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Published by dragonduelist32, 2022-08-16 02:14:09

Corpus Malicious

Corpus Malicious

d8 Personality Trait 6 I cannot stand blood and gore.
1 I actually hate doing this, but I need the coin.
2 I see myself as an artist whose canvas happens to be dead Sacrificed Child

bodies. When you were a child, you were sacrificed during a ritual
3 I became paranoid because of this job. dedicated to a dark deity. However, for some reason, you have
4 I don’t have a daily life. This job is all I do, but I’m not returned.

complaining. Dead bodies are fun. You may have been kidnapped or were sacrificed by your
5 My word is the law while I am on the job. own parents. In either case, you have gone through dark
6 I have a signature that I leave at crime scenes. rituals where, at the end of which, you were sacrificed, and
7 When I see a dead body, I can’t help but examine it. your soul was sent to a dark power. Roll on the table below to
8 I learned to stay calm even in the worst situations. determine to whom you were sacrificed;

d6 Ideal d6 Dark Power
1 Unchained. I must earn enough coin to get me out of this
1 A powerful demon or a demon lord
job. (Neutral)
2 Loyal. I will sweep away every crime, and clean every crime 2 A powerful devil or an archdevil

scene. As long as my contractors are free, I am free. (Lawful) 3 An evil deity of death
3 Evil Mastermind. I will commit the perfect crime, so that
4 An evil deity of destruction
nobody can catch me. (Evil)
4 Revenge. When the time comes, I will frame someone in 5 A powerful aberration or an aberration deity

power to take their place. (Chaotic) 6 An evil deity of war
5 Selectiveness. I only work on specific types of scenes.
Skill Proficiencies: Choose one from Arcana, Religion, or
(Lawful) Survival
6 Saboteur. I do this job to prevent crime cases from being
Languages: Choose one from Abyssal, Deep Speech, or
solved. It satisfies me. (Evil) Infernal

d6 Bond Equipment: A piece of parchment containing some details
1 I have a nemesis who tries to uncover my identity. of the ritual in which you were sacrificed
2 My family doesn’t know the other side of me, and I must
Feature: Mark of Sacrifice
protect them from it.
3 I witnessed something important that I should not have You carry physical marks of your sacrifice on your body. These
marks can be evil runes carved on your skin, ritualistic scars
seen. Somebody wants the scene to be a secret. made during your sacrifice, or anything else related to the
4 I will do anything to get the job done. experience. With a successful DC 15 Intelligence (Religion)
5 I found someone that I love, dead, when I was on a job. I will check, a creature can interpret the marks to determine which
religious sacrifice you were involved in.
find and destroy whoever did this.
6 I have to get rid of an innocent witness I left alive, from an Feature: Unholy Fame

old job I had. When you returned after you had been sacrificed, the word of
your survival spread. Even though you are not aware of it, you
d6 Flaw are quite famous, being a living person who carries the marks
1 I tend to lie. of a deadly sacrifice.
2 I’ll do every job if the pay is good even if I think it is wrong.
3 If someone questions my methods, I’ll get angry. If your marks are noticed and interpreted successfully by an
4 I am very curious about many things. So I eavesdrop a lot evil cultist, it may want to help you out of respect, kill you out
of jealousy, or even want to become your servant because they
and can get myself in trouble. regard you as a prophetic sign.
5 I will not trust someone until I learn something about them
Suggested Characteristics
that I can exploit.
A sacrificed child’s life has been forfeit. Such children know
101 the feeling of losing it, and they have no intention of losing
it again. Even in the darkest moments of its life, a sacrificed

child may think that it went through the worst and survived. 2 I hate weak people.
Whether a sacrificed child dedicates its life to the mysteries of
sacrificial powers, or promises to save other children from the 3 I strictly follow religious rules.
same faith, they all accept that they have experienced one of
the most unique events possible. 4 I like to go to dark places to think.

d8 Personality Trait 5 The sight of an altar triggers dark memories.

1 I WAS SACRIFICED. PERIOD. HOW COULD IT GET ANY 6 I value information about sacrifices too much. I would do
WORSE? The worst of it has to be behind me… anything to obtain it.

2 I went through one of the most brutal things imaginable, so Tyr ant
I am not easily shocked
Tyrants are cunning and deadly nobles in courts. A humble
3 Dying was painful. I do not want to die again. noble ruling over an isolated, small piece of land may find the
rulership easy and sweet, but this is never the case in the real
4 I actually enjoy observing sacrifices. courts of powerful kingdoms. There, you are in a constant
deathmatch that is fought with words and gestures. One
5 I want to find others like me. reckless step out of place can cause you to be seen as weak and
unworthy, and there are many other nobles out there who are
6 My life has been given back to me. It is therefore more more than eager to bring you down.
precious than that of any other.
You may have been raised to be an embodiment of honor,
7 I looked death in the eye before. I can do it again. justice, and valor. Yet, you may have seen in time that these
are not the actual tools a ruler might need. Being just when a
8 Perhaps I was not a worthy sacrifice. I will work to become peasant is wronged by a landowner, for example, can result
one. in the nobility leading an organized rebellion against you.
Similarly, letting a rival get away when you are able to kill
d6 Ideal them can result in that person blackmailing or backstabbing
you months later. Showing valor in a battlefield at the
1 Obligation. I will serve my dark master in return for giving front lines may result in a reckless arrow “accidentally” or
my soul back to me (Evil) “unluckily” finding your neck.

2 Empathy. I will not let other children be sacrificed. (Good) The truth is, commoners, nobles, and all the other parts of
a monarchy, desire a stable home, above all other things. You
3 Power Hungry. I, myself, will become a master of sacrifice. cannot make excuses about how honorable or compassionate
(Evil) you have acted if your lands are struck with invasion,
economic hardships, or other instabilities that were schemed
4 Determinist. What I have been through was necessary and about by your rivals who are not bound by your codes and do
it has made me stronger. (Lawful) not play the game according to such virtuous rules.

5 Pragmatist. I have been through the most severe pain All in all, you have realized that you must be a tyrant. You
possible. This justifies whatever I do. (Chaotic) may be one out of mere necessity and your heart may ache
with all the things you have to do. You may also enjoy your
6 Revenge. I will be the end of those who sacrificed me. tyrannical and merciless rule, indulging and reveling in all the
(Neutral) power it brings.

d6 Bond Skill Proficiencies: History, Intimidation, Persuasion
Languages: One of your choice
1 Those who sacrificed me introduced me to the real power in Equipment: A set of fine clothes, a signet ring, a scroll of
the universe. I owe them a great deal. pedigree, and a purse containing 25 gp

2 My life is a gift from my dark master. If need-be, I must give Feature: Position of Power
it back.
Your unquestionable standing among the powerful nobility
3 I believe that I will return to the place where I was sacrificed makes the common folk afraid of you. There is no door that
one day, to understand the meaning of my existence. is closed to you unless the people behind it are definitely
scheming against you. Those who are not of noble blood must
4 I will help everyone who helps me in my revenge against make an effort to fulfill your demands unless they are under
those who sacrificed me. the service of other nobles, or you can order their punishment
from local authorities. Local rulers must invite you to their
5 I lost something during the sacrificial ritual. I need to find court as per the laws of hospitality, and they must hear what
it. you have to say if you ask to be heard in their domain.

6 When I was killed in the sacrificial ritual, I talked to
someone or something. I must talk with it again.

d6 Flaw

1 I rarely sleep without having nightmares.

102

Suggested Characteristics 2 My power stands on the provisions of other nobles or of
someone powerful.
A tyrant’s lifestyle is quite different from that of the
commoners because of the noble blood they carry. They have 3 I made a promise of conquest to my people, family, or
a vast number of privileges, but have just as many burdening ancestors. I must fulfill my promise.
responsibilities. Deep inside, they know they also are the
prisoners of their own tyranny; every action they take is 4 I will see my rival dead before me.
interpreted as some part of a political strategy, everything
they say can be used against them as a juridical statement. On 5 I wish to transcend the boundaries of mortality through
the other hand, if they are willing to sacrifice their morals and heritage, magic, or historical significance.
ideals, these shackles of their nobility can become the very
tools of their power. 6 I must do whatever it takes to keep my dominion stable and
safe.
d8 Personality Trait
d6 Flaw
1 In a world run by politics where all parties involved are
ready to oppress the weak, I maintain a powerful and 1 I am too eager to punish or execute my retainers.
dreadful image.
2 I cannot bear to see all the wrong that I have done to keep
2 The mechanics of politics require ruthlessness and I have my position secure.
learned its ways well.
3 I give in to my arrogance, and disrespect those in higher
3 I enjoy domination and relish in power; it’s invigorating to positions.
see how much a tyrant can do or accomplish with power.
4 I am too trusting of my allies and followers.
4 I rule in keeping with the commands of my deity and all my
actions are guided by my religion. 5 I want to care about the common folk, but my position
seems to keep me from it.
5 It is my duty, as per the law, to do whatever it takes to
ensure the safety or prosperity of my dominion. 6 I secretly can’t help but feel weak whenever I am
challenged.
6 The personality I employ for my title’s sake is entirely
different than my own, and I cannot let one get in the way Variant Tyrant: Chancellor
of the other.
The chancellor title is one of lower noble standing, but it has
7 I have reached and secured my position because I do authority regarding the management of a domain. Chancellors
whatever necessary, without concerning myself with can act more freely - as they are usually out of sight - in courts
morality. where higher-profile nobles find it hard to escape the political
consequences of their actions. However, that is not to say that
8 I never really wanted to rule but now I am stuck with my chancellors are lacking in power. Clever schemes can allow
title and cannot step down. a chancellor to turn its ruler into a puppet, and become the
puppeteer behind the curtain; the power behind the throne. If
d6 Ideal you wish to be a chancellor, choose the Court Schemes feature
instead of the Position of Power feature.
1 Vigilance. Any threat to my authority, big or small, must be
eliminated quickly. (Evil) Variant Feature: Court Schemes

2 Dominion. It is my duty to rule and the duty of all others is to As a chancellor, you are the master of schemes
serve me. (Lawful) within the court. After all, someone has to get their
hands dirty to retain the ruler’s power among the
3 Opportunity. Everyone, allies and foes alike, are made to be court, and that someone must surely profit from
used and discarded for power. (Chaotic) all this hard work. You can have one contact who is
always ready and eager to turn your sinister plans
4 Devotion. I am chosen to rule, my words and actions are into reality. You can choose your contacts according
divine. (Evil) to the following professions:

5 Control. Maintaining a healthy dose of fear is of the essence. Spy. One of the servants in court is willing to act
(Neutral) as your spy. This servant can enter private chambers
that only a few individuals are allowed into, and
6 Power. I live to reap and enjoy the fruits of my tyranny to the gather evidence which you can use to blackmail
fullest. (Evil) your rivals. Gathering evidence takes a minimum
of 1 week, although this duration may increase due
d6 Bond to the difficulty of the task, at the GM’s discretion.
Your spy can also plant false evidence for you in the
1 I am bound to my position with a sense of duty and I cannot same way, but this would be more challenging and
step down from my throne. would take a minimum of 1 month.

103

Cleaner. Someone who went from a rat living each other’s backs against the law, or other authorities that
in the streets into an immoral but effective brute, were made up (in your opinion) by civilization. Interestingly,
is willing to act as your cleaner. This person although outlaws detest laws, you usually have a code that is
can torture commoners and servants to obtain spread by word of mouth, and breaking it is usually punishable
information from them, or to make them do your by death.
bidding. It can also clean the mess your schemes
cause, given enough time. Due to the difficulty of You may be doing your criminal work for purposes of
both of these tasks, they should take a minimum survival, to get rich fast, or to serve a long term plan that you
of 1 week to resolve. However, this duration can be have. For instance, to become a bandit ruler or even a ruler
increased at the GM’s discretion, if a particular task by conquest. There are examples of cities and nations that
is more challenging than usual. started as bandit strongholds, and of outlaws who have risen
to nobility through the wealth they accumulated through
Assassin. A person working in a bloody line- generations.
of-work is willing to do some dirty work for you.
They can kidnap someone’s family members in As an outlaw, the first thing to think about is how you
your name, for instance, and hold them captive as ended up on the wrong side of the law. Did life leave you no
potential leverage. Given enough time, they can other options? Did you realize that being an outlaw was much
also assassinate your rival(s) by poisoning them, more profitable compared to professions of the commoners? Is
by making it look like they had some sort of an becoming an outlaw some part of a much larger plan, in which
accident, or by quite traditionally stabbing them in this step is a mere cog in the machine?
the back. The kidnapping should take a minimum
of 2 weeks. However, this duration can be increased Another thing you may want to consider is, as you are
at the GM’s discretion, depending on difficulty. You outside the grip of the law, how far would you go in terms of
must also provide the assassin the details regarding stealing from and harming innocents.
whom to kidnap and where the victims can be found
to ensure that it will be at the right place at the Skill Proficiencies: Intimidation, Stealth, Survival
right time. If you order your contact to assassinate Tool Proficiencies: One type of gaming set
someone, the contact counts as CR 1 for the purposes Equipment: A set of common clothes including a mask to
of this task and the difficulty of assassination is cover your identity, a hooded cloak, a game set, a lucky charm,
determined at the GM’s discretion. You must provide a knife for boning, skinning and other purposes, a simple tool
the tools for the murder (such as the poison to be set to lay hunting traps, a belt pouch containing 1d10 gp
used or the funds needed to complete the task). A
proper assassination usually takes a minimum of 1 Feature: Notoriety
month to plan and execute.
Thanks to your line of work, you are notorious. This notoriety
The Game Master can use an NPC of their own choice works to your advantage when settling accounts, as your
to determine the abilities and skills of the spy, threats can usually convince people to do your bidding.
cleaner, or assassin which may change its CR. Someone that you threaten may refuse to harm others or their
loved ones, at which point you would need to intimidate them
Outlaw further to get them to do what you want. Your victims can try
every means available to them to escape your wrath or any
You are an outlaw, a type of person who chose, or were other quality that your notorious stories speak of.
pushed, to lead a life outlying the boundaries of the laws. You
do, and get, whatever you want as long as you have the power Criminals respect a notorious reputation. You can use your
to do so. There is no shame in getting by with the money notoriety to ask favors of the creatures of the underworld.
taken from innocents for you, it’s just another way of making However, you must do so with caution, because the more
money. favors you ask of them, the weaker you may become in their
eyes.
In the world of outlaws, someone often rises to power by
being the toughest of them all. Yet, showing merit is also On the other hand, you may have to be careful in
a good way, compared to those who rule by birthright, for settlements your notoriety is known. It is something you are
example. This order of hierarchy usually requires one to watch famous for, and authorities may recognize you because of this
their back, at all times; weak rulers who cannot hide their fame and try to capture you or bring you down.
weakness are easily and often brutally dethroned to make
room for the more powerful candidates at hand. Suggested Characteristics

Outlaws usually do not trust one another, but there are In a sense, outlaws have much more freedom as opposed to
some groups who are unwaveringly loyal to each other. commoners, or even nobles. They have no one who tells them
Additionally, as what you are is inherently against everything what to do – that is, if their gangmaster is not too harsh, of
that the civilized world stands for, outlaws usually have course. Wherever they go, what they do and whom they raid
or steal from, is completely up to them.

Still, they must always be careful, cautious and vigilant.
Any small error has the potential to leave an outlaw at the
mercy of the axe of an executioner. Being an outlaw is usually
about burning for the longest time rather than emanating the
brightest flame.

104

d8 Personality Trait 6 Hedonism. I revel in all earthly pleasures. (Neutral Evil)

1 I always look for profit in my errands, charity is a lie that d6 Bond
the stingies tell themselves. 1 I have a family that I must feed and keep safe, whatever the

2 I like the thrill of the risks I take for big rewards, so I chase cost.
one heist after another. 2 I must stay loyal to my gangmaster, they hold power over

3 I like to steal and murder. me that I cannot endure.
3 I have an obligation to pay a portion of my income to a gang
4 I have bigger plans than banditry, this is simply the tool I
use to get there. or an organization on a regular basis.
4 I was convicted some time ago, so authorities enforcing the
5 I tend to enslave my opponents rather than kill them, they
may prove to be useful. law know me well, and may even be after me.
5 I am an agent of the law who has sunk into the underworld
6 I always watch my back. My life demands care at all times.
so deeply that I am spying on the law now.
7 I actually have quite a friendly attitude, even though I have 6 I have a rival that I must defeat.
a sarcastic attitude about what I do.
d6 Flaw
8 I don’t like what I am doing, and my heart has turned to 1 I sometimes show mercy, but this puts our agenda at
stone because of it.
jeopardy.
d6 Ideal 2 I lose myself in the thrill of the raids, often resulting in me

1 Bullying. I like to demonstrate my power to others, and I wreaking unnecessary havoc.
like making them kneel before me. (Evil) 3 I find it impossible to trust anyone, even my closest friends.
4 I am too arrogant, even to those above me.
2 Remorse. I started this life because I had to and I’m 5 I tend to flee if a target proves to be tougher than it looks.
mournful about it. (Neutral) 6 I am extremely greedy; enough coin can easily persuade me

3 Code. Although different than usual, we have our own codes to do the wrong thing.
that must be treated with respect. (Lawful Evil)

4 Survivor. I survived many hardships at the hand of a blade,
and with a blade, I will rise. (Any)

5 Destruction. I love how chaos takes over when we raid and
plunder. (Chaotic Evil)

105

New Feats

F eats presented here provide your character perhaps wicked but definitely resourceful and powerful talents. Although feats
do not require an alignment, these are suitable mostly for evil characters and you should keep that in mind when you
choose one of them.

A Friendly Dead Face with just one hand.
• You have disadvantage on your Deception, Persuasion,
Prerequisite: Remnant
During the events that transformed you into a remnant, your and Performance checks except the ones you make
existence was warped so much that the unintelligent undead against the undead.
comprehend you as a friend. As a result, you gain the following
benefits: Cult Leader
• Increase your Wisdom or Charisma score by 1, to a
You are a cult leader or have the potential to be one. You gain
maximum of 20. the following benefits:
• Undead with an Intelligence score of 6 or less do not • Increase your Charisma score by 1, to a maximum of 20.
• You can examine a follower of your cult or a fellow party
attack you unless you harm them.
member’s faith. After a dialogue that lasts more than 1
Assassination Training minute, you have the ability to determine if the follower
or the fellow party member has committed an act against
Prerequisite: Proficiency in the Medicine or Perception skill your religious beliefs within the last day.
You have been trained to eliminate your target and escape • You can cast the zone of truth spell once per long rest.
undetected. You gain the following benefits: Charisma is your spellcasting ability for this spell.
• Increase your Intelligence or Wisdom score by 1, to a
Dark Endurance
maximum of 20.
• If you analyze your target’s movements before you Prerequisite: Your alignment must be evil
You can use your action to focus the evil inside you into a
strike, you can attack more precisely and more lethally. twisted survival instinct. When you do so, dark veins can be
To analyze a creature, you must keep the target in your seen all over your skin and you gain 20 temporary hit points
line of sight for 2 turns and use your action to search for 1 minute or until you take 20 damage.
for exploits on each of your turns. When your analysis is
complete, your target gains vulnerability to the damage of However, focusing on the evil within puts excessive strain
your next weapon attack. on your body. So when the temporary hit points are lost, the
dark veins visible on your skin disappear, taking your vitality
Bloodletter away with them, and you take 10 necrotic damage which
cannot be reduced by any means.
The sight of blood being spilled makes you hungry for more. If
you deal the first damage in a combat, you gain the following You can use this feature twice; you regain any expended
benefits: uses after you finish a long rest.
• Your first attack (that dealt the first damage) counts as a
Defiled Spell
critical hit against the target creature.
• You have advantage on your next attack roll until the end Prerequisite: The ability to cast at least one spell, and your alignment
must be any evil
of your next turn. When you choose this feat, you choose a number of spells
that deal damage, and target a single creature, equal to your
Corpse Power spellcasting ability modifier (minimum one). While casting
these spells, you can choose to defile it by twisting its nature,
Prerequisite: Strength 13 or higher using evil energies. A defiled spell’s damage type changes to
You have the ability to extraordinarily sew muscles and body necrotic and it ignores resistance to necrotic damage. If you
parts onto your body. Although they work as they normally deal damage to a creature that is able to regain hit points
would and make you stronger, you smell rotten all the time. from necrotic damage, it cannot regain hit points from defiled
You gain the following benefits: spells.
• You can use weapons that have the two-handed property,

106

Evil Paragon Hidden Possession

Prerequisite: Charisma or Wisdom 13 or higher, and you must be an Prerequisite: You must be a warlock and must have chosen the
evil-aligned cleric or paladin Blasphemous Incantator archetype.
Just as there are heroes of faith that people look up to for Your appearance does not change as it normally would when
encouragement, you are the dark bastion of your faith and a you bind a demon or devil to your body (See Blasphemous
leader for your followers. You gain the following benefits: Incantator).
• As a bonus action or reaction, you can encourage ally
Into the Darkness
creatures within 15 feet of you, granting them advantage
on their next saving throw against a mind-affecting ability Prerequisite: Proficiency in the Stealth skill
or spell. Your mastery in stealth now helps you hide as if you were a
• As a bonus action or reaction, you can condemn shadow yourself. There is nothing you need to hide behind
hostile creatures within 15 feet of you, causing them because the shadows are always with you. You gain the
disadvantage on their next saving throw against a mind- following benefits:
affecting ability or spell. • Increase your Dexterity score by 1, to a maximum of 20.
Once you use any of these benefits, you must finish a short • You can cast the darkness spell. You can use this spell
or long rest to use any one of them again.
twice, and you regain any expended uses after you finish a
Fiendish Contract long rest.
• While in the shadows, you can only be tracked through
When you choose this feat, you make an infernal contract. magical means.
This deal can be made with a fiend. The details of how it is
made is up to the GM’s discretion. When you make this deal, Mark of Evil
the fiend enchants your soul so that it cannot be brought back
in any way when you die (even with spells such as resurrection, You carry the mark of an evil deity or another cosmic evil
true resurrection, or a wish spell). As per the fiend’s end of the force. You gain advantage on Charisma (Deception and
bargain, the deal grants you the following benefits: Persuasion) checks you make against evil creatures and
• Increase one of your ability scores by 1, to a maximum of have disadvantage on these checks you make against good
creatures, if they see the mark. Also, your attacks deal an
20. additional 1d6 necrotic damage to good-aligned creatures.
• You gain resistance to fire.
• You gain a +2 bonus to attack and damage rolls against

good-aligned creatures.

