for you and the targets, or the spell ends. The room is filled with Bright Light. When the spell ends, if you traveled with any targets, you and any dropped objects reappear in the space you left or in the nearest unoccupied space if that space is occupied. You can use this feature a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Bard Subclass: College of Drama
All the world's a stage, And all the men and women merely players. They have their exits and their entrances; And one man in his time plays many parts. - William Shakespeare Bards tell tales in a variety of ways. Some sing. Some dance. But it is through art they share the sagas of ancient days. Bards of the College of Drama take a deeper approach to bringing the old stories to life. With a combination of skill and magic, they alter not only their own appearance and voice but that of an entire troupe. By becoming characters from legend, these Bards inspire greatness in those who witness their performances. They rally their allies to impossible feats of perseverance, reminding their friends that the heroes of old faced worse and carried through to victory. Bards who adopt this specialization are particularly adept at infiltrating evil organizations. Their magic allows their entire party to take on a role, giving the group the opportunity to blend in during a ritual or take part in a large gathering. Level 3: Tragic Hero A great performance sometimes comes at a cost to the artist. If you fail a saving throw, choose other creatures you can see within 60 feet of yourself. Each of the chosen creatures gains a bonus to saving throws equal to your Charisma modifier (minimum of +1) against the same effect that triggered this feature, potentially turning a failure into a success. Level 3: One Life, Many Roles You use your magic and dramatic training to step into a role. As a Bonus Action, you can cast Disguise Self with this feature. If you take on the appearance of a specific creature you can see when you cast Disguise Self in this way, you can adopt that creature's mannerisms and voice. Once you use this feature, you can't use it again until you finish a Short or long rest. Level 6: Stage Direction You gain the ability to direct others as you inspire them, allowing them to make the most of your guidance. When a creature that can see you would normally roll one of your Bardic Inspiration die, don't roll the die; instead use the highest number possible for the die. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain expended uses when you finish a long rest. Level 14: Assemble the Troupe When you cast Disguise Se/fusing your One Life, Many Roles feature, you can target up to six willing creatures you can see within 30 feet of you with the Disguise Self spell. You choose the appearance each creature takes. While under the effects of the spell cast with this feature, the chosen creatures gain a bonus to Charisma checks equal to your Charisma modifier (minimum of +1 ). Level 14: Grand Finale You gain the ability to deliver a stirring performance that spurs your companions to mighty deeds. As a Magic action, choose up to two other creatures within 60 feet that can see or hear you. Each of the chosen creatures can immediately take an action this turn. Once you use this feature, you can't use it again until you finish a long rest.
Cleric Subclass: Apocalypse Domain >
\"Some say the world ends in fire. Others, ice. I'm ready for both.\" - Endara, Doom's DaughterFew gods embrace the Apocalypse Domain, yet in times of war, disease, or social upheaval, its Clerics appear at the head of grim cults that proclaim the world's imminent demise. Devotes of the Apocalypse Domain are usually apostates and heretics cast from religious orders for their fanatical conviction to the end of all things. The exact origin of their divine power confounds the elders of established religions. Sometimes, these Clerics derive their powers from the gods of fate, doom, or change. More often, though, they seem to draw their power from the collective gloom of a population facing disaster. Perhaps the world's demise is truly imminent, and these visionaries have found some way to tap into the apocalypse as it grows near. Alignment Consider your alignment and how it dictates your attitude toward the apocalypse. Below are some ideas on how your philosophy shapes your attitudes and religious practices. You can also use this table to determine the nature of your cult. Alignment Chaotic Lawful Neutral Notes Each of us faces the apocalypse alone. We must find our own path to making peace with the imminent destruction of all we hold dear. In these end times, laws, traditions, and restrictions mean nothing. We are entitled to live as we see fit. The apocalypse is at hand, but if you obey the dictates and commandments determined by your order, you have the chance to escape. The gods will preserve those who are worthy, and you will know the worthy by their observance to the proper traditions, rites, and sacrifices. All things die, including the world. By cataloging the end times, perhaps we can preserve a sliver of our reality for whatever world arises from the ashes. But make no mistake-when the world ends, we will end with it. Evil It isn't enough for the apocalypse to come to the world - we must hasten its appearance by culling those foolish enough to defy it. By doing so, the force behind the coming disaster will welcome us as its instruments and preserve us after we end this world. Good The apocalypse is a cleansing event, one that will see the wickedness of the world washed away in favor of a new order. Our task is to spread knowledge of the righteous path. We must be patient and kind, for few wish to hear our message. But those wise enough to embrace our hymn will join us in the paradise to come. Level 3: Apocalypse Domain Spells Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Apocalypse Domain Spells table, you thereafter always have the listed spells prepared. Apocalypse Domain Spells Cleric Level Prepared Spells 3 Darkness, Hellish Rebuke, Phantasmal Force, Thunderwave 5 Doom\", Fear 7 Blight, Ice Storm 9 Antilife Shell, Insect Plague
Level 3: Visions of Annihilation You gain the ability to foretell a creature's doom. As a Bonus Action, choose a creature you can see within 120 feet of yourself. Until the start of your next turn, attack rolls against that creature have Advantage. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. Level 3: Doom Song You can use your Channel Divinity to hasten a creature's doom. As a Bonus Action, you can expend one use your Channel Divinity to choose a creature you can see within 120 feet of yourself. For 10 minutes, attack rolls against the creature can score a Critical Hit on a roll of 19 or 20 on the d20. Level 6: All Will Be Dust You can use your Channel Divinity to twist a creature's fate. As a Bonus Action, you can expend one use of your Channel Divinity to choose a creature you can see within 120 feet of yourself. That creature has Disadvantage on the next saving throw it makes against your spells before the end of your next turn. Level 17: Life Beyond Death When you or an ally within 120 feet of you is about to make a Death Saving Throw, you can expend a spell slot (no action required) to heal the target a number of Hit Points equal to ten times the level of the spell slot expended.
