THE IMPERMISSICON A D&D UNLEASHED COMPENDIUM BY BENEVOLENT EVIL THE IMPERMISSICON FANMADE HOMEBREW ART CREDITS (PAGES 252-254) The credits for artwork on the cover and each page can be found at the end of the compendium, on pages 252-254. This compendium was made with the help of the Home brewery and Paint.NET. D&D UNLEASHED (vl.01) 1
TABLE OF CONTENTS Introduction ................................................................... 3 Optional Spell Revisions ................................... 102 Using This Compendium ...................................... 3 Spell Variants ...................................................... 104 CH. 1: CHARACTER OPTIONS ............................ 4 Specialization Spell Lists ................................. 115 Cursed Characters ...................................................... 5 CH. 3: DUNGEON MASTER'S CHEST ......... 117 Subclasses ..................................................................... 6 Artificer Blight Brewer ..................................................... 7 Monsters Stat Blocks by Type ............................................ 118 Corrupted Crystalkin ......................................... 120 Death Giants ....................................................... 122 Bone Cobbler ..................................................... 8 Barbarian Draugr ................................................................... 128 Giant Undead ...................................................... 131 Path of the Blood Drinker ............................. 11 Golems .................................................................. 134 Path of the Were-Beast ................................. 13 Cleric Hags ...................................................................... 138 Leeches ................................................................ 149 Blood Domain ................................................. 15 Chaos Domain ................................................ 16 Lycanthropes ....................................................... 151 Oozes .................................................................... 161 Madness Domain ........................................... 1 7 Night Domain .................................................. 18 Primal Spirit Avatars ......................................... 170 Rats ....................................................................... 176 Druid Circle of the Hybrid ....................................... 20 Spiders................................................................. 181 Treants .................................................................. 185 Circle of the Swarm ....................................... 21 Undead Swarms ................................................. 189 Fighter Deathless ......................................................... 23 Monk Way of the Ghost ............................................ 24 Undead Warriors ................................................ 191 Wild Fiends .......................................................... 199 Alternate Monster Spells .................................. 209 Paladin Magic Items .............................................................. 210 Oath of Decay ................................................. 25 Oath of Grief ................................................... 26 Oath of Martyrdom ....................................... 27 Oath of Shadows ........................................... 28 Ranger Lycanthrope ................................................... 30 Plague Warden .............................................. 31 Rogue Shadow ............................................................ 32 Vampire ........................................................... 33 Sorcerer Poisons, Diseases, & Ailments ........................... 224 Common Poisons ............................................... 225 Uncommon Poisons .......................................... 225 Rare Poisons ....................................................... 226 Very Rare Poisons .............................................. 226 Legendary Poisons ............................................ 227 Tier One Diseases .............................................. 228 Tier Two Diseases .............................................. 231 Tier Three Diseases .......................................... 234 Tier Four Diseases ............................................. 236 Blood Sorcery ................................................ 34 Blood Magic Ailments ....................................... 238 Warlock The Defiler ....................................................... 35 The Progenitor ................................................ 36 The Dark Lord (Alternate Spell List) ......... 38 The Phantasm (Alternate Spell List) ......... 38 New Pact Boons ............................................. 39 New Eldritch Invocations ............................. 40 Appendix A - New Rules & Definitions Bestial Subtype ................................................... 240 Blood Magic ......................................................... 240 Multiple Creature Types .................................... 240 Spell Prowess ..................................................... 240 Spell Specialization Lists ................................. 240 Wizard Appendix B - Spell Lists by Class School of Hemomancy .................................. 46 Blood Magic Spell Lists .................................... 241 Prestige Classes ........................................................ 4 7 Pathomancy Spell Lists .................................... 242 Heretic .................................................................... 48 Appendix C - Bonus Spell Lists ......................... 245 Juggernaut ............................................................. 54 Sanguinist ............................................................. 5 7 Appendix D - Creatures By Environment New Creatures by Environment ..................... 246 Feats .............................................................................. 62 New Environment Lists .................................... 248 CH. 2: SPELLS ......................................................... 63 Appendix E- Creatures By Challenge ............. 251 Spell Lists ............................................................. 64 Spell Descriptions .............................................. 67 Art Credits ................................................................ 252 TABLE OF CONTENTS 2 D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
INTRODUCTION hrouded by the shadows of night or the dark beneath the earth, vampires, lycanthropes, and all manners of horrible monsters await their own form of adventure. Entombed by ancient ruins or lost in an infernal hellscape, cursed artifacts and tomes of magical heresy anticipate the eager hands of adventurers. A horde of forbidden magic and lore, now available to you. This is The Impermissicon, the second compendium for D&D Unleashed, a fan-made homebrew expansion for D&D. In this tome you'll find not only vampires and lycanthropes, but also all kinds of necromancies, blood magic, mind controL ancient curses, undead, illusions, eldritch abominations, deadly poisons, creepy crawlers, and foul diseases as new options for the game. USING THIS COMPENDIUM Written for both players and Dungeon Masters, this book offers options to enhance campaigns in any world, whether you're playing in an official setting or a world of your own design. The options here are fanmade and homebrewed, but they still build on the official rules contained within the Player's Handbook, the Monster Manual, the Dungeon Master's Guide, and Xanathar's Guide to Everything (aka "XGE"} Chapter 1 presents character options that expand on those offered in the Player's Handbook and the other official sources. Chapter 2 provides new spells for both player characters and spellcasting monsters to utilize. Chapter 3 is a toolkit for the DM that provides new resources for running the game and designing adventures, all of it building on the official Monster Manual and the Dungeon Master's Guide. Appendix A presents the rules for any new mechanics introduced in this compendium, including a new subtype for creatures. Appendix B gives spell specialization lists, like blood magic, divided by class. Appendix C provides a set of optional spell lists that can be used as subclass spells for sorcerers, and as replacements for spells that this compendium references from Xanathar's Guide to Everything and Tasha's Cauldron of Everything, for the groups that don't have access to those books. Finally, Appendices D and E list all the new monsters. We hope you enjoy The Impermissicon! REFERENCING THIS COMPENDIUM If you wish to reference the material in this compendium in another document or compendium that you are constructing, go ahead! Just make sure you clearly direct those who are curious to the original source. You can even reuse the material for your own purposes as long as you provide a reference to the original compendium and D&D Unleashed. This content does not in any way represent Wizards of the Coast. This content is completely free and fan-made, and is intended to follow the official Fan Content Policy. Both Dungeons and Dragons and D&D are copyright of Wizards of the Coast. Remember to support them too! If you paid money for this, someone scammed you. You can find the original for free, along with previews of
CHAPTER ONE - CHARACTER OPTIONS ,,_.._.liiiii~ he world of adventure is not populated solely by noble heroes. There are those adventurers who rely on the magic power granted by corruption, those who wield forbidden arts such as blood magic, and some who tread the line between mortal and monster. Players' ideas and concepts for characters, just like the worlds of D&D, are nearly infinitely varied To help build those characters in a way that feels appropriate, there are a variety of new options presented in this chapter for D&D characters. This chapter has the following sections. They're listed in the same order as they appear in the chapter. Cursed Characters. This short section lists several ways to build characters that have been transformed by a dark curse, such as vampires or lycanthropes. Subdasses. This section contains new subclasses for many of the classes in the Player's Handbook. Every class offers a character-defining choice at 1st, 2nd, or 3rd level that unlocks a series of special features, not available to the class as a whole. That choice is called a subclass. Each class has a collective term that describes its subclasses; in the fighter, for instance, the subclasses are called martial archetypes, and in the paladin, they're called sacred oaths. New subclasses offer novel ways to build a character while using a familiar class. Prestige Classes. This section provides three new classes that can only be taken through multiclassing. These special classes are called prestige classes. They allow players to diversify their characters by investing character levels in unique features, such as occultism, regeneration, or blood magic. Feats. This short section offers new feats, granting spellcasters new ways to define their identity.
CURSED CHARACTERS elow the surface of heroic legends, many tales of valor and adventure are secretly rife with cursed and monstrous heroes, such as lycanthropes, vampires, ghouls, and ghosts. If your DM allows it, you can make your player character into a cursed monster like one of these, using the new rules found in this compendium. The following sections list player options designed for players to combine their choice of ancestry with a dark curse of transformation, such as an elven vampire, an orcish werewolf, or the ghost of a tiefling. LYCANTHR0PY Lycanthropes are people carrying an ancient curse that transforms them into shapeshifting half-beast monsters, as described on page 206 of the Monster Manual. Werewolves are the most common form of lycanthrope, but weretigers, wererats, and other forms also abound Normally, lycanthropes have special flaws, such as weakness to silvered weapons or enthrallment to the full moon, that are related to the lore behind the curse. These flaws are incorporated into some of the player options for lycanthropy in this compendium. If your DM uses different lore or different flaws for lycanthropy in your game, they are free to change or replace the flaws found in these player options to match their lore. New player options for lycanthropy include: Barbarian: Path of the Were-Beast. Page 13. Druid: Circle of the Hybrid Page 20. Ranger: Lycantbrope. Page 30. Warlock: The Progenitor. Page 36. Prestige Class -Juggernaut. Page 54. VAMPIRISM Vampires are a special kind of blood-drinking undead, created when another vampire entirely drains a person of their blood, as described on page 295 of the Monster Manual. In some settings, vampires are divided between full vampires and weaker vampiric thralls. Normally, vampires have special flaws, such as weakness to sunlight and running water, or not being able to enter a home without permission, that are related to the lore of the vampiric curse. These flaws are incorporated into some of the player options for vampirism in this compendium. If your DM uses different lore or different flaws for vampirism, they are free to change or replace the flaws in these player options to match their lore. New player options for vampirism include: Barbarian: Path of the Blood Drink.er. Page 11. Rogue: Vampire. Page 33. Warlock: The Progenitor. Page 36. Prestige Class - Heretic. Page 48. Prestige Class -Juggernaut. Page 54. Prestige Class - Sanguinist. Page 5 7. OTHER UNDEAD You might want to play as a skeleton, ghoui ghost, or some other kind of undead, rather than as a vampire. If so, you can combine the race statistics for your chosen ancestry or the statistics for warforged or reborn with the player options found in this compendium. Any player character can also gain the following trait upon creation or during an appropriate narrative moment, if the DM allows. This trait carries both upsides and downsides, so a player should be wary when accepting it. Changing your creature type to undead prevents a variety of spells and effects from affecting you, whether they would help or hinder you. For example, most healing magic cannot affect undead creatures, but most enchantment spells and charming magic can't affect undead either. Undeath. You are an undead instead of your normal creature type or types. You don't age as a result of time passing, and you can't be magically aged In addition, new player options for undeath in this compendium also include: Artificer: Bone Cobbler. Page 8. Fighter: Deathless. Page 23. Monk: Way of the Ghost. Page 24. Paladin: Oath of Decay. Page 25. Rogue: Shadow. Page 32. Prestige Class - Heretic. Page 48. CHAP':'ER ONE I CHARACTER OPTIONS THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 5
