uncovered so far. When you gain this feature, you learn the The oils and poisons that you prepare are highly dangerous
recipes of one dark oil and one dark poison (see Recipes of Dark and profane chemicals. So, it is risky to use them frequently.
Oils and Recipes of Dark Poisons). Once you drink a dark oil or apply it on your body, you can
only do so again without harm after you finish a long rest.
Additionally, each time you gain a feature of this archetype, You suffer one level of exhaustion each time you use the same
you uncover the recipes of one more poison and one more oil. oil again before finishing a long rest. Due to these recipes’
magical origins, the toxic chemistry of the oils still affects you
You prepare each oil or poison in 10 minutes by using even if you are immune to being poisoned and exhaustion.
the needed materials and tools. The materials cost 50 gp to
prepare a dark oil or a dark poison. Once it is prepared, the When you apply a dark oil or a dark poison on an item and
quality of an oil or a poison stays intact for 24 hours, after use it, the applied chemicals leave a residue on the item. If
which point, it loses all of its properties and turns into a you try to apply the same oil or poison on the same item again
useless liquid. before finishing a long rest, the residue builds, harming the
item and lowering its quality. Each time the same chemical is
As an action, you can use a dark oil or a dark poison. You used on the same item after the first, the damage it deals takes
can also clear them from the applied surface as an action. a -1 penalty, and the item is broken when the penalty reaches
When cleared, the effects created by the liquid end. However, -4. The damage that causes the -1 penalty can be repaired in 1
if the liquid is ingested, it needs to be vomited out to end its hour by using smith’s tools.
effects.
If a dark oil or a dark poison requires saving throws, the DC
equals 8 + your proficiency bonus + your Intelligence modifier.
When a dark oil or a dark poison is used, its effects last 1
minute.
ROLEPLAYING TIPS
Dark Arts Militants are knowledgeable warriors
who constantly search for dark secrets. Although
the archetype is oriented around dark powers, do
not forget that they are a fighter after all. They seek
knowledge, but they seek that which they can use in
combat.
Working on recipes, gathering components, and
brewing chemicals are important parts of their life,
but fighting techniques and martial tactics are also
important. A poison is nothing without the blade they
infuse it with…
Recipes of Dark Oils
Lesser Rage
Color: Blood red
Usage: It must be consumed
Material: A vial of blood taken from the corpse of an enemy
Effects: You gain advantage on Strength (Athletics) checks and
Strength saving throws.
Dark Alacrity
Color: Black-green
Usage: It must be consumed
Material: An arm tendon taken from a fiend
Effects: Once per turn, you can make an opportunity attack
without spending your reaction.
Foul Flesh
Color: Red-white
Usage: It must be applied on the body
51
Material: A morsel of flesh taken from a living evil creature Depending on your choice, either its speed drops to 0 for 1
Effects: You gain a +1 bonus to AC. round, or it drops an item it is holding.
Rusting Blinding Poison
Color: Rust brown Color: White
Usage: It must be applied on a weapon Usage: It must be applied on a weapon
Material: A mixture of rust and grease Material: Batwings
Effects: When you hit a metal weapon or metal armor with Effects: A creature hit by the poisoned weapon must make a
the weapon on which this oil was applied, the rust spreads to Constitution saving throw. On a failed save, a veil resembling
the target weapon or armor. On each hit, the wielder of the the wings of a bat covers the target’s eyes. It is blinded for 5
weapon or armor must make a Constitution saving throw. On rounds.
a failed save, the damage of the target weapon or the AC the
armor offers takes a -1 penalty. Illusionary Poison
Abyssal Eyes Color: Transparent
Usage: It must be applied on a weapon
Color: Pitch black Material: Nutmeg mixed with a pinch of drow blood and your
Usage: It must be applied in the eyes, as drops. blood
Material: An eye taken from a fiend Effects: A creature hit by the poisoned weapon must make a
Effects: You gain darkvision out to a range of 60 feet. Once, Constitution saving throw. On a failed save, the target starts to
while the oil takes effect, as a bonus action, you can also see two of you and cannot differentiate which one is real. An
choose to affect a creature who can see you and who is within affected creature has disadvantage on its attacks for 5 rounds.
30 feet of you. Your eyes turn into pools of pitch black. The
target must make a successful Wisdom saving throw or its Rotting Poison
speed drops to 0 and it is incapacitated for 1 minute. The effect
ends if the affected creature takes damage or if someone else Color: Pale green
uses its action to take the creature out of your line of sight. Usage: It must be applied on a weapon
Material: Parts taken from rotten corpses of living creatures
Unholy Might Effects: A creature hit by the poisoned weapon must make
a Constitution saving throw. On a failed save, it takes an
Color: Purple additional 1d6 poison and 1d6 necrotic damage.
Usage: It must be consumed
Material: A piece of elder wood mixed with your own blood Heaven Slayer
Effects: One of the following scores of your choice increases by
2: Strength, Dexterity, or Constitution. Color: Bright yellow (ironically)
Usage: It must be applied on a weapon
Fiend’s Foot Material: Silver dust and angel blood
Effects: A good-aligned creature hit by the poisoned weapon
Color: Yellow takes an additional 1d6 necrotic damage.
Usage: It must be consumed
Material: A morsel of flesh taken from a living evil creature Hampering Poison
Effects: Your speed increases by 10 feet.
Color: Pale versions of the rainbow colors
Recipes of Dark Poisons Usage: It must be applied on a weapon
Material: Tears of a creature and a newly blossomed flower
Limb Withering Poison Effects: A creature hit by the poisoned weapon must succeed
on a Wisdom saving throw. On a failed save, it loses itself in
Color: Pale blue the midst of the complicated emotions used as the poison’s
Usage: It must be applied on a weapon materials suggest. The target has disadvantage on saving
Material: Legs or parts of legs taken from decaying bodies throws for 5 rounds.
Effects: A creature hit by the poisoned weapon must make a
Constitution saving throw. On a failed save, one of its limbs Tools of a Dark Artist
withers. Depending on your choice of limb, either its speed
decreases by 10 feet, or it has disadvantage on attacks made Starting at 7th level, your magical secrets, your dark oils and
with the withered arm. poisons can make a weapon magical and you have a +1 bonus
to attack and damage rolls made with this magic weapon for
Stroke Poison the duration of the poison or oil.
Color: Transparent Dead Inside
Usage: It must be applied on a weapon
Material: A humanoid heart Starting at 10th level, because of the constant exposure to
Effects: A creature hit by the poisoned weapon must succeed dark oils, dark poisons and the chemical materials in their
on a Constitution saving throw or experience a partial stroke.
52
recipes, your body changes slowly over time. After some time, Undead
these chemicals do not affect you as much as they did before. • You gain resistance to cold, necrotic, and lightning
Some say you become stronger and some others say you die
slowly. damage.
• You are immune to bludgeoning, piercing, and slashing
Additionally, your recipes become more effective and your
talent as a dark artist grows. damage from nonmagical weapons. You don’t gain this
benefit if you have 0 hit points or if you have more than
As a result of all of the above, you can use dark oils and half of your hit points left.
poisons twice instead of once without causing any harm, • You are immune to the following conditions: charmed,
before finishing a long rest. exhaustion, frightened, paralyzed.
Poisoned Blood Wicked Fighter
Starting at 15th level, your tireless experiments with recipes “I do not care how I win as long as I do win.”
and the countless failures these experiments brought change - Eykn the Bloodletter
your body. This change grants you immunity to poison dam-
age and to being poisoned.
You also discover a new oil recipe that is given below,
which is added to your list of known recipes automatically:
Vanguard of Darkness
Color: Transparent mixed with black dots
Usage: It must be consumed
Material: Skin of powerful demons or devils
Effects: You gain resistance to bludgeoning, piercing, and
slashing damage.
Master of the Dark Arts
At 18th level, you become a master of the dark arts. You un-
cover the highly valuable recipe (of either a poison or of an oil
depending on who you ask) that can be of great assistance to
you on the battlefield. The information regarding this poison
or oil is given below:
Dark Transformation
Color: Grey (undead), blood-red (fiends)
Usage: It must be consumed
Material: Your life force; you deal 20 necrotic damage to
yourself, and this damage ignores resistance or immunity.
Effects: You take on the statistics of an undead, demon or a
devil. You choose its type while crafting the oil. When you
drink it, you gain the following benefits:
Demon
• You gain resistance to cold, fire, lightning; bludgeoning,
piercing and slashing damage from nonmagical attacks.
You don’t gain this benefit if you have 0 hit points or if
you have more than half of your hit points left.
• You gain truesight out to a range of 30 feet.
• Bat-like wings sprout from your back and you gain a flying
speed of 30 feet.
Devil
• You gain resistance to bludgeoning, piercing, and slashing
damage from nonmagical weapons that aren’t silvered.
You don’t gain this benefit if you have 0 hit points or if
you have more than half of your hit points left.
• You are immune to fire damage.
• You gain blindsight out to a range of 30 feet. and
darkvision out to a range of 60 feet.
53
Some fighters fight with integrity and die for glory, striving Wicked Weapon
to live by a code, and some others simply want to win. For the
latter, the path leading to victory is not of much importance. Starting at 10th level, you use weapons in unpredictable and
Wicked Fighters are generally feared both in duels and in wicked ways, mastering the art of finishing your target off
battlefields. It is hard to defeat them and even harder to kill quickly, using your wicked methods. Your weapon attacks
them. score a critical on a roll of 19 or 20. Also, when you score a
critical hit against a target, it must succeed on a Constitution
Wicked Strike saving throw (DC equal to 8 + your proficiency bonus + your
Strength or Dexterity modifier) or it has disadvantage on its
Beginning when you choose this archetype at 3rd level, you attack rolls, saving throws and ability checks until the end of
start to fight with distracting, disgusting and evil methods and its next turn.
strategies. By targeting vital body parts with wicked strikes,
you can deal an additional 2d6 damage of your weapon’s Relentless Survival
damage type or make your target suffer one of the following
conditions until the end of their next turn: blinded, deafened, You survived long enough through your wicked fighting meth-
prone, or 1 level of exhaustion. ods and you do not intend to die now. Starting at 15th level,
you can end one condition on yourself or reduce your exhaus-
Once you use this feature, you must finish a short or long tion level by one.
rest to use it again.
Once you use this feature, you must finish a short or long
Wicked Fighting Styles rest to use it again.
At 7th level, you choose one of the following fighting styles. Terrorizing Wickedness
These new fighting styles can distract your opponents so that
you can land your finishing blow quicker. Starting at 18th level, painful screams of enemies crushed
• Blighted Protection. While you are wielding a shield, you under your wicked force echo in the battlefield. You can now
choose to make deadly weapon attacks against a creature after
can give one target within your reach disadvantage on its you demonstrate your terrible power by making an example of
next weapon attack roll as a bonus action or as a reaction. the foes you slay.
• Deceitful Two-Weapon Fighting. While wielding two weap-
ons, once per round, you can try to knock your target You can choose to terrorize another creature with weapon
prone by hitting it with both of your weapons. You make attacks and it lowers its defenses in desperation. This causes
one attack roll to attack with both weapons, and on a hit, your strikes to be more fatal and, on a hit, the target of this
your target must succeed on a Strength or Dexterity sav- attack takes additional damage of your weapon’s damage type.
ing throw (DC equal to 8 + your proficiency bonus + your This extra damage starts with 2d6 and increases by 1d6 with
Strength or Dexterity modifier) or fall prone. However, it each successful hit.
only takes the damage of one weapon.
• Dishonest Archery. You target the body parts of your Once you start to use this feature, you can keep terrorizing
enemy with ranged weapon attacks. On a hit, your target your enemy with consecutive attacks. As long as you keep
either takes -2 to its attack or damage rolls or its speed hitting the same target on each of the consecutive turns, the
decreases by 10 feet until the end of its next turn. target keeps taking the additional damage once each turn.
• Great Crushing Weapon Fighting. When you hit your target
with a weapon you are wielding with two hands, and you If you knock a creature unconscious using this feature,
roll higher than 15 on the attack roll, your target must enemies within 30 feet of you who can see or hear you must
make a successful Strength saving throw or fall prone. succeed on a Wisdom saving throw (DC equal to 8 + your
• Inglorious Dueling. If a hostile creature misses you with an Strength or Dexterity modifier + your proficiency bonus)
attack when you are wielding a weapon in one hand and or become frightened for 3 rounds. If you attack a creature
no other weapons, you can make a melee weapon attack frightened with this feature within those 3 rounds, it also
against it as a reaction. takes additional damage of your weapon’s damage type on a
• Twisted Defense. You take a fake defensive stance with a successful hit once each turn. This extra damage starts with
melee weapon or a shield as a bonus action. While in this 2d6 and increases by 1d6 with each successful hit.
stance, your speed decreases by 15 feet. When a creature
attacks you with a melee weapon it must make a Wisdom Each time you make a creature that is frightened by this
(Perception) check (DC equal to 8 + your proficiency bonus feature fall unconscious, the enemies within 30 feet of you
+ your Intelligence modifier). If it fails, it gives you an who can see or hear you must succeed on another Wisdom
opportunity to strike and you can use your reaction to saving throw or they are frightened for 3 rounds and take
make a melee weapon attack against it. If your opponent’s extra damage from your attacks as stated above.
attack hits you, you still take damage.
Creatures who are immune to being frightened are also
immune to this feature.
Once you use this feature, you must finish a short or long
rest to use it again.
54
Monastic that is hit into green goo. You take half damage from a
Tr aditions nonmagical attack that hits you.
• When you use the Step of the Wind feature, you can choose
Not all traditions of enlightenment follow the truth of good to spend 1 ki point to spray acid to the path on which you
and light. There are those that aim to achieve bliss in very moved by the Step of the Wind. The surface you move on
different and often darker ways. The Way of Ooze sees entropy becomes covered with a sticky, ooze-like liquid and counts
as the source of everything and aims to master it in order to as difficult terrain until the start of your next turn. The
survive from its havoc. The Way of Pain focuses on pain as a terrain created by this feature is not counted as a difficult
basis of ki, using techniques that take advantage of self pain or terrain for you.
inflict greater pain on others.
Ooze Form
The Way of Skin can bind the ki of a monk with the skin
of other creatures, letting the monk manifest features of the At 6th level, you discover that your body has inhuman flexibil-
subject creature. For The Way of the Void, there is nothing but ity when in ooze shape. As an action, you can change
the void, and one can achieve the absolute power by becoming your body to a greenish ooze-like gelatin and stretch
one with it. your body parts for a number of rounds equal to
your proficiency bonus.
Way of ooze
In ooze form you gain the following benefits:
“Entropy is the fundamental force that rules all the • You can stretch your body parts to
realms. You cannot imagine how strong you become when
you train on its path.” increase the reach of your melee
weapon attacks to 15 feet.
- Tara, Monk of the Way of Ooze
The circle of life and death is like a never-ending river that
all must travel through. Monks who disagree with this notion
learn to change the flow of the river, or change what fills the
river. For many, it is simply filled with water. Yet for these
monks, it is filled with something much thicker than water or
blood.
It is an ooze-like liquid. In this way, they decrease the
entropy in their life to reach a perfectly stable state. Still, even
they know that mortals are social constructs, and in one way
or another, they are connected to each other. So, to create a
perfectly balanced utopia, every creature must be part of this
river... A river filled with ooze and the remains of those who
contributed to the entropy.
Acid Strikes
When you choose this tradition at 3rd level, you can spend
your ki points to change your body parts into an ooze-like
liquid:
• When you use the Flurry of Blows
feature on a turn in which you have
not moved, you can choose to hit
your target with your transformed
fists or kicks. If you do so, the crea-
ture takes 1 additional acid damage
from each successful unarmed
strike.
• When a creature makes a weap-
on attack against you, you can
spend 1 ki point as a reaction to
transform the part of your body
55
• Every creature who hits you with a melee attack You follow a monastic tradition that focuses on the one and
must make a successful Dexterity saving throw against only thing that is real in life: pain. It is there from the first
your Ki save DC or take 5 acid damage. Additionally, if breath you take as a newborn to your last moments among the
a creature attacks you with a nonmagical weapon, that living. Suffering is what all the worlds revolve around. As a
weapon is partly dissolved and when creatures attack with monk of the Way of Pain, you know the necessity of suffering,
it, they take a -1 penalty to damage rolls. This penalty as well as the power it grants those who know how to use it.
becomes -2 on the 2nd damage roll made with the weapon, You train yourself to bear it and inflict it upon others for the
-3 on the 3rd damage roll, and -4 on the 4th damage roll. sake of enlightenment or domination.
When the penalty becomes -5 on the 5th damage roll, the
weapon is destroyed. Ki of Pain
• You can spend 1 ki point to melt a small amount and stick When you choose this tradition at 3rd level, you can chan-
to a surface. By doing so you can stick to the ground, nel your pain to ki. When you take at least 10 damage in
walls, ceilings, and any other surface. You can make one round, you regain one ki point at the end of the round.
unarmed strikes or weapon attacks while stuck like this. Starting at 6th level, when you take at least 20 damage in
one round, you regain two ki points at the end of the round.
• The acid damage you deal when using your Acid Strikes Starting at 11th level, when you take at least 30 damage in one
feature increases by 2. round, you regain three ki points at the end of the round. And
starting at 17th level, when you take at least 40 damage in one
Gelatinous Healing round, you regain four ki points at the
end of the round. These regains of ki
Starting at 11th level, you can tend to your own wounds by points do not stack.
transforming your internal organs to ooze. As an action, you
can spend 1 ki point to regain 1d6 + 3 hit points. As an action, Mantra of Pain
you can spend 2 ki points to end one effect on yourself that is
causing you to be blinded, deafened, or poisoned. By spending Your way of meditation involves suf-
5 points as an action, you can reduce your exhaustion level by fering and pain in order to focus your
1. mind. You meditate by causing
yourself some kind of pain or
Entropy in Me discomfort. Starting at 6th
level, you can use your pain
Starting at 17th level, you can fully understand the reasons to come back to your senses
why an ooze exists. The entropy of the universe is all that mat- from distractions. You gain
ters and it can only be destroyed with your gelatinous body. the following features:
As your body becomes dynamic and mutable, you decrease the
entropy’s effect on you. Clarity of Pain. Whenever
you take damage while under
You can now spend 10 ki points as an action to transform the effect of a mind-altering
yourself into a blob of ooze and leap onto a target creature condition such as frightened
within 100 feet of you. The target must make a Dexterity or charmed, you can use
saving throw against your Ki save DC. On a failed save, you your reaction to make the
cover all of its body and can stay on the creature as long as relevant saving throw with
you want. The target creature must be of your size or smaller. advantage to become
immune to that effect
While you are covering a creature, the creature can still for a number of rounds
move freely, and you move with it. It cannot attack you, but equal to your Wisdom
you can make melee attacks against it as well as against any modifier (minimum one).
other creature within your reach. Damage dealt by others to
the creature you are covering is split equally between you Adrenaline. Whenever you
and the creature, but as long as you are covering the creature, take 20 or more damage from a
you have resistance to all damage types except radiant and single attack, instead of applying your Ki
necrotic. You can still use your other abilities but you cannot of Pain feature, you can spend 1 ki point as
move or talk. a reaction to take an additional action, make
an attack, or move up to your speed (which
Way of Pain does not count against your movement
for that turn). When you use this feature,
“Focus on your pain, for it is the gift that I grant you. Pain you cannot use your Ki of Pain feature for
is the only real thing in these wretched lands. The world the remainder of that round.
itself revolves around pain. You too will see this if you
think on it hard enough.”