Druid Subclass: Circle of the Symbiote
\"Steel and magic come and go. Nature abides.\" - Lerex the JustifierDruids typically view themselves as caretakers of the natural world, using their magic to maintain the wild realms. Druids of the Circle of the Symbiote take this a step further. They become part of nature, allowing plants to take root in their flesh and become an integral part of their being. Druids of this circle are sometimes seen as extremists by their brethren. They treat plants and animals as equals, seeing intelligent creatures as no more worthy of respect or protection than other living things. At their most extreme, these Druids wage war against civilization, calling on fang and vine to topple those who would invade the natural world and subvert it. These Druids, owing to their close bonds to the natural world, are drawn to face the horrid invaders of the Cthulhu Mythos. They see themselves as the wild's first line of defense against these abominations. Symbiote Appearance How does your symbiote appear to others? Is it obvious, or does it remain hidden? D6 Roll or Choose 2 3 Symbiote Appearance Your symbiote wishes to remain hidden. It slides into the folds of your clothes and seeks to avoid detection. To an observer, your symbiote looks like a flower that you have tucked over your ear or into your hair. However, a closer examination reveals roots that have bored through your skull and into your brain. Your symbiote lives just under the surface of your skin, forming a spiderweb pattern of roots and vines. Those who observe you for a time can see these roots shifting and moving. 4 Your symbiote has replaced your hair, leaving you with a flowing mass of vines spilling to your shoulders. During the winter, the tendrils wither to a dull brown color. In the summer, they burst with colorful blooms. 5 Your symbiote has replaced a limb, forming a sinuous tangle of woody roots woven like rope. This limb is as strong and flexible as your original, but it places some strange demands on you. Instead of drinking, you must dip your limb in water to slake your thirst. 6 Your symbiote grows deep within your chest, its vines looping between your organs and reaching to touch beneath your skin. Short, sharp thorns stud parts of your body. To sustain your symbiote, you must skewer chunks of raw flesh on these thorns. Your symbiote draws nutrients from this meat. Level 3: Circle of the Symbiote Spells When you reach a Druid level specified in the Circle of the Symbiote Spells table, you thereafter always have the listed spells prepared. Druid Level 3 5 7 9 Circle Spells Barkskin, Entangle, Guidance Plant Growth Hallucinatory Terrain Tree Stride
Level 3: Primal Symbiote Vines and roots grow across your body, forming a symbiotic network. As it draws physical and magical nourishment from you, the symbiote grants you a number of benefits. Fortifying Presence. You have Advantage on Constitution saving throws that you make to maintain Concentration. Symbiotic Transformation. As a Bonus Action, you can expend one use of Wild Shape to allow your symbiote to transform you into a plant-like brute as fibrous plates and vines cover your skin. For 1 minute, you gain a +2 bonus to AC, you gain a number of Temporary Hit Points equal to 2 plus half your Druid level (round down) at the start of each of your turns, and you gain Advantage on Dexterity (Stealth) checks. Level 6: Symbiotic Reflexes Your plant symbiote empowers you. You always have the Haste spell prepared. Once per active Symbiotic Transformation, you can cast Haste on yourself without a spell slot or components. Level 10: Survival Instinct While you are in mortal peril, your symbiote can attempt to move you to safety. While you have the Incapacitated condition, you can take the Dash, Disengage, or Dodge action, and you retain the benefits of the Dodge action while you have the Incapacitated condition. Level 14: Surge of Sustenance As a Magic action, you can expend one use of Wild Shape to grant the benefits of finishing a Short Rest to yourself or a creature you touch. Once you use this feature, you can't use it again until you finish a long rest.
Fighter Subclass: Hero
\"In times as dark as these, all it takes is one spark to bring back the light.\" - Hector Arghast, Champion of Ten Banners Entities of the Cthulhu Mythos are terrifyingly implacable and utterly inhuman. While those traits often make such creatures unbeatable, their inability to understand humanity's capabilities can prove their undoing. Heroes are Fighters who bring out the best in humanity. They are the beacons of hope rallying commoners against a shared threat. While their blades are deadly to their enemies, their words are encouragement to their allies, and their unflappable demeanor allows their companions to find the courage and strength they never knew they had. Level 3: Bolstering Presence At the start of your turn, you can bolster your allies (no action required) . Creatures of your choice within 30 feet of you that can see or hear you regain a number of Hit Points equal to 2d6 plus half your Fighter level (rounded down). You can't use this feature if you have the Incapacitated condition. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. Level 3: Heroic Effort You can seize the moment and turn the tide. You can take a Reaction at the end of a creature's turn to move up to your Speed and make one attack with a weapon or Unarmed Strike. Then one ally of your choice within 30 feet of you that can see or hear you can also move up to its Speed and make one attack with a weapon or Unarmed strike using its Reaction. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. Level 7: Lead by Example If you are Charmed, Frightened, or Poisoned when you use your Heroic Effort feature, the condition ends on you. In addition, if the ally you target with Heroic Effort is Charmed, Frightened, or Poisoned, the condition ends on it. Level 1 O: Inspiring Presence When you use your Bolstering Presence feature, each of the chosen creatures gains a bonus to D20 Tests and damage rolls equal to your Charisma modifier (minimum of +1) until the end of your next turn. Level 15: Durable Presence You now regain all expended uses of your Bolstering Presence feature when you finish a Short or long rest. Level 18: Mighty Effort When you use your Heroic Effort feature, you can now target up to two additional creatures, instead of only one.