6 SUBCLASSES ,,_.._.liiiii~ he worlds of fantasy and adventure that contain D&D campaigns are rife with all manner of dark heroes and adventurous outcasts, who use the power they've been gifted or cursed to struggle against their wicked enemies. Villains who go beyond the boundaries of ordinary evil seek new ways to master ancient, forbidden magicks. Whether they channel the dark powers of a heretical god, craft undead minions to aid them, call on the might gifted to them as one of the undead, harness the power of their own vampiric or lycanthropic curse, afflict their foes with foul and choking poisons, or even make use of the forbidden art of blood magic to gain their power, the characters created to play in your campaign are the core of what makes the game fun! SUBCLASSES Class Subclass Level Available Artificer Blight Brewer 3rd Artificer Bone Cobbler 3rd Barbarian Path of the Blood Drinker 3rd Barbarian Path of the Were-Beast 3rd Cleric Blood Domain l st Cleric Chaos Domain l st Cleric Madness Domain l st Cleric Night Domain l st Druid Circle of the Hybrid 2nd Druid Circle of the Swarm 2nd Fighter Deathless 3rd Monk Way of the Ghost 3rd Paladin Oath of Decay 3rd Paladin Oath of Grief 3rd Paladin Oath of Martyrdom 3rd Paladin Oath of Shadows 3rd Ranger Lycanthrope 3rd Ranger Plague Warden 3rd Rogue Shadow 3rd Rogue Vampire 3rd Sorcerer Blood Sorcery l st Warlock The Defiler l st Warlock The Progenitor l st Warlock The Dark Lord* l st Warlock The Phantasm* l st Wizard School of Hemomancy 2nd CHAPTER ONE I CHARACTER OPTIONS This section contains new subclasses for almost every one of the classes in the official rules. Each class offers a character-defining choice at 1st, 2nd, or 3rd level that unlocks a series of special features, not available to the class as a whole. That choice is called a subclass. Each class has a collective term that describes its subclasses; in the fighter, for instance, the subclasses are called martial archetypes, and in the paladin, they're called sacred oaths. The table below identifies the subclasses in this compendium. In addition, the artificer gains new options for the class's Infuse Item feature, the warlock gains new choices for its Eldritch Invocations and Pact Boon features along with optional alternative spell lists to use for some existing subclasses, and the cleric and warlock both receive optional rules to improve the Trickery Domain and The Great Old One Patron. Description Brews deadly poisons to spray or coat their surgical weapons Crafts an undead minion and fights with a prosthetic bone-arm Strengthened by injury, bathes in the blood of their enemies Draws their fury from a lycanthropic curse that empowers them Makes their foes into blood sacrifices for their retributive deity Twists fate and changes reality with unpredictable effects Serves insane gods by twisting minds with impossible visions Seeks to make all creatures properly afraid of night's darkness Transforms into a half-beast hybrid to wield weapons and magic Splits into a swarm of tiny beasts to resist injury and mob foes As if already dead, battles tirelessly through injury and illness Takes on the power of spirits to strike at their enemies' souls Leads undead like a death knight to honor death itself Wielding gravity and grief, preaches the peace of pessimism Sheds their own blood to protect and inspire their allies Cloaked in fear, lurks in the darkness to do what must be done Assumes a feral, bestial form to fight with increased ferocity Fights against the foul creatures that spread poison and disease by turning their toxic miasma against them Phases through walls and armor to strike with spectral weapons Drains blood from foes using fangs and vampiric abilities Channels power from within their own body to do blood magic Spreads toxic afflictions and corruption for a poisonous patron Gains transformative power from joining a cursed magical lineage, such as lycanthropy, vampirism, or a witch's circle An alternate curse-focused spell list for the Hexblade patron An alternate illusion-focused spell list for the Archfey patron Experiments to learn blood magic using the blood of others D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
ARTIFICER At 3rd leveL artificers choose a type of Artificer Specialist to become. Here are two new options for artificers: the Blight Brewer and the Bone Cobbler. BLIGHT BREWER Blight Brewers are --------- artificers that have specialized in the forbidden arts of poisoncrafting and plague-making. The poisons crafted by a blight brewer are more potent than the average poison and far more specialized toward the victims. Blight brewers craft individual poisons, toxins, diseases, and other noxious concoctions to specifically target whatever they intend to weaken or ki}L allowing them to poison even the most resilient of foes. In battle, they wield esoteric weapons designed to deliver poisons to their victims with the utmost efficiency and precision. TOOL PROFICIENCY When you adopt this specialization at 3rd leveL you gain proficiency with your choice out of brewer's supplies, alchemist's supplies, or a poisoner's kit. If you already have these proficiencies, you gain proficiency with one other type of artisan's tools of your choice. BLIGHT BREWER SPELLS Starting at 3rd leveL you always have certain spells prepared after you reach particular levels in this class, as shown in the Blight Brewer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you can prepare. BLIGHT BREWER SPELLS Artificer Level Spells 3rd detect poison and disease, ray of sickness 5th 9th 13th 17th darkness, protection from poison stinking cloud, toxic breath (pg. l 00) blight, venom lash (pg. l O l) cloudkil/, contagion COMBAT POISONER When you reach 3rd leveL you develop a way of fighting that allows you to surgically test your poisons against your foes in combat, gaining the following benefits: • You gain proficiency with martial weapons. • When you attack with a magic weapon, you can use your Intelligence modifier, instead of your Strength or Dexterity modifier, for the attack and damage rolls. • Choose either chill touch, poison spray, or the new venom dart can trip (pg. 1 ooi You learn the chosen cantrip as an artificer spell It doesn't count against the number of cantrips you can know as an artificer. BLIGHTED STRIKE Also at 3rd leveL you learn how to swiftly apply a special poison to your weapons in the thick of battle. You can use a bonus action on any of your turns to apply a special poison to one weapon you are holding. The next time you hit with a creature with an attack using the weapon during that turn, it deals extra poison damage equal to ldl0 + your proficiency bonus, or extra necrotic damage equal to ld6 + your proficiency bonus if the target is immune to poison damage. You can also use a bonus action to empower the next artificer spell you cast during the turn. The first time the spell deals necrotic or poison damage to a creature, it deals extra damage equal to ldl0 + your proficiency bonus to one of the damaged creatures. EXTRA ATIACK Starting at 5th leveL you can attack twice, rather than once, whenever you take the Attack action on your turn. NOXIOUS TOXINS At 9th leveL the toxicity of your poisons and concoctions of blight increases dramatically. When you deal necrotic or poison damage to a creature, you can choose one of the following effects: • The necrotic or poison damage is increased by 2d6. • The target must make a Constitution saving throw against your artificer spell save DC. On a failed save, it is poisoned until the end of your next turn. You can use this feature a number of times equal to your Intelligence modifier (minimum of once1 but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest. MA.STER POISONER When you reach 15th leveL your mastery over the art of poisoncrafting grants you the following benefits: • You gain resistance to necrotic and poison damage. • You have advantage on saving throws against poison. • The damage dealt by your Noxious Toxins feature increases to 4d6, and creatures have disadvantage on the saving throw against being poisoned • When you use your Blighted Strike feature on a weapon, the effect lasts for 1 minute. For 1 minute or until you use the feature on another weapon, the first time you hit with an attack using the weapon on each of your turns, the attack deals the bonus damage. CHAPTER ONE I CHARACTER OPTIONS D&D UNLEASHED (vl.01) 7
BONE COBBLER Bone cobbler is one of the more generous names given to artificers who dedicate their talent for creation to the task of necromancy. These artificers seek to understand the physical mechanisms by which life persists, hoping to unravel the very mysteries of life and death. They sew, hack, and bolt flesh together to create enhanced undead minions, and many even choose to alter their own bodies using magical prostheses crafted with necromancy. Many bone cobblers are educated physicians who use pieces from nearby graveyards for their research. Others are taught in forbidden academies, learning the craft to find lucrative employ among the unscrupulous. TOOL PROFICIENCY When you adopt this specialization at 3rd leveL you gain proficiency with cobbler's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. BONE COBBLER SPELLS Starting at 3rd leveL you always have certain spells prepared after you reach particular levels in this class, as shown in the Bone Cobbler Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you can prepare. BONE COBBLER SPELLS Artificer Level Spells 3rd inflict wounds, spasm (pg. 96) 5th blindness/deafness, gentle repose 9th animate dead, feign death l 3th blight, hemorrhage (pg. 81) 17th contagion, grave soil (pg. 79) REANIMATED PROSTHETIC When you reach 3rd leveL you replace one of your arms with a magically engineered prosthetic arm made out of bone and other materials, powered by a combination of artifice and necromancy. This bone arm can be used in all the same ways as your original arm, and you can use it as a spellcasting focus for your artificer spells. In addition, when you gain the arm, you choose either claws or rays, which grant you a special weapon based on your choice. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls. Claws. Your bone arm is carved so that the hand has massive sharpened talons. The arm counts as a magical simple melee weapon while you aren't holding anything in it, and it deals ldlO slashing damage on a hit. Rays. Your bone arm is crafted with desecrated bones that allow it to fire rays of necrotic energy. It counts as a magical simple ranged weapon while you aren't holding anything in it, with a normal range of 90 feet and a long range of 300 feet. It deals ld8 necrotic damage on a hit. You can change the decision you made for this feature whenever you gain an artificer level CHAPTER ONE I CHARACTER OPTIONS UNDEAD MINION Also at 3rd leveL your experiments with animating the dead have borne you an undead minion stronger than most skeletons or zombies. It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Undead Minion stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics. In combat, the minion shares your initiative count and regains its reaction at the start of your turn instead of its own, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the minion can take any action of its choice, not just Dodge. It can speak, but only to speak the command words of magic items. It can hold items and carry equipment, and it is proficient with all of the same weapons as you are. If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your cobbler's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The undead minion is reanimated after 1 minute with all its hit points restored At the end of a long rest, you can create a new undead minion if you have cobbler's tools with you. If you already have a minion from this feature, the first one immediately perishes. The minion also perishes if you die. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