- Vavira, Monk of Way of Pain
56
Spreading Pain Monks use a form of energy called ki. It flows through the
living and is the source of monks’ powers. Most monks try to
Pain is your ally, it is the anchor of your nature and reach perfection on their control over ki and over their own
self-awareness. Moreover, it is also the weapon that you use bodies. They try to discipline themselves through meditation
against your foes. Starting at 11th level, you can spend ki and monastic teachings. Then there are those monks who
points to make extraordinarily painful attacks. Whenever you follow teachings that are blasphemous in order to gain more
make an attack, you can spend ki points and cause one of the power. According to them, ki can be combined with other
following effects of your choice: forms of energy. They think that instead of trying to discipline
the body and the mind through years of training, one can
Humiliating Pain. You can spend 2 ki points to cause your achieve the same power by simply wearing the skin of a
target to writhe in humiliating agony. If your target has any creature of power.
legendary actions, it must succeed on a Wisdom saving throw
or cannot use its legendary actions in that round. If it does Normally, this can be done by performing an evil ritual
not have legendary actions, it loses one attack from its next called Wearing The Outsider Skin that includes capturing a
Multiattack or Extra Attack features. creature from other planes (angel, demon, devil, aberration,
etc.), flaying the skin of the creature and wearing it during
Mind-Breaking Pain. You can spend 2 ki points to cause a profane ritual that takes 24 hours and costs 25000 gp.
your target to lose its grip on its mind. Your target must However, for monks, the powers bestowed by this ritual can
succeed on a Wisdom saving throw or lose its concentration also be obtained by special teachings that are based upon the
on a spell. If it is not concentrating on a spell, it cannot cast ritual.
a spell until the end of its next turn. If it is not a spellcaster,
it has disadvantage on its Intelligence and Wisdom saving These monks are not welcome in most
throws until the end of its next turn. societies, whether they flayed an angel or
a demon, since the very essences of the
Mastery of Pain ritual or the teachings not only bestow
powers to them, but also tempt them to
At 17th level, through the sheer pain that you have suffered commit evil.
so far, you become its master. Thanks to your familiarity with
pain, you gain resistance to one type of damage of your choice. Wear the Outsider Skin
Resist Pain. Whenever you take damage, you can spend 4 ki When you choose this tradition at
points as a reaction and apply resistance to the damage you 3rd level, you conduct the hereti-
take. If you do so, you cannot use your Ki of Pain feature for cal teachings based upon the aptly
that damage. named blasphemous ritual Wearing
The Outsider Skin, and use the
Pure Pain. You can convert pain to pure ki. If your hit powers you gain through the skin
points are below maximum, you can choose not to regain part of the creature you wear. As an
or all of your hit points after you finish a long rest. If you do action, you can spend 2 ki points
so, for a number of hours equal to your proficiency bonus plus to call upon the powers of the
your Wisdom modifier, you gain ki points equal to the number ritual you performed, and wear
of hit points you choose not to regain (maximum 10 ki points). the flayed skin.
While you continue to feel the pain resulting from your lost When you do so, you gain
hit points, your hit point maximum is reduced by the same the following benefits for 1
amount unless you unleash your reserve. You can unleash the minute:
pain that you hold within through this feature onto another • You gain Darkvision out
creature if you hit it with unarmed or weapon attack. Or, you
can simply let the pain go, and undo the decrease on your hit to a range of 60 feet. If you
point maximum by doing so. already have it, its range
increases to 90 feet.
When you unleash the pain onto another creature with an • You gain a +1 bonus to AC.
attack, the creature must make a Constitution saving throw, • You can spit acid, fire or
taking psychic damage equal to the amount decreased from poison by making a ranged
your hit point maximum on a failed save, or half of it on a weapon attack with a range of
successful one. This damage ignores resistance and immunity. 10/30 feet. It deals 1d10 damage.
• You have disadvantage on ability
Way of The Skin checks you make using Charisma
(except Intimidation) because of
“Training is a loss of time when you can wear a pit fiend’s your unearthly look.
skin instead…” As an action, you can take the skin
off.
- Malacar The Undisciplined Monk
57
GM TIP nothingness. Your power doesn’t have to come from a divine
source, from a ritual, or some sort of training. Everyone has a
If you want, you can assign damage types to the void inside them, some form of nothingness…. What matters is
creature the worn skin comes from as follows: that you become aware of it to use it to your advantage.
wearing the skin of an aberration grants you
the ability to deal acid or poison damage; angel Nothing Remains
skin grants you the ability to deal fire damage;
fiend skin grants you the ability to deal fire or When you choose this tradition at 3rd level, you realize
poison damage. Although this may not change the nothing is as powerful as everything. Everything that exists
mechanics of the gameplay drastically, it may add is limited by their own nature. This is a fact that even certain
a bit more flavor. gods are not aware of. But you know that when you become
nothing, you have the power and the freedom to become
Glare of the Outsider everything.
Starting at 6th level, while you are wearing the outsider skin, Emptiness and nothingness fill your body and soul and your
when you use your Wear the Outsider Skin feature, you gain body stops existing from time to time. You can increase your
the ability to shoot rays from your eyes. As an action, you can AC until the end of your next turn. This increase is equal to
spend 1 ki point and create a ray of acid, fire, or poison and the ki points you spend.
hurl it at a target within 120 feet of you.
If your AC exceeds 25 because of this ability, you must
You can spend additional ki points to increase the number succeed on a DC 15 Wisdom saving throw or are wiped out
of rays by 1 for each additional ki point spent (up to 4 rays from all existence for a time. Your DC increases by 5 each time
total). You can shoot these rays at targets within 120 feet of you succeed this Wisdom saving throw until you finish a long
you and can target a single creature or several. You must make rest. You reappear 1d4 hours later in a random unoccupied
a ranged weapon attack for each ray. On a hit, the target takes space within 10 miles of the point from which you vanished.
2d6 acid, fire, or poison damage of your choice. This space is determined by the GM randomly. You take a -4
penalty to all attack rolls, saving throws and ability checks.
Owner of the Skin After you finish a long rest, the penalty is reduced by 1 until it
reaches 0. Look into the void and let the void take you.
Starting at 11th level, you are accustomed to wearing your un-
earthly attire and you no longer need to spend ki points to use Nothing Stands
your Wear The Outsider Skin feature. As an action, you can use it
at will, and it lasts until you take it off as an action. At 6th level, your perception of the world you are in changes
as you venture further into the void. If nothing exists, there
Feeding the Outsider is no obstacle that can block your path. You can spend 3 ki
points to pass through a solid surface like a wall or a door. You
Starting at 17th level, while wearing the outsider skin, you can can spend 4 ki points, to pass through living creatures. If you
use souls to heal yourself. When a creature is killed within 30 end your turn in a solid material, you take 4d8 force damage,
feet of you, you can spend 5 ki points as a reaction and catch and if you end your turn in a creature, both you and the
the soul of the killed creature, consume it and regain 8d8 hit creature take 4d8 force damage. Either way, you are shunted
points. A creature consumed by this way can only be revived to the nearest unoccupied space after you have taken damage.
by any means short of a true resurrection or wish spell.
Also, gravity and distances are relative for you. When you
Way of the Void use the Slow Fall feature, you take no falling damage.
“...” Nothing Lasts
-…
At 11th level, your touch can touch the very existence of the
Some creatures who witnessed certain horrors, or who tasted creature. You can choose one of the following to alter your
the greatest of pleasures, always feel an emptiness that abilities further:
festers inside them. For Monks who follow The Way of the • You can add 2 additional ki points to Flurry of Blows cost
Void, this emptiness is the only truth in this life. Anger, hate,
agony, sadness; none of it matters when you embrace the and deal 1d6 necrotic damage on each hit.
• You choose a spellcaster within 10 feet of you and you cut
its connections to its source of power by spending 5 ki
points. Target creature must succeed on a Charisma sav-
ing throw against your Ki save DC or can’t use its spells for
1d4 turns. However, it can keep concentrating on spells
that it already cast.
• When you use the Deflect Missiles feature to catch or
deflect an incoming missile, instead of making a ranged
attack immediately, you can spend 2 ki points and erase
the missile from the face of existence. Within 1 hour, you
can use your reaction to summon any number of missiles
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you annihilated and use it/them to make a ranged attack. it cannot be revived by any means short of a true resurrection
Every missile deals 1d4 piercing damage. You can annihi- or wish spell. If a creature has more than 30 hit points, it takes
late a maximum number of missiles equal to your Monk 8d6 force damage when it touches the black hole and it is
level in this way. pushed 20 feet away from it.
Nothing Happens You can:
• Spend 1 ki point to stand within the black hole’s area
At 17th level, you can manifest your inner emptiness. As an
action, you can choose a point within your line of sight that without being affected by it until the end of your next
is within 90 feet of you and create a large black hole centered turn.
on the point for a number of rounds equal to your proficiency • Spend 2 ki points as a reaction to protect a creature within
bonus. 20 feet of you from the black hole’s effects until the end of
your next turn.
The black hole sucks all light within a 60- foot radius • Spend 10 ki points to move the black hole 20 feet.
centered on its point of origin. Bright lights turn into dim
light and dim lights diminish completely within the area. The PALADIN OATHS
hole also sucks everything within 60 feet of its origin point,
including creatures. Paladins, as divine warriors of faith, are common for good or
neutral deities. However, a deity of any alignment can have
Every creature must make a Strength saving throw against paladins, including evil deities. A paladin does not need to fall
your ki save DC. On a failed save, the black hole pulls the in order to be evil, they can swear an oath of evilness to their
creature 20 feet towards itself or 10 feet on a successful one. If god or goddess from the start. Such paladins are listed here.
a creature with less than 30 hit points touches the black hole,
the creature is vaporized and its body and soul are now in the Dark Templar includes many alternatives of unholy, sinister
void, meaning nowhere. If a creature is vaporized by this way, paladin powers suitable for a champion of an evil deity, able to
manifest the divine evil presence of that evil god or goddess.
Oath of Tyranny seeks to rule over others, with oppression
when necessary, for maintaining the faith. Oath of Undoing
is an oath to the deities or other mighty beings that reside in
realms far away from the known planes.
Dark Templar
“Behold, I am the champion of the dark god, and I have
come to desecrate this sorry barn you dare call a temple”
- Moravius, Dark Templar Paladin
Dark Templars are the evil champions of dark forces. They
can serve fiendish lords, kings and queens of the undead, or
they can be controlled by eldritch powers beyond the stars.
Whoever they may serve, their presence strikes fear into the
hearts of the innocent. Their foul minds and unholy powers
bring corruption, pain, and agony.
Tenets of Dark Templar
The tenets of a dark templar can vary from paladin to paladin,
but all of its tenets revolve around crushing the enemies of
their deity and spreading the one, true path as they have
been instructed. Paladins living by these tenets are ready to
sacrifice even the ones they love the most for the sake of this
path. They can be lawful evil, neutral evil and chaotic evil. The
tenets are the epitome of evil.
Exemplar of Evil. Whoever you worship, lead other
worshippers of your deity by example; commit evil deeds to
inspire them.
Fanatic Resolution. Do not fear your enemies, as the power
bestowed upon you is the greatest one of all. But be cautious,
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so as to not look stupid in the eyes of your deity. necrotic. If there are any creatures with resistance to the
Dark Compassion. Never lose your compassion for spreading chosen damage type within the aura, the damage ignores
evil and the words of your deity or another dark templar will this resistance.
make an example out of you through cruel punishment. • Vampiric Aura. You take life so that you may live longer.
Lay on Hands You regain 3d6 hit points every time you score a critical
hit against a creature within the aura.
• Aura of Power. Your aura crushes the enemies within it
You can use your Lay on Hands feature to heal or deal necrotic and overwhelms them with the powers you possess. When
damage. However, you can only heal evil-aligned creatures. you make a successful melee weapon attack against a
You can also use a portion of Lay on Hands to deal damage, and creature within the aura, you can choose to score a critical
the rest to heal. hit instead. You can use this feature on every attack you
Evil Blast make for the duration of the aura, however, you can score
a critical hit on the same creature using this feature only
once before finishing a long rest.
Starting at 3rd level, you can focus your dark powers into an • Sickening Aura. A noxious aura emanates from you with a
evil blast. You choose one of the following damage types: cold, sickening smell, and it spreads disease to life around you.
fire, or necrotic. As an action, you designate a point within When a creature enters the aura, it must succeed on a
30 feet of you. An energy fueled with your unholy powers Constitution saving throw or take 6d6 poison damage and
explodes in a 10-foot radius centered on that point. Creatures becomes poisoned until the aura ends. Also, after it takes
within 10 feet of the chosen point must succeed on a Dexterity this poison damage, it becomes vulnerable to poison
saving throw or take 4d6 damage of the chosen type. Good-
aligned creatures take an extra 1d6 damage of the same type.
The damage dealt increases to 7d6 at 7th, 10d6 at 15th, and
13d6 at 20th level.
Also, creatures who are affected by Evil Blast must make
a Wisdom saving throw. On a failed save, the creature feels
overwhelmed by the dark powers and becomes frightened
for a number of rounds equal to your “Charisma modifier
(minimum one) or until it takes damage. Once you use this
feature, you must finish a short or long rest to use it again.
Unholy Embodiment
As you grow in power, the evil and hatred within you grow
as well. Starting at 7th level, as an action, you can emanate
an aura of foulness in a 30-foot radius for 1 minute. Saving
throws must be made against your spell save DC.
You can use three of the following auras, which are
relevant to your deity, with the GM’s permission.
• Sacrificial Aura. You become a collector of souls for
your deity and your offerings become more valuable
than others who are mere worshippers. The ones
who die within the area of the aura must succeed
on a Wisdom saving throw or they are sacrificed
to the dark gods, their souls are damned, and you
are immediately compensated in return. For each
creature killed in this way, a servant with a CR of 1 or
lower is sent to your aid. For this to happen, you must
play a part in the deaths, meaning you should deal
damage to them and the servants must be tied to the
power you worship. These servants stay with you until
the aura ends, or until they are killed.
• Aura of Death. You carry the call of death with
you, making the length of the bridge between
life and death shorter. When a creature
enters the aura, it must succeed on a Wisdom
saving throw or have disadvantage on its death
saving throws until the aura ends. On a failed save, it also
becomes vulnerable to one of the following damage types
of your choice for the duration of the aura: cold, fire, or
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damage for the duration of the aura. A creature that Starting at 20th level, you gain a special power granted by
succeeds on its saving throw becomes immune to this your deity. As an action, you can call upon your dark deity,
effect for 24 hours. and undergo a dark transformation with its presence within
• Aura of Fear. Your very existence frightens your enemies, you. This transformation lasts 1 minute.
showing them their deepest fears. Creatures in the aura
must succeed on a Wisdom saving throw or are frightened Through this transformation your body goes through a
for the duration of the aura. They can repeat their saving profane metamorphosis, changing in a way so that it looks like
throws at the end of each of their turns. On a successful a shadow of your deity.
save, the frightened condition ends. If a creature fails
three consecutive saving throws with a difference of more During the transformation, you gain the following benefits:
than 5 in each outcome, it has a heart attack because of • You can use your Evil Blast feature every round without
the unbearable fear and falls unconscious, starting to
make death saving throws. expending its uses.
• Clouding Aura. An aura of evil emanates from you and • You can have two of the auras listed in the Unholy
clouds the senses of others around you. Creatures within
the aura must succeed on a Constitution saving throw Embodiment feature at the same time.
or are blinded or deafened for the duration of the aura. • You gain resistance to one of the following damage
They can repeat their saving throws at the end of each
of their turns. On a successful save, the condition ends. types: bludgeoning, piercing, or slashing coming from
If a creature fails three consecutive saving throws with nonmagical attacks.
a difference of more than 5 in each outcome, it becomes • You gain resistance to one of the following damage types:
blinded or deafened (that is chosen by you) permanently. cold, fire, or necrotic.
These effects can be removed by a remove curse spell. • Your weapon attacks open vital wounds, lowering the hit
• Aura of Temptation. An aura of evil emanates from you, point maximum of your target by 2 each time you deal
hiding your true intentions and playing with the minds of damage with a weapon attack. The target creature must
others that see you as their friend. Creatures within the finish a long rest before it can regain the points deducted
aura must succeed on a Wisdom saving throw or become from its hit point maximum.
charmed for the duration of the aura. They can repeat Once you use this feature, you must finish a long rest before
their saving throws at the end of each of their turns. On you can use it again.
a successful save, the condition ends. If a creature fails
three consecutive saving throws with a difference of more Oath of Tyranny
than 5 in each outcome, it becomes charmed permanently.
This charm can be removed by a remove curse spell. “Kneel before ME!” - Tyrant Kelyassa
You can use this feature a number of times equal to half
your proficiency bonus (rounded down). You must finish a The Oath of Tyranny calls to paladins who want to rule with
long rest to regain any expended uses. strict laws and punish those who rebel against them. Often
called tyrants, the paladins who take this oath crush their
Node of Evil enemies without any mercy or leniency. Their word is the law,
and their leadership is certain.
Your evil deeds and the corruption in your soul make you a
node of evil energies. In all the planes and all the realms of the Tenets of Tyranny
universe, you are now one of the points where evil forces come
together. Starting at 15th level, you leave an evil trace behind A paladin who takes this oath repeats the following tenets at
you wherever you go. This trace can be seen by the detect evil the start of each day.
and good spell and can be sensed by the creatures who follow
your deity. The trace stays intact for 1 week. Crush the Rebellious. I must crush the rebellious for they
are miserable creatures acting against the law.
Some of those creatures follow in your footsteps. You gain
one follower whose challenge rating is equal to or lower than Never Kneel. You are the one who should be respected
1/2, once a week. These followers are neither charmed nor properly. Never kneel down before anyone except your deity.
dominated by you; however, they hold you in the highest
regard and respect you or are afraid of you. So, they can be I am the Law. Everyone must bow down before me since I
negotiated with, or intimidated. You can form a little cult with am the law itself. I will take anyone’s head if I don’t see them
these followers and become a cult leader yourself. on their knees.
Evil Incarnation
You are evil incarnate. You are one of the most evil and
foul creatures alive. You are the shadow of your dark deity.
You repeat its words, carry its powers, and execute its will.
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Oath Spells necrotic, psychic, poison, radiant, thunder, bludgeoning,
piercing, or slashing.
You gain oath spells at the paladin levels listed. • You gain advantage on saving throws against spells and
other magical effects.
Paladin Level Spells • Your attacks create psychological pressure on your foes
3rd bone crusher*, thunderwave because of your tyrannical presence. Your melee weapon
5th silence, unholy rage* attacks deal an extra 2d8 psychic damage.
9th fear, heart grasp* Once you use this feature, you must finish a long rest to use
13th dominate beast, glyph of slavers* it again.
17th dominate person, foul feast*
Channel Divinity
When you take this oath at 3rd level, you gain the following
two Channel Divinity options.
Kneel Before Me. You can use your Channel
Divinity to command others to respect you and
your authority. As an action, you can use the
command spell on each creature of your choice
that you can see within 30 feet of you.
Sword of Tyranny. You can use your Channel Divinity
to summon the forces of merciless law. As a bonus action, you
make ghostly swords fall upon the enemies that can see you
within 30 feet of you. A hostile creature within this range that
has more than half of its hit points takes 1d8 psychic damage.
Aura of Tyranny
Starting at 7th level, you extend your tyrannical presence and
emanate an aura in a 10-foot radius. When an enemy creature
enters the aura, it must make a successful Wisdom saving th-
row against your spell save DC or become frightened until the
end of its next turn. If a creature stays frightened by this fea-
ture for 2 consecutive turns, its mind cannot bear the fear it
feels in your presence and it takes 2d6 psychic damage. Every
2 rounds after that, the creature can repeat its saving throw. If
it fails, the creature keeps taking the psychic damage.
At 18th level, the radius of this aura increases to 30 feet.
Insolent Try
Starting at 15th level, when a foe tries to attack you, it imme-
diately realizes that this insolent try is a pathetic mistake. Any
creature that tries to attack you has disadvantage on attack
rolls against you. Also, you have advantage on your saving
throws against being charmed.
Additionally, you can cast the stand still* spell at will.
Tyrant Incarnate
At 20th level, as an action, you can call upon the divine forces
to become an avatar of tyranny. For 1 minute, you gain the
following benefits:
• You become resistant to four of the following dama-
ge types of your choice: acid, cold, fire, lightning,
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Oath of Undoing 5th level, 4th level spells at 7th level, 5th level spells at 11th
level, and 6th level spells at 13th level.
“...The armored figure erased the fireball coming towards it
Disrupt Order. As an action, you present your holy symbol
with a wave of its hand. Underneath its armor, a crackling and irritate lawful creatures around you. Using your Channel
Divinity, each lawful creature that can see or hear you within
unholy voice broke the silence and spoke: ‘It’s my turn...’ ” 30 feet of you must succeed on a Wisdom saving throw or it is
turned for 1 minute or until it takes damage.
- From the story, Beneath the Chaos
A turned creature must spend its turns trying to move as
Many paladins follow the rules set in place by the forces of the far away from you as it can, and it can’t willingly move to a
planes of existence. Yet only some know that there are higher space within 30 feet of you. It also can’t take reactions. For its
powers, beyond the realms. Powers that have stood since the action, it can use only the Dash action or try to escape from
dawn of creation. In fact, powers of creation itself. Powers of an effect that prevents it from moving. If there’s nowhere to
chaos and their rules are the supreme ones, and they call the move, the creature can use the Dodge action.
paladins who swear the Oath of Undoing.
Chaotic Aura
Tenets of Undoing
At 7th level, unknown forces from the beyond begin to
concentrate on you. This chaotic power may show itself in
different ways.
A paladin who takes this oath recites the following tenets at
the start of each day.
Chaotic Order. The universe, and all it surrounds, is made
up of chaos. Order can only be achieved through spreading it,
so that all bow down to its absolute power, and become one.
Embrace Madness. The powers, I believe, reward me with
madness. I will use this reward to change my perspective.
Never Give In. Everything I see and feel in this reality is
a lie, made up by false orders. As everything it presents is
subject to change. I must not believe this lie called life and I
will stand against it.
Oath Spells
You gain oath spells at the
paladin levels listed.