Heart Collector Mass Sacrificer

When the mind experiences an emotion, it leaves a mark Prerequisite: You must have the Sacrificial Mastery feat.
on the heart as well. Even if a creature dies or it forgets You are capable of leading sacrificial rituals. You gain the
everything on a mental level, the heart holds on to the following benefits:
burdens of the past. You know that the heart is home to such • Increase your Wisdom score by 1, to a maximum of 20.
secrets. This knowledge enlightens you. • You can set up and lead a mass sacrifice. Up to 10 allies
• Increase your Wisdom score by 1, to a maximum of 20.
Additionally, you believe that you can gain insight about within 60 feet of you can make sacrifices according to
others’ intentions by consuming their hearts. By performing a your instructions, and grant or gain the benefits detailed
special 2-hour ritual, you can devour a humanoid heart to gain in the Sacrificial Mastery feat as a result of the sacrifice.
the following benefits for 1 week:
• You have advantage on Wisdom (Insight) checks. Metal Kartuki
• You can cast the detect evil and good spell a number of
Prerequisite: Kartuki
times equal to your Wisdom modifier (minimum once). Your spikes harden, and turn to metal. This is a rare occasion
You regain any expended uses after you finish a long rest. for the Kartuki and is a sign of extraordinary circumstances, in
a good or bad way. You gain the following benefits:
• You gain an additional +1 bonus to AC with your Twisted

Body feature. If you are a Flesh Kartuki, you also have

107

advantage on Strength saving throws. sacrificed creature’s Hit Dice.
• Bone spikes created by your Twisted Body feature are now Once you use this feature, you must finish a long
rest to use it again.
metal spikes and deal 1d8 slashing or piercing damage
instead of 1d6. If you are a Bone Kartuki, metal spikes deal Shadow Wings
1d8 + your proficiency bonus damage instead of 1d8.
Your spikes cannot be broken through nonmagical means.

Partially Ghost Prerequisite: Shadowkin
Shadows grant you a pair of wings. These wings may look like
Your physical and spiritual existence gets closer to the shadowy smoke or pitch-black leather. You gain the following
ethereal world of ghosts, wraiths, and other creatures who benefits:
can become incorporeal. This allows you to interact with • Using a part of your movement, you can sprout wings or
such creatures while they are not completely in your plane.
While doing so, you may become unresponsive to the events make them disappear as a part of your movement. With
in your world or you may look as though you are focused on your shadow wings, you have a flying speed of 30 feet.
something invisible while interacting with them. • While you have your wings spread, you have advantage on
You gain the following benefits: your Charisma (Intimidation) checks.
• You can attack or affect a creature that can cast spells
Slaughterer
or has other powers such as Etherealness or Incorporeal
Movement even when it has not materialized on your You are invigorated after killing your opponents. You gain the
plane. following benefits:
• You gain advantage on saving throws against possession, • Increase your Constitution or Wisdom score by 1, to a
from ghosts or other undead creatures who can make
incorporeal movements. maximum of 20.
• When you reduce a creature to 0 hit points, you can make
Poisoner
one more weapon attack to another creature within 30
feet of you as a reaction.

Prerequisite: Proficiency with the Poisoner’s Kit Slave to Pain
You know how to make sure a poison affects a victim after a
well-positioned attack. You gain the following benefits: You love the sensation of pain. It provokes you, and it is
• Increase your Intelligence score by 1, to a maximum of 20. an essential element of what keeps you going. Your body is
• When you make a successful weapon attack that deals covered with scars and you smile at every sign of agony, even
if you are the one taking damage. You gain the following
slashing or piercing damage using a poisoned weapon, benefits:
and you surprise the target creature, that creature has • Increase your Constitution score by 1, to a maximum of
disadvantage on saving throws against the effects of the
poison. 20.
• When you take damage for the first time in an encounter,
Sacrifice Master
you gain advantage on the next attack roll you make
You are adept in sacrificing creatures to dark masters or within 1 minute.
entities. You gain the following benefits: • After you finish a long rest, you gain 15 temporary hit
• Increase your Wisdom score by 1, to a maximum of 20. points until the end of your next long rest or until you
• After investigating a sacrificial site in detail for 10 lose them all.
This obsession with pain has a price. Once per day, you
minutes, you can understand how many creatures were must harm yourself by dealing at least 5 damage to yourself.
sacrificed, how many made the sacrifice, what spells were If you don’t, you have disadvantage on your Wisdom and
cast, and which tools were used. Intelligence checks and saving throws for 24 hours.
• You can perform a 30-minute ritual to sacrifice a creature.
As a result, you can conjure the following effects: Tormented

- You can give yourself or an ally within 15 feet You are tormented by the spirit of someone close to you who
of you a sense of bloodlust. The damage dealt died, or the spirit of someone you killed is damned, deprived
by the affected creature’s melee weapon of its afterlife, and is forced to haunt you by evil forces that
attack increases by 1, and the creature gains you may or may not know.
advantage on Strength and Constitution
checks and saving throws for 1 hour.

- You can regain an expended spell slot of
a level equal to or lower than half of the

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Either way, the spirit haunts and torments you. It distracts Unholy Existence
you randomly. It can whisper meaningful or unintelligible
words in your ear, or it can manifest, only being visible to your You are touched by the powers of darkness. As a result, you
eyes, to distract you. are both gifted and cursed. You can cast two 1st level spells
that you can choose from the cleric or paladin spell lists even
• Increase your Charisma modifier by 1, to a maximum if you are not a spellcaster. The spells must be chosen when
of 20. you take this feat and they cannot be changed afterwards.

• When the spirit haunts you, you have disadvantage on When you cast both spells once, you need to take a long rest
Wisdom (Perception) and concentration checks. This to cast them again. Wisdom (for cleric spells) or Charisma (for
spirit can haunt you 3 times in this way for a total of 1 paladin spells) is your spellcasting ability for these spells.
minutes, before you finish a long rest.
However, shadows move strangely around you, light
• As an action, you can force the spirit to manifest. It sources within 15 feet of you illuminate an area that is 5
remains manifested for 1 minute after it has been feet smaller than they would normally, and you count as
called. The spirit has no physical properties. However, desecrated for the purposes of features such as Divine Sense.
it can give you knowledge, reveal the location of traps,
secret doors, or do other things of that nature. It can Vengeful
also grant you advantage on relevant skill checks, or
you can ask for insight about a situation. After you
use this benefit a number of times equal to 1 + your
Charisma Modifier (minimum of 1), you must finish a
long rest to do so again.

Trash Gullet You are eager to take revenge from a creature that caused
you harm. When a creature scores a critical hit, or when it
Prerequisite: Constitution 13 or higher makes a successful attack against you with an attack roll that
You can eat any organic material that crosses your path and has advantage, you can make a weapon attack against that
can gain sustenance from everything you eat. Also, you can creature as a reaction.
eat four more times in 1 day than the members of your race
can generally eat. Creatures with this feat may end up as
cannibals. You gain the following benefits:
• Increase your Constitution score by 1, to a maximum of

20.
• You gain resistance to poison damage.
• You gain advantage on saving throws against diseases and

being poisoned.

109



Lichdom, Lycanthropy,
and Vampirism

H ere you can find the rules about how to become a lich, a werewolf, or a vampire. Corpus Malicious approaches each of
these well-known monster types in much detail, and it provides many alternatives for specialization.
The way of transforming into each of these monsters is different. Yet usually, it involves getting the starting feat of one
of them when the character has a chance to choose a feat (however, the GM can decide to bestow it sometime as a story boon).
Each higher ability on top of that also is taken as feats on the following ability score improvement levels, if feats are used in your
game.

Lichdom greatest upside of becoming a lich. It can be offered by a dark
power of death and undead, or it can be obtained with the
Lichdom is one of the most powerful forms of the undead. It creation ritual of a lich. This ritual is one of the most brutal
takes away your life force and leaves behind a husk of a rotten methods ever discovered in the history of magic and concerns
body with empty eyes, and skeletal hands. However, it grants a lots (and lots) of self-inflicted pain.
whole new understanding of magic.
Once a creature becomes a lich, it gains the Lichdom feat.
Becoming a lich is the dream of spellcasters who wish to
live longer and explore further. An extended lifespan can be Lichdom
used to become more powerful as it provides more time for
research, study, and adventuring; especially if you do not Prerequisite: The ability to cast spells of 6th level or higher
spend time on sleep, food, drink or other mortal problems and You are a lich; one of the most powerful and frightening forms
pleasures. of the undead. The way in which you become a lich grants you
magical knowledge and extends your understanding. When
All powerful spellcasters can become liches; be they bards, you ascend to lichdom, you gain the following benefits:
clerics, druids, sorcerers, warlocks, witches or wizards. Each • Increase your spellcasting ability score by 2, to a
spellcaster who chooses to go through the transformation can
have its own motivation to do so. maximum of 21. If you have more than one spellcasting
ability, you choose the ability by which you can cast spells
For instance, a bard can lengthen its life with the desire to of 6th or higher level and increase that.
find the perfect tune, a faithful cleric may be granted lichdom • You are now an undead. You do not require air, food,
from its dark deity who wishes to have an eternal servitor, a drink, or sleep to survive.
druid, especially a member of the Circle of Bones, may wish • You have a special item in which your life force is
to understand the nature of the powerful undead, a sorcerer stored. It has a value of 150,000 gold pieces or more, and
can become a lich to infuse the powers of the undead with geometrical carvings with magical properties. If you die
its innate powers, a warlock can simply want more power, on the same plane of existence as your special gem, your
or a wizard can become a lich to bring more depth to their soul is drawn to it. Then, you are resurrected with all your
research and study. hit points as a lich 1d6 days later.
• Necrotic energies keep your body intact. Also, these
Unlike other types of the undead, a lich can return to life energies keep the bond between your rotten shell and
if its physical shell is broken (see below). This is, maybe, the your soul intact. However, these energies slowly leave

Creation Ritual of
a Lich - Life Storing

Casting Time: 8 hours First of all, the weapon should be cursed by profane words,
Components: An item decorated with a special gem with either carved on it or inscribed on separate scroll pieces.
geometric carvings and a written magical inscription on it. These inscriptions could be prayers to dark deities, demon
The gem should be worth at least 150,000 gold pieces. lords, or archdevils; they could also be arcane marks of
A piercing or slashing weapon is also required. The weapon complex necromancy.
should be cursed, either indicated by profane writings carved
directly on it or on scroll pieces that are somehow attached The special weapon described above is placed in front of the
to the weapon. These writings can include prayers to dark future lich. For the next 8 hours, this creature slowly cuts off
deities, demon lords, or archdevils, as well as arcane marks of its own body parts. The parts that were cut die and rot within
complex necromancy. hours. The life force stored in those parts is transferred into
Requirements: The ritual must be conducted by the creature the special gem and stored in it.
who wants to become a lich and this creature must be able to
cast spells of 6th level or higher. After the 8-hour ritual, the entire body of the creature
Duration: Permanent that performed the ritual dies, although it is not destroyed.
It becomes nothing but a physical shell containing the soul of
the creature who has become a lich.

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you through time and should be renewed. At the end of Cold Hearted. Your connection with the concept of
each year, you need to murder 6 humanoid creatures by mortality, mortal pleasures and relations weaken even
performing a special, slow ritual of 8 hours. During the more. You have disadvantage on your Wisdom (Insight)
ritual, you cut the body parts of the humanoids with a and Charisma (Deception, Intimidation, Performance and
cursed blade and slowly absorb their life energies. If you Persuasion) checks. You also lose your proficiency bonus for
do not perform this ritual, your hit point maximum is each of these skills with which you are proficient.
lowered by 20 until you conduct it at the end of each year.
This reduction cannot be prevented by any means short of Master of Undead
a wish spell.
Prerequisite: Lichdom
Master of Cold Thanks to your studies following your transformation, you
discovered methods to create new forms of the undead. When
Prerequisite: Lichdom you choose this feat, you gain the following benefits:
Death is cold and you have experienced it first-hand. You can • Increase your spellcasting ability score by 1, to a
cast spells that have to do with cold to perfection. When you
choose this feat, you gain the following benefits: maximum of 23.
• Increase your spellcasting ability score by 1, to a • The animate fallen* and conjure mana devourer* spells are

maximum of 23. added to your spell list. You always have these spells
• The cold damage you deal with spells ignores resistance. prepared and they do not count against the number of
spells you can prepare each day.
Harbinger of Cold
Ruler of Undead

Prerequisite: Lichdom Prerequisite: Lichdom, Master of Undead
The cold of death has your existence as well as your magical You are a master at creating and commanding the undead.
powers in the palm of its hand. When you choose this feat, you You are now their rightful ruler. When you gain this feat, you
gain the following benefits: gain the following benefits:
• You gain resistance to cold damage. • Your spells and magical effects that can be used to create
• All your spells that deal damage deal an additional 1d6
an undead or a group of undead can affect an additional
cold damage. This damage increases to 2d6 at 15th level. target creature.
• You can choose to change the type of damage dealt by a • Your spells or magical effects that can be used to charm,
frighten, or paralyze an undead or a group of undead can
spell to cold damage. affect an additional target creature.
If the effect does not specify the number of targets, then its
Grimoire of The Frozen Life range is doubled.

Prerequisite: Lichdom, Harbinger of Cold, Master of Cold Master of Death
The sensation of cold that you experience in death, as well
as your studies conducted on the cold, reveal secret pieces of Prerequisite: Lichdom
knowledge to you. When you choose this feat, you gain the You are one of the most powerful types of undead and death
following benefits: flows through you. When you choose this feat, you gain the
• Increase your spellcasting ability score by 1, to a following benefits:
• Increase your spellcasting ability score by 1, to a
maximum of 25.
• The cone of cold and ice storm spells are added to your spell maximum of 23.
• The necrotic damage you deal with spells cannot be
list. You always have these spells prepared and they do
not count against the number of spells you can prepare lowered by resistance to necrotic damage.
each day. You can cast these spells by using your 3rd level
spell slots. Rotten Lich

Frozen Lich

Prerequisite: Lichdom, Master of Cold Prerequisite: Lichdom, Master of Death
When you choose this feat, the cold fills your undead body and Putrid energies flow through you. As your physical shell
soul, the gaps in your rotten body and between your broken decays, your spells grow in power. Once you choose this feat,
bones are filled with icy pieces. Once you choose this feat, you you gain the following benefits:
gain the following benefits: • Increase your spellcasting ability score by 1, to a
• Increase your spellcasting ability score by 1, to a
maximum of 23.
maximum of 23. • Your spell save DC and spell attack modifier increase by 2
• Your spell save DC and spell attack modifier increases by 2
for your spells that deal necrotic damage.
for your spells that deal cold damage. Rotten Existence. You constantly smell of rot. Maggots and
Still, such powerful powers come at a price and cause the other vermin live inside you and crawl all over your body.
following flaw: All plant life within 10 feet of you withers away, slowly. All of

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these things cause you to be tracked more easily. Enhanced Physical Existence

Harbinger of Death Prerequisite: Lichdom, Constitution 13 or higher
Your physical shell is enhanced by necrotic energies that
Prerequisite: Lichdom actively sustain it, providing you the following benefits:
The necrotic energies that transformed you into a lich formed • You gain resistance to poison; bludgeoning, piercing, and
a bond with your soul as well. When you choose this feat, you
gain the following benefits: slashing damage from nonmagical attacks.
• You gain resistance to necrotic damage. • You have advantage on saving throws against being
• All your spells that deal damage deal an additional 1d6
poisoned and exhausted.
necrotic damage. This damage increases to 2d6 at 15th These resistances and advantages are replaced with
level. immunity at 15th level.
• You can change the damage type of a spell to necrotic
damage. Necrotic Will

Messenger of Death Prerequisite: Lichdom, Wisdom or Charisma 13 or higher
The barrier of your mind is hard to penetrate, as it is protected
Prerequisite: Lichdom by your putrid existence. You have advantage on saving
You deliver a deadly message through a special attack. When throws against being charmed, frightened, and paralyzed.
you choose this feat, you gain the following benefits:
• Increase your spellcasting ability score by 1, to a These advantages are replaced with immunity at 15th level.

maximum of 23. Standing Against Faith
• You gain the ability to make the Message of Death attack. It
Prerequisite: Lichdom
is a ranged spell attack with a range of 30 feet and it deals You know how to handle the powers of faith as an undead. You
1d6 cold plus 1d6 necrotic damage. Note that this is not gain the following benefits:
a spell and therefore cannot be affected by feats such as • Increase your Wisdom score by 1, to a maximum of 20.
Master of Cold and Harbinger of Death. • You have advantage on saving throws against any effect

Right Hand of Death that turns undead.

Prerequisite: Lichdom, Messenger of Death Lich of The Sands
You are so intricately connected to death that even your touch
is deadly to most creatures. When you choose this feat, you Prerequisite: Lichdom
gain the following benefits: You are one of the most feared spellcasters in the vast sands
• Increase your Charisma score by 1, to a maximum of 23. of endless deserts. You embody their nature and use them to
• You gain the ability to attack with Paralyzing Touch. It your own advantage. When you choose this feat, you gain the
following benefits:
is a melee spell attack that deals 3d6 cold damage. On • You can transform into a sandstorm along with
a hit, the target must succeed on a Constitution saving
throw (DC = 8 + your Charisma modifier + your proficiency everything you are wearing and carrying for 1 minute.
bonus) or is paralyzed for 1 minute. A paralyzed creature The effect ends if you drop to 0 hit points. While in this
can repeat the saving throw at the end of each of its turns. form, your only method of movement is flying, and you
have a flying speed of 30 feet. You can enter and occupy
Putrid Grimoire the space that is occupied by another creature. You
have resistance to damage from nonmagical attacks, and
Prerequisite: Lichdom, Harbinger of Death, Master of Death disadvantage on Strength saving throws. You can easily
You have mastered the art of necromancy by combining the pass through small holes, narrow openings, and even
knowledge you acquired through your magical studies with small cracks on surfaces. However, liquid surfaces count
your unnatural understanding of life and death. When you as solid for you. You can’t fall; you remain hovering in the
gain this feat, you gain the following benefits: air even when stunned or otherwise incapacitated. While
• Increase your spellcasting ability score by 1, to a in the form of a sandstorm, you can’t talk or manipulate
objects, and you (or any other creature) can’t drop, use,
maximum of 25. or otherwise interact with any objects you were carrying
• The detonate corpse* and consume flesh* spells are added to or holding before the transformation. You can’t attack or
cast spells.
your spell list. You always have these spells prepared and • You gain the ability to attack creatures with Desiccating
they do not count against the number of spells you can Touch which makes the bodily fluids of a creature
prepare each day. desiccate and burns it. Desiccating Touch is a melee spell
attack and it deals 3d6 fire damage plus 2d6 necrotic
damage.

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Scarab Lady/Lord Desert King/Queen

Prerequisite: Lichdom, Lich of The Sands Prerequisite: Lichdom, Lich of The Sands, Scarab Lady/Lord
While a scarab symbolizes the divine manifestation of the sun You were transformed somewhere in the vast planes of
that burns above the scorching deserts, you symbolize the sand and your magical abilities are enhanced when you are
cold, dark and rotten part of it. When you choose this feat, you somewhere familiar. When you choose this feat, you gain the
gain the following benefits: following benefits:
• Increase your spellcasting ability score by 1, to a • While you are in deserts, your spells that deal fire and

maximum of 23. necrotic damage ignore resistance to these damage types.
• You can summon a blood scarab swarm (p.242). Once you • While you are in deserts, your spells that can create

use this benefit, you must finish a long rest to use it again. undead, such as animate dead, can create an additional
• You can transform into a blood scarab swarm as if you were undead.

transformed with the polymorph spell. Once you use this
benefit, you must finish a long rest to use it again.

114

Lycanthropy weapon attack against it. You can use Strength or
Dexterity as your ability for this attack. On a hit, you
There are many different types of wild and savage animals deal 1d8 + your ability modifier amount of piercing
in nature. They are feared by all others as they constitute damage.
the predator side of nature. Sometimes, the savagery of such
animals, mostly wolves, are transferred to another creature. If the target is a humanoid, it must succeed on a
Such creatures are afflicted with lycanthropy. It is a disease Constitution saving throw (DC = 8 + your proficiency
that is seen as a gift by some, and a curse by others. bonus + your Constitution modifier) or be cursed with
lycanthropy.
Lycanthropy unveils the brutality, frenzy, and savagery
within you. Savagery becomes an addiction and you begin to Claw. You can claw a creature by making a melee
relish in the sensation of ripping your enemies apart with your weapon attack against it. You can use Strength or
bare claws, and gnawing at their bones with your razor-sharp Dexterity as your ability for this attack. On a hit, you
teeth. Especially during full moons, you are driven into a form deal 2d4 + your ability modifier amount of slashing
of frenzy, which you find almost impossible to resist. damage.