UNDEAD MINION Medium undead Armor Class 14 (natural armor) Hit Points 2 + your Intelligence modifier+ 5 times your artificer level (the minion has a number of Hit Dice [d8s] equal to your artificer level) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) l 0 (+0) 16 (+3) 4 (-3) 7 (-2) 11 (+0) Saving Throws Dex +0 plus PB, Con + 3 plus PB Skills Athletics +3 plus PB, Intimidation +0 plus PBx2 Damage Resistances necrotic Damage Immunities poison Condition Immunities exhaustion, frightened, poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands the languages you speak Challenge - Proficiency Bonus equals your bonus Magic Weapons. The minion's weapon attacks are magical. Undead Fortitude. If damage reduces the minion to O hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the minion drops to l hit point instead. Unending Devotion (1/Day). When the minion fails the saving throw for Undead Fortitude, it can choose to succeed instead, as long as it can see or hear you. Actions Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: l d8 + PB bludgeoning damage. Once you reach 9th level in this class, this attack also deals l d4 bonus necrotic damage. At l 5th level, this increases to l d8 necrotic damage. Reactions Subdue. If you are hit by an attack and the minion can see or hear you, it can attempt to grapple the attacker. If the attacker isn't within the minion's reach, instead of grappling, it can move up to its speed toward either you or the attacker (you choose which it moves toward). EXTRA ATTACK Starting at 5th leveL you can attack twice, rather than once, whenever you take the Attack action on your tum. Moreover, in place of one of those attacks, you can cause your undead minion to use its reaction to make an attack against a target you can see, so long as your minion can see or hear you. FORTIFIED BONES At 9th leveL you learn how to make or procure superior, fortified materials for crafting undead, which allow you to patch up your creations or even yourself after a great injury. As a bonus action on your tum or as part of the bonus action you use to command your undead minion, you can expend a spell slot of 1st-level or higher to restore hit points to either yourself, your undead minion, or one undead creature under your control within 30 feet of you or your minion. The number of hit points restored is equal to 1 d8 + your Intelligence modifier + half of your proficiency bonus, plus additional hit points equal to 1d8 per spell slot level (minimum of 1 hit point restored} In addition, when you cast animate dead, the undead that you create are fortified by the materials used in their creation. Each skeleton or zombie is created with resistance to bludgeoning, slashing, and piercing damage dealt from nonmagical attacks, as well as resistance to your choice of either cold, fire, or lightning damage. Finally, when you create an undead using a necromancy spelL it has extra benefits: • The creature's hit point maximum is increased by an amount equal to your artificer level • The creature gains a + 1 bonus to its Armor Class. GHOULISH STRIKE When you reach 15th leveL you learn how to channel negative energy through your undead creations. When your undead minion hits a creature with a melee attack or you hit a creature with an attack using the bone arm granted by your Reanimated Prosthetic feature, you can infuse the attack with crippling negative energy. The attack deals 5d8 bonus necrotic damage, and the target must make a Constitution saving throw against your artificer spell save DC. On a failed saving throw, the target becomes paralyzed until the start of your next turn. Undead and constructs automatically succeed on the saving throw. Once you use this feature, you can't use it again until you finish a long rest or expend a spell slot of 5th-level or higher to use the feature again. , I ad.Mif I 04V1 bo/fl.u b7 fl.ese f.UJf.l.~ W l.y do al.I. fl.is w or K fo bri'?J 11.e dead fo life w I.en 7ott t.,().,,n JttSf bU..oMe ~ MMfe.r nu..r oM().,,ne,,e.r? I don'f nlld. fl.e su..r ek of I.if e ().,,nd dUJA-1.) Jttsf sK d.efons ().,,nd ZoMbies! -/?; zzo.,,K CHAPTER ONE I CHARACTER OPTIONS D&D UNLEASHED (vl.01) 9
NEW ARTIFICER INFUSIONS At 2nd leveL an artificer gains the Infuse Item feature. Here are new available infusions for that feature. If an infusion has a prerequisite, you must meet it to learn the infusion. You can learn the infusion at the same time that you meet its prerequisite. A level prerequisite refers to your level in this class. If one of these infusions refers to a saving throw, the DC for the saving throw is your artificer spell save DC. POISONING WEAPON Prerequisite: 6th level Item: A simple or martial weapon (requires attunement) This magic weapon grants a + 1 bonus to attack and damage rolls made with it. The weapon has 4 charges. When an attack using the weapon hits a creature, the wielder can expend 1 charge and cause the target to be poisoned until the end of its next turn, unless it succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn. SICKENING WEAPON Prerequisite: 6th level Item: A simple or martial weapon (requires attunement) This magic weapon grants a + 1 bonus to attack and damage rolls made with it. If the wielder hits a creature with an attack using the weapon and the target isn't an undead or construct and isn't immune to disease, it can't regain hit points until the end of its next turn. TOXIC.ARMOR Item: A suit of armor (requires attunement) This armor has 6 charges. The wearer can expend the armor's charges in the following ways: BONE COBBLER ALTERNATE FEATURE Some artificers seek out the powers of necromancy but aren't so keen to replace an arm with a skeletal prosthetic. For bone cobblers who don't want the bone arm granted by their Reanimated Prosthetic feature, the following feature can be used as an optional replacement. If the player chooses to do so, the artificer gains the following feature instead of the Reanimated Prosthetic feature at 3rd level: TOOLS OF DISSECTION You gain proficiency with martial weapons. When you attack with a magic weapon, you can use your Intelligence modifier, instead of your Strength or Dexterity modifier, for the attack and damage rolls. When your class features refer to the bone arm granted by your Reanimated Prosthetic feature, you can use a magic weapon you are holding instead. In addition, whenever you make a weapon attack using any weapon against an undead or construct, the attack critically hits on a roll of 19 or 20. CHAPTER ONE I CHARACTER OPTIONS • When a creature within 5 feet of the wearer hits it with a melee attack, it can expend 1 charge to deal 1d6 poison damage to the attacker. The damage increases to 2d6 when you reach 10th level in this class. • The wearer can use an action on its turn to expend 2 charges to release a foul stench from the armor. Each creature within 10 feet of the wearer becomes poisoned until the end of its next turn, unless it succeeds on a Constitution saving throw against your spell save DC. Creatures that don't need to breathe automatically succeed on the saving throw. The armor regains 1d6 expended charges daily at dawn. VIAL OF POISON Item: A vial (requires attunement) This vial has 4 charges. A creature holding it can use a bonus action to expend 1 charge to coat one slashing or piercing weapon or one piece of ammunition, which retains its potency for up to 1 minute before drying. If the coated weapon or ammunition hits a creature, the poison loses its potency, and the creature must make a Constitution saving throw against your spell save DC or else take 2d6 poison damage. The vial regains 1d4 expended charges daily at dawn. The damage increases to 4d6 when you reach 10th level in this class. NEW OPTIONS FOR REPUCATE MAGIC ITEM The existing infusion Replicate Magic Item allows an artificer to replicate a particular magic item, choosing the item from a particular table of items. Whenever you use that infusion, if your DM allows, you can choose the item that you replicate from the following tables instead of the normal options, using the existing rules for the Replicate Magic Item infusion when you do. REPLICABLE ITEMS (2N D·LEVEL ARTIFICER) Magic Item Attunement Page Wand of Identities No 223 REPLICABLE ITEMS (6TH·LEVEL ARTIFICER) Magic Item Attunement Page Bloodguard Necklace Wand of Wild Magic Yes Yes REPLICABLE ITEMS (10rH-LEVEL ARTIFICER) Magic Item Attunement Bloodbite Ring No Cursebite Ring Poisonbite Ring No No REPLICABLE ITEMS (l 4TH-LEVEL ARTIFICER) 210 223 Page 210 211 216 Magic Item Attunement Page Cloak of Shadows Yes 210 Ratkeeper's Cloak Yes 222 D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
At 3rd leveL barbarians choose a Primal Path. Here are new options for the Primal Path: the Path of the Blood Drinker and the Path of the Were-Beast. PATH OF THE BLOOD DRINKER It has long been known among many feral warriors that no better path to power exists than consuming the flesh or blood of a conquered enemy. Some practice ancient rituals and solemnly consume their foe's heart, while others simply guzzle blood like ale in a crazed frenzy. The blood they constantly drink in their rages can even transform them into demonic killers that steal life and power from the blood on their blade, with demonic rage that only grows in intensity when their blood is spilled They consume so much blood that their sense of smell heightens to detect even the slightest whiff of blood, and they might grow fiendish claws, fangs, or wings. Blood drinkers often find that their consumption has not only granted them great power, but also altered their body in a minor way. If your DM allows, you can choose one of the following signs of your unholy blood drinking. SIGNS OF BLOOD d6 Bodily Alteration l You have small horns sprouting from your head. 2 Your teeth are all sharpened to eerie points. 3 You always smell like fresh blood and gore. 4 Small flexible spines protrude from your back. 5 Your skin is deep red instead of its normal hue. 6 Thin patches of demonic fur or scales can be found on your shins, forearms, and neck. Some blood drinkers manifest strange changes while they are raging as a result of the strength in the blood that they've consumed You can choose up to one of the following manifestations, or one of your own, when you first enter this barbarian path. If your DM allows, you might change your selection after you drink deeply from the blood of a powerful and noteworthy foe. RAGE MANIFESTATIONS d6 Manifestation While Raging l Your skin is covered by demonic fur or scales, representing your rage's damage resistances. 2 Your eyes glow crimson. Even your veins and arteries glow bright red through your skin. 3 Blood pours forth from your eyes and mouth. When it touches the ground, it turns to mist. 4 Your heart begins to beat fiercely and loudly enough that it can be heard and felt for 30 feet. 5 With each breath, you exhale eerie red fumes that vanish quickly and harmlessly into the air. 6 Your body and weapons you wield are coated with fresh blood that can't be washed away. WOUNDED FuRY Starting at 3rd leveL if you make a melee weapon attack on your turn while you're raging and you have no more than half of your hit points left, you add ld8 + half your barbarian level to the attack's damage roll on a hit. You can only deal bonus damage using this feature once per turn. BRUTAL HARVEST Also at 3rd leveL you become able to harvest life from the blood of enemies you slay. When you kill a creature that has blood and is not Tiny using a melee weapon attack while you are raging, you can choose to regain a number of hit points equal to your Constitution modifier + your barbarian level (minimum 1 hit point} This feature cannot bring your current hit point total above half of your maximum hit points. You can use this feature the same number of times as you can rage based on your barbarian level You regain all uses of this feature when you finish a long rest. SCENT OF BLOOD At 6th leveL you learn how to identify a soul through the smell of blood You have blindsight that extends out to a range of 30 feet, but this can only sense creatures with blood that are missing hit points. When a creature with blood in this range takes damage, you learn some things about it. You instantly learn its hit points, its maximum hit points, and its Constitution score. If its maximum hit points have been reduced, you learn that too. When this happens, you can also choose to memorize the scent of its blood If you do, for the next 30 days, you gain advantage on Wisdom (Insight) and (Perception) checks to discern something about the creature or to track that creature, and on Charisma (Intimidation) or (Persuasion) checks against that creature. You know if the creature is within 10 miles of you. If the creature is within 1 mile of you, you also know how far away it is. You can only remember a number of blood scents equal to your Constitution modifier (minimum one} You can forget a blood scent at any time. CHAPTER ONE I CHARACTER OPTIONS THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 11