Paladin Level Spells
3rd hideous laughter, sudden decay*
5th alter self, glyph of chaos*
9th chromatic skin*, entropic fire*
13th confusion, disrupt*
17th aura of death*, foul frenzy*
Channel Divinity
When you take this oath at 3rd level, you gain the following
two Channel Divinity options.
Reality Undone. As a reaction, you can touch your holy
symbol and use your Channel Divinity to “undo” an incoming
spell that targets you. When you undo a spell, its caster
expends its spell slot but the spell does nothing. You can
undo 1st and 2nd level spells at 3rd level, 3rd level spells at
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At the end of each of your long rests, you can choose one of form. For 1 minute, you gain the following benefits:
the following effects. You can change your chosen effect after • You are immune to bludgeoning, piercing, and slashing
you finish a long rest.
damage from nonmagical attacks.
Aura of Chaos. Chaotic energy manifests itself and radiates • You can use the Channel Divinity options Reality Undone
from you, disrupting reality in an aura with a 10-foot radius.
Hostile creatures within the area have disadvantage on and Unstable Summon a number of times equal to your
concentration checks and Dexterity saving throws. Charisma modifier (minimum once).
• As an action, you can change your aura. If you are using
At 18th level, the range of this aura increases to 30 feet. the Aura of Instability, instead of rolling a d4 to determine
Aura of Instability. You and friendly creatures within 10 its effect, you can choose an effect from the same table.
feet of you gain one of the following benefits. After you finish Once you use this feature, you need to finish a long rest to
each short or long rest, you roll a d4 to determine the effect use it again.
this aura grants.
Ranger Archetypes
d4 Effect
Ranger archetypes vary vastly according to their fields. The
1 Gravity’s grasp lightens, your speed increases by 10 Forsaken Hunter can use the extraplanar creatures’ essences
feet. to hunt them, at the cost of partially becoming one of them.
The Mortal Reaper is the hunter of mortals, who see mur-
Your image in the area gets blurry, you gain der as sport and a joy. The Scourges of the Seas are rangers
2 advantage on your attack rolls. who adapted themselves to marine combat, becoming fierce
pirates.
Time cracks in the area and your attacks look as if
3 they hit twice, you deal an extra 1d4 force damage Forsaken Hunter
with melee weapon attacks on a hit. “When you stare into the abyss for so long, it stares back
at you. Yet, sometimes it is the only way to hunt the evil
4 A cloud of magical white dust covers every creature. down.”
Nothing can hide in the area and invisible creatures
- Yanise, Forsaken Hunter of the fiends
can be seen.
At 18th level, the range of this aura increases to 30 feet.
Unstable Summon
Beginning at 15th level, you can recall a spell that you undid The archetypal Forsaken Hunter follows a forbidden path
with your Reality Undone feature after your last long rest. according to many ranger communities. It involves hunting
But since realms of chaos are mysterious and complicated, unearthly creatures of a destructive nature, adopting some
the spell that you recall will never be the exact spell you of the elements that make them evil and unholy. As a ranger
undid. When you use this feature, roll on the table below to who walks this path, you may not be evil, but find it difficult
determine the spell. to remain good-hearted as well, since the power of the sigils
and the rituals that led you to this road originate from dark
d4 Summoned Spell sources.
1 circle of death On the other hand, they may also hunt celestials, but these
rangers become evil as they aim to vanquish the angelic crea-
2 scarify* tures of goodness. They imbue themselves with the essence of
their foe, which is the gift of their sacrifice: Forsaken Hunters
3 chaos spear* are able to penetrate such abomination’s defenses, as well as
become resilient against their abilities.
4 disintegrate
Detect Essence
Reality Breaker
When you choose this archetype at 3rd level, you are imbued
At 20th level, your mere existence starts to shake the with the essence of unearthly creatures. This can happen
foundation of reality around you. You can call the chaos to through a ritual performed on you by a guild or organization,
come alive within you. Your body starts to react abruptly or you may see it in your dreams.
to the paradox that causes you to exist, but not completely.
You can choose to transform your appearance to resemble You can be imbued with two essences, chosen from the
something else. For example, some sort of celestial body with following: aberrations, celestials, dragons, feys, fiends, or un-
more than 2 eyes, or a scrambled, blurry image, or even make dead. The essences you choose are of fundamental importance
it seem as though there are tentacles stretching out from as they determine the abilities you gain later as your character
somewhere on your body.
As an action, you can transform into your Reality Breaker
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progresses. Side-Effects of Essences
Some of the abilities granted by your features do not let
When you are imbued with an essence, it has certain side
creatures to make saving throws. This is because as you tie effects according to the type of the essence:
your essence to theirs, your abilities bypass their resistance.
Aberration. At the start of each day, after you wake up, you
Once per day, you can perform a 1-hour ritual to activate must succeed on a DC 12 Wisdom saving throw or suffer from
one of the essences you have chosen. If the type of creature a short-term madness for that day. The essence of aberrations
the essence belongs to is your favored enemy, the ritual takes is maddening.
30 minutes to complete instead.
Celestial. You find it hard to break a promise you make, an
At 3rd level, once per turn, you can link your attack with oath you take, and you find it hard to lie. Each time you try to
the essence, dealing an additional 1d4 damage of your weap- lie, you must succeed on a DC 13 Wisdom saving throw or you
on’s damage type on a hit. This additional amount of damage cannot do so. Each time you try to break a promise or an oath,
ignores resistance or immunity. The target’s hit point maxi- you must succeed on a DC 18 Wisdom saving throw or can-
mum is decreased by this additional amount of damage taken. not do so. Even if you succeed, you can only act against your
promise or oath for 1 minute.
Dragon. Scales of different colors appear on some of your
body parts. You are counted as a dragon for spells and other
magic effects that can target dragons or affect dragons more.
Fey. You appear as magical in the presence of a detect
magic spell. You find it hard to alter your appearance through
magical means, and you can’t magically protect yourself from
scrying. You take a -2 penalty to the saving throws you make
against such spells.
Fiend. You appear as evil-aligned even if you are not when
you are targeted by the detect alignment* spell. You count as
evil even if you are not when you are affected by a spell that
targets evil creatures.
Undead. You can be affected by turn undead, but you have
advantage on saving throws against this effect.
Variant: degeneration
If you are using the Rules of Degeneration from this
book, you can assign certain types of creatures to
types of degeneration:
Aberration. Causes degeneration into Maddening
essence.
Celestial. Causes degeneration into Desecrating
essence.
Dragon. Causes degeneration into Desecrating
essence.
Fey. Causes degeneration into Desecrating
essence.
Fiend. Causes degeneration into Foul essence.
Undead. Causes degeneration into Rotten es-
sence.
lesser sigil
At 7th level, you mark the sigils of the chosen essences on
your body. These sigils are magical tattoos that grant you
certain gifts that enable you to defeat the foes you hunt. The
sigils and the abilities they grant are as follows:
Aberration: Sigil of Chaos. You have advantage on Intelli-
gence and Wisdom saving throws against effects caused by
aberrations.
Celestials: Sigil of Disgrace. As a reaction, you can choose
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to take no damage from an attack of a celestial creature. Once from your back. You gain a fly speed of 40 feet.
you use this ability, you must finish a short or long rest to use Feys: Sigil of the Ancients. As a reaction, you can use your
it again.
movement to teleport into an unoccupied space within 60 feet
Dragons: Sigil of Breath. You have advantage on saving of you. Once you use this benefit, you must finish a short rest
throws against the breath attacks of dragons. before you use it again.
Feys: Sigil of the Nymph. You have advantage on saving Fiends: Sigil of Flames. Once per turn, you can deal an extra
throws against the mind-altering effects of fey. 2d8 force damage to fiends you hit with an attack.
Fiends: Sigil of Blasphemy. You have advantage on saving Undead: Sigil of Unlife. You gain resistance to necrotic
throws against being poisoned and against the spells or abili- damage.
ties of fiends that deal psychic damage.
Enhanced Greater Sigil
Undead: Sigil of Tombs. You have advantage on saving
throws against spells from the school of necromancy. You can If you slay a creature with a challenge rating of 9 or higher (8
also choose to have advantage on saving throws against an if it is your favored enemy), and of the type relevant to your
ability or spell of an undead creature a number of times equal essence, you can enhance your greater sigil relevant to that
to your Wisdom modifier (minimum once). essence. When enhanced, the sigil grants additional greater
abilities as stated below. Once you use these abilities, you must
You regain any expended uses after you finish a long rest. finish a long rest to use them again.
Enhanced Lesser Sigil Sigil of Entropy. Whenever an aberration hits you with an
attack, it takes 1d6 psychic damage.
If you slay a creature with a challenge rating of 5 or higher (4
if it is your favored enemy) that is of the type relevant to your Sigil of Radiance. Once, as a bonus action, you can choose to
essence, you can enhance your lesser sigil relevant to that be immune to radiant damage for a number of rounds equal to
essence. When enhanced, lesser sigils grant you additional your Wisdom modifier (minimum one).
abilities as stated below. Once you use these abilities, you must
finish a long rest to use them again. Also once, as a reaction, you can choose to take no radiant
damage from an attack that hits you and can heal yourself in
Sigil of Chaos. Once, as a reaction, you can reflect the effect the amount equal to half of the radiant damage that would
created by the aberration that targets you back to the crea- have normally been dealt to you instead.
ture. The creature makes its saving throw against your ranger
spell save DC. Sigil of the Wings. Once per turn, if your target is a dragon,
you can imbue your weapon attack with your essence. On a
Sigil of Disgrace. When you hit a celestial with an attack, successful hit, you hamper the dragon’s ability to fly, de-
the damage you deal ignores resistance and immunity. creasing its fly speed by half. This effect can only decrease a
dragon’s fly speed once at a time.
You can use this feature a number of times equal to your
Wisdom modifier (minimum once). Sigil of the Ancients. When you teleport using your Sigil of
the Ancients, you can immediately make a weapon attack. On
Sigil of Breath. You are immune to Breath Weapon for your a hit, the target creature has disadvantage on attack rolls, abil-
Wisdom modifier (minimum one) number of rounds. ity checks, and saving throws against creatures within 5 feet of
it until the end of its next turn.
Sigil of the Nymph. You are immune to the mind-altering
effects of fey for 1 minute. Sigil of Flames. You have resistance to fire damage.
Sigil of Unlife. You cannot be charmed, frightened, or par-
Sigil of Blasphemy. As an action, you can undo the effects alyzed by the undead. Additionally, you cannot be affected by
of the Magic Resistance feature of a fiend that is within 60 feet an undead’s ability that reduces hit point maximum, however,
of you for a number of rounds equal to your Wisdom modifier you still take the damage such an ability deals, if it deals any.
(minimum one).
Essence Bond
Once you use this benefit, you cannot do so again until you
finish a long rest. At 15th level, you gain the ability to create a magical bond
between you and a creature whose essence you were imbued
Sigil of Tombs. As an action, you can undo the effects of the with in the Detect Essence feature. To do so, the creature must
Amorphous, Incorporeal Movement or Undead Fortitude feature be within 60 feet of you and you must use your action to con-
of an undead creature within 60 feet of you for a number of centrate on this bond. When you do so, you gain the following
rounds equal to your Wisdom modifier (minimum one). benefits for 1 minute:
• When you take damage, as a reaction, you can cause the
Greater Sigil
essence-bound creature to take half of the damage inflic-
At 11th level, you learn the greater sigils relevant to your prey ted on you. Note that you still take the damage as it is.
to empower the essence to which you are bound. • You can use an additional action against the essen-
ce-bound creature. This action can only include the cre-
Aberration: Sigil of Entropy. As a reaction, when an aber- ature. For example, if you take the Dodge action, it only
ration deals damage to you, you can change the type of that applies to the essence-bound creature.
damage to another one of your choice. Once you use this bene- • Once within the duration, as an action, you can use one of
fit, you must finish a short rest before using it again.
Celestials: Sigil of Radiance. You have resistance to radiant
damage.
Dragons: Sigil of the Wings. A pair of dragon wings sprout
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the features of the creature. Or, as a bonus action, you can if you wish to unhinge its mind with a sense of dread, you can
choose to possess one of the traits of the creature until the deal psychic damage. When you hit a creature frightened by
end of your next turn. your dread, this damage increases to 2d10.
Once you use this feature, you cannot do so again until you
finish a long rest. A creature that is frightened by your dread finds it harder
to escape from it. Upon taking damage, the creature must
Mortal Reaper first succeed on a Wisdom saving throw to break free from the
dread.
“It was so horrible, I tell you. We were scouting in the woods and
the next thing I know, Jaq was bleeding out of his eyes and ears. Favored Enemy. When you target a creature that is your
Then I heard another slashing sound and turned around to see favored enemy, and it fails its relevant saving throw against
Tarah wither away and turn into a years old corpse in a matter of your spell save DC (Constitution, if you chose to deal necrotic
seconds!” damage and Wisdom, if you chose to deal psychic damage),
you make it stunned until the end of its next turn.
- Footman Ruvo, survivor of the ambush of Vyrarinn,
the Mortal Reaper Mortal Strike
--
At 15th level, you gain the ability to bring the grim of death
Reapers are rangers who are trained to be assassins in the wil- upon a creature by filling your strikes with your essence of
derness. They track down their prey and tear them limb from dread. You can declare that you do so after you make your
limb using their grim-infused weapons. With their reputation attack roll but before the Game Master states the result.
and dread they spread, their very sight strikes fear into the
hearts of their victims. They use this to their advantage, ren- When you do so, you deal extra damage of the damage type
dering their opponents numb with the grim weight of death of your choice (psychic or necrotic)
that grips them with horror. equal to your ranger level + your Wis-
dom modifier.
Sight of the Reaper
Beginning when you choose this archetype at 3rd level, your
victims realize with fear what the sight of you means for them.
As a bonus action, you can radiate an energy of dread in a
90-foot aura that affects the hostile creatures that can see you
within range. You can target a number of creatures equal to
your Wisdom modifier (minimum one).
A creature targeted by this dread must succeed on a
Wisdom saving throw against your spell save DC or become
frightened of you until they take damage or the aura ends.
An affected creature repeats its saving throw at the start
of each of its turns. You have advantage on attack rolls
against the affected creatures.
Once you use this feature, you cannot do so again
until you finish a short or long rest.
Favored Enemy. If you target a creature that is your
favored enemy, it has disadvantage on Wisdom saving
throws it makes against the effects of your aura.
Reaping Strike
Starting at 7th level, you can make an additional attack
to a creature frightened by your dread. You can use this
feature once per turn.
Grim Wield
Starting at 11th level, you are able to wield your weapons
with the grim of death. When you hit a creature with a wea-
pon attack, you deal an extra 1d10 necrotic or psychic damage.
You choose the type of extra damage you deal; if you wish to
make the target’s flesh wither, you can deal necrotic damage,
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The essence can cause a target’s body to wither away, dealing ature with the intention to make a melee weapon attack, you
necrotic damage, or unhinge its mind with dread, dealing ps- can use your bonus action to make a ranged weapon attack
ychic damage, according to your choice. If the target creature with a ranged or thrown weapon, except with a shortbow or
is frightened by your dread, the damage dealt by this feature is a longbow. You cannot use this feature if you are not able to
doubled. make a melee weapon attack against the target creature after
you finish your movement.
Once you use this feature, you cannot do so again until you
finish a short or long rest. Favor: Stunning Scoundrel. You can declare that you use a
favor point when you hit a target with a ranged weapon attack
Favored Enemy. If your target is a favored enemy, the target while using this feature. The target must then succeed on a
must make a Constitution saving throw (if the damage is nec- Constitution saving throw against your spell save DC or be
rotic) or a Wisdom saving throw (if the damage is psychic) aga- stunned until the end of its next turn.
inst your spell save DC. On a failed save, the target is paralyzed
until the end of its next turn. Seize the Opportunity
Scourge of the Seas
“Call me what you want: dear captain, a thief, a scoundrel, a At 7th level, you learn how to seize the opportunity against an
freebooter... You won’t be talking no more when I pluck your unsuspecting enemy. When you hit a surprised creature with a
golden teeth for my coffer, anyhow.” weapon attack or a creature who cannot see or hear you in any
way, you deal an extra 2d8 damage of your weapon’s damage
- Arson, a pirate captain type.
Scourge of the seas, cursed corsairs, dishonorable raiders...
You and your ship go by many names. However, these rootless
accusations are not important to you. They are just the words
of cowards; claims of people who do not know how to enjoy
life with all its dangers. They cannot see the merits of booty,
treasure, and piracy. You are eager to gain riches through blo-
odshed, and then exchange those riches for favors enhancing
your deadliness in raids.
Tribute and Favor
Starting at 3rd level, when you choose this archetype, you le-
arn to pay tribute to gain favors in your endeavors. The truth
is, everyone must pay a tribute; your prey pays you with their
blood and gold, and you pay it to another force behind your
lifestyle. The one to whom you pay your tribute may be your
deity, another deity of the land or sea you are not devoted to
but still need or want favors from, or perhaps the water or soil
itself. Although you may not know why or to whom you make
this payment, you certainly know it grants you favor.
You can make a tribute of 25 gold pieces through a 10-mi-
nute ritual, covering them with blood and tossing them into
the depths of the sea or burying them into the soil. The sea
or soil consumes the gold pieces and grants you a favor point.
The maximum number of favor points you can have is equal to
your proficiency bonus.
Then you can ask for a favor and use a favor point to en-
hance your pirate features. Using your favor point takes no
action and you declare that you use it while making an action
or using a feature.
Scoundrel Starter
Starting at 3rd level, you have an edge on your enemy before
making a melee attack against it. While moving towards a cre-
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A target creature must also succeed on a Wisdom saving ROGUISH ARCHETYPES
throw against your spell save DC or become frightened until
the end of its next turn. If the target fails its saving throw and The five roguish archetypes listed here have their unique
is frightened, you can choose two friendly creatures within 30 approach to roguery, in ways that are unsavory at the least
feet of you and grant them advantage on their next attack roll. and utterly blasphemous at the most. Fiendish Trickster is
a rogue who is somehow connected to devils and thus can
The extra damage you inflict increases to 3d8 at 11th level, manifest some of their foul magic and powers. Shades can
and to 4d8 at 15th level. magically manipulate shadows to their own advantage, or
even make shadows come alive.
Favor: Rally Scoundrels. You can declare that you use a fa-
vor point while targeting friendly creatures you choose. Those Soul Stealers steal pieces of souls from those they kill and
creatures have advantage on Wisdom saving throws until the use those pieces for unique abilities. Tentacle Blade is a rogue
end of their next turn. mutated by the presence of aberrations, becoming able to use
a tentacle blade or body part that can even get into the minds
Favor: Bloody Backstab. When you hit a creature using this of opponents. Finally, Thousand Faces can cut out the faces
feature, you can declare that you use a favor point, and deal an of those they kill, and truly assume their identity, or become
extra 2d8 damage of your weapon’s damage type. faceless and turn into an unknown enigma for the rest of the
world.
Opportune Shot
Fiendish Trickster
Starting at 11th level, you can make an opportunity attack
against a creature that moves to an area further than 15 feet “I don’t know why I’m so good with my partners, or with
away, just as you would if it were leaving your reach. The tar- lords and ladies, or even priests of the temple. I guess I
get creature can choose to disengage to prevent this opportu- must have the luck of the devil.”
nity attack just as it would a melee attack.
- Cassicar, Fiendish Trickster court muse
Favor: Far-Reaching Shot. You can declare that you use a
favor point while making your Opportune Shot, your range for
the ranged weapon attack becomes 30 feet.
Favor: Stopping Shot. You can declare that you use a favor
point while making your Opportune Shot, the target’s speed
becomes 0 until the end of its next turn.
Marauder Combat Whether it is thanks to a deal with devils, something in
your blood, or a wicked touch of luck, you can act and speak
Starting at 15th level, you become a great marauder thanks to as devils do. Somehow, you are able to cast spells that suit
the time you spent on ships. As a result, you gain the following devilish needs, have luck on your side when you need it, and
benefits: can use your tongue or friendships to your advantage to carry
• While you are on a ship, a boat, or a similar water vessel, out hideous and lethal plans. The path you walk is a selfish
one, and perhaps an evil one, as you tend to use others and
you have advantage on your Strength (Athletics), Dexte- betray them if it serves your purposes, and excel at doing so.
rity (Acrobatics), and Dexterity (Stealth) checks.
• While you are on a ship, a boat, or a similar water vessel, Spellcasting
your speed increases by 10 feet.
• While you are fighting on a ship, a boat, or a similar water When you reach 3rd level, you gain the ability to cast spells.
vessel, you can gain a bonus to your damage roll equal to See the general rules of spellcasting and the Dark Magic
your Wisdom modifier on one of your attacks per turn. (p.179) section of this book for new wizard spells.
You can also use these favors on your other chosen favored
terrain types. Cantrips. You learn three cantrips of your choice from the
Favor: Free Roam. You can declare that you use a favor wizard spell list. You learn another wizard cantrip of your
point while on a ship, a similar vessel, or your favored terrain. choice at 10th level.