The affliction can be passed on to you by your parents. You Resistance. You have resistance to bludgeoning,
can be afflicted by another lycanthrope’s bite or lycanthropy piercing, and slashing damage from nonmagical attacks
can be bestowed upon you by a more powerful being. made with weapons that aren’t silvered.

Some lycanthropes search for a cure while others embrace WOLF FORM
it, and even start to worship deities of brutality, destruction,
lycanthropy or others of a similar nature. This form is the expression of the wolf within you.
Your whole body transforms into the shape of the
Once you are afflicted, you gain the Lycanthropy feat. You beast. You cannot speak or cast spells while in this
can have this as a feat or your Game Master may choose to form, but have the following traits:
grant it to you as a boon.
Agile Beast. Your speed increases to 40 feet.
Disease: Lycanthropy. Not everyone contacts lycanthropy Bite. You can bite a creature by making a melee
willingly. There are also many victims who fall to this disease weapon attack against it. You can use Strength or
and become werewolves. As a disease, lycanthropy has an Dexterity as your ability for this attack. On a hit,
incubation period of two weeks. you deal 1d10 + your ability modifier amount of
piercing damage.
During this time, you have the chance to remove it with a If the target is a humanoid, it must succeed
greater restoration, or a similar higher level spell that restores on a Constitution saving throw (DC = 8 + your
your body. If you do not have access to such spells, you can proficiency bonus + your Constitution modifier) or
prolong the incubation period for an additional week with a is cursed with lycanthropy.
lesser restoration spell, or two weeks with a remove curse spell. Blood Trail. You can trace the smell of blood
within 60 feet of you.
Lycanthropy Natural Armor. Your AC becomes 12 + your
Dexterity modifier.
Prerequisite: Affliction of lycanthropy
A gift for some, a curse for others. One way or another, you Keen Hearing and Smell. You have an advantage on Wisdom
have been afflicted with lycanthropy. Now, a beast living (Perception) checks that rely on hearing or smell.
inside you is always waiting for an opportunity to come out. It
is quite difficult to tame this monster. You also have the following flaws:
Full Moon’s Fury. When there is a full moon, you cannot
As a lycanthrope, you gain the following benefits: fully control the beast inside you. To fight the urge to
Wild up. Increase your Strength, Dexterity, or Constitution transform, you must make a DC 13 Wisdom saving throw. On
score by 1, to a maximum of 20. a failed save, you succumb to your senses, and transform into
Shapechanger. As an action, you can polymorph into a wolf, your hybrid form.
a hybrid form, or back into your normal form. When you transform, you must succeed on a DC 15 Wisdom
When you transform, none of your statistics change, except saving throw or lose control, attacking any creature within 30
for the changes stated in your forms. feet of you for 1 minute.
You revert to your true form if you drop to 0 hit points. Raw Meat Addiction. Because of your animalistic instincts,
you can only eat raw meat. If you cannot eat for one day, you
HYBRID FORM must succeed on a DC 13 Wisdom saving throw or lose control
and attack the nearest creature. The DC of this saving throw
You will grow sharper teeth as well as claws, and you increases by 1 for each consecutive day you fail to eat raw,
will grow fur all over your body. While in this form, you bloody meat.
can cast spells and speak, and have the following traits:

Ability Increase. Your Strength or Dexterity, and
Constitution, scores increase by 2.

Bite. You can bite a creature by making a melee

115

Wolf Regeneration within 1 mile of each other, you can sense and instinctively
understand the thoughts and emotions of your pack.
Prerequisite: Lycanthropy, Constitution 15 or higher, Beast Endur-
ance Your pack can’t feel or understand the thoughts and
Werewolves are rumored to be able to close their wounds emotions of one another in this way; this bond only exists
immediately after they are inflicted. between you and your pack members.

When you take damage, you can use your reaction to close Improved Tactics. While you are within 5 feet of a creature
your wound, reducing the damage by 1d8, which becomes and are not incapacitated, your allies within 30 feet of you
1d10 when you reach 11th level, and 1d12 when you reach have advantage on their weapon and spell attacks against the
17th level. creature.

You cannot benefit from this feat if the damage is inflicted Beast Endurance
by a silvered weapon.
Prerequisite: Lycanthropy, Constitution 13 or higher
Overgrown Hybrid As a werewolf, you are more resilient than both humanoids
and beasts.
Prerequisite: Lycanthropy
You grow larger when you transform into your hybrid form. You have resistance to bludgeoning, piercing, and slashing
While in hybrid form, you are one size larger than your damage from nonmagical weapons that aren’t silvered in all
original size and gain the following benefits: your forms.
• You deal an additional 1d4 damage of the relevant type
Hardened Skin
with your bite and claw attacks.
• Your weight is doubled. Prerequisite: Lycanthropy, Beast Endurance, Constitution 15 or
• Your reach increases by 5 feet. higher
As a werewolf, your skin becomes more and more protective
Vicious Wolf as you grow.

Prerequisite: Lycanthropy You have immunity to bludgeoning, piercing, and slashing
You fully manifest the viciousness of lycanthropy, damage from nonmagical weapons that aren’t silvered in all
overwhelming your instincts with those of the beast. your forms.

You gain the following benefits: Lunar Strikes
Pack Tactics. You have advantage on your attack roll
against a creature if at least one of your allies is within 5 feet Prerequisite: Lycanthropy
of the creature and that ally isn’t incapacitated. Your connection to the moon grants you supernatural powers
Frightening Growl. While a creature is making a melee and strengthens your strikes with its essence.
attack against you, you can use your reaction to growl at the
creature viciously. The creature must succeed on a Wisdom Your bite and claw attacks count as magical.
saving throw (DC = 8 + your proficiency bonus + your Charisma
modifier) or is frightened of you for 1 minute. Beast Frenzy
Once you use this feature, you cannot do so again until you
finish a short rest. Prerequisite: Lycanthropy, Vicious Wolf
You lose yourself in a beast’s rage, wishing for and thinking of
Alpha nothing but the destruction of your foes. When you get into
this frenzy, as a bonus action, you gain the following benefits:
Prerequisite: Lycanthropy, Call Pack, Beast Frenzy, Vicious Wolf • You deal an additional die of the damage type of your bite
The Alphas are the leaders and the protectors of a pack. They
hear and feel most of what happens in their pack. These or claw attack against creatures that are below their hit
features are what makes them natural-born leaders. It also point maximum.
provides extra benefits for its pack members. • You have advantage on saving throws against being
As an Alpha, you gain the following benefits: charmed and frightened.
• If you reduce a creature’s hit points to 0, you can use your
Lycanthropic Strikes. Your disease manifests itself in your reaction to attack another creature within reach.
bite and claw attacks, dealing an additional 2d4 poison damage. You cannot cast spells or concentrate on them while in frenzy.
If a target creature takes 7 or more poison damage from a Once you use this feature for a number of times equal to
single attack, it is poisoned. your Constitution modifier in hybrid form, you must finish a
long rest to use it again. The frenzy lasts for 1 minute.
Improved Affliction. The DC of the curse of lycanthropy
infected by your bite attack increases by 4. Call Pack

Pack Instincts. Lycanthropy can dominate instincts, or Prerequisite: Lycanthropy
take advantage of them. You form a bond with a number of Call Pack. As an action, you can summon wolves as an
creatures equal to your Constitution modifier (minimum one)
and your instincts partially merge with theirs. action. They are a reflection of the beast within you. As you

By making a successful DC 10 Wisdom (Insight) check while 116

grow in power, this reflection becomes more powerful as well. Best of Both Worlds
You can call forth a wolf at 1st level, two wolves at 5th level, a
dire wolf at 9th level, a winter wolf at 13th level, and two winter Prerequisite: Lycanthropy, Overgrown Hybrid
wolves at 17th level. You develop your lycanthropy in such a way that you gain the
best traits of both of your forms.
These wolves can understand you. They fight with you until
you die. They leave your side when you are unconscious or You gain the following benefits:
when you return to your humanoid form. • Your AC becomes 12 + your Dexterity modifier when you

Wolf Instincts are transformed into your hybrid form.
• By performing a 2-hour ritual, you choose a weapon and
Prerequisite: Lycanthropy
You can rely on the wolf within you, and become a dangerous wash it with the blood of your enemies. As a result, you
predator while in your wolf form. As a result, you gain the form a bond with your chosen weapon, and when you
following benefits: transform into your hybrid form, its size increases by one
• Increase your Dexterity or Wisdom score by 1, to a category, just as yours does. An enlarged weapon deals an
additional 1d8 damage of its damage type (if the weapon
maximum of 20. deals more than 1 type of damage, only damage in the
• You have advantage on Dexterity (Acrobatics) and following types can increase: bludgeoning, piercing, and
slashing). You can only have one such weapon at a time.
Dexterity (Stealth) checks, and Wisdom (Survival) checks • Your lycanthropic nature does not impose any
while tracking. disadvantage or give any penalty to your Charisma
(Deception), Charisma (Persuasion) checks or any other
social checks.

117

Vampir ism damage from non-magical attacks. This is also the case if the
target is a construct, elemental, ooze, plant, or undead.
Vampires are undead who have been cursed with an addiction
for blood. They are immortal and quite hard to destroy, but Blood Points. As a vampire, you have blood points which you
they live a life filled with destructive urges and addiction. can expend to use your vampiric abilities.
They can drink the blood of their victims by biting them, and
they develop other supernatural powers that are relevant to Your blood points are equal to your level + your proficiency
their vampirism. bonus. You can only regain blood points by drinking blood.

They are nocturnal creatures and they die in the sunlight, When you drink 32 ounces of blood (which is equal to what
and the touch of running water harms them. you drink with a Bite attack), you regain 1 blood point. If you
are full, and drink more blood, you throw up the excess.
Vampires are often creatures of scheming. Because they
have existed for centuries, they dwell in the politics of mortals You can use your blood points to use your vampiric abilities
and make pawns of them for their selfish interests. mentioned below.

They do so for several reasons: Some vampires use politics Vampiric Healing. As a bonus action, you can spend 1 blood
to cultivate their livestock. Other vampires simply cannot point to regain 1d6 hit points, which increases by 1d6 for each
leave their mortal lives behind. While others, as immortals, additional vampirism feat that you have.
see themselves as the rightful and eternal monarchs of the
lands they inhabit. Darkvision. You have darkvision out to a range of 120 feet.
Spider Climb. As a bonus action, you can expend 1 blood
Vampires have evil tendencies, and most of them are point to climb difficult surfaces, including upside down on
psychopaths and sadists, who see humanoids as nothing more ceilings, without needing to make an ability check for 1
than a source of refreshment and nutrition. minute.
Vampiric Resistance. You have resistance to necrotic
Curse of Vampirism damage as well as bludgeoning, piercing, and slashing damage
from nonmagical attacks.
Vampirism is a curse that is transferred from a vampire to a Vampiric Traits. You are an undead and you don’t have
victim. As a Game Master, you can choose from the following to breathe, eat, or drink to survive. You only need to drink
conditions to determine how a humanoid becomes a vampire: blood, the details of which are described below. When you fail
• The curse may take effect after a vampire bleeds a victim 3 death saves or suffer 6 levels of exhaustion, you don’t die but
rather fall into an Endless Sleep.
dry and then offers its own blood to the victim to turn it You have the following flaws:
into a vampire. Blood Addiction. You must drink blood to quench your
• The vampire bites a victim and the victim dies. The curse vampiric thirst. Every night that you wake up, you do so
takes effect after death, and the victim rises as a vampire. having automatically lost 2 blood points. If you drop to 5 blood
• The curse slowly turns the victim into a vampire after it points, you suffer 1 level of exhaustion and 1 more for every
is bitten. The vampire rises up after a painful process that blood point you spend beyond that. You suffer the effects
takes 1d4 hours. of level 6 exhaustion (Endless Sleep) when you drop 0 blood
• The curse takes effect as a result of a powerful spell. points.
You can use whichever method works best for your game; just Additionally, the more deprived you are of blood points, the
as you can use the choices above as inspiration to devise other more unbearable your vampiric urges become. You must make
methods as well. a Wisdom saving throw (DC equal to 20 - current blood points)
every time you are within one of the following circumstances:
Vampir ism • In sight of a humanoid
• In sight/smell of blood (DC increases by 2)
Prerequisite: Curse of vampirism • In sight of an open, bleeding wound (DC increases by 4)
One way or another, you have somehow been afflicted by
vampirism. You realize that you are cursed; your heart is not On a failed save, you find it very hard to resist your
beating, you do not feel the need to breathe, and you crave vampiric urges and have disadvantage on your ability checks,
blood. and Intelligence and Wisdom saving throws.

As a vampire, you gain the following benefits: If you fail by a difference of 5 or more, you get into a blood
Bite. You can use your action to bite a creature as a melee frenzy in which you must attack the source that triggered
weapon attack after you grapple it. You can use either your urges.
Strength or Dexterity as your ability for this attack. On a
hit, you deal 1d6 + your ability modifier amount of piercing This state of urge or frenzy passes in 1 hour, or when you
damage, plus 2d6 necrotic damage. The target’s hit point drink at least 1 blood point.
maximum is reduced by an amount equal to the necrotic
damage taken and you regain 1 blood point. The reduction lasts Harmed by Running Water. You take 20 acid damage if you
until the target finishes a long rest. end your turn in running water.
You cannot inflict the additional necrotic damage, nor can
you gain a blood point, if the target is immune to piercing Sunlight Hypersensitivity. You take 20 radiant damage if
you start your turn in sunlight. While in sunlight, you have
disadvantage on attack rolls and ability checks.

This feat can be taken as a feat, or the Game Master may
grant it to you as a boon resulting from an event.

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ENDLESS SLEEP • Increase your Wisdom score by 1, to a maximum of 20.
• You have advantage on saving throws against any effect
When you fall into an endless sleep, you cannot wake up until
someone pours blood down your throat. If you are burned or that turns undead.
some form of a wooden stake is driven through your heart
while you are in your endless sleep, you are destroyed. Vampiric Charm

Variant: Duskwalker Prerequisite: Vampirism, Charisma 13 or higher
You know how to use your vampiric powers to bewitch your
A vampire can only be active in the nighttime since victims. You learn the friends cantrip, and you can Charm a
sunlight is quite lethal for it. As this is a game usu- target as described below:
ally played with a party of characters, a necessity
for one of the characters to stay inactive during Charm. As an action, you spend 4 blood points and target
the day may slow the pace of your adventure or one humanoid that you can see within 30 feet of you. If the
campaign. target can see you, it must succeed on a Wisdom saving throw
(DC = 8 + your proficiency bonus + your Charisma modifier)
As a GM, if you are concerned about such a thing or be charmed by you. The charmed target sees you to be a
happening, you can change Sunlight Hypersensitivity trusted friend to be heeded and protected. Although the target
to Vulnerability To Radiant Damage instead, and let isn’t under your control, it tries to fulfill your requests in a
the character have sufficient protection from the way that is most favorable to you, and it is a willing target for
sunlight if it wears heavy clothing or is within a your bite attack.
darkened room.
Each time you or your companions harm the target in any
Vampiric Regeneration way, it can repeat the saving throw, ending the effect on itself
on a success. Otherwise, the effect lasts 24 hours or until you
Prerequisite: Vampirism, Constitution 13 or higher are destroyed, are on a different plane of existence than the
You know how to mend your undead flesh. You regain a target, or use a bonus action to end the effect.
number of hit points equal to your proficiency bonus at the
start of each of your turns if you have at least 1 hit point You can only have 1 humanoid charmed in this way at
and aren’t in sunlight or running water. If you take radiant a time. When you charm another humanoid while another
damage or damage from holy water, this benefit doesn’t humanoid is still charmed by you, the first one you had
function at the start of your next turn. charmed breaks free from the effect.

The number of hit points regenerated with this feat on each Forbiddance. Your vampiric curse limits your interaction
turn increases to 10 when you reach 11th level. with mortals if you develop this feature: You cannot enter a
residence without an invitation from one of the occupants.
Weakness to Light. However, your ability to heal your
undead flesh does not change the fact that your vampiric Vampiric Entrancement
curse grows inside you, affecting you more and more. You take
an additional 3 radiant damage whenever you take radiant Prerequisite: Vampiric Charm
damage. You develop your social powers further and gain the following
benefits:
Leecher • Increase your Charisma score by 1, to a maximum of 20.
• A humanoid charmed by your Charm ability has
Prerequisite: Vampiric Regeneration, Constitution 13 or higher
You know how to leech blood from the wounds you inflict disadvantage on saving throws against this effect.
on your enemies. When you spill blood, you can use your Additionally, you can also use your Charm on a humanoid
vampiric powers and use some of the blood spilled to sustain that has been charmed for more than 24 hours to prolong
yourself. After you make a successful weapon attack that deals the duration of the effect to 1 week.
piercing or slashing damage, you regain a blood point as if • The maximum number of humanoids that can remain
you made a Bite attack. If you score a critical hit with such a charmed by you is equal to your Charisma modifier + your
weapon attack, you regain 2 blood points instead. Unlike the number of vampiric feats (minimum one).
Bite attack, you cannot use these blood points to regain hit
points as a bonus action at the same turn you gained them. Vampiric Enslavement

Opposing Faith Prerequisite: Vampiric Entrancement
You become a master at using your vampiric powers to
Prerequisite: Vampirism entrance people, and you gain the following benefits:
As an undead, you know how to stand against the powers of • Increase your Charisma score by 1, to a maximum of 20.
faith. You gain the following benefits: • After a creature spends one week charmed by you, you

can use your Charm again on the target at the end of the
week. This time, the humanoid has disadvantage on the
Wisdom saving throw that it makes to break free from
the effect, and is permanently charmed by you on a failed
saving throw.

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Nature of Vampiric Charm vampiric powers to make other predators do your bidding.
You can cast the animal friendship and speak with animals spells
A vampire’s charm is different compared to other by spending 1 blood point.
sources of this condition. Vampiric charm cannot be
detected by magical means. Starting at 6th level, you can also cast barkskin this way, and
at 7th level, conjure animals (bats, rats, and wolves), both by
Still, no matter if the charm is temporary or spending 3 blood points.
permanent, a vampiric charm can be undone like
a regular charm by the use of a greater restoration Urge for Blood. As your power grows, your vampiric curse
spell, or by destroying the vampire who charmed grows with it, making your vampiric urges stronger and
the victim. therefore harder to bear. The saving throw DC for your Blood
Addiction trait increases by 2.

Unholy Shapeshifter

Vampiric Blood Magic Prerequisite: Unholy Predator
When you take this feat, you discover the supernatural secrets
Prerequisite: Vampirism, Charisma 13 or higher of vampiric shapeshifting and you become a shapechanger.
You study the depths of your vampiric nature and learn how
to use your blood to create magical effects. When you take As an action, you can shapeshift into a tiny bat, a swarm of
this feat, you learn a number of spells of 3rd level or lower bats, or a mist. Your Game Master has the statistics of bat and
from the Sorcerer spell list, equal to your Charisma modifier swarm of bats. You can still drink blood and regain hit points
(minimum one). You can cast these spells by expending from your bite attacks.
a number of blood points equal to the spell’s level. Your
Spell Save DC and Spell attack modifier for blood magic are While in the forms of the beasts mentioned above, you
calculated as follows: retain your Intelligence, Wisdom, and Charisma scores, but
your Strength, Dexterity, and Constitution scores, as well as
Spell Save DC = 8 + your proficiency bonus + your Charisma your hit points, become that of the beast you transformed
modifier into. You also retain your saving throws, skills, and
proficiency bonus. Anything you are wearing also transforms
Spell attack modifier = your proficiency bonus + your with you. If you drop to 0 hit points in one of these forms, you
Charisma modifier transform back to your normal shape instead, taking the rest
of the damage that would be inflicted on you if you didn’t drop
Fire Vulnerability. Learning vampiric blood magic comes to 0 hit points.
at a price, and mutates your curse into an even more harmful
one; you have vulnerability to fire damage. If you transform into a mist, you can’t take any actions,
speak, or manipulate objects. You are weightless, have a
Blood Magic Adept flying speed of 20 feet, can hover, and can enter a hostile
creature’s space and stay there. In addition, if air can pass
Prerequisite: Vampiric Blood Magic through a space, the mist can do so without squeezing,
You become adept in vampiric blood magic. You learn an and you can’t pass through water. You have advantage on
additional number of spells equal to your Charisma modifier Strength, Dexterity, and Constitution saving throws, and you
(minimum one) from the Sorcerer spell list. These spells must are immune to all nonmagical damage, except the damage you
be of 5th level or lower. You can cast these spells by expending take from sunlight.
a number of blood points equal to the spell’s level.
Fade into Mist
Rapid Movement
Prerequisite: Unholy Shapeshifter
Prerequisite: Vampirism, Dexterity 13 or higher By performing a special 1-hour ritual, you bind yourself to the
You can use your vampiric agility to move in the glimpse of soil of your unholy sovereignty by spilling your blood on the
an eye. By spending blood points equal to 10 - your Dexterity earth. When you do so, you gain the following benefit:
modifier, you can take an additional action on your turn, or an
additional reaction. Place of Rest. You bind yourself to a place of rest. It can be a
coffin in a room, a grave with soil covering you, or somewhere
Unholy Predator else that is similar. If you sleep anywhere aside from this
place, you wake up having lost 3 blood points and having
Prerequisite: Vampirism, Constitution 13 or higher suffered 3 levels of exhaustion.
You learn about your bestial side and become a predator of the
night. You gain the following benefits: Once you bind yourself to a place, you cannot change it
unless it is destroyed by someone other than you.
Claws. Your claws grow and you can attack with them. You
can use Strength or Dexterity for this attack, and your claws Fade into Mist. When you drop to 0 hit points outside your
count as a light weapon. On a hit, you deal slashing damage in resting place, you transform into a cloud of mist (as in the
an amount equal to 2d4 plus your ability modifier. Unholy Shapeshifter feat) instead of falling unconscious,
provided that you aren’t in sunlight or under running water.
Predator’s Blood Magic. You also learn how to use your
You have 0 hit points while in mist form, you can’t revert
to your vampire form and you must reach your resting place

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within 24 hours or are destroyed. Vampire Ranger. You carry your ranger training into your
Once in your resting place, you revert to your vampire bloody hunt. You can draw twice the blood points with your
bite attack from your favored enemy.
form. You then fall into an Endless Sleep. After spending 1
hour in your resting place with 0 hit points, you regain 1 hit Vampire Rogue. You become an expert of hunting mortals
point and wake up. by surprise. When you use your bite as a sneak attack, the
target’s hit point maximum decreases by an additional amount
VAMPIRE MINIONS equal to the bonus damage of the sneak attack.