Monk: Warrior of Cosmic Balance
When the cosmos spins out of alignment, my job is to kick it back into place. Literally. - Sheresa, Acolyte of the Vast Warriors of the Cosmic Balance watch the mystic paths of the world, the dimensional portals and arcane gates. And where eldrtich horrors seek to intrude upon the world, these warriors stand waiting. They are trained to use their inner power to purge even the strongest afflictions, and their merest touch can send the mightiest abominations back to the horrid pits that spawned them. Level 3: Guardian of the Way Technique You have studied alien creatures and learned to disrupt the foul energies that course through them. Once per turn when you make an Unarmed Strike with Flurry of Blows and deal damage, you can cause one of the following effects: Anchoring Strike. Until the end of your next turn, the target can't teleport or use planar travel, including, entering an extradimensional space or demiplane. Banishing Strike. The target teleports up to 15 feet to an unoccupied space you can see. Level3:Seeker You always have the Detect Magic and Comprehend Languages spells prepared. With this feature, you can cast one of the spells without a spell slot or components, and your spellcasting ability for it is Wisdom. Once you cast the spell with this feature, you can't do so in this way again until you finish a long rest unless you expend 1 Focus Point (no action required) to restore your use of it. Level 6: Warden of Harmony When a creature within 60 feet of you attempts to teleport, you can take a Reaction and spend 1 Focus Point to prevent the teleportation. Level 11: Cosmic Restoration As a Bonus Action, you can touch a willing creature {which could be yourself) and choose one of the following options. Dispelling Touch. You end all spells of your choice currently affecting the target. Purging Touch. You remove one of the following conditions from the target: Blinded, Charmed, Deafened, Exhaustion (decreases by 1), Frightened, Paralyzed, Petrified, Poisoned, or Stunned. Once you use this feature, you can't use it again until you finish a long rest. You can also restore your use of it by expending 4 Focus Points (no action required). Level 17: Ward the Profane Once per turn when you hit a creature with an Unarmed Strike, you can expend 3 Focus Points to cast Banishment targeting that creature. Wisdom is your spellcasting ability for it.
Paladin Subclass: Oath of the Guardian
\"The first step to killing an eldritch horror: don't die.\" - Miranda of the Unbroken ShieldThese Paladins serve as protectors of the common folk and guards against rampaging monsters. Those who embrace this oath range from itinerant Paladins who single-handedly defend towns on the borderlands to elite groups of knights tasked with protecting the cardinals of a religious order. Tenets of the Guardian Like any Paladin oath, the ethos embraced by specific Paladins or the order they belong to shapes their beliefs. Listed below are sample tenets for the various alignments. Create your specific tenets by picking up to four ideals that capture your views. Tenets of Chaos Affinity. You protect and help those you feel meet your personal standards. And it is your personal values that determine your actions in a situation, not some stifling code of conduct or the expectations of others. Beauty. Violence is an inherently nihilistic act, one that always leaves the world duller, sadder, and less safe. By foiling those who would attack others, and dealing them the justice they so richly deserve, you preserve the wonders of the world and allow those you protect to grow and develop as they wish. Freedom. Violence is the tool of the tyrant. By denying others the chance to spread misery, you break the strongest chains that oppressors can use to force others into obedience. Tenets of Evil Dominance. Let others believe you guard them. In time, they will grow so dependent on your protection that you will be the master and they the thralls. Opportunism. You are a shield for others, but only so long as you profit from that arrangement. You will be the first to notice when those you guard grow weak, and thus the first to strike them. Profit. There is money to be made in offering protection. Keep your paymasters alive as long as their riches flow into your pockets. When they grow weak, join the mob that casts them down and loots their vaults. Tenets of Good Courage. You remain unswerving in the face of danger, knowing that your cause is just and your methods valiant. No matter the odds, you stand your ground and refuse to back down. Sacrifice. By setting aside your own safety and accepting pain meant for others, you ensure that the innocent can thrive in a dangerous world. The needs of a just society outweigh your personal desires. Service. Those with the strength and endurance to protect the meek must do so to serve the greater good. You have been given gifts and must put them to use helping those who aren't as fortunate. Tenets of Law Fidelity. You have given your word to protect civilized realms and those who dwell there. Your word is your bond, an oath that overrides all other considerations you might weigh when choosing your actions. Protection. You protect others to preserve order and ensure that society can thrive. You weigh your actions based on their potential to maintain civilization and ensure that law, rather than the erratic opinions or emotions of unfettered individuals, rules the land. Service. You act in accordance with your own code, refusing to allow others to come to harm. Your code might require you to protect ,.._,tain people, oppose specific enemies, or quest in service to a royal lineage or religion.
Level 3: Oath of the Guardian Spells The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Guardian Spells table, you thereafter always have the listed spells prepared. Paladin Level 3 5 9 13 17 Level 3: Defensive Intervention Spells Alarm, Shield of Faith Lesser Restoration, Warding Bond Beacon of Hope, Protection from Energy Death Ward, Guardian of Faith Greater Restoration, Raise Dead When a creature you can see hits another creature within 30 feet of you with an attack roll, you can take a Reaction and expend one use of your Channel Divinity to teleport up to 30 feet to an unoccupied space within range of the triggering attack and become the target of the attack. Level 3: Marking Strike When you hit a creature with an attack roll using a weapon, you can forgo using that weapon's mastery property to mark the target until the end of your next turn. This effect ends early if you have the Incapacitated condition or if someone else marks the creature. A marked creature has Disadvantage on attack rolls against targets other than you, and it must spend 2 feet of movement for every 1 foot it moves when moving away from you. Level 7: Guarding Presence As a Bonus Action, you can choose creatures within 5 feet of yourself, up to a number of creatures equal to your Charisma modifier (minimum of one creature). Each of the chosen creatures can use your AC instead of its own AC as long as it remains within 5 feet of you or until you have the Incapacitated condition. Level 7: Inspiring Defense You can attack twice instead of once whenever you make an Opportunity Attack action. In addition, creatures of your choice under the effects of your Guarding Presence can attack twice instead of once whenever they make an Opportunity Attack. Level 15: Ward of the Guardian When a creature marked by you that you can see reduces an ally to O Hit Points and doesn't kill the ally outright, you can take a Reaction to have the ally drop to 1 Hit Point instead. If you do so, the ally can immediately take a Reaction to make a melee attack against the marked creature if it's within reach. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. Level 20: Guardian Angel As a Bonus Action, you become a living bastion of defense, granting the benefits below for 1 minute or until you end them (no action required). Once you use this feature, you can't use it again until you finish a long rest. You can also restore your use of it by expending a level 5 spell slot (no action required). Walking Bastion. Your Guarding Presence becomes a 100-foot Emanation. Creatures of your choice within the Emanation can use your AC. Endless Divinity. On each of your turns, if you have no uses of Channel Divinity left, you can give yourself one use. Supreme Punishment. You can use Ward of the Guardian without taking a Reaction once each round. When you do so, you can't use it this way again until the start of your next turn.