Any effects on you that restrain movement are negated until
the end of your turn. Spell Slots. The Fiendish Trickster Spellcasting table shows
Favor: Board Dasher. You can declare that you use a favor how many spell slots you have to cast your spells of 1st level
point and use your bonus action to take the Dash action. As and higher. To cast one of these spells, you must expend a
you dash at such a speed, you gain a +2 bonus to AC until the spell slot of the spell’s level or higher. You regain all expended
start of your next turn. spell slots after you finish a long rest.
Favor: True Hitter. You can declare that you use a favor
point while making a weapon attack. On a hit, the target takes For example, if you know the 1st-level spell charm person
a penalty to AC in an amount equal to your Wisdom modifier and have a 1st-level and 2nd-level spell slot available, you can
until the end of its next turn. You can use this favor only once cast charm person using either slot.
per turn.
Spells Known of 1st-Level and Higher. You know three 1st-
level wizard spells of your choice. Whenever you gain a level
in this class, you can replace one of the spells you know with
another spell of your choice from your spell list.
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Spellcasting Ability. Charisma is your spellcasting ability for ability to talk like the most mischievous of devils and your
your fiendish trickster spells, because you get your spells from words become fiendishly convincing. Whenever you make a
devils either through some sort of agreement with them, or as Charisma (Deception, Intimidation, or Persuasion) check, you
a mysterious gift from them. You use your Charisma whenever can choose to have advantage on your roll. You can use this
a spell refers to your spellcasting ability. In addition, you use feature a number of times equal to your Charisma modifier
your Charisma modifier when setting the saving throw DC for (minimum once). You regain any expended uses after you
a fiendish trickster spell you cast and when making an attack finish a long rest.
roll with one.
Crossroads Dealer
Spell save DC = 8 + your proficiency bonus + your Charisma
modifier Starting at 13th level, you can make a crossroads deal with a
devil, or another creature. The deals you can make and the
Spell attack modifier = your proficiency bonus + your benefits you gain from them are listed below:
Charisma modifier
Bet of Blood. On your next attack roll, as a bonus action,
FIENDISH TRICKSTER SPELLCASTING you can bet that your attack will hit. On a hit, it deals an
extra die of the weapon’s damage on a regular attack roll, and
double the damage if you hit on an attack roll you made with
Rogue Cantrips Spells Spell Slots per Spell Level disadvantage. You can choose to have
disadvantage on your attack roll on
Level Known Known 1st 2nd 3rd 4th purpose.
3rd 3 3 2 -- -- -- On a miss, you yourself take the
damage that you would normally deal.
4th 3 4 3 -- -- -- This damage ignores resistance and
5th 3 4 3 -- -- -- immunity. You cannot make this
bet if you have advantage on your
6th 3 4 3 -- -- -- attack roll, nor can you use your
Devil’s Luck or Deal of Luck features
7th 3 5 4 2 -- -- for this bet.
Bet of Vice. You can bet on
8th 3 6 4 2 -- -- a seemingly virtuous creature,
stating that it can be tempted
9th 3 6 4 2 -- -- into corruption. For example,
you can bet that a traditional and
10th 4 7 4 3 -- -- virtuous virgin can be tempted
into seduction, a lawful captain
11th 4 8 4 3 -- -- of the guard can be tempted into
bribery, or a calm monk can be
12th 4 8 4 3 -- -- tempted into rage.
If you are able to corrupt
13th 4 9 4 3 2 -- them, you win the bet and have
advantage on all your rolls
14th 4 10 4 3 2 -- against good-aligned creatures
for one week. If you lose the
15th 4 10 4 3 2 --
bet, you have disadvantage on
16th 4 11 4 3 3 -- all ability checks, attack rolls,
and saving throws against good-
17th 4 11 4 3 3 -- aligned creatures for a week. The
GM rolls the second d20 on a roll
18th 4 11 4 3 3 -- that you make with advantage or
disadvantage, unless you know for
19th 4 12 4 3 3 1 certain your target creature is good-
aligned.
20th 4 13 4 3 3 1 Deal of Life. After you make this deal,
you are resurrected secretly by devils you
Devil’s Luck made the deal with when you die. Other
creatures in your vicinity simply see it
Starting at 3rd level, you have the luck of the devils within as if you were dying but somehow
you. You have a d6 that you can add to one ability check, survived. You can choose to be
attack roll, damage roll, or saving throw you make. revived at a time you see fit (at a time
the Game Master agrees to as well,
When you use this feature, you cannot do so again
until you finish a short or long rest. As you gain
levels, your extra die increases to 2d6 on
the 13th, and 3d6 on the 20th level.
Cutting Tongue
Starting at 9th level, you gain the
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because something like “a thousand years from now” may not Shadow is a Shade’s friend. As a Shade moves in it, lives in it,
be acceptable). and uses it, it feels closer to the shadows. Day by day, its bond
gets stronger.
After you are revived, you must fulfill an important deed on
the devils’ behalf, details of which are at the GM’s discretion. If As a Shade Rogue, you have understood what it is to be alive
you deny or fail the deed, devils take your soul and you cannot and felt the shadows deep inside. At that moment, your path
be resurrected unless with a wish spell or until your friends was determined within the cold and dark of shadows.
make a better deal with the same devils.
Shadow Powers
Deal of Luck. For one week, you have advantage on a saving
throw, an ability check, or an attack roll once per day. You Some of the features below require creatures to make saving
must state that you are using this benefit after you make the throws against your spell save DC. Your spell save DC for these
roll but before the GM states the outcome. features are as follows:
After the deal ends, for three days, you have disadvantage Spell Save DC = 8 + your proficiency bonus + your Intelligence
on a roll that is determined by the GM and the GM rolls the modifier
second d20.
Betr ayal Shadow’s Embrace
Starting at 17th level, when you betray someone, you make Everything on this dark path starts with the shadow’s cold
sure they cannot retaliate afterward. You can take advantage embrace. Starting at 3rd level, you gain darkvision out to a
of a friendship, making a stunning or even lethal strike with range of 90 feet. Additionally, in dim light or darkness, your
your betrayal. When you attack a creature with a Sneak Attack, speed increases by 10 feet.
the following effects take place according to the nature of your
relationship with the creature, as stated in the table below. Also, if you remain in the shadows for 1 minute, you gain
a proficiency bonus (your proficiency bonus is doubled if you
The nature of the relationship is about how the target are already proficient) on your Dexterity (Stealth) checks as
creature perceives you and it is at GM’s discretion. The long as you are still in the shadows.
relationship can be temporarily improved by spells such as
charm person. Shadow Dagger
You can use this feature at the moment of your betrayal, At 3rd level, you gain the ability to conjure a Shadow Dagger
meaning that once you use it on a target, you lose that from the shadow of an opponent. As a bonus action, you target
creature’s trust and you cannot use this feature on it again a creature within 30 feet of you. The target must succeed on a
unless you manage to mend your relationship with it. Charisma saving throw or you conjure a Shadow Dagger out of
the target’s shadow that floats around the target.
BETRAYAL
When you conjure the dagger, you can make a melee
Relationship Effect weapon attack against the creature. As a bonus action on
your turn, you can repeat the attack against the target. The
Acquaintance (the creature Your sneak attack deals shadow dagger deals 1d4 piercing damage as if it is a normal
sees you as a stranger but double the damage on a hit. dagger. Starting at 9th level, Shadow Dagger becomes a magic
has positive ideas about you) weapon. While attacking with the Shadow Dagger, you can use
your Sneak Attack against that target even if you don’t have
Friend (the creature sees Your sneak attack deals advantage on that attack roll, but not if you have disadvantage
you as a friend) double the damage on a hit, on it.
and the creature is stunned
for 1 round. The dagger stays for 1 minute. Once you use this feature,
you cannot do so again until you finish a short or long rest.
Revered (the creature sees Your sneak attack deals
you as a very close friend double the damage on a hit, Stretching Shadows
and trusts you completely) and the creature is stunned
for 1d4 rounds. As you grow in power, your control over the shadows grows as
well. Starting at 9th level, you are able to cast the see invisibility
Shade and black tentacles spells without their material components.
“My abilities give quite a literal meaning to the phrase `a Once you cast see invisibility spell three times and black
knife in the shadows`, my lady. Mr. Fosler will not see it tentacles once, you have to take a short or long rest to use
coming.” them again.
- Umrud, a Shade One with the Shadows
Starting at 13th level, you become more attuned to the
shadows and start to bend them to your will, to serve your
purposes. You can use the following benefits:
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Obscuring Shadows. When you are in the shadows, even if Shadow Stealer
there is nothing that you can hide behind, you can still hide.
You can also hide an additional creature or object of your size Starting at 17th level, you can steal your target’s shadow,
or smaller. You gain a +5 bonus to your Dexterity (Stealth) and or you can bring your shadow to life by bestowing your own
Dexterity (Sleight of Hand) checks in shadowy areas. You can blood upon it.
also use your Cunning Action feature to play with the shadows
around the creature or object, granting a proficiency bonus To steal another creature’s shadow, you must concentrate
(double proficiency bonus if the target is already proficient on its shadow as an action. The creature must be within 30
with Stealth) on your target’s Dexterity (Stealth) checks. This feet of you. When you try to steal the shadow, the target
bonus remains as long as you or the other creature or object must make a Charisma saving throw. On a failed save, you
affected by this benefit remain in the shadows. successfully steal it. To bring your own shadow to life, you
have to spill your blood as an action, dealing 20 damage to
Shadow Leap. You can use your Cunning Action feature to yourself. This damage cannot be reduced by any means.
teleport from one shadow to another that is within 30 feet.
Once you start to command a shadow in either way, its
Shadow Reach. You can use shadows as pathways that Initiative is equal to yours minus 10. The shadow stays under
lead your blade to the enemy. You can sink your hand into a your command for 1 minute and has the following properties:
shadow within reach and it comes out of another shadow of • It has 60 hit points, and 15 AC (Natural Armor).
your choice that is within 30 feet of you. If your target is aware • It has resistance to bludgeoning, slashing, and piercing
of your presence, it must make a successful DC 15 Wisdom
(Perception) check to see your hand reaching out to it through damage coming from nonmagical attacks. It also has
the shadows. If your target is unaware of your presence, you immunity to being grappled, petrified, prone and
can use your Sneak Attack feature. restrained.
• It saving throws are as follows: Dexterity +6, Constitution
You can use these features a number of times equal to your +5, Intelligence +4, Wisdom +5, Charisma +5.
Charisma modifier (minimum once). You gain any expended • It can make two melee weapon attacks or two ranged
uses after you finish a long rest. weapon attacks on its turn. It uses weapons conjured
from the shadows and these weapons are magical. You
can choose the shape of the weapon and its damage type
changes according to the weapon. Regardless of its shape,
the weapons deal 1d8 damage.
• It also has no Strength score, so it cannot execute tasks
tied to Strength score and it automatically fails Strength
saving throws.
• It has a flying (hover) speed of 30 feet.
• It can use its bonus action to teleport to another shadow
within 60 feet of it.
Soul Stealer
“I used to be a petty thief but got bored of it. After you pile
up coffers of gold, you acquire a greed for other things...”
- Stran, Soul Stealer Rogue
Soul Stealers have a different practice of legerdemain
than the usual rogues. They collect souls and use them
as fuel to enhance their abilities. Like all rogues, they always
like to be one step ahead of their enemies.
Soul stealers channel their powers through a special gem
called a Key Crystal. Although their methods often involve
bloody practices, removing a soul from a creature’s body is a
simple part of their daily routine. After a while, stealing a soul
becomes something as ordinary as drinking water.
The art of soul-stealing can be taught through a ritual. Dark
cults may reveal the details of this ritual to your character or a
ritual tome can be found in an old ruin.
72
Ritual of Soul Dismantling Stealer’s Blink (varies). You can spend 1 soul to swap
places with an item within 30 feet of you. You can increase
When you choose this archetype at 3rd level, you learn the the distance up to 90 feet by spending another soul for each
Ritual of Soul Dismantling. It is a 1-hour ritual that should additional 30 feet. The item you replace must be carried by
be performed in a place that is somehow tied to death, like you for the last 8 hours.
graveyards, or the temple of a death god, or near the corpse
of a creature who died a day ago (at most). During the ritual, Face of Souls
you summon a soul and force it to materialize as a special gem
called a Key Crystal. It is aptly named as a “key”, as it opens At 9th level, you can assume the forms of the souls you
the door to new powers. currently hold within the crystal.
At the end of the ritual, a coin-sized crystal appears in your You can take the appearance and body structure of one
hand and you learn the basics of the art of soul-stealing. This of the souls within the crystal, but all of your characteristics
crystal can be in the shape of a polished gem, bone, or any remain the same. You can only take the shape of a creature
other trinket of your choice. who is the same size as you. When you take a new form using
this feature, you keep the new form for a number of hours
If the Key Crystal is taken from you, you can call it back equal to your Charisma modifier (minimum one).
to your hand by concentrating for 1 round. However, if the
crystal is taken to a location that is further than 1 mile from Once you use this feature, you must finish a long rest to use
you, is broken, or put in a place affected with an antimagic field it again.
spell, you cannot call it back. If it is still within 1 mile of you,
you may try to find the crystal again or create a new one by
performing the Ritual of Soul Dismantling again. If it is broken
or is taken to a location that is further than 1 mile of you, the
crystal loses all of its properties and the souls in it are set free.
In such a case, the crystal becomes worthless.
While you are carrying the crystal, if you kill a creature,
you can capture its soul, preventing it from going wherever it
needs to go. A Key Crystal can hold a maximum of 10 souls and
it cannot hold the soul of a creature if its creature type is one
of the following; beast, construct, monstrosity, ooze, plant,
and undead. You can save the imprisoned souls to use later as
detailed in the following features. Imprisoned souls can only
be brought back by a wish spell. Also, the souls used for the
following features are destroyed and cannot be brought back.
GM TIP
Since capturing or destroying a soul is a truly evil
and unique act, it easily attracts the attention of
many different powers of the universe such as deities,
warlock patrons, fiends, angels, or aberrations. This
attention can create additional and unexpected effects
in your campaigns.
Soul Force
Starting at 3rd level, you are able to gain different abilities
by using the souls imprisoned in the crystal. As a bonus
action, you can spend souls from the crystal to gain one of the
following benefits for 1 minute:
Soul Strike (1 soul). Your next successful attack
deals an extra 3 necrotic damage.
Hide within Souls (2 souls). You can make souls
cover you, making the space around you blurry. You
have advantage on your Dexterity (Stealth) checks.
Harm of Souls (3 souls). You send souls to help an ally.
You can give a friendly creature within 30 feet of you an extra
1d4 necrotic damage on its next weapon attack.
Soul Armor (4 souls). You wrap souls around your body and
armor. You add 2 to your AC.
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Deep Call for Souls
Starting at 13th level, when the crystal is full, you can call
upon all of the souls to weaken your enemy as an action. You
choose a creature within 60 feet of you and your weapon
attacks ignore the creature’s resistance and immunity for a
number of rounds equal to your Charisma modifier (minimum
one).
Soul Steal
Starting at 17th level, you don’t have to wait for someone
to die to steal its soul. You can steal a part of the soul of a
creature within 15 feet of you. To do so, you make a weapon
attack with advantage. On a hit, the creature must make a
Wisdom saving throw (DC equals 8 + your proficiency bonus +
your Charisma modifier).
On a failed save, instead of dealing damage with your
attack, you reduce the target creature’s hit point maximum
by the amount of damage you would normally deal with this
attack, imprisoning a part of the creature’s soul. As a bonus
action, you can use the imprisoned soul piece either to regain
hit points, or to deal extra psychic damage on a successful
weapon attack. The amount is equal to the reduction in the
target creature’s hit point maximum.
On a successful save, your attack does not deal any
damage and nothing happens, but you can try to use
this feature again on the same creature until the end of
your next turn. If the second try is also a fail, you cannot
try again.
Once you use this feature, you cannot do so again until
you finish a long rest.
Tentacle Blade
Tentacle Blade
“I don’t know what this thing is; I got it after a strange At 3rd level, you gain the ability to use your Tentacle Blade.
encounter with those cultists in the sewers. Yet I like The Tentacle Blade is a living blade made of a living tentacle,
stabbing with it, I like stabbing with it very much.” which stretches out from a tattoo-like mark on one of your
inner forearms. It moves all the time and is always wet, just
- Hethi, Tentacle Blade Rogue as if it were fresh out of the water. It can count as any melee
slashing or piercing weapon that has the finesse property. As
Most rogues live a life filled with action and danger. Their an action, you can change its form and turn it into a different
lives usually end with a trap, at the hands of a guardian of weapon.
some treasure, or under the ruins of a collapsing building that
once held a shiny jewel which they moved from its original Tentacle Blade has the following properties:
place. Yet those who follow the path of the Tentacle Blade • The one who gifted you with this blade can hear, see, or
meet a different fate. A Tentacle Blade’s path might have
crossed with a cult, worshipping entities beyond the stars, feel through the blade by using a special, magic bond.
or an aberration hiding in a dungeon, or an alien sentient • You can hide the blade within your body. When you want
artifact. Whatever they worship, it has to have been corrupted
by an aberrant touch. When their mind accepts the corruption to do that, the blade understands this and burrows into
and embraces the madness, the rogue is gifted a special blade your flesh, dealing you 5 damage. As an action, you can
called a Tentacle Blade. The Tentacle Blade then works for its take it out or put it back anytime you want. The blade
new master. does not damage you when you take it out.
• Thanks to its living and moving nature, the Tentacle Blade
deals 1d6 bonus damage when you use your Sneak Attack.
Additionally, when a target takes damage from a sneak
attack with this blade, it must make a DC 10 Constitution
saving throw. On a failed save, the target can’t take a
reaction until that round ends because of the disturbing
feeling caused by the blade. Bonus damage on Sneak
Attacks increases to 2d6 at 9th and 3d6 at 13th level.
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Tentacle Arm (Insight) check to learn the knowledge the creature possessed.
The GM determines the DC of this check, as well as the nature
At 9th level, you grow a second Tentacle Blade on the same or and depth of the information you recover. You can use this
another arm. You can also let one of the blades grow and try feature whenever you want.
to grapple an opponent within 5 feet as an action. The blade
has a +8 bonus on its Strength (Athletics) check to grapple. If Thousand Faces
a target is grappled for 3 rounds, it becomes restrained by the
growing tentacle slowly embracing its entire body. The target “This one does not have a name, so you can call it by any
takes 1d12 bludgeoning damage every turn it stays restrained. name; by that of your mysteriously-disappeared aunt, or
your father who died suspiciously a decade ago.”
Paralyzing Tentacle
- Unknown
Starting at 13th level, you can use a Tentacle Blade to paralyze
others. When you deal damage to an opponent with it, you You possess the skills and talents necessary to imitate others.
can choose to let the blade burrow through the target’s body. After some practice, you can even wear
At this moment, the creature must make a Constitution others’ faces. You master the very
saving throw (DC equals 8 + your Intelligence modifier + your fundamentals of being someone,
proficiency bonus). On a failed save, the blade deals 5 extra and later being no one, when your
damage of its type, and the target becomes paralyzed art reaches its peak. As a Rogue of
as long as the blade stays inside it. The target can a Thousand Faces, you can be an
repeat its saving throws at the end of each of its excellent spy or a skilled thief of
turns, to take the blade out and reverse the effects life. You can be an assassin that
of this feature. nightmares are made of, as well,
since you not only take lives,
Once you use this feature with one of your blades, you must but also steal them from your
finish a long rest to use it with that blade again. victims. In many realms,
guilds or organizations
Slippery Mind that are tied to Thousand
Faces are well-hidden
At 17th level, you gain the ability to block the communities. Thus, the
knowledge of your opponents. When you hit a origins of the Thousand
creature with an attack, you can order your blade to Faces’ supernatural gifts are
leave your arm and attach itself to the creature. The unknown to most.
creature must succeed on an Intelligence saving throw
(DC 8 + your Intelligence modifier + your proficiency Bonus Proficiencies
bonus) or the blade is attached. While the blade
digs into its flesh, one of the features of the creature is When you choose this archetype
disabled for a number of rounds equal to your Intelligence at 3rd level, you gain proficiency
modifier (minimum one). with the disguise kit and in
the Performance skill. If you
The GM can roll to randomly determine the feature or are already proficient in the
special attack or special action that is disabled. For example, Performance skill, you can choose
if the creature’s total number of features, special attacks, another skill in which you can be
and special actions amount to 4, the GM can roll 1d4 to proficient as a rogue.
determine which one is disabled. If the total is 3, the GM can
roll 1d6 and divide the result into two. Wear Face
Features that are about spellcasting cannot be disabled. Starting at 3rd level, as an action, you
Instead, if you try to block a feature about spellcasting, can use the change appearance benefit of
the target creature must make a saving throw with its the alter self spell a number of times equal
spellcasting ability, every time it tries to cast a spell. It to your Intelligence modifier (minimum
cannot cast spells that require concentration. once). You regain any expended uses after
If the creature you target using this feature does you finish a long rest.
not possess any features or special attacks, an ability is
disabled, making the creature fail relevant ability checks or
saving throws automatically. Roll 1d6 to determine the ability
that is disabled. You can use this feature a number of times
equal to your Intelligence modifier. You regain any expended
uses after you finish a long rest.