As a vampire, you can create other vampires, but Vampire Sorcerer. Drawing your magical power from
their nature and health depend on the potency of blood, you can convert 3 blood points to 1 Sorcery point. This
your blood. conversion does not take any action.

If you try to create a young and weak vampire, Vampire Warlock. You can use your blood to enhance your
there is a risk that you may create a vampire bestown powers, regaining 1 spell slot by spending blood
abomination (p.287). These creatures are vampires points equal to the Slot Level + 3 as a bonus action.
whose minds and bodies couldn’t handle the
transformation well and who became half-feral as Vampire Witch. You can use your familiar as a blood brood.
a result. It can make a bite attack with your attack bonus. Its bite attack
is identical to yours except it deals 1 piercing plus 1d4 necrotic
If you convert a character into a vampire and damage on a successful hit.
it becomes a vampire abomination, it suffers a
permanent -2 penalty to its Wisdom score and 2 Vampire Wizard. You discover the Rite of Planar Vitality,
permanent indefinite madness effects. which you can perform during your Arcane Recovery and
transform arcane energy around you into blood within. You
The risk of creating such an abomination is regain a number of blood points equal to half your wizard
75% if you only possess 1 vampirism feat, which level (rounded up).
decreases by 25% for each additional vampirism
feat you possess. Highborn Vampire

Vampiric Adaptation Prerequisite: Vampirism
You realize that you were converted by an elder vampire and
Prerequisite: Vampirism thus you are a highborn vampire. Your maximum blood points
You adapt the ways of your class into your new existence. increases by a number equal to the number of vampirism feats
Depending on your character class, you gain one of the you have (including this feat). This does not stack with the
following benefits on top of your class features: Potency of Blood feature of the Vampire Master feat.

Vampire Barbarian. Your Rage becomes Blood Rage; you can Vampire Master
spend blood points to increase your damage by 2 for each
blood point spent. Also, as a bonus action, you can spend 1 Prerequisite: Vampirism, 3 additional vampirism feats
blood point to prolong your rage for 1 round. You fully understand the nature of your vampirism and
you’ve experienced your undeath long enough. You are now
Vampire Bard. Your Bardic Inspiration becomes Vampiric a respected vampire among your kind, and are held in high
Inspiration; you can expend 4 blood points to regain 1 use of regard as a powerful figure.
your Bardic Inspiration.
You gain the following benefits:
Vampire Cleric. Your faith does not leave you even in your Creator of Highborn Vampires. As your blood is much more
bloody path. You become immune to any effect that turns potent than other vampires, a creature you convert into a
undead. vampire becomes a highborn vampire with the Highborn Vampire
feat.
Vampire Druid. As your connection with nature is not Potency of Blood. Your blood becomes stronger; your
lost even if you lost your life, you do not have the Harmed by maximum blood points increases by a number equal to the
Running Water and Sunlight Hypersensitivity flaws while you are number of vampirism feats you have (including this one).
in your Wild Shape. Potent Healing. You can heal yourself more effectively using
your blood. The amount of hit points you can regain using
Vampire Fighter. Your instincts to survive in combat passes your Vampiric Healing benefit increases by an additional 1d6.
on to your new nature. You can use Second Wind an additional Unholy Domination. Creatures within 15 feet of you are
time by spending 3 blood points. overwhelmed by your unholy potency, and have disadvantage
on saving throws against being charmed and frightened by
Vampire Monk. You realize blood carries the Ki. You can you.
convert 3 blood points to 1 Ki point. This conversion does not This domination also has its downsides; you become the
take any action. manifestation of your evil nature and have the following flaw:
True Nature’s Dread. Your evil becomes absolute and you
Vampire Paladin. You link your faith to your bloody nature; cannot be redeemed by any means. It is also impossible for you
you can use your Lay on Hands as Siphon Blood, which lets you to hide your evil and vampiric nature.
convert 5 points from your Lay on Hands pool to 1 blood
point drawn when you touch a creature, decreasing hit point
maximum of the target by 1 for each blood point drawn this
way. The reduction lasts until the target finishes a long rest.

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122

Degenerations &
Degenerating Essences

D egeneration is a system that explains the corruption of the soul and shows that it is reflected both on the body and on
the soul. It can be thought of as the damage the soul takes. Just as different damage types have different effects, since
corruption, too, can come from different sources, their effects are also different. Evil has many faces and they all introduce
a different aspect of evil.

Some acts leave their trace, and one is constantly reminded of Those who find life to be too short delve into the depths of
them as soon as one’s head touches the pillow to go to sleep at necromancy. They walk through the cold halls of death and
night. Such acts, if they are evil, give you different essences, return in ways that are most profane, aiming to use its unholy
the type of which is based on the nature of the act. Murdering powers. Although using the powers of necromancy is not
the innocent for no reason, working for a devil to grow in necessarily and inherently evil, one cannot deny the existence
power, or animating the dead in holy ground all concern a of those who use it for the purposes of evil. The souls of
different aspect of evil and thus grant you different essences. those who use necromancy for evil become rotten, and this is
reflected in their body, either in the form of skin that is chilly
When you commit certain acts, a ripple that moves along to the touch, or of rotting body parts.
the forces of the universe is created, marking your location
and attracting the attention of evil forces. According to the Sins of Rotten Essence
act’s power and type, they grant you some gifts, and curses
alike. Everything comes at a price, after all… Casting a 6th or lower level evil necromancy Minor
spell
Every time you commit such acts, you make a Wisdom Defiling a grave Minor
saving throw with a DC equal to 10, 15, or 20 (depending on Casting a 7th or higher level evil necromancy Major
whether the act was minor, major, or ultimate evil). On a failed spell
save, your soul is tainted, and you gain 1, 2, or 3 points of Defiling the resting place of a cleric or paladin Major
degenerating essence. If you commit several acts at the same Becoming an intelligent undead Ultimate
time, you roll for the one that was the most intense. Every
time you gain 5 points of essence of the same type, you gain a
gift, and a curse. These gifts and curses are chosen randomly
by rolling a d20 for each.

ALIGNMENT CHANGES Defiling the grave of a good cleric or paladin Ultimate

GM TIP: You can shift the alignment of a You can always create new acts and determine whether they
character when they gain 5 points of essences. are Minor, Major, or Ultimate sins. The table above is just a
According to the act committed, you can shift short example and is created to be a guideline for both GMs
the alignment to evil, and sometimes towards and players.
lawful or chaotic. However, if the character
commits an act of ultimate evil, you may choose Gifts of Rotten Essence
to shift it more than one step.
1. Animal Form
Types of degeneration, acts that are relevant to them, and
their respective effects, are listed below. You gain the ability to transform, as an action, into one of
the following animals who generally live in graves: rat, crow,
Rotten Essence or snake. You retain all your statistics except for your speed,
which is replaced with that of the particular animal you
Death is the final verdict. Whether you were a king or slave, transform into. Any equipment you are wearing or carrying
rich or poor, a wizard or a fighter in life, it claims you in is also transformed. You can revert to your normal form as an
the end, just the same. Since ancient times, there have been action. You automatically revert if you fall unconscious, drop
people who show their respect to death, who accept it as a to 0 hit points, or die.
religion, and who try to understand it in its entirety. For some,
death becomes an obsession. Some want to use its powers, 2. Draining Curse
some fear it, some want to become death itself, and some
others want to defeat it. For some others, quite simply, the You gain the ability to curse a creature you can see within
length of life is not enough. 30 feet, as an action. The target must succeed on a DC 13
Constitution saving throw at the stroke of each midnight or
its hit point maximum starts to decrease by 5. The curse can
be removed by casting the remove curse or greater restoration
spells. Also, this reduction of maximum hit points lasts until

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the target finishes a long rest after the curse is removed. Once 12. Rotten Vision
you use this gift, you must finish a short or long rest to use it
again. One of your eyes decays with an instant surge of necrotic
energies, becomes rotten and leaves an empty hole behind.
3. Food Corruption With the magical residue left behind, you can use the detect
evil & good and detect magic spells twice in total, and must finish
As an action, you can poison up to 45 pounds of food or 30 a long rest before you can cast them again, as a part of this
gallons of water within 30 feet of you. Those who consume gift. However, you also have disadvantage on your Wisdom
them must succeed on a DC 13 Constitution saving throw or (Perception) checks related to sight.
fall asleep for 1 hour, or until they take damage.
13. Shadow Form
4. Frightening Aura
As a reaction, you can cover yourself with cold and dead
Your very existence frightens your puny enemies, reminding shadows. When you do so, you gain resistance to bludgeoning,
them of their deepest, darkest fears. As an action, you can piercing, and slashing damage from nonmagical attacks until
emanate an aura of fear. Creatures within 10 feet of you must the end of your next turn.
succeed on a DC 15 Wisdom saving throw or are frightened
until the end of their next turn. Once you use this gift, you 14. Skull Scry
must finish a short or long rest to use it again. The range of
this aura can be increased by other features or gifts. You can prepare the skull of an animal or humanoid to be able
to see out of its empty eye-sockets when it is within 100 feet
5. Health of Unlife of you. This preparation takes 1 hour, and consists of covering
the skull with dirt and forming a bond between you and the
Your hit point maximum increases by 1 for every hit dice you skull. Although you can have more than 1 skull prepared, you
have. This increase is also valid for a new hit dice you gain. can see from only one of them at a time.
For example, if you have 3 Hit Dice, your hit point maximum
increases by 3, and when you gain another Hit Dice, your hit 15. Slowing Gaze
point maximum increases by 1 more.
When you gain this gift, your eyes turn icy blue. As an action,
6. Ignored by Undead you can focus your gaze on a creature. The creature must
succeed on a DC 13 Constitution saving throw or its speed
Your face, aura, smell, the entirety of your existence, reminds decreases by 10 feet, it gains a -1 penalty to its AC and the
others of undead creatures. An undead creature must succeed results of its Dexterity saving throws decrease by 1, for 1
on a DC 10 Wisdom saving throw or cannot attack you. minute. The creature can repeat its saving throw at the end of
each of its turns, ending the effect on a success. Once you use
7. Necromancy Enmity this gift, you must finish a long rest to use it again.

You gain advantage on saving throws against spells and other 16. Tar Blood
magical effects of necromancy school.
Your blood gets denser and turns into a boiling, tar-like, black
8. Painful Touch liquid. When a creature within 5 feet of you damages you with
a melee attack, it must succeed on a DC 13 Dexterity saving
Once per long rest, you can make a melee spell attack against a throw or take 1d4 acid damage from the spilled blood.
creature, using your Charisma score as spellcasting ability. On
a hit, the target’s entire flesh decays, and it gains vulnerability 17. Unseen Friend
to necrotic damage for 1 minute.
The spirit of a deceased creature contacts you. You can talk
9. Perceive the Living to it and it can aid you with the information it knew before
it died. Only you can see or hear it. The creature’s true
You can sense the smell of fresh blood, meat and torn skin, identity and how often and how much it contacts you are
and you can hear the heartbeat of a living creature within 60 determined by the GM. However, proceed with caution, as
feet of you. talking to creatures that others cannot see can look bizarre or
suspicious.
10. Power Over Dead
18. Visions from Beyond
You can use the animate dead spell. Once you use this gift, you
must finish a long rest to do so again. You acquire an insight about the deaths of sentient creatures.
You feel the presence of graves that are within a 30-foot radius
11. Profane Recovery around you. Additionally, you can have visions about the final
moment of the creatures lying in these graves if they died
You gain power over the necrotic energies that create an within 1 month. The longest of these visions lasts for 1 minute.
undead. You can use your action to destroy an undead
creature that you created and regain 1d10 hit points. This gift 19. Walk of Decay
also has you regain 1d4 hit points when you use your action to
kill an undead creature you did not create. The undead must You gain the ability to spread the rotting corruption you have
be within 30 feet of you. collected. You can cause all insentient vegetation within 20

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feet of you to decay, desecrating the area when you do so. This seconds. Because of the shock of this occurrence, you receive
takes a 1-minute walk in the area. a -2 penalty on attack rolls, ability checks, and saving throws
until you finish a long rest.
Once you use this gift, you must finish a short or long rest
before you can do so again. 9. Bone Finger

20. Yearning of The Dead You grow an extra finger on one of your hands. This finger is
rotten, and has the appearance of a bone sticking out.
You make living creatures empathize with the dead. They
realize how painful it is to wish to be alive again and 10. Cold’s Reflection
understand how much pain lost souls feel. As an action, you
choose a creature within 30 feet of you that can hear you. It Your reflection on normally reflective surfaces like mirrors,
must succeed on a DC 17 Wisdom saving throw or become glass, or fresh water is consumed by the cold and emotionless
frightened of you because of the immense emotional pain that magic you use and does not appear on such surfaces. However,
suddenly fills its heart, until the end of its next turn. Once you you (and others) can see your reflection on gravestones.
use this gift, you must finish a long rest to use it again.
11. Touched by the Cold
Curses of Rotten Essence
Your skin is always cold and you emanate a chilly aura of
1. Colorless Curtain 5-foot radius. You can never feel warm again.

All the colors of life slowly fade away for you. Your hair 12. Voice of the Dead
becomes white, your skin and eyes go pale, and you lose the
ability to see color; your world becomes a mix of black, white, Your voice sounds inhuman and it always sounds as if you
and grey hues. were whispering.

2. Decayed Before Death 13. Refused by Graves

One of your hands rots away. You leave a part of your flesh on You grow a forked, serpentine tongue which causes your
everything you touch with that hand. words to end with a hissing sound that sounds like “sss’’. This
is a mark ensuring that as long as you carry it, no grave or soil
3. Crippled Gravedigger accepts your dead body. When you are buried somewhere, you
are purged out of the ground, as if the soil is throwing you up.
Your legs start to go lame. Your speed decreases by 5 feet.
14. Creature of The Night
4. Messenger of Death
Your eyes become overly sensitive to bright light causing you
One of your eyes starts to look like the eye of a crow. When disadvantage on Wisdom (Perception) checks related to sight
you have a conversation with someone that lasts more than in the daylight or in bright light.
1 minute, you start to see them as if their bodies start to die
and decay right before your eyes, causing you disadvantage 15. Best Source of Nutrition
on your Charisma (Deception), Wisdom (Insight), Charisma
(Intimidation), and Charisma (Persuasion) checks. You feel an urgency to drink a cup of fresh blood once per day,
or you suffer 1 level of exhaustion.

5. Touched by Death 16. Proper Diet

Your skin’s color turns rotten and pale and a part of it bleeds Whether you need to eat food or not, you must consume fresh
constantly (an arm, for example). At the end of each long rest, meat once per day or you suffer 1 level of exhaustion.
you take 1 necrotic damage that cannot be reduced by any
means. 17. New Friends

6. Weight of the Life You feel like an alien when you are with living creatures and
want to surround yourself with the dead and the undead. You
You grow a hunchback and it is filled with a liquid that gain disadvantage on Charisma (Deception), Wisdom (Insight),
attracts bugs. You need to clean it out by spending 1 hour Charisma (Intimidation), and Charisma (Persuasion) checks
every day, or you have disadvantage on your attack rolls and you make against living creatures.
ability checks due to the feelings of disgust and disturbance
that the bugs cause. 18. Excess Blood

7. Carrion Stench You just like the sensation of spilling your own blood and
the feeling you get when you are bleeding. Every day you cut
You smell like a decaying body, all the time. You make all yourself, dealing 4 necrotic damage. This damage cannot be
Charisma checks with disadvantage if the target of the check reduced by any means.
is not undead.
19. Salt is Unhealthy
8. Unnatural Aging
You cannot eat, touch, or carry salt. You despise it and fear
Roll a d20. You age the dice result in years in a matter of that it will cause some sort of harm to your spell components,

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body, or something else. When you eat, touch, or carry salt, example to spark your imagination and is meant to act as a
you have disadvantage on your attack rolls and ability checks guideline for both GMs and players.
for 1 hour.
Gifts of Desecrating Essence
20. Water Is Unnecessary
1. Dance of Murder
You no longer feel the need to drink water or clean yourself
with fresh water. If you drink a glass of water or are in contact When you make an attack, you can choose to dance, say a
with water for more than 1 turn, you have disadvantage on short phrase, or perform another activity as part of the attack
your attack rolls and ability checks until the end of your next to mock. If this attack makes the creature fall unconscious,
turn. you regain 1d6 hit points. Once you use this gift a number of
times equal to your Charisma modifier, you must finish a long
desecrating Essence rest to use it again.

Mortals always try to find the reason behind evil acts and, 2. Predatorial Presence
generally, there is one. For instance, an honorable knight who
murdered their family for no apparent reason might have Your inner beast awakes, and other beasts see you to be one
been corrupted by a Temptation Demon, or a curious wizard of them. You gain advantage on the Charisma (Intimidation)
who led their fellow wizards to their deaths might have been checks you make against beasts.
possessed by a vengeful spirit residing in the dungeon they
were delving into. Many more examples of this kind can be 3. Serene Sleep
found in every story, demonstrating that ‘everything happens
for a reason’, as the saying goes. However, in some rare The adrenaline of the evil acts you committed, and the dreams
occasions, this is not the case. Some evils commit evil acts of the evil acts you will commit, fill your sleep. The voices of
just for themselves, for fun or for profit, not for their dark your victims crying in pain, calling for help and moaning full
masters. They do it just because they want to do so. Evil is in of ecstasy, can be heard within 5 feet of you while you are
their nature. taking a long rest. Also, the time you need to finish a long rest
is reduced by 2 hours.
Such creatures fall deeper and deeper into pure evil. Their
nature turns more and more evil with each passing day and 4. Cold Blooded Murderer
they attract the attention of the evil powers of the universe.
As a result, they are both gifted in a way that allows them to You can stay calm even in the direst of situations. When you
walk deeper on this path and cursed in a way that reminds are attacked by more than two enemies, you have advantage
them there are consequences to their behavior. Bandits on your attack rolls against them for the rest of the encounter.
chasing treasures blindly, thieves, merciless assassins, hired
killers, corrupt politicians, evil druids, etc. generally have 5. Apex Predator
desecrating essence lurking deep within.
Each time you roll initiative, the GM rolls a d20. If the result
Sins of Desecrating Essence is 17 or higher, a monstrous howl of a wolf is heard. You and
your allies within 10 feet of you have advantage on your next
Blackmailing or telling a lie to cause harm Minor attack roll.

Breaking small vows or daily personal contracts Minor 6. Selfish Determination

Petty thievery Minor You can easily set your own comfort and safety aside in order
to reach your goal. You can ignore one level of exhaustion
Partaking in nondeadly violence such as bullying Minor when you are one day away from the target you want to kill,
the place you want to visit, or the item you want to retrieve.
Torturing a creature to gain benefit Minor
7. Smell of Nature
Partaking in deadly violence on the weak Major
Although you are evil, you do not see this to be a bad thing.
Blackmailing or telling a lie to cause death Major To you, evil is a natural part of life, just like good is, and you
just happen to have a nature that is evil. You live by this
Torturing a creature just for sadistic pleasure Major philosophy and you smell as if you were a part of nature
itself (fresh soil after rain, a specific flower etc.). You have
Major thievery such as stealing a family heirloom Major advantage on Wisdom (Animal Handling) checks.