12 • DEMONIC AsPECT At 10th levei the power in your blood grows with each drink, and your body takes on a demonic aspect. Choose one of the following benefits to gain permanently. Any weapons gained from this feature count as magical for the purposes of overcoming resistance and immunity. Claws. You grow retractable knife-like talons on your hands and feet. You have a natural climbing speed equal to your walking speed that you must have at least one free hand to use, and you can use this speed to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. In addition, your unarmed strikes are a special melee weapon that you are proficient with. It deals slashing damage equal to ldlO + your Strength modifier. Also, at the start of each of your turns while you are raging, you deal slashing damage equal to ld8 + your proficiency bonus to one creature that you have grappled Fangs. Your teeth lengthen into huge ghoulish fangs. You can survive on meals made of rotting meat, blood, or old bones and suffer no ill effects such as diseases or poisons. You have advantage on Charisma (Intimidation) ability checks made against creatures that have seen your teeth, and your bite is a natural weapon, which you can use to make unarmed strikes. You have proficiency with this bite, and it deals piercing damage equal to ldlO + your Strength modifier. When you are raging and you hit a creature that has blood using this bite, you can expend up to two hit dice to regain hit points as if you finished a short rest. Wings. You grow a pair of gigantic, leathery, batlike wings from your back. You have a natural flying speed of 30 feet. However, you have disadvantage on any ability checks made to blend into a crowd, and ability checks to disguise you are made with disadvantage. While you are flying using these wings and you aren't raging, your carrying capacity is halved, and for every minute you keep flying without landing or raging, you must choose to either gain either 1 level of exhaustion or expend 1 hit die without regaining hit points. HEART STRIKE At 14th levei the fell power in your blood grows stronger. Whenever you finish a long rest, you regain a number of extra expended hit dice equal to your proficiency bonus. In addition, when you hit with a melee weapon attack while you're raging, you can expend a hit die without regaining hit points. You take ld12 necrotic damage that cannot be reduced by resistance or immunity, and then you roll the hit die. The attack deals bonus damage to one target equal to the amount rolled on the hit die + twice your Constitution modifier (minimum +2} Whenever you roll this bonus damage more than once for an attack, you roll ld12 for each additional roll of the bonus damage, taking damage each time. For example, whenever you use this feature to affect a critical hit, the bonus damage is rolled twice, and so you would take 2d12 damage instead of only ld12 You still only expend one hit die, no matter how many times you roll it. CHAPTER ONE I CHARACTER OPTIONS VAMPIRIC BARBARIANS Some players might use this subclass to represent vampiric characters, flavoring the barbarian rage as a wild thirst for mortal blood finally unleashed. If the players and the DM agree, a DM can choose up to one of the benefits from the Demonic Aspect feature ( Claws, Fangs, or Wings) and grant it to the character at an earlier barbarian level, making them into a vampire. They also gain darkvision extending out to 60 feet. When they reach l 0th level, they can choose to gain one or both of the remaining benefits from the Demonic Aspect feature, and they gain resistance to necrotic damage. However, as long as they are a vampire, the character counts as an undead instead of their normal types, and they have the following flaws: Forbiddance. You can't enter a residence without an invitation from one of the occupants. Harmed by Running Water. You take acid damage equal to 5 + your level when you end your turn in running water. No Reflection. You do not appear in reflections. Stake to the Heart. If a piercing weapon made of wood is driven into your heart while you are incapacitated, you are paralyzed until it is removed. Sunlight Hypersensitivity. You take radiant damage equal to 5 + your level when you start your turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
• PATH OF THE WERE-BEAST The curse of lycanthropy can be a boon to those who embrace the power it provides. Barbarians that are used to the altered mental state of their rage often have less difficulty with controlling the curse and its corrupting influences on their behavior, but no one can easily tame their inner were-beast once it is unleashed Most were-beast barbarians are actual lycanthropes, having been only recently bitten by another lycanthrope or corrupted by dark magic, like a cursed fur belt. Other were-beasts are the heir to a unique generational curse that transforms them, passed down from the hapless ancestor who earned the wrath of a hag, fiend, or god BESTIAL BOND At 3rd leveL your lycanthropic connection with the form of a beast grants you the special abilities of that beast. You gain darkvision out to a range of 60 feet, or if you already have darkvision, its range increases by 30 feet, up to a maximum range of 150 feet. In addition, you choose one of the following options for your bond: bear, boar, cobra, crocodile, rat, shark, tiger, or wolf. You gain a trait based on your choice. Beast Options Bear, Boar, Shark, or Wolf Cobra, Crocodile, Rat, or Tiger Trait Hunter Senses Lurker Instincts Hunter Senses. You gain proficiency in your choice of Perception or Survival Also, you can memorize a creature's scent by sniffing it for 1 minute, and you have advantage on ability checks made to track, perceive, or recognize any creature whose scent you've memorized Lurker Instincts. You gain proficiency in your choice of Sleight of Hand or Stealth. Also, you never have to slow your travel pace to move stealthily, and you can always watch for danger while traveling, even when you are performing an activity. WERE-BEAST FORM Also at 3rd leveL you gain the ability to take the form of a powerful humanoid monster with bestial features. As a bonus action, or as part of the bonus action you use to enter your rage, you can transform into a werebeast form. In this form, your bite is a natural weapon which deals ld8 + Strength modifier piercing damage, and you count as a beast in addition to your normal type , or types. While you aren't wearing heavy armor in this form, you also gain a + 1 bonus to AC and to the damage rolls of your weapon attacks that use Strength. While you're transformed using this feature, you also gain special traits determined by your choice for your Bestial Bond feature. The following list describes the benefits for each choice. If the description mentions a saving throw, the DC for that saving throw is 8 + your Strength modifier + your proficiency bonus. Bear. You have advantage on Strength checks, your carrying capacity is doubled, and your form's bonus to AC is also doubled When you enter your rage, you gain temporary hit points equal to your barbarian level + your Strength modifier (minimum of one temporary hit point) that disappear when your rage ends. Boar. Once per hour, if you take damage that would reduce you to 0 hit points, you stay at 1 hit point instead Once per turn while you are raging, if you move at least 15 feet straight toward a creature and hit it with your next melee weapon attack on that turn, the target takes extra damage equal to ld6 + half your barbarian leveL and it must succeed on a Strength saving throw or be knocked prone. If the target is larger than you, it has advantage on the saving throw. Cobra. Your bite attack has a reach of 10 feet and has the finesse property. You also have a swimming speed equal to your walking speed, and your barbarian features grant bonus damage to your attacks that use Dexterity as well as those using Strength. While you are raging, the first creature you hit on each of your turns with a melee weapon attack takes extra poison damage equal to 1 d6 + half your barbarian level Crocodile. You have a swimming speed equal to your walking speed, you can hold your breath for 10 minutes, and your bite attack improves. Its weapon die increases to ldl0, and on a hit, you can use your bonus action to cause the target to become grappled by your bite. Until this grapple ends, you can't bite another target. While you're raging and you have a creature grappled in this way, it takes piercing damage equal to ld4 + half your barbarian level at the start of each of your turns. Rat. You have a climbing speed equal to your walking speed, your bite attack has the finesse property, your barbarian features grant bonus damage to your attacks that use Dexterity as well as those using Strength, and you can use a bonus action on your each of your turns to Hide or Disengage. While you're raging, your speed also increases by 10 feet, and the first attack made against you after the end of each of your turns has disadvantage. Shark. You have a swimming speed equal to your walking speed, you can breathe underwater, and you have blindsight that extends 5 feet, or 30 feet while you are in water. While you're raging, the first time on each of your turns that you hit with a melee weapon attack against a creature that has blood and doesn't have all its hit points, the attack deals bonus damage equal to ld6 + half your barbarian level Tiger. Your walking speed increases by 10 feet, your jumping distance is tripled, and once per turn, when you CHAPTER ONE I CHARACTER OPTIONS D&D UNLEASHED (vl.01) 13
move at least 15 feet straight toward a creature and hit it with your next melee weapon attack on that turn, it must succeed on a Strength saving throw or be knocked prone, with advantage if it is larger than you. If you're raging and it falls prone, you can immediately use your bonus action to make a bite attack against it, dealing extra damage equal to half your barbarian level on a hit. Wolf. Your walking speed increases by 10 feet, and your form's bonus to damage rolls is doubled While you are raging, the first time on each of your turns that you hit with a melee weapon attack against a creature that has at least one of your allies within 5 feet of it and the ally isn't incapacitated, the target takes bonus damage equal to ld4 + half your barbarian level The transformation lasts for 2 hours or until you are reduced to O hit points. You can use your action to end the transformation early, but only after at least 1 hour. The duration increases to 4 hours at 6th leveL 6 hours at 10th leveL 8 hours at 14th leveL and unending at 20th leveL although the minimum duration of 1 hour remains unchanged Your DM can waive the minimum duration for a transformation if they desire. Once you use this feature, you can't use it again until you finish a long rest, unless you expend one usage of your rage to use this feature again. FERAL SHAPE At 6th leveL you gain the ability to complete your bestial transformation. You can use an action on your turn to transform into a full beast based on your choice of werebeast. This transformation follows all the same rules as the druid's Wild Shape class feature, except for what is stated differently in this feature. You can transform into only one creature and no others, which is based on your choice for your Bestial Bond feature, as shown in the table below: Bond Beast Form Bond Beast Form Bear Brown Bear Rat Giant Badger Boar Giant Boar Shark Hunter Shark Cobra Constrictor Snake Tiger Tiger Crocodile Crocodile Wolf Wolf While transformed, your statistics for your hit points, AC, and ability scores remain unchanged, and you keep any special senses your normal form possesses. Instead of the beast's normal size, you choose to be either Large or Medium when you transform. If you make a Dexterity (Stealth) check, you use the beast's Dexterity score for the check instead of your own. You also benefit from the special traits for your bond's Were-Beast Form, but not the bonus to AC or damage rolls. The transformation lasts for up to 1 hour, until you are reduced to O hit points, or until you choose to end it as an action. When the transformation ends, you resume whatever form you were in when it began. Once you transform, you can't do so again until you finish a long rest. The number of uses per long rest CHAPTER ONE I CHARACTER OPTIONS D&D UNLEASHED (vl.01) increases to two at 10th leveL and the uses become unlimited at 20th level In addition, your natural weapons in your Were-Beast Form and your Feral Shape form count as magical for the purposes of overcoming resistance or immunity. LUNAR RESOLVE Starting at 10th leveL while you are in your Were-Beast Form or your Feral Shape transformation, you have advantage on saving throws against being charmed, frightened, or having your emotions changed by magic, and you are immune to any effect that can only target beasts unless you choose to be affected In addition, when you use your Were-Beast Form or Feral Shape feature, you can regain hit points equal to twice your barbarian level Once you do so, you can't do so again until you finish a long rest. SECOND SKIN At 14th leveL you start to feel more at home in your werebeast form than your true form. You might feel that this lycanthropic form, rather than the form you were born in, is what you were always meant to be. While you are in your Were-Beast Form, the AC granted by your Unarmored Defense feature increases by 1, and you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't using silvered weapons. While you are raging, any bludgeoning, piercing, or slashing damage that you take from such attacks is reduced by an amount equal to half your proficiency bonus and can't reduce your hit points below half of your hit point maximum. Also, regardless of your form, you have advantage on saving throws against curses, diseases, and effects that would reveal your true form against your will OPTIONAL RULE: THE FULL MOON CATALYST The Full Moon has long been associated in many lycanthrope myths, legends, and stories with the often-uncontrollable transformation into a werewolf. This rule allows players to experience some of that wild nature. Normally, a barbarian of the Path of the Were-Beast can only transform a limited number of times per day, and they choose when to have that transformation occur. However, if the DM and players agree to use this rule, the DM may choose to transform a barbarian into their Were-Beast Form without expending a usage, even against the barbarian's will, but only when the moon is full or on other auspicious occasions relating to the particular lore associated with their lycanthropy. This forced transformation does not change the character's alignment, but it might have effects on their personality (as agreed to by you and your DM beforehand).