Ranger Subclass: Trail Warden
Wanting to become a hero is a noble aim, but no one remembers the guy who died of dysentery on his way to the dungeon. - Hilda FarwanderTrail wardens are Rangers who have taken an oath. When they lead others into the wilderness, they swear to bring them back safe and sound, but they aren't mere bodyguards or tour guides. Trail Wardens only lead those they deem capable of providing the skills and abilities needed to endure the horrid monsters and grinding conditions of an expedition. Far from civilization's protective grasp, there is no room for dead weight. A single mistake can cost the lives of an entire party. Trail Wardens are known for their harsh attitude toward others. Some Trail Wardens believe that they must bring the realities of the wilderness into civilization to prevent the careless from joining their expeditions and endangering the group. But once in the wilds, they become nurturing, protective, and insightful as they guide their charges safely through dangerous territory. Level 3: Trail Warden Spells When you reach a Ranger level specified in the Trailwarden Spells table, you thereafter always have the listed spells prepared. Ranger Level 3 5 9 13 17 Level 3: Coordinated Tactics Spells Goodberry Pass Without Trace Spirit Guardians Guardian of Faith Mass Cure Wounds You have an innate understanding of coordinating teamwork. It is represented by your Teamwork Die, which is used in the powers you have from this subclass. The Teamwork Die table shows the die size when you reach certain Ranger levels. At the start of your turn, roll your Teamwork Die and use that result for it until the start of your next turn when you reroll it. Coordinated Strikes. When another creature you can see hits a target with an attack roll, you can take a Reaction to roll your Teamwork Die and add the number rolled to the attack's damage against the target. The damage is of the same type dealt by the original attack. Coordinated Tactics. You grant your allies the ability to harmonize their positions on the battlefield. At the start of your turn, after you roll your Teamwork Die you can choose any number of willing creatures within 60 feet of you that can see you. Each of the chosen creatures can take a Reaction to move up to a number of feet equal to 5 times the number rolled or up to its Speed, whichever is lower. This movement doesn't provoke Opportunity Attacks and ignores Difficult Terrain. Ranger Level Level 3: Lead the Way 3 11 17 Teamwork Die D6 DB D10 When you make an ability check with a skill proficiency in which you have Expertise and succeed, you can choose other creatures v, feet of yourself. Until the start of your next turn, each of the chosen creatures gains a bonus to the same check equal to a roll of ym
Teamwork Die. Level 7: Tactical Assault Your ability to direct the movement and attacks of your allies improves. Each ally you choose with your Coordinate Tactics feature that can see or hear you gains one of the following benefits of their choice. Guardian Maneuver. Until the start of your next turn, the first time the ally takes damage, they can reduce the damage taken by the number rolled on your Teamwork Die. Recon Maneuver. When an ally takes a Reaction to move, it can take the Hide action as part of that Reaction. It gains a bonus to the Dexterity (Stealth) check equal to the number rolled on your Teamwork Die. Level 11 : Coordinated Effort When you roll Initiative, you can roll your Teamwork Die if you don't have the Incapacitated condition; you and each ally within 30 feet of you that can see or hear you gains a bonus to Initiative equal to the number rolled. Level 15: Group Assault You coordinate your allies in their attacks against a powerful foe. If you take the Attack action and each attack you make is against the same target, you can choose other creatures within 60 feet of yourself. Each of the chosen creatures gains a bonus to one attack roll and damage roll equal to the number rolled on your Teamwork Die against the same target.
Rogue Subclass: Shadow Stalker
\"Some folk keep to the shadows. I bring them with me wherever I go.\" -Ku/denRogues are at home in the shadows, slipping into the darkness to evade their enemies, strike down unsuspecting foes, or carry off great treasures. Some Rogues feel a strange presence when they slip into the darkness, whispers at the edge of their hearing. These Rogues hear the call of the shadow, and they are fated to become bound. The darkness can sense a void in a creature's heart, a yearning that can never be filled. Or perhaps it can. The shadows reach out with a simple offer: yield something of your past and open a path to a future where your empty heart is filled. Those who hear this offer are doomed to accept it, and they are doomed to regret it. Yet, the shadow chooses its partners carefully, knowing that those marked for its bargain can't resist. Level 3: Shadowy Reflection As a Magic action, you expel your shadow from your side and command its actions. It appears in an unoccupied space within 5 feet of you and is your size. The Shadowy Reflection can manipulate an object, open an unlocked door or container, stow or retrieve an unattended item, or pour out a vial. As a Magic action on your later turns or as part of the Bonus Action when you use your Cunning Action feature, you can control your shadow again. You can move your shadow up to your Speed. The shadow can't attack, active magic items, or carry more than 10 pounds. Your shadow disappears when it takes any damage, is the target of any effect, or if you have the Incapacitated condition. Level 3: Shadow Motes You have the power to control shadows, which is represented by your Shadow Motes. You can expend these motes to enhance or fuel certain Shadow Stalker features. You have an amount of motes equal to your Rogue level. You start knowing three such features: Shadow Scout, Shadow Swap, and Vexing Shadow, each of which is detailed below. When you expend a Shadow Mote, it is unavailable until you finish a long rest, at the end of which you regain all your expended motes. You also regain 1 expended Shadow Mote when you reduce a Hostile creature to 0 Hit Points. Shadow Scout. As a Magic action, you can expend 1 Shadow Mote to project your senses through your Shadowy Reflection. For 1 minute, you can see and hear through it as if you were located where it is, and you can move it up to 120 feet away from you. This effect ends early if you take any damage or if you have the Incapacitated condition. Shadow Swap. When you use your Cunning Action feature, as part of that Bonus Action, you can expend 1 Shadow Mote to swap places with your Shadowy Reflection. You teleport to its space, and it teleports to your space. If you appear in an occupied space, you are shunted to the nearest unoccupied space and take Force damage equal to the number of feet