Harming a creature unnecessarily after its death Major 8. Just a Prank

Murdering the innocent for no reason or for fun Ultimate An evil fey notices your evil presence and actually approves
your actions. As a result, just to satisfy its curiosity and to see
You can always create new acts and determine them to be what more you can do, it starts to follow you. While following
Minor, Major, or Ultimate sins. This table is just a short you, it plays pranks on those around you, especially those
that you do not like, in order to keep itself entertained. These
pranks do not harm you, at least directly. For example, the

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hinges holding together the overhead cabinets in the house of extra 1d6 poison damage as the snake bites the target.
a person you do not like might get loose and the cabinets may
happen to collapse in a dreadful accident, just as the person in 17. Optional Allies
question is underneath.
As an action, you can choose two allies within 30 feet of you.
9. Emotional Touch For 1 minute, one of the allies loses 3 hit points and the other
regains 3 hit points at the start of each of your turns. You can
When you touch a creature, as an action, you can try to learn decide which one will lose hit points and which one will regain
its current emotional state. The creature must succeed on hit points.
a DC 13 Charisma saving throw or you learn the dominant
emotions lurking in its mind (whether it is angry, happy, etc.). 18. Insightful Tactics
The creature does not realize that you tried to learn about its
emotions, whether it succeeds or fails its saving throw. The essence within you illuminates your mind with a keen
perception for tactical advantage to keep you alive. If you or
10. Doppelganger one of your allies has the highest initiative roll in combat, you
may choose yourself or one of your allies to act first in the
When you possess this gift, you can use your action to initiative track.
polymorph into a creature of your own size that you have
seen before, or back into your original form. You retain all 19. Gift of The Beast
your statistics in either form. Equipment that you are wearing
or items you are carrying are not transformed. You revert to The evil in your nature takes a physical form and you are
your original form if you die or as another action. Once you gifted (or cursed) with lycanthropy. You gain the Lycanthropy
use this gift, you must finish a long rest to use it again. feat. (p.115)

11. Poison Gland 20. Merciless Companion

The evil essence within you is so intense that you grow a poi- Your skin is twisted, and scars that look as though they
son gland. As a bonus action, you can spit poison on a piercing have been made by wolf bites appear on your chest. As an
or slashing weapon. Such a weapon deals an additional 1d6 action, you are able to call a dire wolf to your aid for 5 rounds,
poison damage for 1 minute. by the authority of your evil presence. It is conjured as a
part of the same action and it acts in your turns, after you.
12. Emotionless You can command it as a bonus action. When the dire wolf
is summoned, it must attack a creature and shed blood.
Emotions have no power over you. You leave all your emotions Otherwise, it attacks you or your allies, whichever is nearby.
behind and never look back, just like a snake changing its skin. Starting at 11th level, two dire wolves are conjured instead of
You cannot be charmed or frightened in regular ways and you one using this gift.
have advantage on saving throws against being charmed or
frightened through magical means. You can call a different creature than dire wolf at your GM’s
discretion.
13. Fanatic
Once you use this gift, you must finish a long rest to do so
Everything you do, you do to the extreme. You are so fanatical again.
in your motives and methods that you hold on to life with
more determination than others. You gain a +1 bonus to death Curses of Desecrating Essence
saving throws.
1. Eyes of Blood
14. Brutal Amusement
You constantly have bloodshot eyes as if you haven’t been
You enjoy seeing others struggle. When a creature you can see able to sleep for a month. If you cry, your tears have specks of
within 30 feet of you falls unconscious or dies, you regain 5 hit blood in them. You have disadvantage on Wisdom (Perception)
points. checks related to sight while you are in bright light.

15. Essence of The Hideous 2. Blood of Innocents

As an action, you can call upon the essence of a hideous beast. You gain little scars that refuse to heal for every innocent you
When you do so, your eyes and your tongue are transformed have killed. Your heart aches with the blows your conscience
into the eyes and the tongue of the animal. As a result, you has taken, and it feels as though it only gets worse as time
have advantage on your Wisdom (Perception) and Wisdom passes. As a result, your hit point maximum is reduced by 1
(Survival) checks for 1 minute. for every three levels you have. Also, your hit point maximum
continues to reduce as you gain levels.

16. Arm of The Snake 3. Feeding on Murders

One of your arms is covered in snake scales. As a bonus action, When you kill someone without reason, just for sport, or start
you can transform this arm into a snake for 1 minute. You a chain of events that lead to the death of an innocent, you
can then use your transformed arm to make melee weapon find a part of the inocent in your next meal after its death. For
attacks. The snake arm deals 1d4 piercing damage plus an example, you find one of its fingers in your meat pie.

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4. Echo of Evil past by using the Doppelganger trait. However, you start and
end your rest in your original form.
Your evil presence is so strong that it leaves a trace behind.
Your footsteps, one of your acts, or perhaps the screams of 13. Unwanted Presence
your victims, echo in the places where you committed evil
acts. Whatever happens, some part of it is re-enacted by You hear disturbing whispers in places protected by a
ghostly voices and images, again and again. good-aligned spirit, good-aligned druid, holy auras, or in
consecrated areas. The time you need to complete a long rest
5. Disposing of the Evil Inside increases by 2 hours in such areas.

The corruption of your inner evil is reflected upon your 14. Unhappy
physical body and you start to have some problems with your
digestion. Because of these problems, you feel an urge to vomit Your feelings are so numb that you can never feel satisfied or
sometimes, as if you feel the need to purge the corruption out happy. As a result, you cannot gain an Inspiration Die.
of your body. As an action, you throw up. It occurs at random
times determined by the GM. 15. Lost in the Dreams

6. Burdens of The Past While resting, you always lose yourself in dreams about lives
you could have lived if you had not chosen this path. You have
The evil acts you have committed in the past do not leave you disadvantage on your Wisdom (Perception) rolls during your
alone, nor do they allow you to have peace of mind. Twice in a short or long rests.
month, the memories, unpleasant emotions, and even regret,
fill you and prevent you from taking a long rest. 16. Uncontrollable Emotions

7. Smell of Sins You laugh, cry, and demonstrate any other emotion in an
exaggerated way. When you are having an emotional reaction,
Even though evil is a natural part of life, your existence and you have disadvantage on your Charisma (Deception) or
your brand of evil is nothing but corruption. You smell blood, Charisma (Persuasion) checks.
burnt corpses, and other things that are foul, all the time.
17. A Little Peace
8. Just A Prank(!)
You see disturbing flashes of images of your evil acts, or hear
An evil fey notices your evil presence and it wants to make the sinister whispers of your victims, all the time, except when
you understand how others feel when you harm them. As a you are drunk. You need to be drunk to complete a short rest.
result, it starts to follow you and it plays pranks both on you During long rests, you eventually fall asleep.
and on others around you. These pranks may cause the target
creature harm. For example, you could find your waterskin 18. Clumsy Movements
stolen in the middle of a desert.
You always leave some form of a physical trace behind. It can
9. Lone Wolf be a piece of cloth, a small piece of equipment, or any other
thing that can be traced.
Everyone you hold dear, love, or respect either turn on you or
betray you one day. All of them are killed, either directly by 19. Curse of the Beast
you or as a result of the actions you have taken.
You are cursed with lycanthropy. Although this can be seen
10. Smell of Evil as a gift, your control over the beast inside you is weaker than
others. You gain the Lycanthropy feat, but once a month, you
You cannot hide that you are evil, either through regular transform into your hybrid form for 8 hours and commit some
means or with magical methods. acts that you will not remember. The acts you commit while in
this state are determined at the GM’s discretion.
11. Otherworldly Offers
Also, you do not have the ability to afflict others with
Your evil is detected by evil, otherworldly creatures such as lycanthropy even if you had the ability to do so before.
aberrations, fey, or fiends, etc. They make separate offers to
you, and in return, each of them wants to keep your soul for 20. Trophy Collector
themselves after you die. If you accept one of them, the ones
you do not accept will not be happy. If you do not accept any You carry a body part, a signature item, or another token
of them, they will start to hunt not only you, but also each taken from each and every creature you kill. If you do not, you
other. Well, you will not be happy. believe that bad luck will befall you and you have disadvantage
on your first attack roll of the each encounter until you finish
12. Cursed Doppelganger a long rest.

You can be cursed in this way only if you possess the
Doppelganger gift. If you do not have this gift, roll a d20 for
another curse.

While you are taking a long rest, your shape randomly
changes to the creatures you have polymorphed into in the

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foul essence 4. Ashes to Ashes

There are dark places in the universe that act as cradles to the When your attacks reduce a creature to zero hit points, you
fiends that lurk within them. Mortals have always wondered can choose to incinerate its body. The body turns to ashes
about these places and the fiends that fill them. Some want to along with every item it carries.
eradicate them, some want to bargain with them, and some
simply wish to meet them. Every contact with these places and Once you use this gift you must finish a long rest to do so
the fiends fills the hearts of those who experience it with an again.
essence. This essence, called foul essence, pushes some to beg
for power from a demon, and others to serve as a cultist of a 5. Tongue of Evil
devil.
You learn how to speak, read, and write Abyssal or Infernal.
Creating chaos, sacrificing the innocent, or the sheer act of
scheming, can create a foul essence even in the purest of souls. 6. Evil at the Core
The scars that this essence leaves on your soul may seem small
from the outside, but they run as deep as the darkest of places. If you are subjected to a detect evil and good spell, the caster of
the spell see a horrifying fiery fiend shape when it looks at
Sins of Foul Essence you. That creature must succeed on a DC 13 Wisdom saving
throw or is frightened of you for 1 minute.
Bargaining with a fiend for daily profit Minor
Creating chaos in the name of demons Minor 7. Sinner Fire
Killing for a fiend master Major
Killing to claim souls Major Your sins are burning your soul like a great bonfire and your
Bargaining with a fiend for power Major every action either extinguishes it or it flares up a bit. As
Sacrificing a creature to a fiend master Major an action, you can channel this heat inside you and exhale
Trading souls Ultimate fire in a 15-foot cone. Creatures in the area must succeed on
Sacrificing a good-aligned creature to a fiend Ultimate a Dexterity saving throw. The DC equals 8 + your Charisma
modifier + your proficiency bonus. A target takes 2d6 fire
You can always create new acts and determine them to be damage on a failed save, and half as much damage on a
Minor, Major, or Ultimate sins. This table is just a short successful one. If you already use a breath weapon, you can
example to spark your imagination and is meant to act as a also use this feature at the same time.
guideline for both GMs and players.
Once you use this gift, you must finish a long rest to do so
Gifts of Foul Essence again.

1. Hand of Doom 8. Hellish Endurance

One of your hands looks like it is covered with scales and your You gain resistance to one of the following damage types
fingernails grow and count as claws. Any unarmed attack that you choose: cold, fire, or lightning. If you already have
you make with this hand deals 1d6 slashing damage. If your resistance to all of these damage types, at the end of a long
unarmed strike deals magical damage, your claw deals magical rest, you can choose to become immune to one of them.
damage as well.
9. Fiendish Leap
2. An Extra Growth
Your body carries the marks of your sins. Your foul essence
You grow a tail with a length of two to three feet. You can’t leaks through them and this leak can mold into the shape of
attack with your tail, but it can hold things that weigh a whatever is necessary to help you. As a bonus action, you can
maximum of 5 pounds. If you already have a tail, it grows sprout fiendish, bat-like wings to cover longer distances when
spikes and you can make an attack which deals 1d4 piercing you jump. They flap and hit the ground to lift you when you
damage, as a bonus action. You can be granted this gift twice if leap into the air, and they disappear afterwards. As a result,
you didn’t have a tail normally. your jump distance is doubled. Once you have used this gift
three times, you must finish a long rest before to do so again.
3. Seeing Allies
10. Unholy Perception
You can sense the alignment of creatures within 10 feet of you,
provided they are the same alignment as you. Your body and your mind relax when you are in a place that
reeks of sin, just as you do. You can tell when you are in a
desecrated area.

11. Foul Regeneration

You can fill your wounds using your foul essence. As a bonus
action, you can regain hit points equal to your foul essence
points. Once you use this gift, you must finish a short or long
rest to do so again.

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12. Bonfire 19. Fire Eater

Your essence comes from fire. As a bonus action, you can make As an action, you can consume 1 cubic foot of nonmagical fire
your weapon or spell attacks stronger with fire. On a hit, they and gain 1 temporary hit point for 10 minutes. For each cubic
deal an additional 1d6 fire damage. This lasts as long as you foot of fire you consume, you gain 1 more temporary hit point,
maintain your concentration (as if you were concentrating on up to a maximum of 10. When you consume 10 cubic foot of
a spell), up to 1 minute. nonmagical fire, you feel full and hydrated for 6 hours. To
consume a fire, you must stand next to it.
13. Horn Rush
20. Fiend Armory
You grow fiendish horns on top of your head, and you can use
them as a melee weapon to make a melee weapon attack with You can cast the acid bolts* spell without expending a spell
them. slot and casting the spell does not require any of the spell’s
original components for you.
You move 10 feet straight towards a creature, and that
creature must make a Strength saving throw. The DC is equal You can use this gift twice per long rest.
to 8 + your Strength modifier + your proficiency bonus. On
a failed save, it takes 1d10 piercing damage and is knocked Curses of Foul Essence
prone. On a successful save, it takes half as much damage and
isn’t knocked prone. The horns deal 1d8 piercing damage. 1. Silver Vulnerability

14. Cursed Fire Silver and silvered objects burn your flesh.
When you touch silver or a silvered object, you take 1d4
Fire courses through your veins and when your blood is
spilled, it burns. When you are hit by a melee attack, the radiant damage at the start of each of your turns in which
attacker must succeed on a DC 13 Dexterity saving throw or you remain in contact with the object. This damage ignores
take 1d6 fire damage. resistance or immunity.

15. Contractor 2. The Foul Mark

As if you are a cunning fiend, you know how to speak, what Foul essence corrupts your skin and changes the way it looks.
to say, and what to offer to get what you want. You have Red cracks appear on your body and your skin looks as though
advantage on your Charisma (Persuasion) checks. it is quite dry. These cracks may form a fiendish mark or letter
on your body.

16. Fiendish Shapechange 3. Hell Got Your Tongue

Like many other fiends, you can change your appearance to Foul essence takes something in exchange for lending you
look like certain beasts. You can use your action to polymorph powers. You forget every language other than Abyssal or
into a beast form that resembles a rat (speed 20 feet), a bat (5 Infernal and can’t learn any of them again. If you don’t know
feet, fly 30 feet), or a hyena (50 feet), or back into your true either of them, you can’t speak at all until you learn one.
form. Your statistics are the same in each form, except for
the speed changes noted. Any equipment you are wearing or 4. Distrustful Aura
carrying isn’t transformed. You revert to your true form if you
die. People may not know who you really are, but they can sense
things about you. At first sight, they think you are not a
Once you use this gift, you must finish a long rest to use it trustworthy creature because they feel your essence. As
again. a result, you have disadvantage on Charisma (Persuasion)
checks.
17. Fiend Sight
5. Falling to the Fiend Hands
When in magical darkness, your eyes glow red and yellow like
a monster hunting in the night. As a bonus action, you can use A fiend learns one of your secrets. It tries to blackmail you to
this gift to see 60 feet in magical darkness for 1 minute. When serve its own gains by using this special piece of knowledge.
you use this gift in nonmagical darkness, dim light, or bright
light, a flash of light appears and blinds you until the end of 6. Unholy Steps
your next turn. You can use this gift even if you are blind.
When you enter a consecrated area, the foul essence inside
Once you use this gift, you must finish a long rest to do so you becomes uneasy and starts to burn through your body.
again. You take 1d6 radiant damage when you end your turn in a
consecrated area.
18. Help from Below
7. Shadowy Burdens
Some creatures can sense your foul essence and these
creatures may want to assist you. As an action, you can Your shadow disappears for one day and returns after 24
summon an imp or a quasit. The summoned creature stays by hours. Then, for some mysterious reason, a good-aligned
your side for a number of rounds equal to your foul essence cleric, paladin, or angel starts to hunt you, giving you yet
points or until it is slain. another thing to worry about.

Once you use this gift, you must finish a long rest to do so
again.

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8. The Chosen One check.

Each time you look in a mirror, a glass, or another reflective 16. Otherworldly Bug
surface that can be broken, it shatters and its pieces scatter
all around. However, the scattered pieces always land on A fiendish bug crawls all over your body. If you kill it or throw
the ground to form the same sign. A DC 15 Intelligence it away, it immediately reappears on your body. It loves to
(Investigation) check reveals that the sign belongs to a annoy you and it can walk on your face while you are talking
powerful fiend, as well as which particular fiend the sign to someone.
belongs to. If you do not try to contact the fiend within 1 week,
you suffer a level of exhaustion that lasts until you contact 17. Fiendish Memories
the fiend. What the fiend demands of you is determined at the
GM’s discretion and is usually unpleasant. A part of your memories is corrupted and twisted by your foul
essence. You still have your memories, but your mind replaces
9. Unholy Aura certain realities with those that fit a fiendish existence

Each pet, mount, and animal companion you obtain becomes For example, you can remember your childhood, but you
excessively carnivorous, even if it normally does not eat meat. remember your parents to be fiends, or your childhood pet to
be a fiendish monster.

10. Vessel 18. Bound Eternally

A fiend finds you right as it is about to die, enters your body, When you die, your soul becomes a personal toy of your
and binds itself to your soul. From time to time, it tries to take fiendish master. You can only be resurrected after your fiend
full control over your body and your mind. You must succeed master is slain.
on a DC 12 Wisdom saving throw twice a month or the fiend
within takes over for 8 hours, during which you blackout and 19. Vulnerable to Good
can’t remember anything that happened.
Your existence is so foul that the mere act of being targeted by
11. A Walking Gate good-aligned creatures harms you more than others. You take
1 extra damage from attacks by good-aligned creatures.
When you, or a creature within 10 feet of you, conjure a
fiend with a spell or another magical effect, one more fiend 20. Disturbing Presence
is conjured in addition to the one summoned, because of the
disturbance created in magic by your foul essence. Your foul essence gives off a foul stench that resembles sulfur
or rotten eggs, making you quite easy to track. You also have
The additional fiend cannot be dismissed and cannot be disadvantage on your Wisdom (Animal Handling) checks
controlled according to the boundaries of the spell or the against beasts because of this foul smell.
magical effect that summoned it. It acts independently.
Maddening essence
12. The Marked Soul
Up in the sky, even beyond the stars, there are certain places
The foul essence within you marks your soul eternally. When where everything can exist, but nothing can live, all at the
you die, you come back to life in the shape of a fiend with a CR same time. These places, and some other things, are truly
of 3 or lower when a reincarnate spell is cast on you. You retain beyond mortal understanding. However, throughout history,
all your statistics at the moment of your death, except your some individuals with minds that are stranger and more
appearance, which is replaced by that of a fiend. bizarre than others, have wondered about them, seeking to
gain knowledge and understanding about such places and
13. An Untrained Eye those that dwell within. Most of the time, such studies end in
tragedy when the minds of these curious explorers are finally
Magic seems to follow you wherever you go, and fiendish introduced to these strange realities.
effects seem to surround you. As a result, it is harder for you
to distinguish reality from illusion. You have disadvantage on Some others, on the other hand, are just mad enough to
your saving throws against spells from the illusion school and worship entities that want to consume the whole universe, or
magical effects that create illusions. even host them and their minions in their bodies, sometimes
without feeling the need to understand them at all.
14. Devoted Essence Carrier
Such individuals’ souls are tainted with maddening
The foul essence within you is so intense that if a spell or essences. They are touched by the true madness that
magical effect causes additional effects on fiends, it does so on originates from the chaotic powers of the universe.
you as well.
Sins of Maddening Essence
15. Just A Game
Creating chaos for no reason Minor
A fiend appears in your dreams to play chess-like games with Summoning an aberration Major
you or just to gamble. The fiend is a sore loser, so if you win
the game, the fiend gets angry and disturbs your slumber. If
that happens, you must restart your rest.

To win the game, you must succeed on a DC 13 Intelligence

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Sacrificing a creature to aberration masters Major 6. Disable the Scrying

Making pacts with aberrant creatures for power Major There is a strange entity that does not want you to be seen or
heard by others. It hides you through magical means, blocking
Worshipping an aberrant deity Major any energy watching you. As a result, you cannot be tracked
by spells or magical effects.
Sacrificing a cleric or paladin of another deity Ultimate
to aberrations 7. Different Sense

Transforming another creature or yourself into Ultimate You acquire a bizarre intuition. You can use your action to
an aberration detect shapechanger creatures within 10 feet of you.

You can always create new acts and determine them to be 8. Mind Speaker
Minor, Major, or Ultimate sins. This table is just a short
example to spark your imagination and is meant to act as a You can talk to creatures within 30 feet of you telepathically.
guideline for both GMs and players. A creature only understands you if you talk in a language that
it knows and you can only speak to one creature at a time in
Gifts of Maddening Essence this way.

1. Madness Effect 9. Hide in Insanity

Now that you hear the whispers coming from the unknown, Your mind slips out of your control and tries to keep you
you can use your action to scream, yell, or whisper what alive. When you are targeted by a spell or a magical effect that
you hear. Creatures within 30 feet of you have disadvantage affects your creature type but does not affect aberrations,
on their saving throws against your charm person spell for 1 your mind changes your creature type to aberration and back
minute. by using your reaction.

Once you use this gift, you must finish a long rest to use it Once you use this gift, you must finish a long rest before
again. you can do so again

2. Another Eye 10. One of The Deeps

An eye like a black pearl that is decorated with dark, shiny The essence within you changes your form to resemble
purple marks appears on your forehead. You can cast the the strange creatures living in the deep waters. You grow
unnerving apathy* spell as long as the target creature is in your gills around your neck and are therefore able to breathe
line of sight. underwater.

Once you use this gift, you must finish a long rest to use it 11. Chaotic Presence
again.
You can use your own madness to affect others. You can cast
3. Tentacle Arm the command spell without using its components or expending
a spell slot.
An octopus tentacle sticks out of your chest, under one of your
arms. Its length is equal to your arms and you can use it as one Once you use this gift, you must finish a long rest to do so
of your natural arms. again.