Additionally, you can attach the blade onto a sentient,
unconscious enemy. When you do so, you spend 1 minute
stealing the creature’s knowledge and information. When
you retrieve the blade, you must make a successful Wisdom
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Wear Life your face is magically erased. You have the appearance of no
one significant, and people cannot realize it is you unless you
Starting at 9th level, you can skin the face off a Medium or wear your own face. Even your friends’ memories of you are
Small humanoid, and become able to assume its appearance. blurred unless you are wearing your own face.
To do so, you must spend 1-hour skinning and preparing the
face through a special ritual. When complete, you can use While faceless, you gain the following benefits as well:
your action to wear the face and magically transform your • People seem not to care about your presence, you have
appearance into that humanoid whenever you like.
advantage on your Dexterity (Stealth) checks.
While in its appearance, you have advantage on your skill • People cannot focus on you easily, you count as having
checks made to maintain your disguise as that creature.
Moreover, this disguise cannot be penetrated through magical half cover against ranged attacks.
means; even true sight cannot detect your true appearance. • You gain the benefit of the mind blank spell.
However, spells such as zone of truth still affect you and may • You also find it hard to show character; you have
cause you to drop the pretense.
disadvantage on the ability checks you make using the
You can have a number of faces equal to your Intelligence Charisma skill.
modifier (minimum one). After that, you can add a new face
to your collection by discarding an old one. You can carry Sorcerous or igins
the faces in your backpack, and one face weighs as much as 3
sheets of parchment. Scholars who dwelled deep and voyaged in the dark have
discovered three additional origins of sorcerers: aberration,
Wear Memories fiendish, and grave. The aberration bloodline lets a sorcerer
use magic over mind to play with memories, and use elder
Starting at 13th level, when you are wearing a creature’s face, glyphs to re-shape reality. The fiendish bloodline makes the
you also gain the knowledge of its memories. When you are sorcerer cast magic like its fiendish ancestors do. The grave
wearing a face for the first time, roll 1d20 and add the result blooded sorcerer is touched by death and necromancy, con-
to your Intelligence modifier plus your proficiency bonus. You trolling both death and the dead easily.
gain a portion of the creature’s memories according to the
roll: Aberration Bloodline
(Natural 1) A mishap occurs. You are overwhelmed with
the creature’s memories. You develop a split personality as “Before I discovered the power within me, I had chased
if from a long-term madness and believe that you are the after meaningless emotions such as love or wrath. Then
creature while wearing its face. Your alignment also changes I realized that when I burn people, I can consume their
accordingly. emotions.”
(5 or less) You only gain its memories of the last hour it was
alive. - Saldor The Alien
(6-10) You gain its memories of the last day it was alive.
(11-15) You gain its memories of the last week it was alive. Your innate magic comes from the planes that lie beyond the
(16-20) You gain its memories of the last year it was alive. boundaries of reality and the understanding of mortal minds.
(21-25) You gain its memories of the last decade it was alive. Chaotic forces of wicked creation run through your veins, as
(26-30 or natural 20) You gain all its memories. Also, you are you are a far-descendant of an aberration or you were exposed
proficient in a skill in which the creature was proficient while to a magical power coming from a place out of time and space.
wearing its face.
Your unique powers let you understand the secrets of the
Thousand Faces universe, and they combine with arcane energies to build
domination over minds through your spells.
Starting at 17th level, you can collect as many faces as you
want. You can also complete the ritual in 10 minutes, and you Sudden Realization
can wear a face as a bonus action rather than an action. Addi-
tionally, you become a master of wearing them: You can reroll Starting at 1st level when you become aware of the source of
once if your roll for Wear Memories is not favorable to you. You your magical power, you experience a sudden realization. You
must use the second roll. wander through the dreams of aberrations and are exposed to
numerous visions. You wake up remembering only a glimpse
Additionally, you can skin your own face off and add it to of these wild dreams. You perhaps recall an aboleth building
your collection. You still have to perform the ritual for your an underwater city, a cloaker constructing an extradimen-
own face, and you don’t need to use the Wear Memories features sional portal, or another aberration consuming the memories
to gain its benefits, as the memories you “wear” are your own. of one of its slaves. These memories force you to understand
If you lose your face, you can summon it back with your ritual some secrets of the universe. As a result, your Intelligence,
1 week later. If your previous face is in possession of another Wisdom, or Charisma score increases by 2.
creature, it disappears from its possession.
After you skin your face and perform the ritual, you can
become faceless. Any information, story, or lore relevant to
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Mind Player These glyphs are marks of aberrations, their unrealistic
geometries, and a part of their alien languages. They grant
Starting at 6th level, you are able to use your sorcerous pow- you the ability to cast the glyph of chaos*, glyph of slaves*, glyph
ers to dominate the minds of others. You gain the following of deep water* or glyph of slime* spells without expending a spell
benefits: slot a number of times equal to your Charisma modifier (min-
imum once). You regain any expended uses after you finish a
Enslave Mind. When you cast a sorcerer spell that targets long rest.
one creature, you can fill the spell with your alien powers and
try to enslave the creature. You can spend 1 sorcery point to A Mind Out of Reality
force the creature to make a Wisdom saving throw. On a failed
save, it becomes charmed until the end of its next turn. Starting at 18th level, your alien source of power lets you warp
reality through your spells. As a bonus action, you can enter a
Memory Eater. When you kill a creature using a sorcerer state of focus where the alien glyphs on your body shine, and
spell, you can choose to spend sorcery points to drain and con- your eyes become voids for 1 minute or until you leave the
sume the memories of the creature. You can spend 1 sorcery state. While in this state, you can cast your next spell purely
point to learn the deceased creature’s memories of its last mentally, without its somatic, verbal or material components
hour. You can spend 2 sorcery points to learn its memories of unless it requires a material of 50 gp or more.
its last day, or spend 3 sorcery points to learn its memories of
its last week. Because you show no signs of spellcasting and your magic
becomes otherworldly, a spell you
Aberrant Glyphs cast cannot be countered by a spell
or ability and the DC for dispelling it
Starting at 14th level, as your control over magic has
grown strong, your aberrant heritage manifests itself and increases by 2, and target creature(s)
alien glyphs materialize on your body as tattoos. have disadvantage on saving throws
against it.
You can use this feature 1 or 2 times
(which the GM determines by rolling a
percentile dice after each long rest), and you
regain any expended uses after you finish a long
rest.
Fiendish Bloodlines
“Don’t bother with the shield, petty wizard, my flames come
from the depths of hell.”
- Rolyvia, Fiendish Bloodline sorceress
Your bloodline has ties to a considerably powerful fiend with
magical abilities. Whether you know it or not, you owe your
nature to that ancestor. Because of your fiendish bloodline,
you instinctively like mischief, but you don’t necessarily have
to be evil. Still, the fiends who are aware of their offspring
eventually try to bring their blood to the fiendish path. Your
ancestor may be a demon or devil, and your magical spe-
cialties are relevant to what ancestry your blood belongs to.
Your ancestor determines whether you are more destructive,
whether you have more persistent conjurations, whether you
are more skilled in necromancy, or whether you are good at
manipulating and extorting others’ minds.
Fiend Ancestor
Starting when you choose this origin at 1st level, you choose
one type of fiend as your ancestor.
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Fiendish Ancestry Fiendish Magic
Fiend Benefit Starting at 14th level, you learn fiendish aspects of the spell-
Conjurer Conjuration casting abilities of the fiend of your bloodline. According to
Dominator your fiendish ancestor, you gain one of the following features:
Reaper Evocation
Tempter Necromancy Conjurer: Magic Machinations. You can become attuned to
Enchantment a fourth magic item. When you cast a conjuration spell, you
can “suspend” it to cast later as a bonus action, whenever you
Conjurer. These are fiends that use their magic to conjure wish. To do so, you must spend a number of sorcery points
things or create magic items to use as tools in their agendas. equal to the level of the spell. When you cast and suspend a
Sorcerers from this bloodline can use conjuration spells more spell in this way, you regain your expended spell slot after you
effectively. finish a long rest. However, you do not regain your sorcery
points until you release the spell.
Dominator. These are fiends that are in the frontline, ruling
over lesser fiends and slaves. Sorcerers from this bloodline can Dominator: Dominate Spell. When a hostile creature casts
use evocation spells more effectively. an evocation spell that would affect you, or uses an ability
that deals acid, cold, force, fire, or lightning damage, you can
Reaper. These fiends rule over death. They can cast forbid- choose to spend 1 sorcery point and make a Charisma saving
den necromancy spells, controlling the undead and souls to throw against it, instead of the saving throw you would nor-
serve them in their plans. Sorcerers from this bloodline can mally make.
use necromancy more effectively.
If you succeed on your saving throw, you can use your reac-
Tempter. These fiends are known for their potential to tion to spend an additional 4 sorcery points and take control
tempt and corrupt others. Sorcerers from this bloodline can of the spell or ability, sending the effects to another target. If
use enchantment spells more effectively. you do so, the range and origin point of the spell or ability is
recalculated as if you are casting it.
You can speak, read, and write Abyssal or Infernal (which is
chosen by you). Additionally, you know 2 1st-level spells from Reaper: Necromantic Metamagic. Just as you can shape
a school of magic that is relevant to your bloodline. These 2 spells with your inner power, you can bend necromancy to
spells do not count against your number of spells known. Each your will as well.
time you gain a level with this origin, you can change these • You can spend 3 sorcery points to cast the animate dead or
spells to ones of a level that you can cast (up to 6th spell level).
create undead spells as an action.
Consume Spell • When you deal damage with a necromancy spell in this
Starting at 1st level, you can feed your vitality from a spell way, you can spend 2 sorcery points to heal your undead
belonging to a school of magic relevant to your bloodline. servants within 30 feet of you. Simply distribute half of
When you succeed on your saving throw against a spell or an the damage you inflicted as hit points among your undead
ability that deals acid, cold, fire, force, or lightning damage, servants.
or when a spell or an ability fails to hit you, you can choose to Tempter: Mind Toll. When you cast an enchantment spell,
gain a number of 1d4s (equal to the level of the spell [1 if it is a you gain a +2 bonus to your DC and spell attack roll. You can
cantrip] or number of damage dice of the ability) as temporary choose to spend 1 sorcery point to make the target of your
hit points as a reaction. spell forget that you cast the spell on it even if it states other-
wise in the spell description.
For example, you gain 3d4 temporary hit points when you
consume a 3rd level spell relevant to your bloodline. You also Heritage Excellency
gain 3d4 temporary hit points if the ability deals 3d10 damage
of the listed types. At 18th level, you become the master of the spellcasting abili-
ties tied to your fiendish bloodline. According to your fiendish
The die of temporary hit points you gain becomes a d6 when ancestor, you gain one of the following features:
you reach 10th level, and a d8 when you reach 17th level.
Conjurer: Persistent Conjuration. You don’t need to main-
When you consume a spell or ability this way, you only con- tain concentration for a conjuration spell of 3rd level or lower.
sume a part of it and other targets are still affected if the spell Additionally, you can fortify currently summoned creatures
or ability affects an area. Once you use this feature, you cannot with your magic. Whenever you are casting a spell, you can
do so again until you finish a short or long rest. spend a number of sorcery points up to the level of the spell to
allocate 1d4s equal to the sorcery points spent, as temporary
Persistent Magic hit points, to your summoned creatures within 60 feet of you.
Starting at 6th level, you can overpower spells from schools Dominator: Overwhelm. The power of your blood grows with
of magic tied to your bloodline. You do so by unleashing the the havoc you bring. You can cast 1st level evocation spells as
potential in your blood. When casting a spell from the relevant cantrips. Also when you cast a spell from the evocation school,
school, you can spend 2 sorcery points to increase the DC or you can reroll up to a number of damage dice equal to the
spell attack by 1, up to a maximum equal to your Constitution number of creatures that are affected.
modifier (minimum one).
Reaper: Soul Weaving. When you cast a spell from the school
of necromancy, you can make it harm the soul, dealing psychic
78
damage instead of necrotic. You can also convert such a spell’s Grave Blooded
saving throw requirement from a Constitution saving throw to
a Wisdom saving throw. “I didn’t come to avenge my family, dear lord. My family
is with me. Here is my sister, in her beautiful, rotten dress.
Additionally, you can gain control of an undead that is not Here is my father, missing an eyeball or two. I came here to
bound to you. To do so, you spend a number of sorcery points slay you, and add you to this happy family.”
equal to the challenge rating of the undead (maximum of 5).
You can affect multiple targets if their challenge rating is - Calhoun the Tomb Raiser
lower than 1; for example, you can affect 2 undead that have a
challenge rating of 1/2 by spending 1 sorcery point. Grave Blooded sorcerers are individuals who are close to
death. They have cursed bloodlines, or have members in their
As an action, you make a spell attack against the target(s) family who mastered necromancy and the powers of death.
within 60 feet of you. The undead target contests this spell Most mortals meet with death only once at the end of their
attack with a Constitution, Intelligence, Wisdom, or Charisma lives, however, Grave Bloodeds are born with its rotting touch.
saving throw (whichever ability score is higher). If the target They use the power in their blood to delve into the deep
has resistance to Turn Undead, it makes its saving throw with oceans of the inevitable end. For the Grave Blooded, profane
advantage. rites and sigils, unwholesome ritual sites, and even shedding
the fleshy shell of a mortal, are merely a means to an end, not
If you succeed, you take control of the target(s) for 1 min- what they are really after. Grave Bloodeds seek powers over
ute, as long as you maintain your concentration as if you are death and undeath.
concentrating on a spell.
These sorcerers possess a great affinity to death. They see
After 1 minute of control, you make another spell attack places that have a connection to death, such as graveyards, as
against the target. It makes the same saving throw. If your their home.
attack hits, you can order it to destroy itself or you can take
control of it permanently. If you take permanent control, you Grave Bloodeds concentrate on summoning, creating, and
don’t have to concentrate on it anymore. However, you can controlling the undead.
only regain the sorcery points you spent on it if you let it go or
order it to destroy itself.
Tempter: Natural Mastermind. You don’t need to maintain
your concentration on an enchantment of 5th level or lower.
Reaper’s Scythe
Starting at 1st level, you can create a bone scythe from the
bones of a dead body. Creating a bone scythe takes 2 hours and
needs a dead body of a creature that is Medium or larger in
size.
You can create one two-handed or two one-handed
scythes using this feature. The scythe counts as magical
for the purpose of overcoming resistance and immu-
nity. You are proficient with these scythes and you
can use them as an arcane focus. Also, while making
an attack with these scythes, you can use your Charisma
modifier for the attack and damage rolls. Stat blocks for
the scythes are as given below:
• Bone Scythe: 2d6 Slashing, Two-Handed, Reach
• Hand Scythe: 1d8 Slashing, Versatile (1d10), Finesse
As you grow in power, the scythes you create get stronger
as well. They gain +1 at 6th, +2 at 14th and, +3 at 18th level.
They also deal an extra 1d6 necrotic damage at 10th and 2d6 at
14th level.
You can have more than one scythe created by this feature.
However, the scythe needs attunement (being attuned to 2
one-handed scythes requires one attunement slot). A creature
other than you cannot be attuned to these weapons. When it
tries to do so, the weapons turn to dust in its hands. If a crea-
ture tries to use the scythes without being attuned to them, it
has disadvantage on its attack rolls made with them, and takes
a -2 penalty to these attack rolls.
79
Graven Minions Graven Warrior and Graven Magi
You form a special bond with humanoid creatures you kill. When a creature is raised as a Graven Magi or a Graven War-
You think that they are lucky to be killed by you, and that rior, it has the following statistics:
their bodies deserve a special ritual upon their death… Or per- • It retains the same ability scores, class features, hit points,
haps that they should share the curse you have. So, you raise
them as your minions. immunities, proficiencies, proficiency bonus, resistances,
reactions, special actions, spells, and vulnerabilities that it
Starting at 1st level, you can raise humanoid creatures you had before death.
have killed as your minions who then have skeletal bod- • Clerics, paladins, and warlocks, generally, lose their abil-
ies. You can have only one graven minion at a time and you ity to cast spells and lose other class features when they
cannot raise creatures with hit dice higher than yours. This are raised in this way. This is because those powers are
number increases to 2 at 6th, 3 at 14th, and 4 at 18th level. A bestowed by greater forces and can be taken back at their
spellcaster can be raised as a Graven Magi, and a creature who will. However, if the greater force is somehow tied to nec-
is not a spellcaster can be raised as a Graven Warrior. You can romancy and/or is evil-aligned, it may let these powers
apply the Graven Magi and Graven Warrior templates to the stay, at the GM’s discretion.
creature you have raised. • It takes a -4 penalty to all its ability checks, attack rolls,
saving throws and skill checks.
Graven Share
Your innate powers over death allow you to transfer
powers between your Graven Minions. You try to cre-
ate the perfect minions for yourself. Starting at 6th
level, once per week, you can perform a 1-hour rit-
ual to take a resistance, immunity, action, reaction,
or another special feature from one of your Graven
Minions and transfer it to another one.
Reaper’s Armor
Starting at 14th level, your ability to craft weap-
ons out of bones extends to crafting armors. You
can craft a bone breastplate out of the dead body of a Medium
or larger creature. It takes 2 hours to complete the armor. You
can cast spells freely in this breastplate and you do not have
disadvantage on your rolls that a normal breastplate would
cause.
You can have more than one breastplate created by this
feature. However, the armor needs attunement. A creature
other than you cannot be attuned to the armor. When it tries
to do so, the armor turns to dust. If a creature uses it without
attunement, it takes a -2 penalty to AC.
You can rip a bone from the armor to which you are
attuned, and use it as a source for sorcery points as a bonus ac-
tion. When you do so, the AC granted by the armor
decreases by 1 and you gain 2 sorcery points. If the
AC provided by the armor drops to 10, the armor
is destroyed.
Family Share
You have created a small family for
yourself with your Graven Minions.
Starting at 14th level, the resis-
tance, immunities, actions, reac-
tions, or other special features are not
only transferable between your minions,
but between you and them, as well. To make this trans-
fer (from you to them or from them to you) you must
80
perform a 1-hour ritual. mastery over arcane magic, and it may even be on its way to
The transferred feature stays on you for 24 hours and you gather divine essence and become a deity. It may wish you to
use these powers for the destruction of its enemies, gathering
can have only one such feature at a time although there are no relics of good dragons, or simply to use you as a pawn in its
such limitations for minions. draconic games.
Reaper Itself
Death comes in an instant. Most people cannot see it coming, VARIANT: ALWAYS WATCHING
and are not ready to embrace it. But you are. At 18th level, you
die. However, your blood and connection to death transform Evil dragons like to keep their servants on a
you into a skeletal undead; to the Grim Reaper itself. You gain short leash. When one bestows its powers upon a
the following benefits: warlock, it likes to make it so that it can hear and
• You are immune to necrotic and poison damage and being see what its warlock experiences. Such a link lets
evil dragons see what their pawns are doing at all
poisoned. times, and prevents the warlocks from betraying
• You start to feel the presence of death. You can see if any their patrons. A warlock with an evil dragon
patron finds it quite difficult, or nearly impossible,
creatures within 60 feet of you have a deadly disease, to work behind its patron’s back.
sickness, health condition, etc. which would kill it within
a week.
• Once per week, you can take the life of a creature with
your scythe, tearing its soul away from its body. You
choose a target and make a melee spell attack against it.
On a hit, the target must succeed on a Constitution saving
throw or die. On a successful save, it takes 10d10 necrotic
damage. If the creature dies either way, its soul is stored
in the scythe and the scythe becomes its prison. While the
soul is stored in the scythe, the creature cannot be resur-
rected by any means except by the wish spell.
WA R LO C K PAT R O N S
Two warlock patrons are listed here, ancient evil
dragon and the first vampire. Warlocks of the Ancient
Evil Dragon can use dragon magic of their masters,
turn their eldritch blast to breath, or even assume
the dragon form. Warlocks of the First Vampire
can use the unholy magic of their master, gain
vampiric features, or take on a vampiric minion
if they prove their worth.
Blasphemous Incantator, on the other hand,
is a completely different approach to being a
warlock. These incantators do not serve but
make fiends serve. They do so by binding demons
or devils to their body and manifesting the fiendish abilities of
these creatures.
Ancient Evil Dragon
“Those who have been there for ages have a natural right
to rule over others. I must help my draconic master, fulfill
its desires of conquest and carnage.”