CLERIC At 1st leveL clerics choose a Divine Domain. Here are new options for that feature: the Blood Domain, Chaos Domain, Madness Domain, and Night Domain. BLOOD DOMAIN Though they are all retributive or even vengefuL gods of the Blood Domain are as varied as the reasons people spill blood itself. Some, like the good-aligned Ilmater and Torm, are unyielding vindicators of harm and pain, keeping their martyr-like followers' spilt blood to weigh against the torment of those who wronged them. Most blood gods, such as Mogis, Ares, ErythnuL Khorne, The Mockery, and Sargonnas, are deities of slaughter that demand their followers wage bloody war and take no prisoners. Many are deities of pain and murder, like Iuz, Loviatar, BhaaL or Khaine. Most clerics of a blood god give blood sacrifices to their deity, and some blood gods are neutral deities of the art of blood sacrifice, who view blood as simply the most sacred of all currencies. BLOOD DOMAIN SPELLS Cleric Level Spells l st blood reading (pg. 70), inflict wounds 3rd carnage burst (pg. 71 ), infuse blood (pg. 82) 5th life transference (XGE), vampiric touch 7th agonize (pg. 67), hemorrhage (pg. 81) 9th bend blood (pg. 68), grim terror (pg. 80) ACOLYTE OF THE HUMORS At 1st leveL you gain proficiency in the Medicine skilL and you learn the new blood boil cantrip (pg. 691 which is a cleric cantrip for you and doesn't count against the number of cantrips you can know as a cleric. BLOOD RITES Also at 1st leveL you learn how to channel power beyond your limits by sacrificing your own blood for divine power. As a bonus action, you can spill your blood and spend up to 5 of your remaining hit dice, but you do not regain hit points. Instead, you take 1d8 necrotic damage that ignores resistance and immunity per hit die expended The next cleric spell you cast on this turn is also a Blood spell in addition to its other schools and does not require a spell slot if it would normally expend a spell slot of a level equal to or less than the number of hit dice you expended If the casting time is 1 bonus action, you can cast the spell as part of using this feature. However, the spell can't restore a dead creature to life. Also, unless it is a necromancy spelL it can't cause any creature to regain hit points; instead of restoring hit points, it grants temporary hit points equal to half as many hit points as it would have restored You can't use this feature to cast a spell at a level higher than you have spell slots for, and you can't expend more hit dice using this feature than half your cleric level (minimum one) before finishing a long rest. CHANNEL DIVINITY: HOLY SACRIFICE Starting at 2nd leveL you can use your Channel Divinity to sacrifice your enemies' life force to your divinity in return for favor and blessings. As a reaction when a creature you can see within 60 feet of you is reduced to 0 hit points, you can present your holy symbol to sacrifice its life force. Choose either yourself or the creature that reduced the target to 0 hit points. The chosen creature regains hit points equal to your proficiency bonus + twice your cleric level This can't restore a creature to more than half its hit point maximum or restore hit points to undead or constructs. You gain any excess hit points as temporary hit points that last until the end of your next turn. CHANNEL DIVINITY: BLOOD VENGEANCE Starting at 6th leveL you can use your Channel Divinity to pray over your allies' spilt blood, gaining the power needed to achieve proper vengeance. As a reaction when a creature within 60 feet of you that has blood takes slashing, bludgeoning, or piercing damage, or damage from a Blood spelL you can present your holy symbol to imbue the creature with the divine power taken from its blood Until the end of the target's next turn, it has advantage on attack rolls, and the first time it hits with an attack and deals damage, it deals extra damage equal to 5 + your cleric level POTENT SPELLCASTING Starting at 8th leveL you add your Wisdom modifier to the damage you deal with any cleric cantrip. MIRACULOUS BLOOD At 17th leveL your blood is affected by a miraculous blessing of healing power. The blessing can restore a total number of hit points equal to your cleric level x 5. When you finish a long rest, the blessing replenishes, and you can also choose to touch a willing creature that has blood and lend the blessing to it. Until you die or finish a long rest again, that creature is affected by the blessing instead of you. Whenever the creature with the blessing takes slashing, bludgeoning, or piercing damage, damage from a Blood spelL or necrotic damage from expending its hit dice for blood magic, it can choose one other creature within 30 feet of it. The other creature regains an amount of hit points equal to half the damage taken, up to the maximum amount remaining in the blessing. Undead and constructs are immune to this feature. CHAPTER ONE I CHARACTER OPTIONS THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 15
16 CHAOS DOMAIN Chaos is the opposite of order, and so gods of chaos are opposed to stasis, preservation, and structure in almost all things. Deities of chaos are often unpredictable, but they usually favor change and transformation whenever possible, altering the status quo using both the forces of destruction and renewal Some gods of chaos (Loki, The Traveler, Maglubiyet, Xenagos) are mischief-makers that delight in any deception that causes upheaval Many of them (Sirrion, Thassa, Tzeentch) are masters of change itself, whether that change is manmade, natural and uncontrollable, or sudden and magical There are deities that see change and chaos as aspects of luck (Tymora1 while a few represent the inevitable chaotic destruction of entropy and disaster (Tharizdun} Clerics of the Chaos Domain often aspire to be just as unpredictable as their deity. They work to abolish every status quo and upset every unquestioned norm. CHAOS DOMAIN SPELLS Cleric Level Spells l st 3rd 5th bane, chaos bolt (XGE) alter self, shatter bestow curse, blink 7th jinx (pg. 83), polymorph 9th animate objects, reincarnate BONUS PROFICIENCY When you choose this domain at 1st leveL you gain proficiency with martial weapons. CHAOTIC FATE Also at 1st leveL your link to chaos allows to you alter fate in minor ways. After a creature that you can see within 60 feet of you rolls a d20 for an attack roll or ability check or rolls a die for a table in a class feature or spelL you can use your reaction to alter fate, forcing the creature to reroll the die and use the new result. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once} You regain all expended uses when you finish a long rest. CHANNEL DIVINITY: WILD BLESSING Starting at 2nd leveL you can use your Channel Divinity to invoke a small miracle of chaotic divinity, bestowed by your deity to spark change and disrupt order. As an action, you present your holy symbol and cause a random effect. You roll on the Wild Blessing Table to determine the effect each time you use this feature. DOMAIN SPELLS: REINCARNATE For DMs that don't allow magic which resurrects the dead, reincarnate on the domain spell list can be replaced with the water to acid spell (pg. l 01 ). CHAPTER ONE I CHARACTER OPTIONS WILD BLESSING TABLE d l O Channel Divinity Effect l You teleport up to 60 feet to an unoccupied space that you can see. Each creature of your choice within l 5 feet of either your starting position or your new position must make a Constitution saving throw, taking thunder damage equal to 2d6 + your cleric level on a failed save, or half as much damage on a successful one. Nonmagical objects of your choice in the area that aren't being worn or carried also take full damage. 2 Each creature of your choice within 30 feet of you is surrounded by a barrier that grants it a +2 bonus to AC until the end of your next turn and advantage on the next saving throw it makes during that time. 3 A wave of flames bursts outward in al 5-foot radius sphere centered on a point that you can see within 60 feet of you. Each creature in the area must make a Dexterity saving throw, taking fire damage equal to 2dl 0 + your cleric level on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. 4 Negative energy swirls as dark mist around you, lightly obscuring the area within 3 0 feet of you until the end of your next turn. Each creature of your choice within the area must succeed on a Constitution saving throw or be poisoned until the end of your next turn. If you target at least one creature, each creature of your choice within the area also gains temporary hit points equal to your cleric level that last for l minute. 5 A wave of positive energy fills the area within 30 feet of you with bright light until the end of your next turn. Up to four creatures of your choice within the area each regain a number of hit points equal to your cleric level. If a creature has more than 0 hit points when it receives this healing, it also gains temporary hit points equal to half your cleric level for l minute. 6 A bolt of lightning surges toward one creature or object that you can see within 60 feet of you. You may also choose up to two other creatures or objects within l 5 feet of the first target. Each target must make a Dexterity saving throw. On a failed saving throw, a target takes lightning damage equal to 2d6 + your cleric level, and until the end of its next turn, it can't take reactions and it has disadvantage on attack rolls. On a successful saving throw, a target takes half as much damage and suffers no other effects. 7 Each creature of your choice within 30 feet of you must succeed on a Wisdom saving throw or else it must use its reaction to make a melee weapon attack against one creature of your choice within its reach, dealing extra damage equal to your cleric level on a hit. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
dl 0 Channel Divinity Effect 8 Up to three creatures that you can see within 30 feet of you must make a Charisma saving throw. On a failed saving throw, a creature is transformed into a Small obj'ect chosen by the DM (such as a chair or a potted p ant) until the end of its next turn. While transformed, it is stunned and it can't speak. If it takes damage, the transformation ends immediately. 9 One willing creature that you can see within 60 feet of you regains hit points equal to l d6 + two times your cleric level. Also, you can teleport the target up to 30 feet to an unoccupied space that you can see within 60 feet of you, and until the end of its next turn, it has advantage on saving throws and enemies have disadvantage on attacks against it. l O One creature that you can see within 60 feet of you must make a Constitution saving throw. On a failed saving throw, it takes cold damage equal to 3d6 + two times your cleric level and its speed is reduced to 0 feet until the end of its next turn. On a success-ful saving throw, it takes half as much damage and its speed isn't reduced. INSPIRED CHAOS At 6th leveL your deity grants you a measure of control over the chaos you receive from it. When you would roll a dlO for your Wild Blessing feature, you roll two dlOs instead and choose which result to use. If both dice roll the same result, you choose the effect from the table. DIVINE STRIKE At 8th leveL you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1 d8 damage to the target. When you reach 14th leveL the extra damage increases to 2d8. The type of this extra damage is based on the result of the d8. Starting at 14th leveL you choose which d8 to use to determine the damage type. If both d8s roll the same result, you instead choose a type from the table. d8 Damage Type d8 Damage Type l Acid 5 Necrotic 2 Cold 6 Poison 3 Fire 7 Radiant 4 Lightning 8 Thunder CHAOS CONTROL When you reach 17th leveL you gain the ability to alter fate and control chaos directly. Whenever you use your Wild Blessing feature, you can choose the effect from the table instead of rolling. In addition, whenever you use your Channel Divinity feature, you can cause one spell of 3rd-level or lower that is affecting you or a willing creature that you can see within 30 feet of you to stop affecting that creature and instead start affecting a different willing creature of your choice that you can see within 30 feet. Once you transform a spell in this way, you can't do so again until you finish a long rest. THE IMPERMISSICON • MADNESS DOMAIN The Madness Domain celebrates the variety of shapes the mind can take, reveling in the truth and freedom of what others deride as insanity. The gods of madness, including Cyric, Ralishaz, Tharizdun, The Fury, and The Dragon Below, generally seek to spread their gift and their perspective to all the mortal races and beyond, to disabuse others of their silly ideas of so-called reality and wake the sleeping masses from their idyllic dreams. Most gods of madness are considered eviL and many of them are also fiends or undead, such as a demon lord of chaos and insanity or a lich god of deranged seekers who leave the world of mortal thought behind Some are simply misunderstood divinities that seek to spread their unique and mind-bending perspective on reality, only called "mad" by the ignorant masses who know nothing of their profound revelations. These gods rarely speak of things like hope or peace, and often espouse a pessimistic or even paranoid view of creation. Clerics of madness seem like wandering lunatics to the uninitiated, but they have a strange charisma that attracts those who are in a vulnerable state of mind MADNESS DOMAIN SPELLS Cleric Level Spells l st dissonant whispers, Tasha's hideous laughter 3rd crown of madness, phantasmal force 5th enemies abound (XGE), incite self-harm (pg. 82) 7th confusion, phantasmal killer 9th modify memory, phantasmal plunge (pg. 88) BONUS CANTRIP When you choose this domain at 1st leveL you learn the vicious mockery can trip, which is a cleric can trip for you and doesn't count against the number of cantrips you can know as a cleric. DIVINE HALLUCINATIONS Starting at 1st leveL you can use an action to enter a catatonic trance to receive warnings from your god via hallucination. You become incapacitated for 1 minute as you experience a vivid hallucination that might be prophetic. The DM rolls a d6 in secret. On a roll of a 5
18 or 6, the DM shows you a likely future involving a real threat you're likely to face soon. On any other rolL the DM shows you a paranoid vision of an unlikely future involving threats that are not real or that you're unlikely to face, such as a betrayal from allies that are actually trustworthy, or an attack from monsters that aren't actually present in the immediate area. You can enter this trance a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. GIFT OF MADNESS At 1st leveL you also learn how to ward off attackers by sharing your madness with them. Immediately after a creature hits you with a melee attack, you can use your reaction to assault it with hallucinations. The creature must make a Wisdom saving throw. On a failed saving throw, it takes psychic damage equal to 1d4 + half your cleric leveL and the hallucinations make it either blinded or deafened (your choice) and frightened of you until the end of your next turn. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once} You regain all expended uses when you finish a long rest. CHANNEL DIVINITY: DREAD WHISPERS At 2nd leveL you can use your Channel Divinity to infuse the creatures in an area with paranoid dread and maddening whispers warning them of betrayal As an action, you present your holy symbol and invoke the name of your deity, then choose a point that you can see within 60 feet. Each creature in a 10 foot sphere centered on that point must make a Wisdom saving throw. On a failed saving throw, a creature takes psychic damage equal to 1d8 + your cleric level and it becomes addled with dread for 1 minute. On a successful saving throw, it takes half as much damage and isn't addled A creature that is addled with dread treats all other creatures as enemies for the purpose of disadvantage for ranged attacks, and it must make every opportunity attack that it possibly can. At the end of each of the creature's turns, it repeats the saving throw, ending the effect on itself on a success. CRAZED STUMBLING Starting at 6th leveL whenever you deal psychic damage to a creature, you can cause it to insensibly stagger and stumble with no regard to its safety. The creature moves up to half its speed (but no more than 10 feet) in a direction of your choice, without provoking opportunity attacks. Creatures that can't be charmed or that can't be frightened are immune to this feature. POTENT SPELLCASTING Starting at 8th leveL you add your Wisdom modifier to the damage you deal with any cleric cantrip. ALREADY MAD Starting at 17th leveL you cannot be charmed or frightened and you have immunity to psychic damage. CHAPTER ONE CHARACTER OPTIONS NIGHT DOMAIN As enemies of the gods of light, most gods of the Night Domain are primarily concerned with ensuring that darkness reigns over light and that terror fills the night, leaving no havens of protective twilight or moonlight. These gods, like Shar, Set, Takhisis, and The Shadow, are avatars of the darkest midnight sky and wish more than anything to cover the world in eternal night. Other deities, including Tharizdun, Lolth, and Erebos, are just as evil and frightfuL but lurk in the shadowy places that are buried deep beneath the earth. Some gods of night, like Thautam, Phenax, and Ranalcl, see the darkness as a cloak to be used when one needs to be hidden. A few gods of night, such as Selune, Sehanine Moonbow, and Loec, preside over night's starlight, moonlight, and dim shadows, wielding the terror of darkness only against their enemies, but those gods usually guide their clerics to other domains such as twilight instead Clerics that follow the Night Domain instill fear in the hearts of their enemies. They act as harbingers of night and dark disaster, lurking undetected in the shadows, manipulating their foes with gloom and fear, emerging only to banish hope in the final hour. NIGHT DOMAIN SPELLS Cleric Level Spells l st 3rd 5th 7th 9th cause fear (XGE), sleep darkness, invisibility fear, nondetection greater invisibility, shadow of Moil (XGE) chilling darkness (pg. 71 ), dream BONUS CANTRIPS When you choose this domain at 1st leveL you learn the new shadow lance cantrip (pg. 93} You also learn the minor illusion cantrip, but unless you also know it from another source, the spell immediately ends whenever the illusion is not in darkness. These cantrips are cleric cantrips for you and don't count against the number of cantrips you can know as a cleric. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