you are moved. Vexing Shadow. Immediately after you hit a creature with an attack roll using a weapon and your Shadowy Reflection is within 5 feet of that creature, you can expend 1 Shadow Mote to gain the Invisible condition against that creature until the end of your next turn. Level 9: Shadowed Succor You can weave shadows to intercept an attack and direct it harmlessly into a void of darkness. When you use your Uncanny Dodge feature, you can reduce the attack's damage against you to 0. Once you use this feature, you can't use it again until you finish a long rest. Level 13: Shadow Gate Your Shadowy Reflection can create an umbra! pathway that you and your companions can use. As a Bonus Action while your Shadowy Reflection is within 5 feet of you, you can expend 4 Shadow Motes to cast Dimension Door. Intelligence is your spellcasting ability for it. Your Shadowy Reflection can travel through the spell. Level 17: True Shadow Your Shadowy Reflection gains the ability to become a deadly clone of you. As a Bonus Action, your Shadowy Reflection transforms into an exact duplicate of you. For 1 hour, your Shadowy Reflection becomes substantial, and you can have it take the Attack, Hide, or Utilize action by controlling )Ur Shadowy Reflection feature. Its Attack action uses your game statistics, including class features, feats, and weapons. It vanishes wt._
reduced to O Hit Points. When you make an attack roll against a creature within 5 feet of the duplicate, the attack roll has Advantage. Once you use this feature, you can't do so again until you finish a long rest. Sorcerer Subclass: Hungering Dark
\"When you tell us to fear the dark, it isn't to protect us, but to keep us under control.\" - Veldeth, Scion of MidnightWhen Sorcerers first manifest their abilities, they sometimes describe the experience as a slumbering portion of their identity awakening, a sudden understanding of their true nature. Other Sorcerers aren't so fortunate. The magic within claws at their souls and pushes at their mind. It is like a hungry beast, always ravenous, never satisfied despite desperate efforts. These poor spellcasters are living gateways to a realm of darkness and gloom, a place said to serve as the source of all undead. Sorcerers of the Hungering Dark are conflicted victims of their own power. They wield mighty spells, but, by using their magic, they create a bridge that allows horrid creatures to step into this world, even if for only a moment. Level 3: Innate Darkness Spells When you reach a Sorcerer level specified in the Innate Darkness Spells table, you thereafter always have the listed spells prepared. Innate Darkness Spells Sorcerer Level Spells 3 Confounding ShadowS\", Darkness, Tide of DarknesS\", Umbra/ Tendri/k 5 Fear, Shadowy Eruption\" 7 Black Tentacles, Greater Invisibility 9 Mislead, Summon ShadoW\" Level 3: Shadowed Soul The darkness within allows you to push away the light. You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet. In addition, you can see through any magical Darkness you create with your Innate Darkness feature, unless you have the Blinded or Incapacitated condition. Level 6: Friends to Darkness When you cast any spell from your Innate Darkness feaure, you can choose a number creatures up to your Charisma modifier (minimum of one creature). A chosen creature can see through any magical Darkness you create for 1 minute. Level 14: Pure Darkness When you cast any spell from your Innate Darkness feature that creates an area of Darkness, Darkvision and Blindsight can't see within the area of the spell. Level 18: One with Darkness The darkness within you roils with hunger and transforms you. You exist in a shadowy state between reality and darkness. On your turn, you have the Invisible condition and can't be perceived by Truesight or Blindsight. You can teleport up to 30 feet to an unoccupied space you can see but only if you haven't moved during this turn, and after you use it, your Speed is O until the end of the current turn.
Warlock Subclass: Exalted Assembly of the Feline Court
\"If man could be crossed with a cat, it would improve man but deteriorate the cat.\" -Mark Twain The entities of the Cthulhu Mythos have many enemies. Not all who learn of these terrible creatures fall victim to their promises of forbidden power. Across the cosmos, a grand conspiracy consisting of the most unlikely of creatures. A court of intelligent house cats seek to protect the world from the Mythos. Hailing from across planes, worlds, and planets, they use magic and manipulation to ensure that their centuries of work domesticating humans remains uninterrupted. For all their skill at providing food, warmth, and shelter, humans are all too prone to corruption, meddling in powers far beyond their grasp. All it takes is one fool with a forbidden book and generations of work crumbles as yet another human civilization falls to dust. The Exalted Assembly of the Feline Court coordinates efforts to sustain and protect their servants. They forge magical pact with those who show the right mix of cunning, bravery, and etiquette. Level 3: Feline Spells The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Feline Spells table, you thereafter always have the listed spells prepared. Feline Spells Warlock Level Spells 3 Animal Friendship, Cats Spring\", Feather Fall, Feline Grace\", Misty Step, Speak with Animals 5 Haste, Phantom Panther\" 7 Freedom of Movement. Dimension Door 9 Feline Chaos\", Telekinesis Level 3: Feline Affinity You gain the ability to speak with the world's true nobility. You can cast Speak with Animals without expending a spell slot. When you cast the spell this way, the only Beasts you can verbally communicate with are cats, though most cats are reluctant to converse with a creature as simple as you. Level 3: Feline Form Your patron takes pity on you and gives you the ability to adopt a superior, more pleasing form. As a Bonus Action, you shape-shift into a Cat, a Tiny Beast. You stay in that form for a number of hours equal to half your Warlock level (rounded down) or until you use this feature again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action. While in this form, you retain your personality, memories, and ability to speak, and the following rules apply: Game Statistics. Your game statistics are replaced by the Beast's stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Beast's stat block is higher than yours, use the one in the stat block. Spellcasting. While in your cat form, you can only casts spells that are on your Feline Spells feature. You can cast these spells without needing Material components. In addition, if you have the Invisible condition from the Hide action and cast a spell that doesn't target a Hos• creature, you retain the Invisible condition. Shapeshifting doesn't break your Concentration or otherwise interfere with a spell you'vl ; cast.