- Bula Bagrak
An ancient, evil dragon who has lived for ages and
is at the pinnacle of its power grants you draconic
knowledge in exchange for your services. Your
patron is a dragon so ancient that it has absolute
81
Expanded Spell List True Form
The Dragon lets you choose from an expanded list of spells At 14th level, the real draconic power awakens within you
when you learn a warlock spell. The following spells are added and you gain the ability to transform into a dragon. You can
to the warlock spell list for you. choose any type of dragon you wish, but you cannot change
the type for the duration of your transformation. The type of
Spell Level Spells dragon you are transformed into does not affect your breath
weapon. While you are transformed, the following rules apply:
1st crumbling fire*, onyx skin* • Your game statistics are replaced by the statistics of the
2nd locate object, see invisibility dragon given below, but you retain your personality,
as well as your Intelligence, Wisdom, and Charisma
3rd heart grasp*, lightning bolt scores. You also retain all of your skill and saving throw
proficiencies, in addition to those of your new form. On
4th polymorph, umbral claws* the other hand, your patron’s essence overwhelms you
and your alignment shifts to that of your patron while you
5th cloudkill, legend lore are transformed. You can talk as you normally do.
• When you transform, you assume the dragon’s hit points
Additional Language and Hit Dice. When you revert to your normal form,
you have the same number of hit points you had before
Starting at 1st level when you choose this patron, you gain the you transformed. However, if you revert as a result of
ability to read and write Draconic. dropping to 0 hit points, any excess damage carries over
to your normal form. As long as the excess damage doesn’t
Eldritch Breath reduce your normal form to 0 hit points, you aren’t
knocked unconscious.
At 1st level, your throat changes and resembles the anatomy • You can stay in this form for 1 minute, and prolong this
of that of a dragon. This change is not visible from the outside. duration by one round for each creature you kill while in
When you cast eldritch blast as a cantrip, you can choose to this form. Your form lets you suck out the essence of those
breathe it out like a dragon breathes fire. In such a case, you you kill to maintain your form. Those who die by your
cast the spell in a 30-foot cone originating from yourself. hand wither and turn to dust.
When you become able to create multiple beams by casting ENDLESS SLAUGHTER
eldritch blast cantrips at higher levels, you cannot create
another cone, instead you deal the whole damage with a single Warlocks who transform into this form are
cone. known for the carnage they cause in settlements.
Their hunger for power and the overwhelming
You can use this feature a number of times equal to your sensation of their patron’s essence causes them
proficiency bonus. You regain any expended uses after you to go on never-ending murder sprees to maintain
finish a long rest. their form. Such actions usually draw the
attention of authorities such as temples that are
Pawns in the Game devoted to good deities or good dragons.
Starting at 6th level, when a creature attacks you or any other Large dragon, your patron’s alignment
creature within 30 feet of you, you can divert that attack to
another creature of your choice who is also within 30 feet Armor Class 18 (Natural Armor)
of you. The creature making the attack must succeed on a Hit Points 127 (15d10 + 45)
Wisdom saving throw or comply with your manipulation. Once Speed 40 ft., fly 80 ft.
you use this feature, you cannot do so again until you finish a
short or long rest. STR DEX CON
19 (+4) 14 (+2) 17 (+3)
Dragon’s Nature
Saving Throws Dexterity, Constitution
Starting at 10th level, your eyes are open wide with the Damage Immunities according to the type of the
potential to look at the universe differently. You have the dragon
ability to pull away the veil in front of your eyes, even if this Senses Blindsight 30 ft., Darkvision 120 ft., your
ability is limited. As a bonus action, you gain truesight out to a passive Perception
range of 60 feet for 1 minute. You can also detect good-aligned Challenge 7
creatures with your truesight as if you have cast a detect
alignment* spell.
You can use this feature a number of times equal to your
Charisma modifier (minimum once). You regain any expended
uses after you finish a long rest.
82
ACTIONS 3rd bestow curse, glyph of warding
Multiattack. You make three attacks: one with 4th dominate beast, phantasmal killer
your bite and two with your claws.
5th dominate person, planar binding
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft.,
one target. Hit: 15 (2d10 + 4) piercing damage Blasphemous Incantation
plus 4 (1d8) damage of the type of the dragon you
transformed into. Starting at 1st level, you can use your action and perform
blasphemous incantations to summon fiends and chain
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., them to your soul. This grants you additional abilities.
one target. Hit: 11 (2d6 + 4) slashing damage.
A mortal body and a mortal soul have their limits when
Any Type Breath (Recharge 5–6). You exhale in a carrying a creature of outer worlds inside. This is one of
30-foot line that is 5 feet wide. Each creature in the most evil and drastic acts. Not only does it involve
that line must make a Dexterity saving throw. On chaining a fiend to a soul and carrying it inside a body but
a failed save, they take 49 (11d8) acid, cold, fire, also trying to command it. This pushes the fabric of the
or lightning damage, according to your breath body and the restricted boundaries of spirituality too hard.
weapon, or half as much damage on a successful As a result, you have a limit to the number of fiends you can
one. You choose the type of breath at the start of bind to yourself without harm. After this limit, if you want to
each day and cannot change it until the next long keep the bound fiend inside or bind a new one instead, your
rest. body and mind start to shatter.
Blasphemous Incantator
‘’By the blasphemous words I speak, I invoke thee. By
the forty curses I cry, I summon thee. By the doomed
incantations I spit, I command thee. Be chained within my
body. Fill this vessel with your unlimited power, and let me
burn this city.’’
- First profane incantations of an elf warlock
just before burning down a city she was expelled from.
Blasphemous Incantators are warlocks who mastered the art
of summoning fiends and binding them onto their own bodies.
By using fiends’ profane powers, Blasphemous Incantators
can gain a high variety of abilities and show great versatility.
However, power comes at a price. Souls of these warlocks are
damned forever. Constantly summoning and binding of fiends
with blasphemous words leaves a trace behind on the soul. No
atonement or retribution can save them.
Expanded Spell List
Blasphemous Incantator lets you choose from an Expanded list
of spells when you learn a warlock spell. The following spells
are added to the warlock spell list for you.
Spell Level Spells
1st detect evil and good, crown of tyranny*
2nd flame blade, silence
83
The limit mentioned above is determined by Blasphemous use this feature a number of times equal to your Charisma
Points. Binding different fiends has different Blasphemous modifier (minimum once). Your target must make a successful
Point costs. Your Blasphemous Points are equal to your Constitution saving throw against your spell save DC or take
proficiency bonus + your warlock class level. You regain your 5 (1d10) extra necrotic damage and become poisoned for 1
Blasphemous Points after you finish a long rest. minute.
When a fiend is chained within you, you can keep it inside Also, you gain the Stunning Screech ability of a vrock with a
for 1 minute. At the end of 1 minute, it is banished back to the DC equal to your spell save DC. Once you use this feature, you
place it came from, or you can choose to keep it inside before must finish a long rest to use it again.
it is banished by spending Blasphemous Points of the relevant
cost again. When you spend all your Blasphemous Points, you Hezrou (7 points). When you chain a hezrou within you,
lose 8 hit points and 1 proficiency bonus for every minute you your skin becomes crimson-purple and you grow rock-like
keep a fiend chained to you. This damage cannot be reduced spikes out of your whole body. You gain 20 temporary hit
or prevented by any means, and the reduction in proficiency points, and resistance to one of the following damage types:
bonus lasts until you finish a long rest. When your hit points bludgeoning, piercing, or slashing damage from nonmagical
or proficiency bonus drops to 0, you die immediately and your attacks. You also have a constant foul smell which grants you
soul is claimed by the profane creatures you kept inside. the Stench ability of a hezrou with a DC equal to your spell
save DC.
Once you choose to become a Blasphemous Incantator, you
have to decide whether you will chain demons or devils. Once Glabrezu (8 points). When you chain a glabrezu within you,
you make this choice, you cannot change it. Here is the list of your skin becomes red-brown and you grow horns. You gain
demons and devils you can use with this feature: resistance to one of the following damage types: bludgeoning,
piercing, or slashing from nonmagical attacks. You also grow
List of Chainable Demons two more arms like pincers. You can attack with both pincers
every turn as a bonus action to the same target. You need to
When you use this feature to chain any of the demons listed make separate attack rolls for each of them, they count as
below, you gain the following abilities in addition to the ones finesse weapons, and deal 1d10 bludgeoning damage.
specific to the demon you have chained:
• You are immune to poison damage and to being poisoned Nalfeshnee (12 points). When you chain a nalfeshnee within
• You gain resistance to one of the following damage types you, you grow black fur and your face starts to resemble a
humanoid pig. You gain resistance to one of the following
of your choice: cold, fire, or lightning. damage types: bludgeoning, piercing, or slashing from
• You can understand and speak Abyssal. nonmagical attacks. Your Strength score increases to 21 and
• You gain telepathy out to a range of 30 feet and darkvision you gain the Horror Nimbus ability with a DC equal to your
spell save DC.
out to a range of 60 feet.
Dretch (1 point). As you chain a dretch within you, you start Marilith (13 points). When you chain a marilith within
to emanate a foul stench. When you cast eldritch blast, you you, your lower body turns into a snake’s body and your
can infuse your spell with this demonic stench for a number speed increases by 10 feet. You gain resistance to one of the
of times equal to your Charisma modifier (minimum once). following damage types: bludgeoning, piercing, or slashing
Your target must make a successful Constitution saving throw from nonmagical attacks. Your Strength score increases to
against your spell save DC or become poisoned until the start 18. You grow 4 more arms and all of them, including your
of your next turn. While poisoned, the target can take an originals, grow sharp claws instantly, each of which deal 1d4
action or a bonus action but it cannot take a reaction. slashing damage. You can hold weapons with all of these arms.
Quasit (2 points). When you chain a quasit within you, your You can attack with five of these arms as a bonus action to
skin turns oily and slippery. You gain resistance to one of the the same target in a round. You need to make separate attack
following damage types: bludgeoning, piercing, or slashing rolls for each of them. Additionally, you have advantage on
from nonmagical attacks. Strength (Athletics) checks.
Also, you can use your action to polymorph into a beast
resembling a bat, a centipede, or a toad. All your statistics stay Balor (20 points). When you chain a mighty balor within
the same except for your speed which changes to the speed of you, you grow horns, bat like wings, your body gets more
the bat, centipede, or toad. Any equipment you wear or carry muscular, and you start to emanate heat at high temperatures.
is also transformed. You revert to your normal form if you die. You gain one Extra Attack, a flying speed of 80 feet, truesight
Starting at 3rd level, you also can cast the invisibility spell out to a range of 60 feet, and resistance to one of the following
once without expending a spell slot. Once you use this benefit, damage types: bludgeoning, piercing, or slashing from
you can only do so again after you finish a long rest. nonmagical attacks. Your Strength score increases to 26. Also,
Vrock (6 points). When you chain a vrock within you, your you become able to use the Death Throes ability with a DC
neck becomes longer, you grow feathered wings with rotten equal to your spell save DC.
spores on them and your voice starts to sound like a demonic
bird-like creature. You gain resistance to one of the following Additionally, you can infuse your eldritch blast spell with the
damage types: bludgeoning, piercing, or slashing from heat inside you, dealing an extra 3d6 fire damage.
nonmagical attacks and a flying speed of 30 feet. When you
cast eldritch blast, you can fill your spell with a rotten power List of Chainable Devils
by making some of the spores on your wings explode. You can
When you use this feature to chain any of the devils listed
below, you gain the following abilities in addition to the ones
specific to the devil you have chained:
84
• You are immune to poison damage and to being poisoned. choose: bludgeoning, piercing, or slashing from nonmagical
• You gain resistance to one of the following damage types: attacks made with weapons that aren’t silvered.
cold, fire, or lightning. While you are holding one of the most feared devils of the
• You can understand and speak Infernal. lower planes inside of you, you can fill your eldritch blast with
• You gain telepathy out to a range of 30 feet and darkvision its power. The target hit by your eldritch blast must make a
Constitution saving throw against your spell save DC. On a
out to a range of 60 feet. failed save, an infernal wound opens on the target, and it
Lemure (1 point). When you chain a lemure within you, no loses 7 (2d6) hit points at the start of each of its turns for 1
significant change takes place and you gain no special powers. minute. Several wounds can be opened on the target and their
However, if you die while a lemure is chained within you, you damages stack. One wound can be healed by the cure wounds
will return to life in your normal form 1d4 days later. spell regardless of its healing capacity, or with a successful
Imp (2 points). When you chain an imp, your skin turns DC 16 Wisdom (Medicine) check. You can use this feature a
dry and red in color. You gain resistance to one of the number of times equal to your Charisma modifier (minimum
following damage types: bludgeoning, piercing, or slashing once).
from nonmagical attacks made with weapons that aren’t
silvered. Also, you can use your action to polymorph into a Ice Devil (13 points). When you chain an ice devil within
beast resembling a rat, a raven, or a spider. All your statistics you, one of the master strategists of the lower planes,
stay the same except for your speed. Any equipment you are some parts of your body are covered with ice and your skin
wearing or are carrying is also transformed. You revert to turns into an ice blue color. You gain resistance to one of
your normal form if you die. the following damage types that you choose: bludgeoning,
Starting at 3rd level, you also can cast the Invisibility spell piercing, or slashing from nonmagical attacks made with
once without expending a spell slot. Once you use this benefit, weapons that aren’t silvered. Also, you gain the Wall of Ice
you must finish a long rest before you can do so again. ability with a DC equal to your spell save DC.
Barbed Devil (6 points). When you chain a barbed devil
within you, your skin hardens and grows small spikes. Pit Fiend (20 points). When you chain the most feared devil
You gain resistance to one of the following damage types: of the lower planes, pit fiend, to your mortal shell, you take on
bludgeoning, piercing, or slashing from nonmagical attacks a dreadful visage. You grow crimson bat-like wings, crimson
made with weapons that aren’t silvered. Any creature trying horns, black claws, and crimson skin. These changes grant you
to grapple you takes 1d10 piercing damage from the spikes on a flying speed of 40 feet, truesight out to a range of 60 feet, 25
your skin. temporary hit points, and resistance to one of the following
Additionally, you can infuse your eldritch blast with the fire damage types that you choose: bludgeoning, piercing, or
of devils, dealing extra 2d6 fire damage. slashing from nonmagical attacks made with weapons that
Chain Devil (7 points). When you chain a chain devil within aren’t silvered. Any hostile creature who moves within 10 feet
you, no obvious physical changes occur. You gain resistance of you must make a successful Wisdom saving throw with a DC
to one of the following damage types: bludgeoning, piercing, equal to 8 + your proficiency bonus + your Charisma modifier
or slashing from nonmagical attacks made with weapons that or become frightened until the end of its next turn.
aren’t silvered.
Also, you can infuse your eldritch blast spell with the power Additionally, the presence of a pit fiend within you creates
of chain devils. Your eldritch blast looks like a hooked chain an unquenchable fire. All your attacks made with spells and all
that sprouts out from your body and attaches itself onto the weapons you hold deal an extra 10 (3d6) fire damage.
your target. The target takes the normal damage of the spell
and must make a successful Strength (Athletics) or Dexterity Permanent Property
(Acrobatics) check (whichever one is higher) against your spell
save DC or become grappled for 3 rounds. Starting at 6th level, the constant chaining of fiends leaves its
You can use this feature a number of times equal to your trace, and you gain a permanent property. You gain resistance
Charisma modifier (minimum once). to one of the following damage types that you choose:
Bone Devil (8 points). When you chain a bone devil within bludgeoning, piercing, or slashing from nonmagical attacks
you, you grow a scorpion’s tail made of bones and bone (for demon chainers), or made with weapons that aren’t
fractures cover your body as well. You gain a +2 bonus to AC silvered (for devil chainers).
and you gain resistance to one of the following damage types
that you choose: bludgeoning, piercing, or slashing from Fiend Feeding
nonmagical attacks made with weapons that aren’t silvered.
Additionally, you can use the tail to make a melee weapon Starting at 10th level, you have figured out a way of feeding
attack. On a hit, the tail deals 4 (1d8) piercing damage plus the fiend inside you with the souls of the puny creatures you
10 (3d6) poison damage. The target must make a successful kill. When you kill a creature, you can use your reaction to
Constitution saving throw or become poisoned for 1 minute. feed the fiend with its soul. As you destroy a part of the killed
Horned Devil (12 points). When you chain a horned devil creature’s soul, the fiend stays chained within you for 3 more
within you, you grow huge horns and massive bat-like wings. rounds. When a soul is used in this way, it can only be brought
Your skin transforms into a mixture of the colors dark red back by a true resurrection spell.
and brown, granting you a flying speed of 30 feet as well as
resistance to one of the following damage types that you
85
The Summoning Vampire at 1st level, you learn to offer your blood to your
patron for the sake of empowerment. Whenever you cast a
Starting at 14th level, your control over the fiend you have spell or use an invocation, you can choose to deal 1d4 damage
chained within you increases. You can spend double the to yourself. If you do, The First Vampire receives the spilled
blasphemous points to summon a fiend permanently instead blood and in return, you increase the DC of your spell or
of chaining it to yourself. This act pushes the limits of your invocation by 1. You cannot lower the damage you deal to
mortal mind and body too much, leaving you exhausted. To yourself by any means.
summon a fiend in this way, you suffer 3 levels of exhaustion
and your hit point maximum decreases by 25. This reduction You can choose to deal 1d6 damage to yourself at 6th level
lasts until you finish a long rest. and 1d8 damage at 10th level. In return, you can increase your
DC for that spell or invocation by 1 more, both times.
The summoned fiends stay with you and under your control
for 1 minute. The fiend rolls its own initiative to engage in Additionally, you can use your bonus action to regain an
combat. Assigning an order to it requires no action. You can expended spell slot by reducing your hit point maximum by
increase the duration of the fiend’s stay by using the Fiend 1d8 for each level of the spell slot. This reduction lasts until
Feeding feature. you finish a long rest.
When the duration ends, the fiend disappears. However,
if you fall unconscious before the end of the duration, the
fiend gets out of your control and becomes hostile against
you and your allies because of the pain it suffered during the
summoning.
The First Vampire
“My master would like to receive the payment in blood. In
lots and lots of blood, to be frank.”
- Janina, Warlock of the First Vampire
The First Vampire still exists, somewhere in the universe.
It has been hiding in a place without the sun and gathering
its powers for eons. For some reason, it decided to bestow
vampiric powers upon you. You may have helped one of its
minions once or you may have been rewarded thanks to a
deed one of your ancestors has done for The First Vampire.
Whatever the reason was, you are chosen to conduct
businesses in the daylight for the one, true owner of the night.
Expanded Spell List
The First Vampire lets you choose from an expanded list of
spells when you learn a warlock spell. The following spells are
added to the warlock spell list for you.
Spell Level Spells
1st false life, blood spear*
2nd gentle repose, suggestion
3rd bestow curse, phantom steed
4th phantasmal killer, protection from light*
5th boiling blood*, taste of blood*
Crimson Offering
When you choose to make a deal with The First
86
Sense Life for those that would clash with your patron’s agenda (at the
Game Master’s discretion).
Starting at 1st level, you sense the presence of life within
30 feet of you. If you sense life in this way, you can use your Arcane Tr aditions
action to see the faint aura around any visible creature.
Corpus Malicious explores the forbidden paths of arcane
This feature can penetrate most barriers, but it is blocked magic. The School of Blood Magic makes the wizard use blood
by 2 feet of stone, 2 inches of common metal, a thin sheet of (self or other’s) as a component and catalyst for magic. The
lead, or 6 feet of wood or dirt. School of Demonology practices magic that is tied to demons.
The School of Fleshwarping let the power of the arcane
You can only sense creatures that have blood. You cannot manifest into the flesh of others. The School of Umbramancy
sense constructs, elementals (except blood elementals), oozes, excels in using the shadowy powers and weaving them into
plants and the undead (except vampires). the arcane spells cast.
Life Stealing Magic School of Blood Magic
Starting at 6th level, you can steal life from your targets using “I have used many things as spell components; fingers,
your spells, just as vampires drain their victims of blood. hearts, angel wings. However, blood is by far the most effi-
When you cast a spell that deals damage, you can choose to cient.”
deal an extra (2d6) necrotic damage. Your spell comes to life
with crimson-colored energy. - Sendalin the Blood Mage
The target’s hit point maximum is reduced by an amount
equal to the necrotic damage you dealt to it and you regain
hit points equal to that amount. The reduction lasts until the
target finishes a long rest.
You can use this feature a number of times equal to your
Charisma modifier (minimum once), you regain any expended
uses after you finish a long rest.
Shape of The Night
Starting at 10th level, while you aren’t in sunlight or in
running water, you can use your action to polymorph into a
Tiny bat or a Medium cloud of mist, or to transform back into
your normal form.
While in bat form, you can’t speak, your base walking speed
is 5 feet, and you have a flying speed of 30 feet. Your statistics,
other than your size and speed, are unchanged. Anything you
are wearing transforms with you, but nothing you are carrying
does. You revert to your normal form if you die.