• • EYES OF NIGHT Starting at 1st leveL you have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light. As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature} The shared darkvision lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share it again. QUASH THE LIGHT At 1st leveL you are blessed with the ability to banish the heretical light that encroaches upon the night. Whenever you hit a creature with an attack, and whenever a creature fails its saving throw against one of your cleric spells or class features, if you can see the creature, you can magically extinguish one source of nonmagical light that the creature is wearing or carrying. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once} You regain all expended uses when you finish a long rest. CHANNEL DIVINITY: NIGHT TERROR Starting at 2nd leveL you can use your Channel Divinity to conjure a divine aspect of night's true terror. You present your holy symbol to create magical darkness that fills a 10-foot radius sphere centered on a location you can see within 60 feet of you. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. Each creature of your choice in the area must succeed on a Wisdom saving throw or else become frightened of you until the end of its next turn. While a creature is frightened in this way, it can't move or take actions. You and any creatures of your choice can see into the darkness as if it were an area of dim light. The darkness lasts until the end of your next turn. NOCTURNAL DREAD At 6th leveL you become a symbol of night's uncertainty, radiating the primal dread of what one cannot see. At all times, an aura extends 30 feet out from you and affects creatures of your choice within it. If an affected creature that you can see is frightened or can't see you, it feels an eerie dread and the sensation that something is watching it in secret. While it feels this magical dread, it can't take reactions and has disadvantage on all ability checks except Wisdom (Perception) checks and checks made for initiative. Creatures that can't be frightened are immune to this effect. Also, you can't be put to sleep by magic, and you are still aware of your surroundings while you are asleep. POTENT SPELLCASTING Starting at 8th leveL you add your Wisdom modifier to the damage you deal with any cleric cantrip. NIGHTWEAVER Staring at 17th leveL creatures that are entirely within darkness have disadvantage on saving throws against your cleric spells and class features. In addition, magical darkness doesn't impede your darkvision, out to a range of 120 feet from you. The shared darkvision granted to your allies by your Eyes of Night feature is still impeded by magical darkness. OPTIONAL TRICKERY DOMAIN FEATURES If a DM allows, the Trickery Domain (which is found in the Player's Handbook) also grants these two features to a cleric that chooses the domain at 1st level BONUS PROFICIENCY Bonus 1st-level Trickery Domain feature You gain proficiency in your choice of Deception, Sleight of Hand, or Stealth. Alternatively, you can choose to gain proficiency with disguise kits, forgery kits, poisoner's kits, or with thieves' tools . IMPROVED BLESSING OF THE TRICKSTER Bonus 1st-level Trickery Domain feature When you use your Blessing of the Trickster class feature, you grant the target advantage on your choice of either Dexterity (Stealth) checks, Dexterity (Sleight of Hand) checks, or Charisma (Deception) checks, instead of only granting advantage to Dexterity (Stealth) checks. CHAPTER ONE I CHARACTER OPTIONS µDE HOMEBREW D&D UNLEASHED (vl.01) 19
20 DRUID At 2nd leveL druids choose a Druid Circle. Here are new options a druid can choose for their Circle: the Circle of the Hybrid and the Circle of the Swarm. CIRCLE OF THE HYBRID The Circle of the Hybrid teaches that no creature has one true form, and that all living creatures exist on a great spectrum of adaptations. As a result, its druids have mastered the ability to transform into a creature that exists between the conventional boundaries of nature: a humanoid-beast hybrid creature resembling the hybrid form of a lycanthrope. Though most druids of this circle merely revere all forms of synthesis and fusion, some are advocates of the mighty power of evolution, working to combine animals of all kinds to create new forms of life. Others are cursed with lycanthropy, controlling their dark curse using druidic magic and bending it to the will of nature instead of succumbing to the beast within. HYBRID FORM At 2nd leveL you gain the ability to transform halfway between a beast and a humanoid, combining the bestial power of nature with skill and magic. As an action, you can expend a use of your Wild Shape feature to assume this hybrid form, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you count as a beast in addition to your normal type or types, and you gain the following benefits: • Choose either Strength, Dexterity, or Wisdom when you transform. You have advantage on ability checks made using that ability score. • Your melee weapon attacks deal ld6 bonus damage. The bonus increases to 2d6 at 6th leveL 3d6 at 10th leveL and 4d6 at 14th level • You have natural weapons, such as claws, fangs, or tusks, that you can use to make unarmed strikes. You can use your Dexterity or Wisdom modifier, instead of your Strength modifier, for the attack and damage rolls. When you hit, you deal piercing damage equal to 1 d8 + your modifier, instead of the bludgeoning damage normal for an unarmed strike. You also choose one of the following adaptations each time you transform, gaining its benefits for the duration. Clinging Claws. Your form's natural weapons deal slashing damage instead of piercing damage, and when you hit with an attack using the weapon, you can use a bonus action to attempt to grapple the target. You also have a climbing speed equal to your walking speed, and while you aren't wearing heavy armor, you can climb vertical surfaces and upside down on ceilings without needing to make an ability check. Durable Hide. While you aren't wearing heavy armor, you gain a + 1 bonus to AC and Constitution saving throws. CHAPTER ONE I CHARACTER OPTIONS Feral Agility. Your speed increases by 10 feet and opportunity attacks against you have disadvantage. At 10th level this speed bonus increases to 20 feet. Ponderous Tail Your form's natural weapons deal bludgeoning damage instead of piercing damage, and when you hit with an attack using the weapon, you can use a bonus action to knock the target prone, unless it succeeds on a Strength save against your spell save DC. Primal Senses. You have darkvision that extends out to 120 feet, blindsight that extends out to 30 feet, and advantage on Wisdom (Perception) checks. Ravenous Jaws. When you hit a creature with an attack using your form's natural weapons, if the attack's damage reduces the target to O hit points, you can use a bonus action on that turn to make one additional attack using the same natural weapon. Wild Camouflage. While you aren't wearing heavy armor, you have advantage on Dexterity (Stealth) checks while you are in natural environments, and you can use a bonus action on your turn to take the Hide action. Aquatic Nature. You can breathe underwater and you have a swimming speed equal to your walking speed This option can only be chosen once you have reached your 6th level as a druid Aerial Nature. You have a flying speed equal to your walking speed while you aren't wearing heavy armor. This option can only be chosen once you have reached your 10th level as a druid These benefits last for 10 minutes, until you lose all these temporary hit points, until you end the effect as an action, or until you use your Wild Shape again. You can choose your form's appearance whenever you transform; your choice has no effect on your game statistics. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
WERE-BEAST RESOLVE Starting at 6th leveL your connection to the hybrids of lycanthropy grants you a portion of their lunar resolve. While you are in your Hybrid Form, you have advantage on saving throws against being charmed or frightened, and your form's natural weapons count as magical for the purpose of overcoming resistances and immunities. PRIMAL INSTINCTS At 10th leveL you deepen your primal bond as a hybrid When you choose Strength, Dexterity, or Wisdom while entering your Hybrid Form, you also gain advantage on saving throws using that ability score while in that form. CHIMAERA FORM Starting at 14th leveL when you enter your Hybrid Form, you can choose two adaptations from the list instead of only one. You gain both adaptations while in that form. CIRCLE OF THE SWARM Druids of the Circle of the Swarm believe that no power is greater than the power of a collective will Gathering in secretive councils to make any important decisions, they strive to emulate the cooperative power of animals that form swarms, hordes, or flocks. When their secluded communities are threatened, they can shapeshift into many animals at once to overwhelm attackers. Many druids of this circle dedicate themselves to a particular kind of swarm, such as ravens, rats, snakes, bats, spiders, locusts, or beetles, especially those who worship such animals. Others transform into whatever swarm is best adapted for their environment at the time. ENTER THE SWARM At 2nd leveL you can split your body into separate parts when you transform into an animaL becoming a unified swarm of wild beasts instead of a single creature. When you use your Wild Shape to transform into a beast, you can choose to transform into a Wild Swarm, a special beast spirit that takes the form of a swarm of animals. See its game statistics in the Wild Swarm stat block, which uses your proficiency bonus (PB) in several places. You determine the nature of the beasts in your swarm; your choice has no effect on its game statistics, and you can't use hands even if your beasts have them. Each time you become a Wild Swarm, choose three of the following traits. At least one of the traits that you choose must be AeriaL Aquatic, or Terrestrial You gain each of the chosen traits while the transformation lasts. Aerial You have a flying speed equal to your walking speed, but you aren't immune to the prone condition while using this flying speed This option can only be chosen once you have reached your 8th level as a druid Aquatic. You have a swimming speed equal to your walking speed, and you can breathe both air and water. This option can only be chosen once you have reached your 4th level as a druid Echolocation. You have blindsight out to 30 feet, but it doesn't function while you are deafened In addition, you have advantage on Wisdom (Perception) checks that rely on hearing. WILD SWARM Medium beast ArmorClass 11 + PB (natural armor) Hit Points 6 + your Wisdom modifier+ three times your druid level Speed 30 ft. S1R DEX CON INT WIS CHA 6 (-2) 15 (+2) 13 (+ l) Damage Resistances bludgeoning, piercing, and slashing Condition Immunities grappled, paralyzed, petrified, prone, restrained Senses the same as your normal senses Languages cannot speak Challenge - Proficiency Bonus (PB) equals your bonus Swarm Body. You can occupy another creature's space and vice versa, and you can move through any opening large enough for a Tiny beast. Thrash. You can use a bonus action to expend one spell slot to force each creature of your choice within 5 feet of you to make a Dexterity saving throw against your druid spell save DC, taking bludgeoning, piercing, poison, or slashing damage equal to l d8 per level of the spell slot expended+ PB on a failed save. You choose the type of damage dealt by this trait each time you enter this form. Actions Mob. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target in the swarm's space. Hit: Damage equal to l dl O +PB+ your druid level. The type of damage is the same type that your Thrash trait deals. Keen Senses. You gain darkvision out to 60 feet, and you have proficiency in Perception. When you enter this form, choose either hearing, smelL or sight. You have advantage on Wisdom (Perception) checks using that sense. Grasping Tails. You have advantage on ability checks made to climb. While climbing, you also have advantage on Strength, Dexterity, and Constitution saving throws to avoid being pushed or pulled Sneaky. You have proficiency in Stealth, and you can try to Hide even when you are only lightly obscured Spiderlike. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check, and you ignore all movement restrictions caused by webbing when walking or climbing. Swift. When you enter this form, choose either flying, swimming, or walking. If you have that speed, you increase it by 10 feet and don't provoke opportunity attacks when you use it to move out of an enemy's reach. Terrestrial When you enter this form, you choose to have either a burrowing speed of 5 feet or a climbing speed equal to your walking speed CHAPTER ONE I CHARACTER OPTIONS THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 21
IMPROVED WILD SHAPE Also starting at 2nd leveL you gain the ability to use Wild Shape on your turn as a bonus action or as an action. You choose which each time you use the feature. INSTINCTIVE HORDE At 6th leveL you embrace the instincts and reflexes of the swarm and begin to embody its role in nature. While you are a Wild Swarm, you gain the following benefits. • You don't treat other creatures as difficult terrain. • Your attacks and traits count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. • You have resistance to all damage dealt by your druid spells, and damage from your druid spells can't cause you to lose concentration. You also have advantage on saving throws against your druid spells, and you take no damage on a successful saving throw if your druid spell would normally deal half damage on a success. SACRIFICIAL SPAWNING At 10th leveL you learn how to quickly transform part of your body into a swarm to absorb injury. Whenever you would take non-psychic damage while you are not a Wild Swarm, you can use your reaction before you take the damage to gain temporary hit points equal to your druid level and resistance to bludgeoning, piercing, and slashing damage, which both last until the end of tl;iat turn. Once you use this feature, you can't use it again until you finish a short or long rest. PRIMEVAL SWARM Starting at 14th leveL you become one with the ancient primeval swarms, including the extinct and forgotten ones. Whenever you transform into a Wild Swarm or you start your turn as one, you can change your size to Medium, Large, or Huge, so long as there is enough space around you for your new size. While you are a Wild Swarm, creatures of your choice don't treat your space as difficult terrain. For all other creatures, your space is difficult terrain that costs 3 feet of speed for every 1 feet of movement. A prone creature that is affected by this difficult terrain must spend twice as much speed as normal to stand up. Also, whenever you transform into a Wild Swarm, you can choose four traits to gain instead of only three, and one can be chosen from the following traits in addition to the traits listed in your Enter the Swarm feature. Hearty. You have resistance to poison damage, and you have advantage on saving throws against infection by any disease that you don't already have. Hive Mind You have resistance to psychic damage and advantage on saving throws against being charmed or having your thoughts read against your will Icebom. You have resistance to cold damage, and you ignore all movement restrictions paused by ice or snow. /·.