Equipment. You choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it's practical for your Tiny Beast form to wear a piece of equipment. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with the form. Equipment that merges with the form has no effect while you're in that form. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest. Level 6: Vexing Distraction While in your cat form, you can pass off the most destructive, distracting, and irritating behavior as cute or even adorable. As a Bonus Action while in your cat form, choose a creature within 5 feet of you that can see and hear you. The target must succeed on a Wisdom save against your spell save DC or be affected by one of the following effects of your choice: Annoy. The target has Disadvantage on D20 Tests until the end of your next turn. Confound. The target's Speed is reduced to O until the end of your next turn. Distract. A creature of your choice has Total Cover against the target until the end of the chosen creature's next turn. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. Level 1 O: Nine Lives You are gifted with an almost inexplicable ability to survive dangerous situations. You have Nine Lives, which can be expended in the following ways: If you take damage while you have O Hit Points, you can expend 1 life to not suffer a Death Saving Throw failure. If the damage is from a Critical Hit, you must expend 2 lives to not suffer Death Saving Throw failures. If you are forced to make a Death Saving Throw, you can expend 1 life to cause yourself to succeed instead. If you are forced to make a Death Saving Throw, you can expend 5 lives to turn the roll into a 20. If you would die from massive damage, you can expend 1 life to be reduced to O Hit Points instead of being killed outright. When you are reduced to O Hit Points and not killed outright, you can expend 1 life to drop to 1 Hit Point instead. If you are targeted with an effect that causes instant death, such as a Power Word Kill spell, you can expend 9 lives to ignore the effect. You regain all expended lives when you finish a long rest. Level 14: Summon the Courtiers Having served the Feline Assembly with grace, tact, and good taste, you have earned their favor. When you take damage from a creature that is within 60 feet of you, you can take a Reaction to call upon the Assembly's wrath. A horde of hissing, spectral cats emerges from the planar firmament and descends upon the creature that damaged you. That creature takes 5d10 Force damage and has the Blinded and Prone conditions until the end of your next turn. Once you use this feature, you can't use it again until you finish a long rest unless you spend a Pact Magic spell slot (no action required) to restore your use of it.
Wizard: Bibliomancy
\"Books are a uniquely portable magic.\" - Stephen King A spellbook is a Wizard's prized possession. Even the least experienced apprentice knows that each spell's formula must be carefully recorded, understood, and memorized to cast a spell properly. For the typical Wizard, the symbols, words, and equations in a spell book are a means to an end. For Bibliomancers, the language of magic is the key to the building blocks of the universe. This tradition believes that a spell's formula holds more than the gathering and shaping magical energy, that the underlying properties of reality itself are illustrated through a spell. By unlocking the mechanisms that construct spells, these Wizards can slowly unlock the riddle of the universe. Level 3: Book Learning You have an arcane connection to all books, be they tablets or tomes, allowing you to unravel their secrets. If you touch an object containing a script for 1 minute, you learn a basic, working knowledge of the script's contents unless that information is hidden by a code or cypher. If the book or script is a magic item or magical object, you learn its properties and how to use it, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell's name. Level 3: Edit Spell Choose a spell in your spellbook that is level 1 or higher. When you prepare that spell, you can give it one or more the following benefits: The spell save DC of your spells increases by 1. If that spell deals damage, you can change that damage's type to a different one of your choice. If that spell requires a saving throw, you can change that saving throw to Intelligence. You can prepare the chosen spell multiple times, choosing different benefits for each preparation. Each modified version of the spell counts against your prepared spells. When you make these changes, you can alter the spell's name. For example, Burning Hands changed to deal Cold damage and require an Intelligence saving throw might be named Mind Freeze. When you finish a long rest, you can change your chosen spell. When you change the chosen spell, the benefits to the previous chosen spell end and you no longer have the altered versions prepared. Level 6: Weaver of Words You become a master of all words. You learn all languages available to characters in the campaign. Level 10: Customized Spell You can alter the structure of a spell to incorporate a creature's name. Pick a spell in your spell book that has a Verbal component, requires Concentration, and is level 1 +. When you prepare that spell, you can name a specific, willing creature other than yourself. If that creature is the only target of the spell, you can cast the spell on it without needing to maintain Concentration. Level 14: Master of Words When you prepare spells, pick two spells from levels 1 to 5 to weave into a linked, powerful spell you can prepare as a single spell. The level of the linked spell is equal to the combined level of the two spells chosen and can't exceed 6. The chosen spells must have a Verbal component and must have a casting time of one action. As a Magic action, you can cast the linked spell, and the effects of both spells occur at the same time. Chapter 4: Mythos Spells The entities of the Mythos offer a variety of dreadful spells for those willing to delve into their lore.
OPTIONAL RULE: LURE OF POWER The Mythos offer power at the price of everything else. As an optional rule, when you expend a spell slot to cast a mythos spell, you must make a Wisdom saving throw equal to 15 plus the level of the spell slot expended. On a failed save, you gain the following Passion with a rating of+ 10. Power at Any Cost You have tasted the boundless power the Old Ones offer, and you can't shake this lure. Whenever you cast a spell, you must use one of the spells presented here provided it is appropriate to the situation. If you have the opportunity to acquire and attune to a Mythos Tome, you seek to do so at any cost. Spell Descriptions The following spells draw on the mythos and themes. While they are balanced with existing spells, many don't allow saving throws. Their damage is designed with this in mind, much like Magic Missile. The spells intend to capture the horrid, inevitable nature of the mythos. Most of them rely on Concentration as a central mechanic, forcing the spell's target to harm or defeat the caster to end an effect. Body Warping of Gorgoroth Level 1 Transmutation (Sorcerer, Warlock, Wizard) Casting Time: Action Range: Self Components: S Duration: Concentration, up to 10 minutes Choose a Humanoid of your size that you can see in range. You physically transform to become an exact duplicate of that creature for the duration. Even a thorough physical examination fails to find any differences between you and the target. Your voice and equipment don't change. Breath of the Deep Level 2 Conjuration (Sorcerer, Warlock, Wizard} Casting Time: Action Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes You conjure sea water from the deepest trench to surround a creature that you can see within range. The water seeps into the target's mouth and around its body, slowly crushing it with the unfathomable weight of the sea. The target takes 3d6 Bludgeoning damage and is unable to talk for the duration or use the verbal components of spells.