4. Living with the Sounds 12. Probing Eye

Due to the unintelligible whispers you hear in your bizarre The color of one of your eyes turns purple and black. When
dreams, you’re used to feeling pain and disturbance in your you are targeted by a mind-altering spell, such as charm person
mind. You have resistance to psychic damage. or dominate person, you can choose to succeed on the saving
throw you make against its effects, as a reaction. When you
5. Maddening Nature choose to do so, the caster takes 1d10 psychic damage.

As an action, you can scream, yell or whisper the same 13. Slimy Grasp
words or sounds you hear from the maddening whispers of
your strange masters, releasing the madness within. The Your hands start to change with the corruption of the
air becomes heavier and the colors start to change and shift maddening essence, and as a result, little slimy suckers appear
randomly. Every creature within 30 feet of you that can hear in the palms of your hands. You gain climbing speed that is
or see you must make a DC 13 Wisdom saving throw. On a equal to your walking speed. You can also use your hands to
failed save, a creature rolls 1d20. If the result is between 1-10, firmly grasp something, granting you advantage on related
it takes 2d8 psychic damage and is stunned until the end of its checks.
next turn; if the result is between 11-17, it takes 1d8 psychic
damage and is stunned until the end of its next turn; if the 14. Brain Eater
result is between 17-20, it is stunned until the end of its next
turn. You grow two special, tentacle-like tongues that can “taste
memories” when you eat a fresh brain. As an action, you can
Once you use this gift, you must finish a long rest to use it pull your new tongues out to consume the brain of a creature
again. that died within 10 minutes. The tongues absorb the memories

132

the creature experienced within the last 1 hour and you can leader of an organization, a powerful wizard, a threatening
re-experience them for once. villain of importance, etc. You try to send messages to them,
and you imagine that you receive messages from them, as
15. Unforgettable Memories well. These messages can be about anything as long as you
can figure out how it is relative to the person in question (a
The maddening essence twists your mind so that you gain an shining star, a flowing river, your enemies, etc.).
unrealistic and otherworldly ability to recall things. You can
choose one place, book, face, etc., and remember even the 2. Delirium
most intricate details about it. When you try to memorize a
second thing in this way, you forget the first one. When you are targeted by a spell or magical effect that can
charm or frighten you and you make a successful saving throw
16. Maddening Spells against it, you also must use your reaction to shake off the
effect. If you have no reaction to spend, you have disadvantage
You can infuse the spells and other magical effects that you on the saving throw.
can create with your essence. You can also change the damage
type of a spell to psychic by expending a spell slot that is 1 3. Brain Addiction
level higher than the original.
You become addicted to eating brains. You have to eat at least
17. Mind Controller a palm-sized piece of brain at the end of each long rest or you
suffer 1 level of exhaustion. When you eat a piece of brain,
The strange powers inside you affect the magical effects you the levels of exhaustion suffered because of this curse are
can create. When you try to charm or frighten a creature with removed.
a spell or with a magical effect, the DC increases by 1.

18. Secret Hand of Chaos 4. Tentacle Arms

There are many strange entities that want to invade the Your soul cannot bear the burden of maddening essence and
world. As their weapons, anatomies, spells, languages, and the essence is reflected upon your physical body. As a result,
every other aspect are alien to you, their methods are also one of your limbs is severed and a tentacle takes its place. You
incomprehensible most of the time. They may build a plan of can use it as though it were one of your natural limbs, but
planar invasion based on a simple stone in the steppes or a other creatures may not take too kindly to your appearance
nonmagical shield hung on the wall of an inn. These are some and some may even try to attack you on sight.
strange plans indeed, and you are privy to these plans.
Your normal limb can only be restored by a wish spell.
Sometimes, you feel an urge to steal an item. Your GM
chooses the item and the time this urge hits. If you steal it, you 5. Paranoid Personality
enter a state of euphoria and gain 2d10 temporary hit points
for 1 hour. If you don’t, you are filled with anxiety and have Your mind is poisoned to the point that you think that
disadvantage on your ability checks, attack rolls, and saving everyone around you is trying to harm you. You cannot trust
throws for the next 10 minutes. The disadvantages can be anyone but yourself. You are suspicious all the time and tend
removed by a remove curse spell. to be a secretive person.

After you steal, the rest is up to the GM. Your strange 6. Part of The Soul
masters may want you to leave the item somewhere, it can be
stolen from you, or you may be forced by the hand of fate to Your maddening essence makes it impossible for you to learn
kill a creature with it. how to use or handle too many objects. The number of the
items you can be attuned to decreases by 1.

19. Mind Shield 7. Forsaken Life

Once your mind knows insanity, sanity becomes overrated. The essence within you waits for the right time to claim you
You become proficient with Wisdom saving throw and if you as a whole, and it does so upon your death. When you die, you
are already proficient with it, you can add your proficiency transform into an aberration of your GM’s choice at the end
bonus twice. of the next 2 rounds. When you are transformed, you do not
remember your past existence and act like you have always
20. Witnessed Real Fears been the aberration you have transformed into.

You are immune to being charmed and frightened by 8. Paranoid Sleeping
creatures other than aberrations, since unimaginable fears
haunt your dreams, and hence, not much can scare you in real When you try to sleep next to someone, you get the feeling
life. that they will try to murder you. You cannot fall asleep if a
creature you can see is sleeping within 5 feet of you.
Curses of Maddening Essence
9. Aberrant Skin
1. Mad
Your skin becomes moist, moss grows on your body and it
You are mad. You think that a person of higher status has dries out painfully if you do not moisturize it properly. You
affection for you. This person can be a king, a queen, the have to stay in water completely for 10 minutes or your hit

133

points maximum decreases by 1d4 at the end of each long rest. end of each long rest you roll a d4. If you roll a 1, your speed
The lost hit points can only be regained after you moisturize decreases by 10 feet and you cannot take any reactions until
your body. you finish a long rest. If you roll 2-3, your speed decreases by
10 feet until you finish a long rest. If you roll a 4, your speed is
10. Tracked unaffected.

You are constantly being followed by an aberration attracted Once you use this feature, you must finish a long rest to use
to the maddening essence within you. If you commit an act it again.
that the aberration following you does not like, it will try to
stop you. 16. Aberration Aura

11. Painful Headache The maddening essence in your soul is so tense that you count
as an aberration for spells and magical effects that can see
You find it hard to fall asleep because of the aberrations that aberrations.
are attracted by your maddening essence. They visit you in
your dreams. At the end of each long rest, you wake up with 17. Mirror Effect
an incredible headache that causes you to take 1d4 psychic
damage. Because strange forces and essences affect your soul, your
presence changes and twists magic. When an ally within 5 feet
12. Bad Reputation of you is targeted by a spell, you are also affected by the same
spell.
Aberrations are known for their whispers and mind-altering
powers. When you go to a new town, village, city, or any other 18. Bad Day
place where there is civilization, you roll a d100. If the result
is lower than 50, some aberrations whisper in the ears of You hear strange growls and unintelligible whispers from
townsfolk of your arrival and your untrustworthy nature. time to time. However, sometimes, these whispers overwhelm
your mind and put pressure on your brain. Each day, you roll
13. Tentacle Tongue a d100 when your GM asks you to do so. If you roll a 1, you
must succeed on a DC 15 Wisdom saving throw or take 5d10
While speaking a language other than Deep Speech, tentacles psychic damage. Also, your eyes, ears and nose bleed due to
fill your mouth from within and make it harder to speak. the pressure in your head.
You have disadvantage on your Charisma (Deception) and
Charisma (Persuasion) checks while speaking a language other 19. Arcane Impression
than Deep Speech.
A strange glyph drawn with ink appears on your chest. If you
14. Unknown Reflection stay in a place for more than 10 minutes, this glyph leaves
a magical trace behind. This trace can be seen by the detect
Aberrations channel their chaos through your essence. When magic spell if it is cast within 1 week and the spellcaster sees a
you make a weapon attack against a creature and you roll a 1 magical aura that belongs to the school of conjuration.
on your attack roll, a purple aura in the shape of your weapon
materializes and attacks one of your allies within 10 feet of 20. Lawful Vulnerability
you. The ally takes 2d10 psychic damage on a hit.
Your existence is so chaotic that the attacks of lawful-aligned
15. Relative Reality creatures harm you more than others. You take an extra 1
damage from the attacks made by lawful-aligned creatures.
As you delve deeper into madness, your mind is opened to the
secrets of the universe. Time and space become more relative
concepts for you. You can use the misty step spell without its
spell components or expending a spell slot. However, at the

134

Possession
and Exorcism

Possession possession, and soul possession.
Possession is an inherently evil act, as it causes too much
Possession is when a creature is completely taken under the
control of fiends, ghosts, or other malevolent beings. Many stress and pain within the possessed creature’s body, mind,
beings have the ability to possess others. Such creatures have and soul. Additionally, it is a dire violation of that creature’s
the Possessor Creature template, and the act of possession free will and nature. Possession bends the will of one creature
is divided into three categories: body possession, mind to serve another and this may push both the physical and
mental limits of a creature to the breaking point. As a result,
possession has a much more dire effect than spells such as
dominate person.

Template: Possessor Creature

Aberrations, fiends, and creatures with Incorporeal Movement During a body possession, the possessed creature remains
can be possessors. A possessor retains all its game statistics aware. It can observe and experience everything that happens
except for the following: to it and around it.
New Feature: Possessor. A possessor creature can use its action
to attempt possession of another creature within 10 feet of it. Mind Possession. While the mind of a creature is possessed,
The target creature must succeed on a Wisdom or Charisma the possessor has access to knowledge within the possessed
saving throw (whichever is higher) against the Possession Save creature’s mind, in addition to the powers it can use when
DC or become possessed. it possesses a creature’s body. Since they are held in mind,
Possession Save DC = 8 + the possessor’s Charisma modifier + all proficiencies of a creature, including any bard or wizard
spells, along with class and archetype features, can be used by
the possessor’s proficiency bonus the possessor.

When a creature with Incorporeal Movement possesses another If the possessed creature is a wizard, a possessor cannot use
creature, the possessor disappears into thin air but actually spells other than the ones the wizard has prepared. However,
joins the target creature in its body. However, if the possessor the possessor can choose the spells the possessed creature will
creature has a physical body, its awareness leaves its own body prepare after a long rest. And if the possessed creature is a
and takes control of the possessed creature. barbarian, Rage feature can also be used by the possessor as it
is a state of mind.
In this case, the empty, physical shell of the possessor falls
to the ground after its successful attempt of possession, as the Although the possessor has access to the memories of the
possessor cannot control both its own body and the possessed possessed creature, it cannot comprehend all of them at once.
creature at the same time. Because of this limitation, some The possessor can reach 2-day-old memories at most, going
fiends capture their victims, possess them in their safe havens, back from the moment the possession occurs.
and walk around in the possessed creature’s body to make
sure that their body is guarded well. During a mind possession, the possessed creature’s
awareness is in the hands of its possessor. It can either allow
While a creature is possessed, the possessor takes control of the victim to be aware of its surroundings, or not.
some of its abilities. These abilities are determined according
to the type of possession. There are three types of possession: Soul Possession. This is the strongest of all the types of
possessions. When a creature possesses the soul of another
Body Possession. While the body of a creature is possessed, creature, all of the abilities of the possessed creature become
the possessor has control over the movements of the available for the possessor to use, along with the body and
possessed creature, along with its Strength, Dexterity, and knowledge in the mind. The items to which the possessed
Constitution, its physical skills, and other abilities that have to creature is attuned, class, and archetype features related
do with muscle memory. to the soul (such as a monk’s ki points), the powers granted
through worshiping deities, or pacts made with greater forces
For example, if the possessed creature is a fighter, features of the universe (such as those of clerics, paladins, rangers,
such as Action Surge and Extra Attack (or if the possessed warlocks) can be used by the possessor.
creature is a rogue, its ability to open locked doors) are at the
possessor’s disposal for the duration of the possession. While a soul is possessed, the possessed creature’s level of
awareness is in the hands of its possessor. It can let the victim
Continuing with the example, although a possessor can be aware of what it is doing while possessed, or have it in a
wield a weapon while it possesses a fighter, it cannot use the state of complete blackout.
fighter’s proficiency. Hence, it makes the melee attack rolls
with a fighter’s Strength score, but the possessor cannot Challenge. Body possession increases the challenge rating of
add the fighter’s proficiency bonus to the attack roll. If the a creature by 1. Mind possession increases the challenge rating
possessor is already proficient with the weapon, it can use its by 2, and soul possession increases the challenge rating by 4.
own proficiency bonus.

135

Although the possessed creature cannot control its actions can (and probably will) do anything it can to escape from
while possessed, and though it is not responsible for the exorcism.
actions it has committed while under the effects of possession,
it may still feel a need to atone for the acts that were Methods of exorcism can vary from exorcist to exorcist. The
committed. followings are a few examples:
• The exorcist places its hand on the possessed creature’s
This is not because it is seen as a sinner or a heretic
by the greater forces, but instead, because the possessed forehead and starts to recite prayers to their deities or
creature realizes that its powers can also be used for evil, read passages from its deities. The possessed creature
just as they can be used for the benefit of their enemies. The reacts to these words or other actions abruptly and tries
need for atonement usually arises as the possessed creature to run away, so the exorcist must hold the creature in
contemplates its possession, and becomes aware of these place by making a successful Strength (Athletics) check or
bitter realities. restrain it. With the passages being read or prayers being
recited, the exorcist demands the possessor to leave in the
It is usually within the power of a deity or the patron of a name of the higher power.
warlock to stop its powers from being used by a possessor, • The possessed creature is placed in the middle of 10
but it might also want to teach the possessor a lesson, and people of the same faith as the exorcist. The exorcist
thus decide to let it think the powers bestowed are in full recites a holy passage from its holy book 101 times and
responsibility of the possessed. then performs a small action related to its deity, such as
blowing a horn or burning a specific incense.
A possession lasts until the possessed creature’s hit points • The exorcist bleeds itself, for it believes that blood
drop to 0, the hit points of the body of the possessor drop to protects against possession. It loses 10 hit points in the
0, or the possessed creature is exorcised. When the possessed process, and while bleeding, the exorcist starts dancing
creature’s hit points drop to 0 or the possessed creature is in a euphoric state to draw the attention of the possessor
exorcised, the possessor materializes at an unoccupied space creature. A successful DC 19 Charisma (Perform) check
within 10 feet of the possessed creature, either in incorporeal forces the possessor to leave the possessed creature and
form, or if it still has one, in the shape of its body. If the body try to possess the exorcist instead. However, the blood
of the possessor is destroyed even though it is somewhere else protects the exorcist and if the possessed creature has
possessing a creature, the possessor dies and the possession is also been covered with blood, the possessor cannot return
over. to the body, mind, or soul (whichever was possessed), and
leaves.
Exorcism These are only a few examples that are meant to inspire
players and Game Masters; every exorcist creates new and
Exorcism is the practice of forcing a possessor out of a unique methods.
possessed body, mind, or soul. An exorcism is a challenging However, whatever the method is, at the completion of the
act of will, and those who perform it are called exorcists. exorcism ritual, the possessor creature must make a Charisma
Exorcists must have an unbreakable will, unquestionable saving throw against a DC equal to 8 + the exorcist’s Wisdom
faith, and unwavering methods. Otherwise, they may face dire or Charisma modifier (whichever is higher) + the exorcist’s
consequences, as exorcism is a very dangerous task. proficiency bonus. On a failed save, the possessor leaves the
possessed creature, but it either manifests at an unoccupied
Exorcism is a religious ritual of 1-hour. It must be space within 10 feet of the possessed creature in incorporeal
performed by a creature of faith. Yet, this creature does not form, or it returns to its body if it has one.
have to be a cleric or paladin, since exorcism requires a strong On a successful save, the possessor creature can choose to
belief rather than divine powers. However, an exorcist must stay in the possessed creature, or it can leave the possessed
be proficient in Religion skill. During the ritual, an exorcist creature and try to possess the exorcist instead. If the
must carry a holy symbol of its religion as it symbolizes the possessor creature cannot possess the exorcist, it may try to
presence of its deity. possess another creature or leave.
An exorcism is a dangerous and tiring experience for both
A GM might decide that an exorcism should take longer the exorcist and the possessed. Hence, they take 3 level of
than 1 hour under special conditions, especially if the exhaustion at the end of a completed ritual. Some possessors
possessor is particularly powerful. In such a case, exorcism hold grudges against exorcists and may try to take advantage
can take 1 hour if the CR of the possessor is between 1-5, 1 day of this exhaustion as the exorcist would not be in its full
if the CR of the possessor is between 6-10, 1 week if the CR of fighting capacity. If the possessor creature succeeds to stay
the possessor is between 11-15, and 1 month if the CR of the in the body after three consecutive rituals, the possessed
possessor is between 16-20. creature dies at the end of the last exorcism process, and the
possessor creature takes full control of the body.
The ritual of exorcism, normally, takes 1 hour, and if Exorcists are rare because of the risks and requirements
interrupted, the creature performing the ritual must start of the act. However, this makes them valuable and their fame
over. However, the possessor creature has advantage on its spreads swiftly. After its first successful exorcism ritual, one is
saving throws against exorcism that is reattempted, since it granted the “Exorcist” title by the folks who witness the ritual
has seen the methods of an exorcist once more. For longer and an exorcist is constantly sought by those who are in need
rituals of exorcism, the exorcist can take breaks to rest and of help against possession.
then continue with the ritual. While resting, restraining the
possessed creature is a good precaution as the possessor

136

Curses

T here are many cosmic powers in the universe, such as Role-playing and choosing your words correctly and poetically
gods, goddesses, warlock patrons, or other cosmic beings. may set an elder curse in motion. Still, elder curses are
They hear the calls of mortals and answer them if they mysterious events, the origins of which are highly debated by
see them be worthy. Sometimes, someone cries in pain, agony, philosophers and cosmologists. In the example of the warrior’s
or hatred in such a powerful way that their voice echoes curse, that warrior may rise every new moon as an undead
through the planes and is carried until it reaches one of these creature to take its revenge, or the warrior’s blade could gain
cosmic forces. And sometimes, the response to these cries of sentience by becoming one with the warrior’s soul upon their
agony is ripe with the same emotion. These wrathful answers death, and it can start searching for worthy warriors who can
are called curses. They divide into two groups according to wield it as it dishes out revenge.
their effects and powers: Elder Curses and Common Curses.
These curses are strongly tied to the energies that are at
Elder curses differ from spells in that many spells require work in the universe and cannot be lifted by simple spells such
components, or a casting time, but an elder curse just hap- as remove curse. Fulfilling the desires of the one who laid the
pens. The only thing required is intense emotions of justice or curse, or the power who turned the words that made the curse
revenge spoken wholeheartedly. It may or may not take some into reality, can break the curse.
time for the elder curse to take effect, unlike spells, the effects
of which can be seen immediately after they have been cast. GM TIPS
Another difference between curses and spells is that an elder You can use curses to create a story arc. The
curse does not require a saving throw or a spell attack, since characters can fulfill or take part in a curse without
they are the work of cosmic entities that have powers beyond knowing it. For example, they can be cursed and try
mortals’ own capabilities. to lift it, or they can encounter a cursed village. To
prolong the sessions, you can make these curses in the
On the other hand, it could be said that elder curses can be form of riddles and they could discover its pieces one
seen as destiny or karma. For example, let’s say a cruel leader by one.
burns down a crop field to give a message to the landlord. One
of the poor farmers that own the crops yells, “You have killed Also, not all curses are bestowed upon the
us! You have killed us all! Our crops were more than just food to us, wicked by the forces of righteousness. Sometimes,
they were our whole life. May you see what gives your life meaning foul powers can hear the cry of the innocents and
burn, just as ours did, and may you come back to us, begging for intervene, their goal being to cause more wickedness
help!” After some time, the cruel leader’s castle is struck by as a result of the curses they created and to corrupt
lightning and starts to burn. As a result, the cruel leader both sides of a story.
returns to the village and asks for their help to survive the
coming winter. Common curses, on the other hand, are just like spells. They
can be found in the spells (p.179 Dark Magic) section of this
What matters in laying an elder curse is the wording. A book, and unlike elder curses, they can be removed by spells
warrior yelling “You will all die!” in their final moments is not like remove curse.
cursing their enemies. Usually, curses are much more poetic
or riddled. Instead of what the warrior yelled, they could say:

Once every new moon,
You will remember.
My blade, soon,
Will kill every member.

137

Defiled Places

E vil is embodied in the actions of creatures as if it is a throws against spells like charm person in the meeting place
living thing. The intentions of evil creatures and the of secret lovers who were victims of a monstrous murder
anguish of innocents form a wicked will. This presence creates in the same place. These emotions also affect nonmagical
an aura which can be detected by others with spells such as interactions, such as inspirational speeches of others, or shows
detect evil and good. These auras follow the evil creatures who of friendship, love, or affection.
created them everywhere indicating past actions, and they
can be diminished or empowered in time according to the However, a paladin who worships an evil god of death may
creature’s new decisions and actions. feel encouraged as it stands on the grave of many innocents.
Thus, defiled places may not affect evil characters, or might
However, sometimes, evil actions are committed on a great even benefit them, which is determined at the GM’s discretion.
scale. The sins pertaining to such events are unspeakable and
the pain felt is unimaginable. In such situations, called defiling The air of defilement in some places is so intense that a
events, the manifestation of evil becomes so powerful that strong will is not enough to fight off the emotions it evokes.
it tries to change its surroundings and leaves traces behind If this is the case, creatures may not even be able to make a
when doing so. It may even gain a physical form or shift the Wisdom or Charisma saving throw to resist the effects of the
nature of a place permanently. defiled place, which is determined at the GM’s discretion.