While in mist form, you can’t take any actions, speak, or
manipulate objects. You are weightless, have a flying speed
of 20 feet, can hover, and can enter a hostile creature’s space
and stay there. Additionally, if air can pass through a space,
you can also pass through it without squeezing, but you
can’t pass through water. You have advantage on Strength,
Dexterity, and Constitution saving throws, and are immune to
all nonmagical damage.
You can use this feature a number of times equal to your
Charisma modifier (minimum once), you regain any expended
uses after you finish a long rest.
Vampiric Minion
Starting at 14th level, you can use your entire turn to summon
a vampire spawn of your patron by reducing your hit point
maximum by 5d8. This reduction lasts until you finish a long
rest.
Your blood spills to the ground and the creature shapes
itself from the blood in a space within 15 feet of you. The
creature stays with you for 10 minutes and then perishes,
turning back into blood. It obeys all of your commands, except
87
Magic is a work of formulas and mathematics for wizards. before the effects of a spell are prevented or the marks are
With true words, gestures, and materials, life can be given erased as an action.
to a fireball, or a creature belonging to other realms can
be conjured. Through the ages, increasing the efficiency of The marks prevent the effects of targeted spells, whether
spellcasting, removing the material requirements of spells, they are harmful or not. Once the effects of a spell are
or modifying the rules of spells have been a controversial and prevented, some of the marks disappear and the hit point
interesting subject for scholars. maximum of the creature increases by 5 x the level of the
spell.
Luckily, or unluckily (depending on how you look at it),
some wizards developed a way to involve blood in the process. If a creature with marks is targeted by a spell of a spell level
Blood Mages, as others call them, discovered a way to enhance higher than the level of spells whose effects can be prevented
the power of their spells by mixing blood into the components. according to the amount of blood used in the ritual, the effects
However, to experiment more or to have a greater stock of of the spell function as normal. Also, the effects of more than
blood with them, most Blood Mages start to harvest blood one spell can be prevented by the marks as long as enough
from their enemies in savage and brutal ways before too long. blood was used in the ritual.
Some of them even murder innocents in cold blood.
Magic Refuel
The teachings of this school are forbidden in most places.
However, practitioners, or grimoires of blood magic, can still Starting at 10th level, you can use blood to regain spell slots.
be found in sinister places. As a bonus action, you can deal 2d4 damage to yourself for
each level of spell slot you want to regain. This damage cannot
Blood Magic Apprentice be reduced by any means.
When you select this school at 2nd level, the first thing you Also, you can use your action to use other creatures’ blood
learn is how to mix blood into spells, spellbooks, and spell to regain spell slots. You can drink 2 blood vials for each level
scrolls. When you cast a spell, you gain the ability to replace of spell slot you want to regain. The blood should be fresh and
one of its material components worth 50 GP with blood in the must be spilled within 1 hour of you using this feature.
amount that would be spilled by taking 1d6 damage. You can
use your own blood or the blood of other creatures. In any Blood Magic Mastery
case, the blood should be fresh and must have been spilled
within 1 hour. Starting at 14th level, you can use life force to empower your
spells. You can use your bonus action to increase the spell save
You can also decrease the amount of GPs required to copy DC of the next spell you cast by 3 by dealing 1d4 damage to
a spell into your spellbook or write a spell scroll, using the yourself for each level of the spell.
same conversion values mentioned above. You cannot replace
the materials that are worth more than 100 gold pieces in this You can also use other creatures’ blood to empower your
way, when you cast a spell. spells. You can use your action to increase the spell save DC of
the next spell you cast by 3 by drinking a blood vial for each
BLOOD VIAL spell level of the spell. The blood should be fresh and must be
spilled within 1 hour of you using this feature.
The amount of blood required to use these features
is a potion bottle that weighs 0.5 lb. for each 5 (2d4) School of Demonology
damage inflicted.
Protection of Blood “Binding demons and using them as servants is an excellent
tactic for servants of the temple of a good god. No one
Starting at 6th level, you learn how to protect yourself and suspects you.”
your allies from harm caused by spells. By performing a ritual
of 1 minute, you can draw arcane marks on a creature using - Maraliel, a demonologist fallen angel
the target’s own blood. The blood must be fresh and must
have been taken from the creature within 1 hour. The marks The School of Demonology explores the cosmic creatures
prevent the effects of spells targeting the creature for the next of chaos and evil: the demons. As you focus your studies on
8 hours. After 8 hours, if no spell attack is made targeting the demonology, you learn the nature of demons, as well as their
creature, the marks disappear and their effects end. powers and methods. As you delve deeper into demonology,
you learn how to manipulate these creatures, bringing them to
The level of spells which the marks can prevent the effects your world temporarily and binding them to the rules of our
of is determined by the amount of blood used in the ritual. reality.
The target of the ritual must spill an amount of blood and
take damage equal to 5 x the level of the spell. This damage Mastering demonology generally leads to an evil path. It
can’t be reduced by any means. It also decreases the hit point is a taboo in most societies since the powers of demons and
maximum of the target and this reduction cannot be reversed their methods are evil. However, through careful practice, this
mastery can also be used in non-evil ways.
88
Demonology 101 Demonic Summoning
Your studies regarding demons grant you an extended knowl- You have been granted knowledge on demonic and forbidden
edge about them. Starting at 2nd level, you gain the following summoning rites by your fiendish sources. Starting at 2nd lev-
benefits: el, you can use your action to summon a demon with a Chal-
• You can add your proficiency bonus again on Intelligence lenge rating 1 or lower (this Challenge rating increases to 3 at
6th, 5 at 10th, and 7 at 14th level). Summoned creatures stay
(Arcana, History, and Religion) checks you make about with you for 1 hour. Once you use this feature, you must finish
demons. a short or long rest to use it again. You can use this feature
• You gain advantage on the rolls you make in your social twice at 6th, three times at 10th, and four times at 14th level.
interactions with demons.
• You can summon a Quasit as a part of the find familiar Also, you can choose to conjure creatures that are changed
spell. by creatures with corruption (fiendish) template (p.250) with
conjuration spells (such as conjure elemental). You can only
affect beasts, constructs, dragons, elementals, fey, giants,
humanoids, monstrosities, and plants in this way.
Demon Ward
Starting at 6th level, you can create a ward against demons.
You can prepare a circle with a 10-foot radius by performing
a 1-minute ritual. Demons standing inside the circle cannot
leave and ones standing outside the circle cannot enter. To
attack the inside of the circle (or outside if the demon is with-
in the circle), the demon must succeed on a Wisdom saving
throw against your spell save DC, or it cannot do so. The
demon ward stays active for 1 hour.
Abolish Demon
You are now an expert at using magical energies to summon
demons and converting that energy for other purposes.
Starting at 10th level, you can use your reaction to abolish
and destroy a demon you have summoned in order to cre-
ate and wear an instantaneous shield that can absorb dam-
age. The amount of damage that this shield can absorb is
equal to 5 x the challenge rating of the demon.
Demonic Binding
Starting at 14th level, you gain the ability to perform
one of the most forbidden rites of demonic arts and
can summon and bind demons to your service for a
limited time. This feature requires serious prepara-
tion because it calls a creature of another plane and
binds it in a way that defies the rules of reality.
To perform this rite, you need a vial of blood
taken from the body of a living humanoid within
the last 24 hours, a bowl of sulfur, and a bowl of
saffron. You draw two circles on the ground
using a mixture of these components. One is
for summoning the demon and the other
one is for binding it to your will. Then
you perform the rite. You can read the
words that must be spoken in 1 hour if
you rush through it, or in 8 hours if you
read it slowly.
In either case, the demon is summoned. It
can be a demon with a challenge rating 9 or lower.
If you cast it in 1 hour, it can make a Charisma saving
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throw against your spell save DC to not be bound. Otherwise, Spell Warping
no roll is required. This binding stays active for 66 days if you
perform the rite in 1 hour or for 13 months if you perform it in Starting at 6th level, you can warp the flesh through spells
8 hours. You can use your action to dismiss the demon at will. that require a target. You can strengthen yourself and your
You need to perform the rites again to summon and bind it allies, or weaken your enemies, by warping your/their flesh
again. You can summon a type of demon or a specific demon. with your spells. You can slow a target down by making the
Summoning a specific demon requires the name of the demon, muscles in its limbs less effective or blind it by creating an
a piece from the demon (a piece of hair, a part of skin, etc.), or invisible curtain that clouds its sight. Unwilling targets must
an item strongly connected (a weapon, armor etc.) to it. make a Constitution saving throw against your spell save DC.
The demon obeys your commands. It can travel with you, By this feature, while casting a spell that requires a target,
guard you, kill or steal for you. However, demons do not like you can create one of the additional effects given below :
to be bound and used in this way. So, the demon may not want
to save your life in times of trouble if you do not command it
to do so. If you die, the demon is set free and it will surely try
to wreak vengeance on you, your soul, or whatever is left of
you.
School of Fleshwarping
“I have always wanted to decorate my house with paintings
that can talk. Then I realized that I could create them
myself…”
- A wizard who decorated its house with people...
There are some wizards who develop a special interest in
medicine and anatomy. For those who want to merge their
knowledge about the flesh with their methods of spellcasting,
there exists an ancient and mostly forbidden art called flesh
warping. Practitioners of this art are known as fleshwarpers.
Fleshwarpers prepare their spells by combining magical
formulas with anatomical theories. These spells can warp
the target’s flesh in a way that strengthens allies or weakens
enemies.
In addition to their adventuring sides and outstanding
combat abilities, they make excellent surgeons as well as
dreadful torturers.
Self Warper
Before trying your mixed arts on others, you practice it on
your own body. Starting at 2nd level, you gain the following
benefits:
• You gain proficiency in the Medicine skill and with tools
of torture (p.151) thanks to your studies.
• You can make little cosmetic changes to your body. You
gain advantage on Charisma (Deception) checks after
1 minute of study of your facial structure and muscle
reactions. You can also use this feature to make changes
in your hair length, hair color, eye color, or the shape of
a particular small feature. For example, you can change
your ears to resemble an elf’s ears. You can use your
imagination and make creative changes, with your GM’s
permission.
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• Advantage or disadvantage on attack rolls listed in the Spell Warping feature. The effects
• Advantage or disadvantage on Strength, Dexterity, or you create by Flesh Surgeries lasts for 1 week
and do not require concentration. The duration
Constitution saving throws of an effect can be increased to 1 month if you
• Advantage or disadvantage on Strength, Dexterity, or make a successful DC 19 Intelligence check and
spend 10,000 gold pieces, or to 1 year if you make
Constitution ability checks a successful DC 21 Intelligence check and spend
• Advantage or disadvantage on initiative rolls 20,000 gold pieces at the end of the surgery.
• +10 feet or -10 feet movement speed
• +1 or -1 AC FLESH CONSTRUCT
• Blinded or deafened conditions
• The effects of enlarge/reduce spell A fleshwarper can merge parts of different
You can keep these effects active with your concentration beasts, humanoids, and monstrosities to create
(as if concentrating on a spell) up to 1 minute. You can use a mishmash of a construct. Many parts taken
this feature for a number of times equal to your Intelligence from the corpses of different creatures, flesh
modifier (minimum once). You regain all expended uses after constructs (p.258) are loyal servants who can
you finish a long rest. follow simple commands. They are basically war
machines who want to devour their enemies.
Alteration Master Sometimes, a fleshwarper decides to use a living
creature as one of the ingredients. The creation
Starting at 10th level, you add the alter self spell to your list process drives the creature mad.
of spells known and prepared if it is not already. The range
changes from self to touch and you can cast it on two targets The construction of a flesh construct takes
instead of one. An unwilling target must succeed on a Charis- 1 month, with 8 hours of work each day. It also
ma saving throw to resist the effects of the spell. requires 30 bodies and 20,000 gold pieces worth
of necessary components. Once a flesh construct
Spell Warping Mastery is created, it ultimately follows the commands of
its creator. However, this bond is so strong that
Starting at 14th level, you can use your Spell Warping feature if a fleshwarper creates two flesh constructs,
with spells affecting an area. You can affect up to a number they may try to kill each other because of their
of targets equal to your Intelligence modifier (minimum one) jealousy.
with the same effect. You can keep the effects on all targets
by maintaining your concentration (as if concentrating on a School of Umbramancy
spell). When your concentration is broken, the effects end on
all targets. “This... witch was a dangerous one, I tell you. In her
shadowy robes and her threatening smile... We dodged the
FLESHCR AFTING ball of fire she hurled at us, I’m sure we did. Yet it burned
in a shadowy smoke, making my friend Jack wither away in
Through long studies and many surgeries, seconds.”
fleshwarpers of 10th level or higher can cause
long-term changes in bodies or even try to create - Doran the inquisitor, talking about the massacre he
a construct made out of flesh. However, these acts survived the night before
take much longer than the archetype features and
may even require special materials. A fleshwarper Umbramancy is not necessarily a separate school of magic,
can also use its imagination to create art objects but rather a way of imbuing magic with the power of shadow
of flesh, at the GM’s permission. realms. As a member of this school, you learn the spells that
originate from these unholy realms. You can also manipulate
FLESH SURGERIES your spells using shadowy powers. This school and its spells
are forbidden in many organizations because they are seen as
A fleshwarper can cause physical changes on the distorted opposite of life and the material realm.
a body through long surgeries. After a process
of 8 hours that involves using special materials Umbramancy Savant
that cost 5,000 gold pieces, you can change the
structure of flesh, muscle, and bone. Sometimes, Beginning when you select this school at 2nd level, you im-
these changes can defy the rules of anatomy, mediately learn the darkness and darkvision spells. These spells
with the help of arcane knowledge. At the end of count as 1st level spells for you, meaning that you can cast
the surgeries, you must make a successful DC 17 them by expending a 1st level spell slot.
Intelligence check to close-up the body properly
and seal the changes by drawing arcane marks on
the “patient’s” skin. On a failure, the changes are
lost and the process must be repeated.
You can choose to create one of the effects
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VARIANT: ROTTEN ESSENCE Additionally, you can target the creature’s shadow in
addition to the creature when you cast a spell with a range of
If you are using the Rules of Degeneration provided in touch, and thus affect a creature that is within 10 feet of you
this book, you can expect a member of this school with this feature.
to degenerate with Rotten Essence through their
practices. Umbramancy is an area of magic that is Once you use one of these features, you must finish a short
tied to the void, causing distortions in the material rest to use it again.
realm and life. While you practice this school,
you may find yourself becoming more and more Shadowcasting
uncaring and lacking emotions.
Starting at 6th level, you can modify your spells with shadow.
Cast on Shadow Choose 2 of the list of shadowcasting benefits given below:
Starting at 2nd level, when you cast a spell that requires a tar- Drain Strength (varies). Whenever you target a single
get creature, you can target a creature’s shadow instead of the creature with a spell of 1st level or higher that deals damage,
creature itself. This grants you advantage on your spell attack you can imbue the spell with the power of shadows to drain a
for that spell. portion of the target’s Strength score until the end of its next
turn. To use this benefit, you expend a spell slot that is higher
(which varies as stated below) than your spell’s initial level.
When you do so, the target creature must succeed on a
Constitution saving throw or its Strength score decreases by
1d8 for each spell slot above the normal level of the spell. If
the target creature’s Strength score drops to 0, it falls prone
and is paralyzed until the end of its next turn.
Shadow Blast (1 spell slot higher). A spell you cast affects 1.5
times its normal area if the target area is illuminated by dim
light, and 2 times its normal area if the target area is dark.
This addition in the area affected by the spell inflicts necrotic
damage instead of the spell’s normal damage type and the
value of any effect it causes (such as its damage output) is
halved.
For example, a fireball spell with the Shadow Blast feature
applied deals its damage to its normal area as a fireball spell,
but it additionally deals half of its damage as necrotic to an
area of a 10-foot-radius sphere beyond its normal area in dim
light.
Shadow Reach (1 spell slot higher). You make your spell
travel through the shadows. If the path from your location
to the target location is illuminated by dim light, the spell’s
range is increased to 1.5 times the normal, and to 2 times the
normal if the path is dark. If the spell’s range is touch, its
range becomes 15 feet in dim light and 30 feet in the dark.
Shadow Twin (2 spell slot higher). Whenever you cast a
spell that deals damage, you can create a shadow twin of
it, targeting another creature or area. Creature(s) make a
Constitution saving throw against the spell to counteract its
effects. The shadow version of the spell deals necrotic damage,
and it has half of the effectiveness of the original spell. For
example, a shadow fireball that is cast using a 3rd level spell
slot deals 4d6 necrotic damage.
Also, higher-level spell slots that are expended for the
purpose of using any of these features do not change its effects
as if it is cast from a higher level. For example, a fireball spell
with Shadow Blast is cast using a 4th level spell slot but still
deals 8d6 fire damage.
You choose another Shadowcasting feature when you reach
10th level, and another when you reach 14th level.
Shadowspell
Starting at 10th level, you gain the benefits of imbuing your
spells with the power of shadow. Whenever you are casting a
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spell that deals damage, you can choose to deal necrotic dam- Shadowlink
age with it, instead of dealing its normal damage type.
Starting at 14th level, you can create a shadowy backlash
Additionally, you can use such a spell to decrease a target against a spell that targets you, or an area close to the space in
creature’s hit point maximum by a number of 1d4s equal which you stand. Whenever you or a creature or area within
to the spell level. In order to make the spell decrease the 15 feet of you is the target of a spell, you can use your reaction
target creature’s hit point maximum, you must cast the spell to cast a shadow spell that targets the exact opposite direc-
using a spell slot that is 1 level higher than the original. This tion: the spellcaster.
reduction lasts until the target finishes a long rest.
When you do so, the spellcaster is affected in the same way
Higher-level spell slots that are expended for the purpose with the spell it has cast. If it was a damage-dealing spell,
of using any of these features do not change its effects as if it the spell deals necrotic damage to the target(s) instead of
is cast from a higher level. For example, a fireball spell that is its original type of damage, and their hit point maximum is
cast using a 4th level spell slot still deals 8d6 fire damage, and reduced by 1d4 for each level of the spell. This reduction lasts
decreases hit point maximum by 1d4. until the target finishes a long rest.
Once you use this feature, you must finish a long rest to use
it again.
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New Backgrounds
L isted below are the new backgrounds in Corpus Malicious. While some of these backgrounds can fit any alignment, some of
them are more suitable for evil characters.
Murderer SUGGESTED CHARACTERISTICS
Because of who you are, or through the coercion or Murderers are defined by their personalities and the reasons
manipulation of someone else, you became a murderer. You behind their motives. They usually have character flaws that
murder people for various reasons. Killing others makes up lead to their destructive tendencies. There may also be other
an important part of your occupation or of your daily life as reasons that pushed them into their unsavory way of life.
a whole. You may be a serial killer, you may be carrying the
marks of one, or you may have, on occasion, experienced d8 Personality Trait
slaughter in your past. You may or may not like the fact that
you are a murderer, but you are or were good at committing 1 I am very distant and cold-blooded, one can tell just how
the act that dubbed you one. much from the style of my murders.
Skill Proficiencies: Deception, Intimidation 2 I look or act like I am very friendly, my victims never see my
Tool Proficiencies: Poisoner’s Kit or Torturer’s Tools dark side coming.
Equipment: Tools and equipment used in torture or
murder. Equipment used to hide your tracks after a murder 3 I prefer destruction over social cunning, and let my weapon
or to make a clean kill. A set of common clothes and perhaps a do the talking.
special outfit worn for murder. A belt pouch containing 5 gp
4 I am a scholar and like to talk about my point of view,
METHOD OF MURDER perhaps to convince and bind others to similar notions.
A murderer can have a signature way of slaughtering victims. 5 I am sad and feel remorse about what I have become and
Choose a favorite type of murder or roll on the table below. what I am doing.
d6 Murder 6 I must lead, and I must constantly grow. People should obey
me or be removed from my path.
1 Hideous slaughter
7 Mere murder does not bring me satisfaction, I like to
2 Seems like natural causes or accident humiliate and shame my victims as well.
3 Clean death without blood 8 I like to destroy things that are beautiful or innocent.
4 Bloody kills d6 Ideal
5 Killing with elemental effects 1 Revenge. I have been wronged in life and now I seek to
exact revenge on those who wronged me. (Any)
6 Beating or choking to death
2 Bond. I get the names of my victims from someone or
FEATURE: NO EVIDENCE something with whom I have a special bond. (Lawful)
You know how to tie up loose ends and erase any traces that 3 Indifference. Killing is merely one of the things I do to keep
would lead a murder to you. When you murder someone moving forward on my path; I don’t see the big deal in it.
based on a plan you make, you can make an Intelligence (Evil)
(Investigation) check with advantage, and on a success,
remove evidence that would lead to you or hide the body 4 Sadism. I enjoy taking the lives of others, even more so
in a location where it could stay concealed for enough time when they suffer. (Evil)
for your escape. Your GM has the final say in the DC of the
check you make, it may be high or low depending on who 5 Philosophy. I have a code that is of more importance than
you murdered; while you can easily get away after killing a the rules that surround mortality. I abide by that code,
commoner, the assassination of an important figure is harder killing, if need be. (Lawful)
to hide.