Call Deity Level 8 Conjuration (Bard, Cleric, Druid, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Self Components: V, S Duration: 1 hour You can cast this spell only during the duration of a Contact Deity spell you also cast. You cause the deity you contacted to manifest in the nearest unoccupied space. For 1 hour, it acts as it wishes but treats you as an ally if you don't take actions against it. It doesn't extend this courtesy to your allies and interprets your attempts to protect others as acting against it. Cat's Spring Conjuration Cantrip (Bard, Druid, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Instantaneous You jump up to 10 feet to an unoccupied space you can see and deliver a spectral claw attack that deals Slashing or Force damage (you choose when you cast the spell}. Make a me lee spell attack against a target. On a hit, the target takes 1 d8 damage of the chosen type, and the next attack roll you make against it before the end of your next turn has Advantage. Using a Higher-Level Spell Slot. The damage increases by 1 d8 when you reach levels 5 (2d8}, 11 (38}, and 17 (4d8}. Chant of Thoth Divination Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: 1 minute Range: Self Components: V Duration: 8 hours The first time you fail an Intelligence check during the spell's duration, you may automatically succeed on the check if the DC is less than your spell save DC. Otherwise, you gain a +2 bonus to that check. Once you use this benefit, you cannot use it again until you finish a Short Rest. Confounding Shadows Conjuration Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 120 feet
Components: V, S Duration: 1 round You create an orb of writhing shadows and hurl it at a creature within range. The target must succeed on a Wisdom saving throw or take 1 d6 Psychic damage and it is unable to see you until the end of your next turn. Cantrip Upgrade. The damage increases by 1 d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6). Clutch of Darkness Level 2 Conjuration (Sorcerer, Warlock, Wizard) Casting Time: Bonus Action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute You create a terrible force that slowly crushes the target from the inside. Choose a creature that you can see within range and roll 2d6 and record the total rolled. At the start of each of your turns, roll another 2d6 and add the number rolled to the total. If the total is greater than the target's Strength, it has Disadvantage on Strength-based attacks. If the total is greater than the target's Dexterity, its Speed is halved and attack rolls against it have Advantage. If the total is greater than its current Hit Points, the target immediately implodes and dies. Contact Deity Level 5 Divination (Bard, Cleric, Druid, Sorcerer, Warlock, Wizard) Casting Time: 1 minute or Ritual Range: Self Components: V, S, M Duration: 1 minute You contact a deity of the Cthulhu Mythos. You can ask the entity 1 d6 questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Old Ones aren't necessarily omniscient, so you might receive \"unclear\" as an answer if a question pertains to information that lies beyond the Old One's knowledge. In a case where a one-word answer could be misleading or contrary to the Old One's interests, the GM might offer a short phrase as an answer instead. When you cast this spell, roll a d20. If you roll a 1, the deity appears in the nearest unoccupied space and attacks creatures (including you) in the area for the spell's duration before returning to its realm. Create Mist of R'/yeh Level 7 Conjuration (Sorcerer, Warlock, Wizard) Casting Time: Action Range: 120 feet
Components: V, S Duration: Concentration, up to 10 minutes R'lyeh is an ancient city cloaked in a horror-filled mist. You tap into that dreadful mist to create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Lightly Obscured. Strange, fleeting shapes are visible within it. A creature that ends its turn in the Sphere takes 1 d4 Psychic damage. Beast creatures with an Intelligence of 3 or less refuse to enter the Sphere willingly. Curse of the Putrid Husk Level 3 lflusion (Sorcerer, Warlock, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes You create a horrid illusion in the target's mind, convincing it that its body is slowly decaying. One creature that you can see in range is overcome with a sense of impending doom as it watches itself rot. Choose one of the following effects. A creature selflessly tries to prevent the disease from spreading to its allies. Whenever it starts its turn within 30 feet of an ally, it takes the Dash action and moves away from its nearest ally by the safest route unless there is nowhere to move. A creature becomes filled with spite as it tries to spread the disease to its enemies. It takes the Dash action and moves toward its nearest enemy by the safest route on each of its turns unless there is nowhere to move. When an enemy is within 5 feet of it, it makes an Unarmed Strike against that target. Dismiss Deity Level 5 Abjuration (Bard, Cleric, Druid, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You exert the natural order of the cosmos and force a Mythos entity back from whence it came. Choose a Bloodied Mythos or Deity creature that you can see within range. The target is transported to a random location on a plane (GM's choice) associated with its creature type. Doom Level 3 Necromancy {Cleric) Casting Time: Bonus Action Range: 1 50 feet Components: V Duration: Concentration, up to 1 minute
You whisper a prophecy of imminent death, and these words slip into the threads of a creature's fate and cause it to pull toward the moment of its death. One creature that you can see within range makes a Charisma saving throw. On a failed save, you can take a Reaction when the creature takes damage from an attack. Don't roll the attack's damage dice for the damage. Instead use the highest number possible for each damage die. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. Dust of Suleiman Level 4 Conjuration {Cleric, Druid, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes You conjure a cloud of fine dust that harms supernatural creatures. You create a 30-foot-radius Sphere of dust centered on a point within range. Choose a creature type other than Beast or Humanoid. Each creature of the chosen type within the Sphere take 20 Force damage. A creature also takes this damage when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature can take this damage only once per turn. Dread Curse of Azathoth Level 7 Evocation (Sorcerer, Warlock, Wizard) Casting Time: Bonus Action Range: 120 feet Components: V Duration: Concentration, up to 1 minute You utter the secret name of Azathoth and doom a creature to an inevitable death unless it breaks the spell. The creature gains a curse point at the end of each of its turns. When the creature gains its third curse point, it dies. It loses all curse points when the spell ends. Evil Eye Enchantment Cantrip (Druid, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 120 feet Components: S Duration: 1 round You glare at a creature that you can see within range, imposing a baleful hex on it. The target takes 1 d4+2 Psychic damage, and attack rolls and Unarmed Strikes against it can score a Critical Hit on a roll of 19 or 20 on the d20. Cantrip Upgrade. The damage increases by 1 d4+2 when you reach levels 5 (2d4+4), 11 (3d4+6), and 17 (4d4+8).