/ FIGHTER At 3rd leveL a fighter gains the Martial Archetype feature. Here is a new option for that feature: the Deathless. DEATHLESS Some warriors battle as if they are already acquainted with the grave. As still as a corpse until they strike with sudden power and swiftness, unbending in combat even when injured or nearly dead, these fighters are known in legends as Deathless. Some have already died and been returned, perhaps even as undead Others are warded against death by birth, curse, or artifice, such as those favored by a god of death. Yet most deathless are simply too tough - or too lucky- to die so easily. ENDLESS TOIL Beginning when you choose this archetype at 3rd leveL you have advantage on saving throws against disease, and you can't gain exhaustion from physical exertion, such as by traveling, engaging in combat, grappling or restraining a creature, or lifting and throwing things. DEATHLY VIGOR Also at 3rd leveL you become a tireless warrior in battle, capable of recovering from injuries without slowing your assault, and your bursts of vigor grant a speed to your attacks that would exhaust other warriors. When you use a bonus action to regain hit points using your Second Wind feature, you also gain temporary hit points equal to 5 + half your fighter leveL and you can make one weapon attack as part of the same bonus action. Once you reach 7th leveL you also have advantage on this weapon attack. Also, when your turn begins and your Second Wind feature is expended, you can choose to regain it. Once you do, you can't do so again until you finish a long rest. ONE FOOT IN THE GRAVE Starting at 7th leveL you gain resistance to necrotic damage and poison damage, you are immune to disease, and you can't gain any exhaustion except from magical sources. Your grim and ghastly disposition also gives you advantage on Charisma (Intimidation) checks, but not towards celestials, constructs, fiends, or undead GRIM RIPOSTE At 10th leveL your deathly stillness can suddenly give way to bursts of frenzied, ghoulish motion that surprise your foes when their guards are down. When you are hit with a melee weapon attack and you have a weapon or a shield, you can use your reaction to parry the strike, forcing the attacker to reroll the attack roll and use the new result. If this causes the attack to miss, you can also make one weapon attack against the creature that attacked you as part of the reaction. If you use this feature and cause the attacker to miss, you can't use it again until you finish a short or long rest. • THE IMPERMISSICON I will be f/..e f;rsf fo e.xfo{ f/..e virftA.eS of a.n tA.nd.~ a,,,-M)' of C.otA.rse. For one fli.irtJJ f/..e7 don'f nud. food.! !3tA.f tA.nd.~ Ii.voes? I d.on'f liK e f/..aA- M rMl. -Riz.z.rµ: TIRELESS MASTERY Starting at 15th leveL you have advantage on weapon attacks granted by your Grim Riposte feature, and whenever you roll initiative and the feature is expended, you regain the use of it. THE UNDYING At 18th leveL you become something between life and death. You do not lose consciousness or become incapacitated for reaching O hit points, and taking damage while you are at O hit points does not impose any death saving throws. This does not prevent death. In addition, you can regain the use of your Second Wind feature using your Deathly Vigor feature up to three times between long rests, instead of only once.
24 MONK At 3rd leveL a monk gains the Monastic Tradition feature. Here is a new option for it: the Way of the Ghost. WAY OF THE GHOST Monks of the Way of the Ghost walk always between the boundaries of life and death, treading the path of spirits and lost souls as they practice their dark and forbidden style of martial arts. Some masters even glimpse pieces of the true nature of life, death, and the beyond There are no schools that teach this style, only hermetic elders and ancient scrolls. Monks of this style are able to wield the ghostly powers of the beyond, uniting their soul and body as one formidable spectral warrior. GHOST FORM Starting when you choose this tradition at 3rd leveL you can adopt the power of ghosts and spirits, entering the apparition-like state known as the ghost form. On your turn, you can use an action or a bonus action to enter your ghost form, taking on the spectral appearance and energy of a phantom. Your ghost form lasts for 1 minute or until you lose consciousness. While you are in ghost form, you can enter a hostile creature's space and stop there, squeezing doesn't cause you to suffer any disadvantage or grant any advantage, opportunity attacks against you have disadvantage, and you have resistance to damage from opportunity attacks. Once per turn when you are in your ghost form and you hit a creature with one of the attacks granted by your Flurry of Blows feature, you can choose to impose one of the following effects on that target: • It must succeed on a Constitution saving throw or be poisoned until the end of your next turn. • It must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. • It must succeed on a Charisma saving throw or it can't regain hit points until the end of your next turn. Once you use this feature to enter ghost form, you can't do so again until you finish a short or long rest. While you have no uses available, you can spend 2 ki points to enter your ghost form again. BREATH OF THE SOUL At 6th leveL your connection to the realm of the dead becomes a supernatural ward against wickedness. You gain resistance to cold, necrotic, poison, and psychic damage and advantage on saving throws against being frightened, charmed, paralyzed, or possessed In addition, when you enter your ghost form, you also gain temporary hit points equal to your monk level that last until your ghost form ends. Finally, you can magically sense the presence of incorporeal undead, such as ghosts, wraiths, or souls that have been removed from their bodies. You can sense their presence from up to 1 mile away, but you don't know the direction they're in, their numbers, or any other information about them. CHAPTER ONE I CHARACTER OPTIONS -f?; zzo.,K LET Go YouR EARTHLY TETHER Starting at 11th leveL when you enter your ghost form, or as a bonus action while in ghost form, you can spend 2 ki points to gain a flying speed equal to your walking speed that lasts for the duration of your ghost form. While you have this flying speed, you can hover and you have the Incorporeal Movement trait. Incorporeal Movement. You can move through objects as if they were difficult terrain. When you take radiant damage, you can't move through objects until the end of your next turn. If you end your turn or take radiant damage while inside an object, you take 2d10 force damage and you are pushed into the nearest unoccupied space in a random direction. ENTER THE VOID At 17th leveL you master the ability to launch your foe's soul out of their body. Once per turn when you're in your ghost form and you hit a creature that isn't a construct or undead using a monk weapon or unarmed strike, you can spend 2 ki points to strike its soul The attack deals bonus force damage equal to ld12 + your monk level If the attack reduces the target to O hit points, it must make a Charisma saving throw. On a success, it automatically succeeds on this saving throw for the next 24 hours. On a failure, the target's soul is dislodged out of its body. The soul appears in an unoccupied space of its choice within 30 feet of the body. It uses statistics for a specter, except it is invisible and can't attack. Once a minute has passed, the soul can use its action to touch its body and settle inside it, becoming stable and ending the effect. If it is reduced to O hit points, the creature dies and the soul disappears through the veil of death. While a creature's soul is dislodged in this way, it is still alive and doesn't make death saving throws, but it is unconscious and can't regain hit points. If you're in your ghost form and within 5 feet of the body, you can spend ki points equal to the target's challenge rating or level (whichever is higher, minimum 1 ki point) and use your action to disappear into the body and possess it. While you possess a creature's body, you control it, and your body does not exist. Your game statistics are replaced by the statistics of the creature, but you retain your alignment, your hit points, and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your class features, though your class features act as if you aren't in your ghost form. If the target has any class levels, you can't use any of its class features. You remain in possession of the body for 10 minutes or until you are reduced to O hit points. You can also end the possession early as an action on your turn. When the possession ends, the creature's body dies, and its soul disappears through the veil of death. Once you use this feature to possess a body, you can't do so again until you finish a long rest. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
At 3rd leveL a paladin gains the Sacred Oath feature. Here are new options that a paladin can take for that feature: the Oath of Decay, the Oath of Grief, the Oath of Martyrdom, and the Oath of Shadows. OATH OF DECAY The Oath of Decay is a vow to respect and honor death, the dead, and even the undead Its paladins fight against those who would defy their own mortality as well as the reckless fools who spread death but don't honor it. They seek to command and corral undead to serve their true purpose rather than destroy them, embracing the truth and peaceful solace that unites all in death. Paladins of decay aren't actual death knights, though they are often mistaken as such; while most of them are alive, many are undead as welL because virtuous undead that seek a greater purpose often take to the oath. Some who follow the oath revere the power of death knights, emulate them, and even attempt to become one. Others believe death knights have gone too far and must either submit to the proper order of undeath or be destroyed OATH OF DECAY TENETS Despite their fearsome reputation as death knights, the paladins who swear the Oath of Decay are not mindless killing machines. Instead, they follow these dark tenets. All Things End Even that which seems divinely everlasting must come to an end eventually. Those who play at being eternal must be reminded of their mortality. Death is the True Nature. As enchanting as life may be, a lie will always remain a lie. Unliving is the default state of existence, and undeath is the purest form of life. You may let the living linger in their dream for now, but never be afraid to show them their true nature. Decay Before Death. Death in its proper form comes with a warning, a harbinger that signals the coming end You must be the emissary of such decay. Undead Must Be Controlled Undead belong in a hierarchy, with living creatures commanding the topmost undead, and more powerful undead commanding the weaker, less capable ones. Undead that refuse this hierarchy must be made to submit or be destroyed OATH OF DECAY SPELLS Paladin Level Spells 3rd ray of sickness, spasm (pg. 96) 5th blindness/deafness, ray of enfeeblement 9th animate dead, speak with dead 13th agonize (pg. 67), blight 17th antilife shell, danse macabre (XGE) DEATHLY ESSENCE Starting at 3rd leveL your Divine Smite feature deals necrotic damage instead of radiant damage and ignores resistance to necrotic damage when targeting undead In addition, you can choose to have your paladin spells and features treat undead as either monstrosities or undead You make this choice each time you affect an undead with a paladin spell or feature. CHANNEL DIVINITY Also at 3rd leveL you gain two Channel Divinity abilities, Control Undead and Summon Phantom: Control Undead As an action, you can target one undead creature that you can see within 30 feet of you using your Channel Divinity. The target ( or its controller, if it has one already) must succeed on a Wisdom saving throw or else be forced to obey your commands for the next 24 hours, or until you use this Channel Divinity again. An undead whose challenge rating is greater than or equal to your level is immune to this effect. Summon Phantom. As a bonus action, you can use your Channel Divinity to conjure an undead spirit that manifests in an unoccupied space you can see within 15 feet of you. The spirit uses the statistics for a specter, except it has hit points equal to 10 + your paladin leveL its bonus to hit with attacks is equal to your Charisma modifier + your proficiency bonus, and its attacks deal damage equal to ld4 + half of your paladin level The phantom is an ally to you and your companions. In combat, the phantom shares your initiative count, but it takes its turn immediately after yours. It is under your controL and it obeys your mental commands (no action required by you} If given no commands by you, it will defend you. The phantom disappears when it drops to 0 hit points or after 1 minute. CHAPTER ONE I CHARACTER OPTIONS THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01)