Such places, called defiled places, reflect the intense Reflection of The Pain. Most defiling events are
emotions felt during the defiling events. They have their own accompanied by the pain and the sorrow of the creatures
mind-altering auras, relevant to the nature of the specific involved. More often than not, since the victims of the event
things that take place in them. For instance, a mass grave can cannot experience a peaceful death, their souls cannot find
be full of melancholy, a mass sacrificial site can be full of pain, rest afterward. They come back as a ghost of the past and start
and they can call such emotions to the surface. to carry out their existence within the defiled place.

Different defiled places can have different characteristics Such lost souls may guide creatures unlucky enough
(the specifics of which being at the GM’s discretion), however, to venture to these places to their doom, or to their own
they all have the following effects in common: salvation. These souls could show creatures phantasmal
visions of past events, try to ask for help, or, in a maddened
Defiled. Defiled places are filled with unholy power as if state, attack any living creatures on sight.
affected by the hallow spell. The particular effects caused by
the hallow spell are determined by the GM. This unholy power The Embodiment of Evil. Sometimes, the sins, horrors,
may radiate from one or more points in a defiled place and pains, and evil acts committed in an area may manifest in a
this makes dispelling the effects of hallow challenging. All of physical form. These forms are known as Malicious Incarnations
the bones in a mass grave or all of the family belongings in a and they dwell in defiled places, hunting foolish and unlucky
haunted house can each be defiled and be affected by a hallow adventurers. They may do so to sustain themselves, or for the
spell. sheer pleasure of acting out their true natures.

Defiled Emotions. Emotions experienced in defiling events Unholy Stench. Defiled places generally have a smell that
may permanently affect the aura of the place. These intense is unique to each of them. This smell may resemble a sweet
emotions disturb the social interactions of the creatures in the flower, or death and decay. The smell of each defiled place is
area and affect their capacity to make decisions. A creature in related to the place’s past and the defiling event. This smell
a defiled place must make a DC 19 Wisdom or Charisma saving fills the place and follows the creatures who wander into them
throw (whichever is higher) or is affected by the emotions that everywhere, as they roam the defiled grounds. The smell, even
fill the area. if it is a sweet one, is actually the sign of unholy energies being
channeled here. Because of these unholy energies, the undead
For example, spells and other magical effects that and fiends within the defiled place have advantage on saving
provide creatures with bravery and morale, such as heroism, throws against magical effects created by spells and other
may automatically fail in a mass grave that is heavy with features of clerics and paladins.
melancholy; or creatures may have disadvantage on saving

138

Making Sacrifice

E very deity wishes to be worshipped in its own way. Good The sacrificed creature is of 11-16 CR. +3
deities tend to focus on how their followers live their +4
lives. They want to see holidays celebrated in their name The sacrificed creature is of 17+ CR. +1
and their devotees living by their tenets in their societies and +2
private lives. Most neutral deities have similar inclinations as The sacrifice is made on an altar.
well. +1
The sacrifice is made in the deity’s temple or
While evil deities may also want these things in the lives another relevant place favored by the deity. 0
of their followers, additionally, they revel in their followers’
actions that show absolute devotion and prove their might The sacrificial area is consecrated (if neutral) or +1
against the deity’s enemies. For most evil deities, sacrifices, desecrated (if evil).
especially humanoid sacrifices, are the ultimate way for a +2
devotee to prove itself, as well as the strength of its faith to The sacrifice is made in front of a small group of
the god or goddess. followers (less than 10). +3

The members of clergies are not the only ones who make The sacrifice is made in front of a decent group of +1
sacrifices, and not all sacrifices are made in the name of a followers (10-100). +1
deity. Some fiends and spirits also want sacrifices in return for +2
their aids to the mortals. The sacrifice is made in front of a large group of
followers (100-1000). +2
Practice of Sacrifice
The sacrifice is made in front of a community of +3
Sacrifices can be made using different practices and lore. If a followers (1000+).
sacrifice is made to an entity with divine essence (which is a
deity of a certain power), it requires a Intelligence (Religion) The sacrifice is willing.
check. On the other hand, sacrifices made to extraplanar
entities or spirits may be carried out with an Intelligence The sacrifice is of opposite alignment *
(Arcana) check on the GM’s discretion.
The sacrifice is clergy or devoted (e.g. warlock) of
Sacrifice is mostly practiced by the clergy, meaning that opposite alignment*
it is usually clerics and paladins who make sacrifices to show
their devotion to, and perhaps receive the aid of, their god The sacrifice is the follower of an opponent deity
or goddess. Yet, anyone else can make sacrifices as well. If a or entity **
character is proficient with the relevant skill, and it knows
how to make a sacrifice, then it can do so. The sacrifice is clergy or devoted of opponent
deity or entity **
The practice of sacrifice is a complex process that involves
many sacrificial factors. The Sacrifice Factor table shows these The sacrificial factors gained from the situations that is marked with
factors and how much they satisfy a deity. the same starts (*, **) does not stack together.

In game mechanics, these factors add bonuses to the skill The factors stack in a reasonable manner. The examples
checks made. Any benefits that grants advantage to the include but are not limited to the following, and the Game
relevant skill check does not apply to this type of check. Master has the final say in this manner:

SACRIFICE FACTORS Check A sacrifice made through an 8-hour ritual does not also add
Modifier the bonus of the 1-hour ritual in terms of the satisfaction of
Sacrificial Factor the deity. Similarly, the sacrifice made in a temple does not
also add the bonus of an altar. A sacrificed creature with a CR
Sacrifice is made through a quick ritual that takes -4 of 17 does not also add the bonus of a creature with a CR of
less than a minute. 11-16. The sacrifice being of opposite alignment does not stack
Sacrifice is made through a 10-minute ritual. 0 with it being the follower of an opponent deity or entity.
Sacrifice is made through a 1-hour ritual. +1
Sacrifice is made through an 8-hour ritual. +2 When the sacrifice is made, the deity or entity rewards the
The sacrificed creature is of 0 CR. -1 character properly, according to the result of the character’s
The sacrificed creature is of 1-4 CR. +1 relevant skill check detailed in the Rewards of Sacrifice table.
The sacrificed creature is of 5-10 CR. +2

MASS SACRIFICES

Some sacrifices involve the massacre of multiple
creatures. Sacrifice of the masses can satisfy a deity
or entity, just as it would a stronger creature. When
calculating the sacrificial factor of a mass sacrifice,
you can count the mass’ encounter challenge rating
rather than their individual ratings.

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Rewards of Sacrifice 29 The performer of the sacrifice is granted 1
very rare magic item that vanishes after 1 day.
The rewards of sacrifice can be various things. Often, they
include powers bestowed upon the conductor of the sacrifice. 31 The performer of the sacrifice regains 100
Spells of a relevant level, additional uses of class features, or a hit points; or the reduction on its hit points
percentage bonus on a cleric’s Divine Intervention feature are all maximum is decreased by 100; or gains 50
examples of rewards that could be given in return for a proper temporary hit points for 1 day.
sacrifice.
25 The performer of the sacrifice can use a 3rd
Unless stated otherwise, a spell granted as a reward can be level spell that has a material component
used once within the next 1 day after the sacrificial ritual has worth equal to or less than 300 gp.
been completed.
25 A party member that died within the last 1 day
If the sacrifice is performed by a party instead of a single is resurrected.
person, the rewards can be granted to up to 6 characters
unless it is stated otherwise in the Rewards of Sacrifice table. As 25 The performer of the sacrifice gains 1
a GM, you can choose to reward more than 6 characters, but additional use of a class or archetype feature
you should be aware that this will make the party even more that can normally be used multiple times
powerful. between two long rests.

The spells granted are relevant to the deity or entity the 27 The performer of the sacrifice gains 2
sacrifice is made for, and is determined at the Game Master’s additional uses of a class or archetype feature
discretion. The characters use the rewarded spells as innate that can normally be used multiple times
powers, meaning that their spellcasting ability for these spells between two long rests.
is Charisma.
28 The performer of the sacrifice can use a 5th
REWARDS OF SACRIFICE level spell that has a material component
worth equal to or less than 1000 gp.
Check
Result Sacrificial Reward 30 The performer of the sacrifice gains one
additional use of a class or archetype feature
10 The performer of the sacrifice can use a that is normally regained after a long rest.
13 cantrip for the next 1 hour.
32 The performer of the sacrifice can use a 7th
11 + 2 * The performer of the ritual deals an extra 1d6 level spell that has a material component
spell level damage (whose type is determined by the GM) worth equal to or less than 1000 gp.
on its weapon and spell attacks for the next 1
19 hour. 32 The performer of the sacrifice can use a 9th
level spell that has a material component
21 The performer of the sacrifice can use a worth equal to or less than 50 gp.
spell of 1st to 8th level that has a material
23 component worth less than 50 gp. 35 The performer of the sacrifice can use a 9th
level spell that has a material component
25 The performer of the sacrifice gains +2 bonus worth equal to or less than 25000 gp.
27 on its spell attack rolls and its spell save
increases by 2 for the next 1 day. 35 The performer of the sacrifice gains one
additional use of a class or archetype feature
The performer of the sacrifice is granted 1 that is normally regained after a week.
uncommon magic item that vanishes after 1
day. 40 The performer of the sacrifice is granted with
a wish spell. This cannot be granted to all of
The performer of the sacrifice regains 20 the party.
hit points; or the reduction on its hit points
maximum is decreased by 20; or gains 10 40 The performer of the sacrifice is granted 1
temporary hit points for 1 day. legendary item that vanishes after 1 hour.

The performer of the sacrifice is granted 1 rare 45 The performer of the sacrifice permanently
magic item that vanishes after 1 day. gains 1 additional hit point for each of its hit
dice.
The performer of the sacrifice regains 50
hit points; or the reduction on its hit points 45 The performer of the sacrifice is permanently
maximum is decreased by 50; or gains 25 granted 1 legendary item.
temporary hit points for 1 day.
Not all entities may choose to bestow all of the rewards given
in the table. These presume the entity has divine essence (and
is thus a deity). Extraplanar entities may be unable to grant

140

many of these rewards or choose to lend different types of below are added to the DC of the Arcana or Religion check of
help. The nature of the entity and what rewards it can provide the ritual.
is determined at the Game Master’s discretion.
DC Increase Effect
As the Game Master, you can come up with different ideas.
For instance, you can decide that the deity grants the party a +2 A spell of an 8-hour duration that stays active
cure for a curse or disease rather than healing; a follower of for 24 hours
the deity or entity can be summoned rather than granting a
spell from a spell level that has a relevant suitable summoning +5 A spell of a 1-hour duration that stays active
spell; or rather than granting additional damage to the party, for 24 hours
it can bestow a curse on the enemies of the party.
+8 A spell of a 10-minute duration that stays
Long Term Bestowments active for 24 hours

A deity or entity can also decide to actualize a spell’s effect +11 A spell of a 1-minute duration that stays active
for 24 hours. For example, a deity can grant the effects of the for 24 hours
aid spell on the party for a day. In such a case, the increases

A New Currency:
Soul

T he soul represents the life force within a creature. It Spell Component. While casting a spell, you can choose to
carries all the burdens and rewards of each and every act use souls instead of using the material components needed.
committed through life, and it carries all the knowledge Souls totaling 5 HD can be used as spell components of 5000
one has learned in a lifetime, even after death. It is so gold pieces.
powerful that when a deal is made with higher powers of the
universe, such as a warlock patron or a deity, the soul carries Spell Enhancer. While casting a spell, you can choose to
its mark. The soul is like an inner skin one can never flay. destroy a soul to increase the DC of the spell. The DC increases
by 1 for souls of 1-5 HD, by 2 for souls of 6-10 HD, by 3 for souls
Since the soul is so powerful and significant, there are of 11-15 HD, and by 4 for souls of 16-20 HD.
always some creatures who want to manipulate it to their own
advantage, or to use it as a currency, in order to gain more Regaining Hit Points. You can choose to drink a soul as if
power. drinking a healing potion, destroying the soul, and consuming
the life essence within. Once you do so, you regain hit points
A soul must be captured and stored properly, which is a equal to 5 x the HD of the soul consumed.
process that requires serious preparation. A soul can only be
captured after it leaves the body (generally upon death) and Crafting Magical Items. A blacksmith with the ability
only unholy reliquaries decorated with precious gemstones to craft magical items can use souls to imbue armor and
and arcane marks or foul prayers can keep a soul imprisoned weapons. A soul of 1-5 HD can transform a nonmagical weapon
within. into a +1 weapon, 6-10 HD can transform a +1 weapon into a
+2 weapon or a nonmagical armor into a +1 armor, 11-15 HD
Some spells, such as mark of soul siphoning, soul binding, can transform a +2 weapon into a +3 weapon or a +1 armor into
and soul imprisoning, were invented by the most ruthless and a +2 armor, and 16-20 HD can transform a +2 armor into a +3
malicious spellcasters in history for the purposes of storing a armor.
soul in this way. There are also rumors about some weapons
that can contain the souls of certain creatures they killed. The used souls are destroyed at the end of the process.
Selling The Soul. There are many individuals and
An unholy reliquary generally costs 1000 gold pieces to organizations in search of others in the universe to fulfill
craft and it can store the souls of creatures whose HD is personal vendettas, to settle old bets, or to do other things of
between 1-5. Since the soul represents the life force, and that nature. The best way to capture someone is to capture
acquired experiences “feed” the soul, the souls of creatures their soul in a small precious gem box. In this case, the prices
with a higher HD are harder to store; therefore, preparing a differ greatly, depending on the job, as well as the identities of
reliquary for such a soul requires additional preparations. the creatures involved.
Capturing and storing a soul is an evil act (even if the soul
The prices of unholy reliquaries that can store the souls is evil itself) since any soul that meets this fate is deprived
of creatures whose HD is between 6-10 are 4000 gold pieces, of an afterlife. Also, time is not spent in peace for a captured
11-15 are 9000 gold pieces, and 16-20 are 16000 gold pieces. soul as it always tries to break free and its captivity causes it
To capture the souls of creatures of higher HD, the unholy great pain. However, destroying a soul is one of the most evil,
reliquaries should be crafted by the connoisseurs of the task unholy, and corrupt acts imaginable. Upon destroying a soul, a
and their prices are, naturally, even higher. creature ceases to exist in its entirety.

Once a soul is captured and stored within an unholy
reliquary, it can be used in many ways. Here are a few
examples:

141

Black Market

E very settlement aims to prosper. Whether this is seen in Bargaining with Dealers
the merchants who eagerly take their goods to peddle
them in the town square, or in farmers bringing their The prices in a black market vary according to the goods or
livestock out to sell them for a bit of money in their villages, services that are sought. Some dealers, for example, smuggle
everyone wants to make money. common goods into settlements avoiding the taxes that these
goods would be subject to. These merchants tend to sell
However, not every transaction that fills the streets of such goods at a lower price to make them more appealing
settlements is appreciated by its citizens or rulers, especially to customers, in comparison to their legal counterparts.
when they take place in the shadows and cannot be taxed or Regulated or illicit goods, on the other hand, tend to be more
charged fairly. Such markets are referred to as black markets, expensive than what they would be worth in a market where
where illicit goods can be purchased and illegal services can they were legally available.
be hired. The physical structure of the market changes from
place to place. While some black markets are actual, physical Fencing Stolen Goods
markets in unsavory districts and dangerous back alleys, some
other black markets involve mere counters in the back rooms Goods, common or uncommon, may not show any signs of
of supposedly honest establishments. having been stolen. However, if a stolen item has certain
characteristics that are overtly specific (such as the signet ring
The black market provides things that cannot be obtained of a noble family, or a wedding ring with the spouse’s name
through legal means. The goods provided can vary from inscribed), it may be risky to sell it to legal merchants, as the
innocent items to rare or dangerous ones. For instance, one theft may have been reported to the authorities, or somehow
could procure a certain alcoholic beverage that might have discussed between the commoners. Such items are sold to
been banned by a local authority figure after a quarrel with a those who are called “fences” who find a way to take the heat
merchant selling it. On the other hand, one could also just as off the goods, and manage to sell them elsewhere.
easily come across the herbs needed to craft an untraceable
(and deadly) poison. Fences are not easy people to find and they know that
thieves need favors from them, and thus they have power
Locating Black Markets over prices. As a general rule, fences purchase an item for 25%
cheaper than a regular merchant. On the other hand, they
Not every settlement may have a black market, nor is it always also know stolen and used items are less in demand, so they
easy to locate one, especially if the characters are strangers sell their goods at a price that is 25% cheaper than normal. Of
to the settlement. A rogue can find and establish connections course, all of the associated risks belong to the customer.
with black market dealers more easily owing to their
knowledge of Thieves’ Cant, which lets them notice certain Illicit Goods
signs in that language indicating a black market. Other people and Services
can also find black markets, given that they conduct a proper
investigation. Black markets can provide a great variety of interesting goods
and services that regular markets cannot. Here are some
A good place to look for information are the inns and general, illicit goods and services that could be available in a
taverns known for their unsavory customers. The innkeeper black market.
or barkeep may provide information in exchange for a handful
of gold, if the characters in search of it seem “decent” enough FORGING A FALSE DOCUMENT
(for the innkeeper’s sophisticated standards).
Many documents can be forged in a black market. Such
The characters can also investigate the settlement, looking documents can range from permits for trade to those for
around for indications of the Black Market, or ask shopkeepers transport, from documents declaring citizenship to those
with their words carefully selected. Investigating a settlement concerning membership to a guild or organization. Even
in this way requires an Intelligence (Investigation) check and documents of absolute power, such as a pardon or a permit
its difficulty depends on the security level of the settlement, from a ruler, can be forged in this way. Documents that are
and thus the black market. Dealers tend to conduct business in more valuable or rare are naturally more expensive.
sneakier ways and they act with even more precaution if there
is a guard nearby.

The DC for the Intelligence (Investigation) check to find
a black market often ranges from 15 to 25, though may also
be higher or lower if there are special circumstances at play,
which is determined at the GM’s discretion. A rogue can have
advantage on their check, or have a lower DC than normal, or
both, all thanks to Thieves’ Cant.

142

Forging a False Document Price part of a deal between two important parties. The presence or
location of a secret barracks of the kingdom, or knowledge of
Pages (for each page) 1 gp a secret family lineage that proves a claim to rule in a certain
land as a noble which is ruled by another family, are examples
Document Rarity Price Change of very rare information.

Common -50% Legendary. Legendary information can be found quite
rarely. Very specific people have such information. The price
Uncommon None and nature of the pieces of such information are determined
at the GM’s discretion.
Rare Price x 2

Very Rare Price x 5 MURDERING SOMEONE

Other Factors Price Change Those who murder people for money utilize their criminal
connections to find and conduct their business. They usually
A copy exists None have middle-people who arrange their meetings with
customers. Such meetings generally take place in back alleys,
A copy does not exist Price x 10 or in unsavory inns and taverns.

KNOWLEDGE Hiring someone for assassination does not always guarantee
the death of the target in question. The prices listed below
Knowledge is power, and valuable knowledge is kept secret are in regard to how much it costs to simply hire a murderer.
for this reason. The characters in an adventuring party can Whether the hired murderer will succeed or not depends on
acquire common knowledge and rumors from innkeepers, many other factors, such as the combat that happens when
barkeeps, or other people of a similar nature, at a small price. the murderer finds the target, and is determined at the GM’s
discretion.
The knowledge found in black markets is less common
than day-to-day knowledge and is dangerous if spread. Such Murdering Someone Price
information can cause dramatic setbacks for important people,
for guilds and organizations, or even for rulers and kingdoms. Backstab up to 100 gp
Such pieces of knowledge are sold by criminal organizations Cutthroat 250 gp
such as thieves’ guilds. The rarer ones may be sold by spies or
powerful guilds and organizations.