Feline Chaos Level 5 Conjuration (Bard, Druid, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 120 feet Components: V Duration: Concentration, up to 1 minute Each target must succeed on a Dexterity saving throw or be affected by this spell for the duration. An affected target takes 4d6 slashing damage at the start of each of their turns, and they have disadvantage on all ability checks and attack rolls. If they attempt to move, they must make a Constitution saving throw or gain the Prone condition, taking another 2d6 slashing damage from the startled cats. At the end of their turn an affected creature makes another Dexterity Saving Throw, ending the spell on itself on a success. Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 6th level or higher, the damage at the start of an affected target's turns increases by 2d6 for each slot level above 5th. Feline Grace Level 2 Transmutation (Bard, Druid, Ranger, Sorcerer, Warlock, Wizard) Casting Time: Bonus Action Range: Self Components: V Duration: 1 hour You gain the unerring reflexes and balance of a cat. Until the spell ends, you gain the following benefits: You are immune to the Prone condition while you don't have the Incapacitated condition, as you always land on your feet. You can take a Reaction when you fall to reduce any damage you take from the fall by an amount equal to five times your level. You gain Advantage on Dexterity checks and saving throws. Your jump distance is doubled. Fist of Yog-Sothoth Level 4 Conjuration (Sorcerer, Warlock, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You conjure a horrid tendril of Yog-Sothoth into reality to batter your foe. One creature of your choice that you can see within range makes a Strength saving throw. On a failed save, it takes 8d6 Necrotic damage, has the Prone condition, and you move it up to 40 feet in any direction within the spell's range. On a successful save, it takes 8d6 Necrotic damage only.
Phantom Panther Level 3 Conjuration (Bard, Druid, Ranger, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 120 feet Components: V Duration: Concentration, up to 1 minute You conjure a spectral panther that pounces on a creature you can see within range, mauling and pinning it for your allies close in for the kill. The target makes a Strength saving throw. On a failed save, the target takes 8d6 Force damage and has the Restrained condition until the spell ends. On a successful save, the target takes half as much damage only, and the spell ends. While Restrained, the target takes 2d6 Force damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends. Using a Higher-Level Spell Slot. The damage increases by 1 d6 for each spell slot level above 3. Red Sign Level 6 Conjuration (Sorcerer, Warlock, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 1 minute You reach above your head and conjure the dreaded Red Sign, a sigil of immense power that is inimical to all creatures. At the end of each of your turns for the duration, each creature (including yourself) within 30 feet of you that can see you takes 5d8 Necrotic damage. This damage can't break your Concentration. If this damage reduces a creature to O Hit Points, it and everything nonmagical it is wearing and carrying collapses into a pile of slime and viscera. The target can be revived only by a True Resurrection or a Wish spell. Shadowy Eruption Level 3 Conjuration (Sorcerer, Warlock, Wizard) Casting Time: Action Range: 1 50 feet Components: V, S Duration: Instantaneous A 20-foot radius Sphere of gloom erupts from a point you choose within range as fell energies from the dimension of shadow flood the area. You select an entity to push through into this reality for a horrifying moment. When you cast this spell, choose one of the following options: The Darkness Hides Terrors. Creatures of your choice in the area must make Dexterity saving throws. A target takes 4d8 psychic damage on a failed save and must use a reaction to move as far away as it can from the point you chose, using the safest route. On a successful save, the target takes half as much damage only. Tomb of Shadows. Creatures of your choice in the area must make Constitution saving throws. A target takes 4d8 necrotic damagf iled save and its speed is reduced by 20 feet. On a successful save, the target takes half as much damage only.
fi !fi\"ffiffl# $fifi !ffi$fi%&fifl \"ffi$,ffl# $fifi ! 156 ffi 748 9 fl fl :/; fl 9 9 ./0 1234 <;5 ffi ffi ffi=>? ffi ffi ffi:@2 9
3A# &!$!fl %fi' B\"# flA$0CA flA#$ %$#fifl0$# fi' DE#%fl fi ! flA#1 F#$# GGHIJK LMffi N !fl #' !fl fl0$' !' !# fi' DE#%flO !fl ! fi$# fl 0'%%0&!# &fi%# fi' flfiP# (( $%# fiBfiC# $ #\"#$1 Q ##fl fl$fi\"##ffi 3A# &!$!fl Bfi1 flfiP# flA# WXM fi%fl!' fi fi D'0 fi%fl!' FA#' !' !B YZ[\\] $ ^_`abcddffi &!$!fl BfiP# fi '0BD#$ fiflflfi%P #/0fi fl Afi flA! &#j #\"# ,$0' F'2ffi <V8;V78 o5<pq@ rstss uvvwxy z{tt| .'0 #/0fi 10$ &# fiflflfi%P B!!#$O }#fi%A Q flffi ~v| ( flA# &#j #\"# % fiBfiC#ffi zws uvvwxy z{tt| .'0 #/0fi 10$ &# fiflflfi%P B!!#$O $fi'C# (Q flffi ~v| flA# &#j #\"# % fiBfiC#ffi N flA# FA#' !fl Bfi# flA# fiflflfi%PO flA# fiflflfi%P #fi fi' fi!fl!'fi % fiBfiC#ffi