6 Instinct. There is a part of me that wants to slaughter
others and I cannot help it. (Chaotic)
d6 Bond
1 As I was covering my tracks after a murder, I accidentally
left behind a clue that may lead others to me.
2 I killed someone from a powerful organization.
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3 My murders always involve a race against time. d6 Cult Agenda
4 I murdered someone who was a relative of one of my party 1 Spread the faith of a deity or master
members.
2 Summon an ancient master, or a manifestation of a deity
5 I follow group opinion in my thoughts and actions.
3 Recruit more members to create devoted worshippers
6 My murders resemble sacrifices as they are devoted to
something or someone else; perhaps a deity. 4 Gain political power and influence
d6 Flaw 5 Harm or destroy the community of a deity or master that is
an enemy of ours
1 After my murders, I can’t help but leave behind a signature
representing my work. 6 Conduct a powerful ritual
2 Deep down I fear that I only murder others out of a need for FEATURE: COMMUNITY’S FAVOR
attention.
You may have members of the cult who are secretly placed
3 I want to die but I’m too afraid of it, so I just kill others to among the many ranks of society. Taking care of your
quench my desire. community through these members as a means of survival and
privilege has always been taught to you.
4 I am obsessed with the feeling of domination over my
victims. According to the identity of a fellow cult member in your
community, you can ask them for a favor to gain one of the
5 Murder is a way for me to feed my narcissism. If someone following benefits:
insults me, I snap.
Jailor. You and maybe your friends can be freed from prison
6 I actually feel sick when I kill someone. without a trial.
cultists Merchant. You can permanently have a large discount in a
store.
Willingly, or through the manipulation or coercion of
someone else, you became a cultist. You are a member of Noble. You and your friends can be invited to an event
an organization that is secret or open in its deeds. You and reserved for nobility that you would normally not be allowed
your brethren believe in a common cause, such as spreading to attend.
the influence of your deity. Because you are a member of
a dark cult rather than a group of common clergies, either Detective. Traces of the deeds you committed can be
your deity is evil and you live in a generally neutral-aligned removed, investigations about you may be dropped as long as
or good-aligned civilization, or you have a good-aligned or the detective lives.
neutral-aligned deity who is not accepted among society.
In any case, you and other members of your cult maintain Mystic. You can access or obtain a spell, magic item, or a
methods wrapped in secrecy and intrigue. You may know all rare spell component.
the members, become aware of each other’s identity through
unique signs and symbols, or you may be in a particular cell Librarian. You can gain access to forbidden tomes and
of the cult where the members do not know one another; only books.
those they serve.
The benefits granted by this feature are not limited to
Skill Proficiencies: Choose two from: Arcana, Insight, the ones mentioned above. You can work with your GM to
Performance, and Religion determine other benefits appropriate to other positions
within the community. You can also ask for several of these
Languages: One of your choice benefits if there are many members of your cult in town that
Equipment: A sacred symbol (gifted to you when you are spread into different positions in society. Still, you should
are accepted to your cult), a prayer book or a similar tome ask for favors sparingly as your cult can decide that you are a
containing the commandments of your deity, incense or liability if you abuse the help you get from your community
similar objects of religious importance, vestments, a set of
common clothes, and a belt pouch containing 15 gp SUGGESTED CHARACTERISTICS
CULT AGENDA Cultists are people who share strong bonds with their fellow
cultists, sometimes at the expense of their relationships with
Every cult has an agenda its community shares and follows, the outside. Their perceptions of reality are also different
and some also have a secret agenda that most of its members from others because of how they live or what they do among
are unaware of. Choose an agenda or secret agenda for the cult their cult. Unlike clergies, they may blindly be committed
you’re in, or roll on the table below. to a cause as they are manipulated into submission by their
superiors. They may seem undogmatic, or even enlightened,
as a result of experiences that are far from ordinary and their
various journeys into the mysterious.
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d8 Personality Trait 4 I do not trust anyone but my fellow members.
1 I went past the boundaries and norms of society to 5 I follow my fellow members blindly.
experience an awakening.
6 Being the member of a cult made me obsessed or deranged.
2 I always try to manipulate others into believing in my faith
or to at least use them to fit my cause. Way of Evil
3 I am intolerant of other faiths and of clergies. Nobody chooses their path at the moment they are
born. Decisions and the path you end up taking are the
4 When I devote a deed to my deity or master, nothing can consequences of events or of your own will. As you move along
keep me from achieving my goal. this path, you will feel like you are in control of every action
you take. All things are in your hands and everything seems to
5 I do not know how to be anyone other than a member of my be working according to your plans.
cult.
Evil has various ways of manifesting itself, so you always
6 I take harsh actions and have harsh, decisive notions and have multiple options. Which one do you want to go with?
opinions that oppose society.
Skill Proficiencies: Choose two from: Deception,
7 I do not question much and obey my superiors completely; I Persuasion, and Intimidation
act as the hand of my deity or master.
Tool Proficiencies: One of your choice
8 Others say I’m an eccentric, I say I’m enlightened because of Equipment: A common robe or clothes of any color (which
the things I witnessed in my cult. can be used to conceal your intentions), a quill pen and
parchment, an heirloom from your mentor, rival, or a token
d6 Ideal representing the last morsel of your innocence, and a belt
pouch containing 5 gp
1 Redemption. I will save the people from the grasp of the
oppressor faith (Good) CHOOSE A PATH OF EVIL
2 Retribution. I will exact revenge on the false religion and Whether it is by choice or by fate that you walk on this road,
save the people (Neutral) there is no way out. Your journey will either end with rewards
of power or in the grave. Choose how you became what you
3 Domination. My cult and deity will come out victorious and are, or roll on the table below to leave it up to destiny.
bring everyone into submission (Evil)
d6 Evil Path
4 Esoterism. I maintain a scholarly attitude in the cult to gain
the knowledge that my faith offers (Any) 1 Indulger of pleasure
5 Necessity. I fulfill my cult’s deeds and make no exceptions; 2 Serial killer
not about the cost nor the morality (Evil)
3 Political schemist
6 Fanaticism. My faith knows no boundaries (Chaotic)
4 Follower of fiends or aberrations
d6 Bond
5 Harbinger of the apocalypse
1 Everything I do is for my cult or deity.
6 Herald of an evil deity
2 I haven’t known any other life than being a member of my
cult. FEATURE: PERSISTENT EVIL
3 I owe my life to my fellow members, faith, or master. You have come a long way to become who you are. You have
your reasons and beliefs that fortify your stance on your path.
4 I seek to fulfill my cult’s agenda no matter what. Once every long rest, when a mind-affecting spell or ability,
or a logical persuasion tries to divert you from who you are
5 I will have my revenge on the opposing clergy for the or from your goals, you can choose to have advantage on your
wrongful deeds they have committed. Wisdom saving throw or on any check you make against such
an act.
6 I have been uncovered and branded a heretic by the
opposing faith. SUGGESTED CHARACTERISTICS
d6 Flaw People who walk such paths may be skeptical and dangerous.
They can have a smug attitude and a sarcastic demeanor.
1 Even if I commit a small sin against the teachings of my
deity, I must hurt myself to have atonement. 96
2 I have little patience for anyone else’s beliefs in another
deity.
3 I can act in an excessively reckless manner for my cause and
conviction.
Things that they find good or appealing may be disturbing for 5 I have a missing family heirloom for which a lot of blood has
most. Their goal is to reach supremacy, perhaps even at the been shed. It is high time I recovered it.
expense of innocents. Power is an indispensable passion for
them; they do not hesitate to show their power. 6 A dream I had brought me here. I have to understand what
it meant.
d8 Personality Trait
d6 Flaw
1 I learned to survive by taking what belongs to others.
1 I feel a need to destroy anything good or beautiful.
2 I am a murderer, taking the lives of those who get in my
way, or I simply do it for coin or for sport. 2 When I see judgmental glances, I can never suppress my
instinct for aggression.
3 I can’t trust anybody if I want to succeed, and there is no
place for remorse. 3 Being ordered around or yelled at makes me lose my nerve,
with dire consequences.
4 I sacrificed my morality for the sake of a greater purpose.
4 I think leaving my friends or allies behind for more power is
5 I believe in freedom, without the boundaries of morality or perfectly natural.
of the norms of society.
5 I tend to use everyone for my own gains, this includes my
6 My life is a noble artwork filled with screams. Their endless “friends” as well.
trill is always more creative than any form of music.
6 I believe that the blood coursing through our veins is what
7 A lifetime will never suffice to gather the most precious gives us strength. I drink 1 cup of the blood of everything I
things in all the realms. I am looking to uncover the secrets kill, to take from their strength, and add to my own.
of immortality.
Raised by Savages
8 Power can only help you accomplish objectives. Wisdom,
however, can bring you what you want to achieve.
d6 Ideal You were left in a wilderness while you were just a baby.
Luckily, you were found by others and raised by them.
1 Religion. I wish to spread my faith, and have others join However, instead of a civilized society, you were found by a
me on my path serving my deity. (Alignment of the deity) bizarre folk like kobolds or goblins. So, whoever you are, you
have become a part of a new community.
2 Principle. I live by my principles in all things I do. (Lawful)
CHOOSE A FOLK
3 Narcissism. I’m not the only villain alive. I am, however,
willing to do everything in my power to make it so. (Evil) Choose which folk you want to have found you with your GM
or roll on the table below.
4 Rebellion. I believe in free will, and in the elimination of
all masters for its sake. Whether these masters are good or d8 Community
evil makes no difference to me. (Chaotic) 1 Goblinoid
2 Ogres
5 Nihilism. Knowledge, in its truest, purest form cannot be 3 Giants
acquired in the material world. I will make sure everyone 4 Kobolds
receives the gift of wisdom by altering the conditions that 5 Orcs
keeps them from doing so. (Neutral Evil) 6 Hags
7 Lizardfolk
6 Knowledge. I yearn for knowledge and would do 8 Gnolls
everything to obtain it. (Chaotic)
Skill Proficiencies: Deception, Survival
d6 Bond Languages: You know the language spoken by the
community or clan that took you in
1 I aim to pay my debts to all those who helped me along my Equipment: A pin or amulet indicating that you are a
path. part of the community, a piece of clothing specific to the
community (if they wear any), and a belt pouch containing a
2 I was a loser when I got kicked out of my village. One day valuable currency worth 10 gp
when I get back, they will all see who is pathetic, and who’s
not.
3 I fought against evil monsters in the times where I believed
in the existence of good. Yet now I have to find a way to live
like one.
4 Ever since I learned about something my mentor had done,
I have been torn between my feelings of hatred, as well as
respect, for him. I have to find a solution to this.
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Feature: One of Them 3 The cause of my clan trumps everything else.
Because you were raised in the wilderness, many people 4 I may be a part of civilization right now, but the words of
in the cities look down on you. People may not like you or my chief are still the law to me.
even regard you as an exotic commodity that can be used for
entertainment. Yet, in the wild, creatures recognize you to be 5 If I have a reason and an opportunity to kill, I have sworn an
someone from their territory. oath that I will do it.
You can easily find shelter in areas where your community 6 I am in love with someone in my old clan, but my new
lives. Additionally, you know how territories are divided society will never understand it.
among wildlife and can tell if you are in dangerous ground or
not. d6 Flaw
SUGGESTED CHARACTERISTICS 1 I like to wear ragged clothes or to walk around naked.
People raised by wild creatures tend to act in the same way 2 I can’t speak Common very well: “Me only speak this way.”
and become evil themselves. They may be primitive or wild,
and as a result they usually cannot easily blend in within 3 I have lots of scars on my body because of the clan-life I was
civilized societies in cities. raised in.
d8 Personality Trait 4 I don’t see any reason to take a shower. People say I smell
bad.
1 I don’t like being in a city.
5 I am startled easily, and I get furious when I am startled.
2 I don’t understand modern society.
6 I can’t understand the concepts of good and evil. I don’t
3 I believe, if i don’t hunt something, it will end up hunting me think killing people is evil as long as I think it’s necessary.
down.
Haunted
4 I never had the need to talk much in my community, so I
don’t talk much. You experienced an event that was so horrific, you are
haunted by it.
5 I believe the real monsters are those who live in their cities,
behind their high walls. A monster could have attacked your village, you could
have witnessed a sacrifice to a dark deity, battled against the
6 I eat anything as long as… well, as long as I can eat. undead, run away from fiends, or been chased by a werewolf;
to name a few examples of what this horrible event might
7 I don’t like the creatures who rescued me. have concerned. Then, you started to notice remnants of the
event everywhere. A shadow that slithers on the wall, a voice
8 I tend to act rough even when I try to show my respect or that whispers in the wind, a nightmare that torments you
friendship. every night, an actual ghost who haunts you, or any other
thing (that you can determine with your GM) reminds you of
d6 Ideal that event constantly.
1 Loyal. I want to protect my clan. At any cost. (Lawful) Although you still see these remnants, you are getting
used to living with them, either because you accept them, or
2 Glory. Everyone must see the things I am capable of. (Evil) because you have learned how to use their own ways against
them.
3 Destruction. Cities must fall, so the wilderness can rise.
(Chaotic) Skill Proficiencies: Choose any two skill (they may be tied
to your haunting)
4 Search. I must find my parents, if they are alive, that is...
(Any) Languages: Choose any one language (it may be tied to
your haunting)
5 Freedom. I will find and rescue all children from the bonds
of their parents and caretakers. All must be raised in and by Equipment: A set of common clothes, an item related to the
the wild. (Chaotic) haunting experience, a belt pouch containing 10 gp
6 Equality. Rules of the wild apply everywhere and to Feature: Signs of Haunting
everyone. Who or what we are does not matter. (Neutral)
Whether they are real or not, you perceive things reminding
d6 Bond you of the event that haunts you. Most of the time, these signs
are harmless, although they may distract you or warn you on
1 My real parents left me. I can’t get over the fact they did rare occasions. For example, you may hear a creepy whisper in
that. the wind and sometimes it might warn you about the monster
that will attack you in the night.
2 I am on a mission to help my clan.
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Feature: Curse of The Haunted d6 Bond
Swarms of crows or vermin, shades, nightmares... Sinister 1 I have a merciful side. I should never let it take over.
signs that is related to the thing that haunts you follow you
wherever you go. As a result, people notice that you are 2 I am beyond redemption. So, I have to keep going until I am
haunted and even think that you are cursed. They will fear beyond judgment as well.
that you will bring the same horrors, and curse upon them.
3 During the experience that haunts me, I was made to
Suggested Characteristics separate from someone I care for. I have to get back to them
at all cost.
People who are haunted cannot let go of what happened to
them. Thus, they learn to fight against what haunts them or 4 I lost a part of me during that event. I must find the thing
even try to become the haunting horror itself. that haunts me and put an end to this to be free.
d8 Personality Trait 5 I have someone to protect. Although I am haunted, I have to
survive to watch over them.
1 I have relied on prayer to put an end to my haunting long
enough, and it has not worked. Worshipping a deity is 6 The location of the event that haunts me has special value to
unnecessary. me. I visit it at every opportunity.
2 When I see a sign of the haunting, I start to sing the same d6 Flaw
song, tell the same story, or recite the same poem. Every
time. It helps me maintain my sanity. 1 All of my humanity was destroyed that day, along with the
trust I place in others.
3 I was caught off guard once. It will never happen again.
2 I think… I can talk to monsters in my dreams.
4 The experience that haunts me was a sacred sign. I was
chosen at that moment… By dark forces. 3 I must constantly distract or numb myself in order not to
remember my haunting.
5 Ever since that cursed event, I believe that plans are
meaningless. It is best to live in the moment. 4 I have an enemy looking for me related to the reason for my
haunting.
6 I have witnessed unspeakable horrors. Now I act in ways
that haunt others. 5 I can never feel happiness.
7 I no longer run away from the experience that haunts me. 6 There is no hope left for me, my dark fate is sealed.
Instead, I embrace it.
Lost Memory
8 It was a dangerous and frightening experience, but it was
also marvelously thrilling. Now, I only live to re-experience For some reason, you have lost your memory. This may be
that feeling. caused by a magical effect, or perhaps as a result of someone
hitting you over the head and knocking you unconscious.
d6 Ideal
You may be curious about your past and be in search of
1 Realist. There is no such thing as being Good. You only have clues about it. You may also not care about your past and
a shot to defeat evil if you become allies with a different move on, or you may be forced to move on without having the
evil. (Evil) chance to wonder who you were.
2 Obligation. I have been marked by dark masters. Now, In any case, you need to live with this memory loss. You can
I must abide by their will. (Lawful, Neutral, or Chaotic fight against it any time you have the opportunity, or you may
depending on the dark masters’ alignment) use this chance to open up a new chapter, with a clean slate
3 Preparation. My haunting reminds me that I have to learn Skill Proficiencies: One of your choice
more about my enemies even if they are in the darkest Tool Proficiencies: One of your choice
corners of the universe. (Lawful) Languages: One of your choice
Equipment: A set of common clothes, perhaps an item or
4 Egoist. This haunting… It is bizarre... It makes me special. object that may be a clue about your past
(Chaotic)
Feature: Traces of the Past
5 Merciless. A monster from my past haunts me. Whatever
that was, I, myself, must become worse than that. (Evil) In places you go, people that know you from your past may
come up to you. They may be of assistance in regard to your
6 Loner. I have survived thus far, and no one helped me do so. new errands or may help you find clues about who you were.
I won’t help others either. (Evil) However, they may also be unfriendly or hostile, asking you to
settle a debt from the past, for example.
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Suggested Characteristics 6 I have to escape my past because whatever happened to me
must have happened for a reason.
A person with amnesia can act like or become anyone. Still,
they carry some personality traits and behaviors that stayed d6 Flaw
with them. Furthermore, their old and new personalities may
clash, sometimes drastically. For example, a creature who was 1 I tend to believe everything that is said about my past,
a murderer in the past may try to be good after the memory whether it is good or bad.
loss.
2 I feel like the more I look into my past, the more it seems to
d8 Personality Trait escape me.
1 I am trying to learn who I was and live like the old me. 3 Even if I discover my true self, I feel like I cannot go back to
it anymore.
2 I judge people by how they act in the present, not their
words or deeds of the past. 4 I mourn every day for the life I lost, and I constantly feel
alone.
3 I cling to the anger I feel about the thing or people that
caused my memory loss. 5 Weapons are directed at me wherever I go. This tension
always bothers me, and I sometimes speak gibberish.
4 A new life… This may be the best thing that can happen to
anyone. 6 I sometimes act like a completely different person.
5 I don’t see myself as guilty of the crimes I committed in my Cleaner
past.
As long as you can remember, you have been in the cleaning
6 I live in the moment and enjoy everything I can because I do business. Assassination guilds have hard occupations, and you
not care if I live or die. have a harder one yet; no assassin has to think about what will
happen to the body of their victims. Well, that’s where you
7 I am obsessed with finding more about my past. come in. You get rid of the body, plant false evidence, and if
necessary, frame someone else.
8 From time to time I get terribly angry and cause problems,
like it’s an instinct. Cleaners can work for guilds, noble people, or even rulers.
The money that they earn in return is not bad and the work
d6 Ideal hours are okay, the only downside is that you must live a
double life, and both of those lives need to be completely
1 Evil. I abandoned all my bonds to morality when I lost my unaware the other exists.
memory. (Evil)
Skill Proficiencies: Deception, Investigation
2 Change. Life is ever changing, just like the seasons, and we Tool Proficiencies: Thieves’ tools, forgery kit
must always change with them. (Chaotic) Equipment: A 5-foot long cloth piece to wrap a body in, a
set of dark, common clothes, including a hood and gloves, and
3 Clean Slate. I am trying to erase the traces of my past life. a belt pouch containing 20 gp
(Neutral)
Feature: Double Life
4 Vigilante. There may be others like me. I want to find them
and help or avenge them. (Any) You may have created an alternative identity to protect
what you have in your daily life; perhaps your reputation or
5 Acceptance. Sometimes it is necessary to let go of a family. So, you use a different name, contact address, and
something in life and accept that it is gone. (Neutral) disguise in your life as a cleaner.
6 Community. I have to take care of the community that I am Feature: Crime Scene Investigation
in now. (Lawful)
You spent hours in crime scenes either to clean them up or to
d6 Bond create them. You can easily tell if something is planted or out
of place in a scene.
1 Someone did this to me and still draws breath somewhere. I
will have my revenge. Suggested Characteristics
2 A dream about my past haunts me and I must resolve Cleaners are generally people in danger. If they get caught on
whatever lies behind it. the job, they will be assumed guilty and their contractor will
most likely not step up for them. To keep one step ahead, they
3 I have to learn about my past. generally keep their work life and their personal life separate,
and may even create two separate identities to do so.
4 I owe something to a person in my past and that person
demands it now.
5 Someone claims to have been close to me once, and
requested my help.
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