Knowledge Price Assassination 1000 gp

Uncommon 100-1000 gp Backstab. Backstabbing is a simple type of murder that
Rare 1000-5000 gp targets a relatively common person, and usually, such jobs are
Very rare 5000-10000 gp given to street thugs.
Legendary Up to the GM
Cutthroat. Cutthroats are murders that are semi-planned
Uncommon. Uncommon knowledge concerns a piece of (being prepared halfway or worked on without precautions).
information that is kept secret, but the nature of which is of They can be done by a single killer or a group of them.
little importance, or the person or group to which it belongs
is not very powerful. For example, the identity of the foot Assassination. Assassinations involve grand schemes that
soldiers of a thieves’ guild in town would be uncommon include both the method for the kill and what measures will be
knowledge. taken afterwards. This type of job is required when targeting
important people such as the nobility, or the masters of
Rare. Rare knowledge concerns information that is important guilds.
substantially important, and/or the person or group to
which it belongs is moderately powerful. For instance, the No Witnesses. If the employer wishes for there to be no
whereabouts of a treasure belonging to a pirate of notoriety, loose ends, the price of the murder goes up. Usually, this
or the map for safe passage through an ancient ruin known to would mean a 50% increase in the price, but it could be more
contain valuable items, would be considered rare knowledge. if the wish of the employer is too particular. This increase is
determined at the GM’s discretion.
Very rare. Knowledge of such rarity is one of great
importance, and one that can mark the fate of organizations, Like an Accident. If the murderer is required to make
the size of which can vary from a small county or barony to an a murder seem like an accident, it becomes much more
organization of extreme renown. expensive. Usually, such a request would increase its price by
one level (from backstab to cutthroat, for example), or it would
Such information is usually obtained from specific double it.
individuals, such as a spy in retirement, who now makes a
living off selling the knowledge it recovered throughout its POISON AND DRUGS
profession. Very rare knowledge can also be recovered as
The black market is a haven for various kinds of poisons and
drugs. Such items are often illegal due to their potential for
harm and addiction. Some merchants in the black market may

143

only sell poisons or drugs. For example, an alchemist may of this sort involve a plan to some degree, such as how to
be known to produce and sell drugs and/or poisons in the make an entrance, how to score the job, and then to escape
backroom of their laboratory. Others may sell them as part of safely. Stealing from the local goldsmith or a moneylender
a wider inventory on a hidden shelf. are examples of jobs that would be considered thievery.
Thieves who go after these jobs are professionals and probably
STEALING SOMETHING members of the local thieves’ guild. This type of thievery
usually costs around 1000 gp plus half of the stolen score.
From petty street burglars to the proud thieves of the thieves’
guilds, there are various types of criminals that offer their Heist. Heists are big jobs that are rare as thieves for their
theft services in black markets. As a measure used to keep scale is hard to come by, but they are highly valuable. Careful
their identities hidden from local authorities, thieves work planning and an expert team are necessary for their success.
through their connections, such as known street gossipers These jobs also create a lot of fuss after they are done, and
(some of which are “beggars”), and shady innkeepers. often require the team to remain off the streets afterward for
a while. Stripping a bank of its entire set of assets, or stealing
Thieves often meet with customers upon the reference of an the ancestral jewelry of a noble family, would be examples of
acquaintance, either in back alleys or in shady taverns or inns. heists. This type of theft usually costs around 5000 gp plus half
If they can, they communicate in Thieves’ Cant, and if they of the stolen score, or maybe even more, if the job required
cannot, they prefer to have meetings in isolated environments is especially convoluted, which is determined at the GM’s
where they can be sure that no eavesdroppers are present. discretion.

Usually, theft is a type of criminal work with an additional UNSAVORY HIRELINGS
high level of dishonesty. If a group of thieves realizes the
worth of what is stolen to be much more than what they are Although many hirelings can be found in the common market,
paid, they can easily cheat their customers and keep the score there is also a place for “unsavory” hirelings in the black mar-
for themselves. Thus, as opposed to having a fixed pay, thieves ket. These hirelings can range from brutes who are not above
are usually paid in shares from each job to ensure loyalty. doing certain things others might consider “dirty work”, to
expert spies.
Hiring someone or a group of thieves does not always
guarantee that the targeted object will be stolen. The success Unsavory hirelings care less about the law than common
of the job depends on many factors, and is at the GM’s folk, if they care about it at all. Power is usually what they
discretion. care for the most, as well as respect. If someone weak tries to
hire those that are stronger than them, the hirelings can turn
Theft Price on their employer and hurt them if they see fit. A character
should be careful about how many unsavory hirelings they
Picpocket 10 gp hire, and who these hirelings are, as things can go awry pretty
Burglary 100 gp fast.
Thievery 1000 gp
Heist 5000+ gp Loyalty depends on power, and thus also on character levels
of the hirer and challenge ratings of the hirelings. The risk of
Pickpocket. Pickpocketing is common and simple street a hireling turning on their employer is determined at the GM’s
theft. It often involves stealing something out of the pocket or discretion.
bag of a target. Hiring someone to commit this type of theft is
the cheapest in comparison to the others, and costs around 10 Unsavory Hirelings Price
gp.
Bandit 1 gp per day
Burglary. Burglary is petty theft. It involves stealing from a Thug 3 gp per day
regular house or a person of some importance (such as the key Spy 5 gp per day
of a guard captain or owner of a jewelry shop). Hiring someone
to commit this type of theft usually costs around 100 gp.

Thievery. Thievery is the most common type of theft. Jobs

144

Poisoncraft
P oisons are harmful alchemical or herbal mixtures. You can work with your GM to determine the effects of
They are usually used by people, who do not have good enhancers.
intentions, to assassinate a target without leaving a trace,
or to make someone suffer. Therefore, in many cultures, After you choose the ingredients you will use in crafting your
poison is considered to be an evil tool, and killing someone poison; you need to make an Intelligence check to successfully
with poison, a dishonorable act, to the point that in some craft the poison. You are proficient with this check if you
cities or kingdoms, any kind of poison may be illegal. Poisons are proficient with the poisoner’s kit. The DC of the check is
are often considered evil because of the amount of harm and determined by; Craft DC= 8 + poison’s rarity bonus.
pain they cause.
The rarity bonus is a bonus that is calculated according
Crafting Poisons to the rarities of the ingredients used in crafting. The rarity
bonus is +1 for a common, +2 for an uncommon, +4 for a rare,
To make a poison, you need a mortar and pestle to mill the +6 for a very rare, and +8 for a legendary ingredient. You add
main components, and vials to keep poisons ready for use. the rarity bonus of the base liquid, the main component, and
There are three types of ingredients that form a poison; the the enhancer you choose to determine the poison’s rarity
base liquid, the main component, and the enhancer. While bonus.
crafting a poison, you have to choose one base liquid and one
main component. You can also choose to add one enhancer to If you fail the Intelligence check, your ingredients are
make your poison even more powerful. spoiled, and you need to collect new ones.

Base Liquids. Base liquids are used to hold the other Crafting one vial of poison usually takes an amount of
components together, and they make the poisons easier to use time equal to a long rest. However, if an enhancer is used,
as they conceal the poisonous content. Putting a handful of the crafting time increases to 1 day. One unit of components
mixed herbs on a target’s dinner plate is quite obvious, but a and ingredients gathered to make a poison can provide 1 vial
base liquid, which seems harmless at first sight, contains the (dose) of the poison.
essence of the poisonous herbs, and a single drop of it can be
enough. A creature that is exposed to a poison generally makes a
saving throw against the effects of the poison. Unless stated
Usually, water is used in many recipes, but it can differ. otherwise, the required saving throw is a Constitution saving
Some use a particular creature’s blood to prepare a poison throw. The DC of this saving throw is calculated by; Poison
that could cause greater harm to a single type of creature. For Save DC= 10 + your proficiency bonus + your Intelligence
example, making a poison with humanoid blood can be more modifier.
deadly for humanoids than other creatures.
An ingredient results in different effects when they are
Main Components. A main component can nearly be used by a base liquid or a main component, so there are
anything, but its source is what makes it special. The use of different effects listed below. Also, in these tables, you will
the venom extract of a snake will not result in the same poison find that the rarities of some ingredients are not stated. This
as the use of a deadly mushroom. The main components is because of that they can vary heavily according to certain
determine what the poison will do. Will it be damaging, or will elements and should be determined by the GM. For example,
it spread a disease? the blood of a frost giant is a rare ingredient for a poison
crafter living in a city that is far away from the mountains,
Enhancers. Enhancers can alter the properties of poisons. yet it can be found in abundance by a poison crafter living in a
They can add new features or remove some unwanted effects. berserker tribe that hunts frost giants in their daily life.
A secondary main component acts as an enhancer because
using the same main component twice empowers the poison’s Also, you will find some texts such as Uncommon (Roots of a
abilities, doubling their duration or harm. Additionally, specific plant that only grows in colder parts of the realm). The texts
they can change the damage type of a poison. For instance, in the parentheses are examples of such ingredients. They are
a rare herb that only grows in sea caves can turn the type of guidelines for GMs so that they can determine the rarity of
damage dealt by the poison into cold damage when used as ingredients.
an enhancer. Sometimes what assassins need is a slow killing
poison rather than a battle tool. Sand, or (simply) dirt, slows There are poisons in (p.209). These poisons are exceptional
the effect of poisons and thus increases the time it causes ones and can also guide you on creating poisons different than
physical harm and pain to the creature. If a poison deals listed here.
damage at the end of each round, the slowed version of it may
deal damage at the end of an hour or a day. Finally, your GM has the final say in the poison you will
craft. The rarities of the ingredients may change, or the
ingredients you choose may not create a poison if the GM does
not see fit. Also, you can choose different ingredients than
listed below. Again, you can work with your GM to determine
their rarities and effects.

145

Blood Type (Liquid) Effects as Base Liquid Effects as Main Component
Aberration
Poison type can be Contact or The poison deals 2d6 psychic damage.
Beast Ingested (on your choice). The
creature must succeed on a The poison opens deep wounds on the target’s flesh, causing it
saving throw, or the creature to move slower than usual. The target must succeed on a saving
can breathe only underwater for throw, or it has disadvantage on its attacks for 1d6 turns.
1 minute.

Poison type can be Ingested or
Injury (on your choice).

Celestial Poison type can be Ingested or The poison deals 2d6 poison damage. If used against good-aligned
Injury (on your choice). If the creatures, the damage increases to 3d6.
Dragon creature has immunity to poison
Fey damage, it must succeed on a
Fiend saving throw, or the immunity
to poison damage is considered
Giant as resistance to poison damage
Humanoid against the effects of this poison
Monstrosity for 1d4 turns.

Poison type can be Ingested or The poison deals 2d6 damage whose damage type is the same
Injury (on your choice). as the dragon’s breath weapon. If the damage type is poison,
the target must also succeed on a saving throw, or it becomes
poisoned for 1d4 rounds.

Poison type can be Ingested or The target must succeed on a saving throw, or it cannot cast spells
Injury (on your choice). The until the end of its next turn.
poison cannot be sensed by a
detect poison and disease spell.

Poison type can be Ingested or The poison deals 2d6 fire damage. The target must succeed on a
Injury (on your choice). The saving throw, or it takes double damage from the poison.
target must succeed on a saving
throw, or it can be targeted by
spells and other magic effects
that specifically affect fiends for
1d4 rounds.

Poison type can be Ingested or The effects of this poison change according to the giant whose
Injury (on your choice). blood is used in crafting. The target must succeed on a saving
throw, or it gains vulnerability to a damage type (thunder for
cloud giant, fire for fire giant, cold for frost giant, lightning for
storm giant).

Poison type can be Ingested or The target must succeed on a saving throw, or it becomes poisoned
Injury (on your choice). for 1d4 turns.

Poison type can be Ingested or The target must succeed on a saving throw, or it suffers one level
Injury (on your choice). of exhaustion.

A poison’s DC increases by 1 against the creatures whose blood is used as the base liquid in the poison.

146

Herb Type Effects as Base Liquid Effects as Main Component

Common (Herbs can Poison type can be Inhaled or The target must succeed on a saving throw. On a failed save, it
be found in every Ingested (on your choice). takes 1d12 poison damage. On a successful save, the creature
marketplace) takes half damage.

Uncommon (Roots of Poison type can be Inhaled or The target must succeed on a saving throw. On a failed save, it
a specific plant that Ingested (on your choice). takes 1d12 poison damage at the start of each of its turns for 1d4
only grows in colder rounds. On a successful save, the creature takes half damage.
parts of the realm)
The target must succeed on a saving throw. On a failed save, it
Rare (Leaves of a tree Poison type can be Inhaled, takes 4d6 poison damage at the start of each of its turns for 1d4
rounds. On a successful save, the creature takes half damage.
that only grows in a Ingested, or Injury (on your
The target must succeed on a saving throw. On a failed save, it
specific region) choice). takes 6d6 poison damage at the start of each of its turns and is
poisoned for 1d6 rounds. On a successful save, the creature takes
Very Rare (A Poison type can be Inhaled, half damage and isn’t poisoned.
mushroom that can Ingested, or Injury (on your
only be found in choice). The target must succeed on a saving throw. On a failed save, it
active volcanoes) takes 12d6 poison damage at the start of each of its turns and is
poisoned for 1d6 rounds. On a successful save, the creature takes
Legendary (A flower Poison type can be Contact, half damage and isn’t poisoned.
that blooms once Inhaled, Ingested, or Injury (on
every hundred years your choice).
that dies in an hour)

Other Liquid Types Effects as Base Liquid Effects as Main Component
Honey (Common)
Poison type can be Contact or The target must succeed on a saving throw, or it starts to feel
Ingested (on your choice). like it’s suffocating. Until the end of its next turn, the target
can’t talk. If it is concentrating on a spell, it also must make a
Juice (Common) Poison type can be Ingested or concentration check with disadvantage.
Milk (Common) Inhaled (on your choice).
Poison type can be Contact or The target must succeed on a saving throw, or it becomes blinded
Urine (Common) Ingested (on your choice). until the end of its next turn.
Oil (Common)
Poison type can be Contact or The target must succeed on a saving throw, or it can’t become
Water (Common) Ingested (on your choice). invisible until the end of its next turn. If the target is already
Poison type is Contact or Injury invisible, it becomes visible.
(on your choice).
The target must succeed on a Wisdom saving throw or it becomes
Poison type is Ingested. charmed until the end of its next turn.

The target must succeed on a saving throw, or it starts to feel
dizzy. Until the end of its next turn, the target has disadvantage
on its Dexterity (Injury) or Wisdom (Contact) related skill checks.

It is used to dilute poisons. You can choose to remove an
unwanted effect, halve the duration of the poison, or halve the
damage dealt by the poison.

147

Mineral/Metal Effects as Base Liquid Effects as Main Component
Types

Uncommon (Minerals Minerals can be liquified by The target must succeed on a saving throw, or its speed is halved

that can be found in alchemical processes. The process until its next turn.

marketplaces) makes the poison type Ingested.

Rare (Minerals Minerals can be liquified by The target must succeed on a saving throw, or its speed is halved
used as magical
components) alchemical processes. The process for 1d4 turns.

makes the poison type Ingested.

Very Rare (A magical Minerals can be liquified by The target must succeed on a saving throw, or its speed is halved
gem)
alchemical processes. The process and it cannot take any reactions for 1d4 turns.

makes the poison type Ingested.

Legendary (A gem Minerals can be liquified by The target must succeed on a saving throw, or its speed is halved
that can only be alchemical processes. The process and it cannot take any bonus actions and reactions for 1d6 turns.
found if it wants to be makes the poison type Ingested.
found)

Venom Types Effects as Base Liquid Effects as Main Component
Poison type is Injury.
Common (Venom The target must succeed on a saving throw, or is poisoned until
extracted from a Poison type is Injury. the end of its next turn.
snake)
The target must succeed on a saving throw, or is poisoned 1d4
Uncommon (Saliva of rounds. It can repeat the saving throw at the end of each of its
a Large creature) turns, ending the effect on itself on a successful save.

Rare (Skin of a Poison type is Injury. The target must succeed on a saving throw, or becomes
creature that can Poison type is Injury. incapacitated. The creature can repeat the saving throw at the
only live in specific Poison type is Injury. end of each of its turns, ending the effect on itself on a successful
locations) save.

Very Rare (Poison The target must succeed on a saving throw, or is paralyzed 1d4
sack of a green rounds. It can repeat the saving throw at the end of each of its
dragon) turns, ending the effect on itself on a successful save.

Legendary (Tear of a The target must succeed on a saving throw, or becomes
legendary, one of a unconscious. The creature can repeat the saving throw at the
kind creature) end of each of its turns, ending the effect on itself on a successful
save.

Acquiring Poisons

Some alchemy shops may sell common poisons. However, in order to find deadlier ones, one must seek a black market (p.142).
Generally, in most cities strong poisons are illegal. However, this does not deter people from crafting poisons. In black markets,
there’s always a buyer for the poisons being sold.

In some tribal areas, village magicians or spiritual healers can make poisons for rituals or use them as antidotes. However,
they might still think using poison in battle makes someone a worthless or evil warrior.

148

Drugs and Addiction

D rugs have many different types and effects. Something important about drugs is the fact that they are often addictive and
cause adverse effects and withdrawals.
Upon taking a substance of this nature, you must succeed on Constitution and Wisdom saving throws or become
addicted. The level of addiction a substance causes is the main determinant of its difficulty class, of which there are three: Low,
Medium, and High. The table below titled Drug Addiction details the addiction level, addiction check, and satiation period of
drugs according to their degree of difficulty.

Table: Drug Addiction

Addiction Addiction Satiation Period
Level Check

Low DC 15 72 hours
(once/3 days)

Medium DC 18 24 hours (once/day)

High DC 20 12 hours (twice/day)

Satiation Period. Satiation is the frequency at which you
must apply the substance to your body in order to quench
craving, and thus to keep Withdrawal Effects at bay. The
Satiation Period may vary depending on the Addiction Level.

Highly addictive drugs have a Satiation Period of 12 hours,
which means that you must take a dose every 12 hours (twice a
day) or may suffer from its withdrawal effects. Similarly, drugs
with a Medium Addiction Level must be used once a day, just
as drugs with a Low Addiction Level must be used once every 3
days, to prevent the withdrawal effects.

Drug Addiction. When you consume a drug, you must
succeed on its Addiction Check (by making a Wisdom saving
throw with the relevant DC) or become addicted. When you
get addicted to a drug, you must succeed on its Addiction
Check each day, or are consumed with a burning desire to find
and use the object of your addiction.

Drug Withdrawal Effects. Withdrawal effects start to surface
when you cannot find the drug and satiate your all-consuming
desire for it. As your body grows accustomed to the substance
to which you are addicted, it reacts in some way to its absence,
and thus you experience withdrawal effects.

Still, endurance can help you overcome it. Even if you are
addicted to a drug, you can make a Constitution saving throw
with the relevant DC to overcome the drug’s withdrawal
effects in each Satiation Period in which you couldn’t use the
drug. If you succeed in overcoming your addiction to a drug
(as discussed in Quitting a Drug below), you no longer need to
make this saving throw to overcome withdrawal.

Quitting a Drug. If you succeed on the Addiction Check
for 3 days in a row, you successfully quit that drug; you no
longer feel the urge to consume it, nor do you suffer from its
withdrawal effects.
For example, in order to quit a drug of a high addiction level,
you need to succeed on a total of 6 Addiction Checks in this
3-day period. For a medium addiction drug this number falls
to 3, with one check made each day. And for a drug with a low
addiction level, 1 successful check within the 3-day period is
enough to quit.

149

Torture

T orture is a practice that has existed from the beginning of a skill check of choice (Deception or Intimidation) contested
civilization. It involves inflicting pain or mental distress against the target’s Wisdom saving throw; if the skill check
on a subject to bring them into a desired condition. It is is successful, the target’s Wisdom score decreases by 1 (or
mainly used to make people talk, to provide information, or be according to the setup) until the target completes a week
of unprecedented benefit to those who partake in it. without being tortured.

Another common use of torture is in punishment and Mental torture requires a setup (a relevant mood and
executions. Subjects are harmed, so their suffering sets an setting) to work properly, such as a cold and dark room to set
example to the populace, and reminds them to behave in the atmosphere of loneliness. A torturer who tortures without
accordance with the law or authority present. the setup has disadvantage on its contested skill check.

A third, but luckily not common, use of torture involves Torture Session
sadism. Some people feel pleasure when making others suffer
physically and mentally. A physical torture session takes one hour and mental torture
takes one day. In this time period, one torture attempt (the
Procedures of Torture contested skill check) is made. A torturer must plan their
sessions wisely as this is a double-edged sword; while taking
There are two main types of torture, physical and mental. too many sessions may mean the recovery of the target (from
Each requires different skill sets and aims to break the target a long rest, for example), using tools and setups that are too
in different ways. harsh could cause the target to break beyond salvation (and
usefulness).
Physical Torture. As the aim is to cause physical pain or
distress, the Medicine skill is used for the knowledge of the Tying the Subject
target’s anatomy and thus for the knowledge of points and
areas of the body that cause a sufficient amount of pain. If A torturer must restrain the subject properly
the target is a creature of another origin (such as a fiend or or make it otherwise unavailable to defend
celestial or something else), one of the Arcana, Nature, or itself in order for the torture to work. A tied-up
Religion skills (relevant to the creature’s type) should be used subject can attempt to escape with a Dexterity
for the knowledge of the creature’s anatomy. (Acrobatics) check, the DC of which is determined
at the Game Master’s discretion. Yet, as they are
Mental Torture. As the aim is to cause mental stress in a position where any act they undertake can
and confusion, the Intimidation or Deception skill is used easily be prevented by the torturer, the torturer
in order to confuse the target and eventually break their can quickly slay the subject upon such an attempt
mental integrity. With the Intimidation skill, the target can as long as the torturer is not unconscious or away
continually be cowed and coerced until, bit by bit, their will is from the room, or otherwise unable to react in
eventually broken. With the Deception skill, the target’s sense time.
of time, place, and other anchors of one’s sense of reality can
be manipulated, causing their mental integrity to descend into Stages of Integrity
delirium.
As the torture progresses, the target sinks into lower
Physical Torture stages of integrity. These stages are: Distress, Submission,
Depersonalization, Unresponsive, and Death or Madness. The stages
With physical torture, the aim is to put the target in physical are tied to the target’s ability score that is relevant to the
pain and distress. This type of torture is affiliated with the torture (Constitution or Wisdom).
target’s Constitution score. The torturer makes a skill check
(Arcana, Medicine, Nature, or Religion) contested against Current Ability Score Stage of Integrity
the target’s Constitution saving throw; if the skill check is 8 Distress
successful, the target’s Constitution score decreases by 1 (or 6
more, as per the tool being used, see Tools of Torture below) 4 Submission
until they take a long rest. 2 Depersonalization
0
Physical torture can be done with or without Torturer’s Unresponsive
Tools. A torturer who tortures without tools has disadvantage Death or Madness
on its contested skill check.

MENTAL TORTURE

With mental torture, the aim is to put the target in mental
anxiety, confusion, and distress. This type of torture is
affiliated with the target’s Wisdom score. The torturer makes

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