AURA OF ANIMATION Starting at 7th leveL when you create an undead using a necromancy spelL the creature's hit point maximum is increased by an amount equal to your paladin level In addition, while you are conscious, you and other friendly living creatures within 10 feet of you have resistance to necrotic damage and advantage on death saving throws, and any undead you control which ends its tum within that range regains hit points equal to half your paladin level This can't restore an undead to more than half of its maximum hit points. Finally, each skeleton and zombie you create using animate dead also adds your proficiency bonus to its Strength, Dexterity, and Constitution saving throws and increases its walking speed by 10 feet, but it only gains these bonuses while it is within the range of this aura. At 18th leveL the range of this aura increases to 30 feet. DECAYING SMITE At 15th leveL any weapon you hold becomes a conduit for the animating forces of undeath. If you expend a spell slot to deal damage to a living creature with your Divine Smite feature and the attack kills the target, you can choose to animate the corpse with deathly magic as part of the attack. The corpse stands up immediately as a zombie with a number of hit points equal to your paladin level It remains animate for 8 hours, after which time it collapses and turns to dust. In combat, the zombie's tum comes immediately after yours. It is under your controL and it obeys your mental commands. If given no commands, it will defend you. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. NECROLORD At 20th leveL you gain access to the very power of death itself. As an action, you can transform into an avatar of undeath. For 1 minute or until you lose consciousness, you gain the following benefits: • You count as undead instead of your normal types. • Enemy creatures that end their tum within 30 feet of you take 10 necrotic damage. • When you hit a creature with a melee weapon attack, if it isn't an undead or construct, it can't regain hit points until the end of your next turn. • When an undead that you control within 30 feet of you would be reduced to O hit points, you can choose to prevent that creature from dying. If you do, it stays at 1 hit point, but it falls prone and is incapacitated until the end of its next turn. • When you are reduced to O hit points, before you become unconscious, you can choose up to 10 undead under your control within 30 feet of you. Each target with a challenge rating lower than your proficiency bonus is destroyed and turned to dust. You instantly regain hit points equal to 1d12 + your Charisma modifier (minimum 1 hit point) for each undead destroyed in this way. Once you use this feature, you can't do so again until you finish a long rest. OATH OF GRIEF Paladins of the Oath of Grief shun false hope and seek to remind the world of the hollow joke of its existence, its lack of purpose, its futility, and its tragic horror. They believe that only by accepting the cruel hand that we are dealt can we find the path to what meager existence can be tolerated Some are wandering knights that follow in the wake of tragedies, consoling the survivors to what is left. Others are dolorous marauders that seek to prove their perspective by spreading evil and misery. TENETS OF GRIEF The brutal realities that paladins of the Oath of Grief hold as tenets may be painfuL but they believe life is better once they are accepted instead of denied Expect the Worst. Surviving is about minimizing pain, not finding happiness. Always expect to suffer and faiL and you'll never be disappointed Beware Everyone. Trust is fleeting, false, and foolish. Never forget that everyone lies to themselves, and that you could be betrayed by anyone at their lowest. Let Go of Your Mind The quest to maintain one's sanity is a futile effort. Embrace the dynamic nature of your mind and accept that you will never be able to truly understand your own inner depths. Reject False Hope.Just as those thrown high into the air will suffer a steep falL those sent high by hope will inevitably crash down all the more hard when the cold reality hits them. Deny hope in yourself and others. Stay safely on the ground Life Has No Meaning. Do not believe such silly lies. THE IMPERMISSICON
OATH OF GRIEF SPELLS You gain oath spells at the paladin levels listed Paladin Level Spells 3rd cause fear (XGE), dissonant whispers 5th calm emotions, earthbind (XGE) 9th enemies abound (XGE), fear 1 3th confusion, phantasmal killer 17th phantasmal plunge (pg. 88), telekinesis DOLOROUS SMITE Starting at 3rd leveL your Divine Smite deals psychic damage instead of radiant damage. CHANNEL DIVINITY When you take this oath at 3rd leveL you gain the following two Channel Divinity options. Evoke Malaise. You can use your Channel Divinity to remove all motivation from a creature. As an action, you choose one creature you can see within 30 feet. The target must make a Charisma saving throw. Fey make this saving throw with disadvantage. On a failure, the creature can't take actions or reactions for 1 minute. It repeats the saving throw at the end of each of its turns, ending the effect on a success. The effect also ends if the creature takes damage from you or your allies. Weight of Despair. You can use your Channel Divinity to cover an area in crushing gravity. As an action, choose a point within 60 feet. A 10-foot radius 30-foot tall cylinder of crushing gravity forms with the point as its center for 1 minute. The space within the area is difficult terrain for creatures other than you. Each creature other than you that starts its tum in the area must make a Strength saving throw. Celestials make this saving throw with disadvantage. On a failed saving throw, a creature is knocked prone. You can use a bonus action to end the effect early. AURA OF PARANOIA Starting at 7th leveL while you are conscious, you and friendly creatures within 10 feet of you can't be surprised and have advantage on saving throws against traps and on ability checks made for initiative. At 18th leveL the range of this aura increases to 30 feet. Starting at 15th leveL prone enemy creatures within 5 feet of you have disadvantage on Wisdom and Charisma saving throws, and must make a Wisdom saving throw against your paladin spell save DC when trying to stand up. On a failure, a creature cannot stand up that turn. IDOL OF DESPONDENCY At 20th leveL you can channel the forces of grief, fear, hopelessness, and misery into your very body. As an action, you can transform into an avatar of dread For 1 minute or until you lose consciousness, you have advantage on Charisma (Intimidation) checks, and each enemy creature that begins its turn within 60 feet of you becomes frightened of you if it can see you. A creature remains frightened of you until it deals you damage, it makes you roll a saving throw that you faiL or the transformation ends, at which point it can't become frightened by your transformation for 1 minute. When a creature becomes frightened in this way, it must succeed on a Wisdom saving throw or else fall prone and be incapacitated until the turn ends. After activating this feature, you can't do so again until you finish a long rest. OATH OF MARTYRDOM The Oath of Martyrdom is a vow to sacrifice oneself for the good of others. Those who swear to it believe in the power of shedding their own blood for what is right, and this faith imbues their blood with divine power. Paladins of any alignment might follow this oath and its tenets. OATH OF MARTYRDOM TENETS Though many chide them as being too self-sacrificial to achieve anything in the long-term, those who follow the Oath of Martyrdom still swear to these tenets. Sacrifice Yourself First. Martyrdom is the greatest path that you can walk. Your sacrifice will reward others. An Eye for An Eye. Those who cause undue pain are due the same pain in return. You must deliver this pain. Inspiration from Pain. Your pain has a purpose. You must not ask "why does this happen to me?" but instead use your pain as inspiration and ask "who else hurts like this and needs the assistance of one who understands?" Wear Scars as Badges. There is glory in blood Your scars are not blemishes, but signs of the blood you have spilled for others. Wear them proudly. Your capacity to withstand pain in all its forms will inspire your allies. OATH OF MARTYRDOM SPELLS Paladin Level Spells 3rd compelled duel, hellish rebuke 5th infuse blood (pg. 82), warding bond 9th beacon of hope, life transference (XGE) 13th aura oflife, vengeful smite (pg. 100) 17th destructive wave, grim terror (pg. 80) CHAPTER ONE I CHARACTER OPTIONS THE IMPERMISSICON FANMADE HOMFBREW D&D UNLEASHED (vl.01) 27
28 CHANNEL DIVINITY At 3rd leveL you gain two Channel Divinity abilities, Judge by Blood and Martyr's Glory: Judge by Blood When you take damage that isn't poison or psychic damage, you can use your reaction and your Channel Divinity to inflict your pain back upon your foes through the divine power inside your blood Each creature of your choice within 10 feet of you takes psychic damage equal to ldl0 + half your paladin level Martyr's Glory. As an action, you taunt your foes into attacking only you, using your Channel Divinity. Each creature of your choice within 20 feet of you must make a Wisdom saving throw. On a failure, a creature suffers disadvantage on all attack rolls made against any target other than you for 1 minute. It repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Fiends and undead have disadvantage on the saving throw. AURA OF INSPIRATION Starting at 7th leveL when you take damage while you are conscious, you can choose to grant other creatures of your choice within 10 feet of you temporary hit points equal to your proficiency bonus. These temporary hit points last until the end of your next turn, and you cannot grant the temporary hit points again until the start of your next turn. At level 18, the radius of this feature increases to 30 feet. WHAT DOESN'T KILL ME Also at 7th leveL when your blood is spilt, it inspires the divine power lurking in you and empowers your body. While you have no more than half of your hit points remaining, you have advantage on Strength checks and saving throws. BLOOD RITES Starting at 15th leveL you can channel magic past your limits by releasing the divine power in your own blood As a bonus action, you can spill your blood and spend up to 5 of your remaining hit dice, but you do not regain hit points. Instead, you take ld8 necrotic damage that ignores resistance and immunity per hit die expended The next paladin spell you cast on this turn is also a Blood spell in addition to its other schools and does not require a spell slot if it would normally expend a spell slot of a level equal to or less than the number of hit dice you expended If the casting time is 1 bonus action, you can cast the spell as part of using this feature. However, the spell can't restore a dead creature to life. Also, unless it is a necromancy spelL it can't cause any creature to regain hit points; instead of restoring hit points, it grants temporary hit points equal to half as many hit points as it would have restored You cannot use this feature to cast a spell at a level higher than you have spell slots for ( expended or otherwise~ and you can't expend more hit dice using this feature than one-third of your paladin level before finishing a long rest. CHAPTER ONE I CHARACTER OPTIONS SACRIFICIAL REBIRTH At 20th level you gain the ability to make the ultimate sacrifice as a martyr, knowing that you will return. When you are reduced to 0 hit points, you can choose to sacrifice yourself in order to inspire and protect your allies. You instantly die, but you are not removed from the initiative order and your magic items stay attuned At the start of your next turn, you return to life with your body restored and half of your hit points remaining, along with 100 temporary hit points. Each creature of your choice within 120 feet of you that can see or hear you gains 50 temporary hit points that last for 1 minute. Other creatures with these temporary hit points can't be charmed or frightened within your Aura of Inspiration. Once you use this feature, you can't use it again until you finish a long rest. OATH OF SHADOWS The Oath of Shadows is a secretive code, sworn by those paladins who realize that they cannot do what they must by the light of day. They take to the night and shadows, cloaking themselves in power drawn from the ShadowfelL turning the darkness against their foes. Some are selfish blackguards seeking personal wealth, while others are vigilante heroes seeking to root out evil that is normally shielded by the law. TENETS OF SHADOWS Each paladin who swears to the Oath of Shadows decides for themselves what is truly right and wrong, and though they range from good to eviL they are rarely lawful StilL they share certain tenets about how to enact their morality on the world Cast a Great Shadow. You know that just as a shadow can loom much larger than its source, the idea of you can be far more terrifying than you yourself. Use any dramatic flourish, imposing costume, or mysterious tactic you can to leave your foes telling fearful tales of you long after you have left them. The shadow you cast over your foes is your greatest weapon. Shades of Gray. No one is entirely good or evil There is no moral black and white, only shades of gray. Even those with the best intentions can commit eviL and even those who seem irredeemable can still change for the better. One should not slay the wicked in thoughtless haste, for they may not be so wicked forever, and the slayer may not be so righteous. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
Remain Cowled The night and shadow are your cloak and cowL guarding you from those who would stymie your efforts out of a misguided hunger for transparency and "truth." But darkness and deception are not inherently good or bad - they are tools that can be used for any cause. Stay within the safety of the darkness, and always keep your true nature private and hidden except from your most trusted allies. Do What Must Be Done. Laws, norms, and rules have a purpose and a place, but you belong outside that place. You must do what you believe is correct in the privacy of your heart, even if it means being a vigilante, pariah, or criminal OATH OF SHADOWS SPELLS Paladin Level Spells 3rd blackout (pg. 6 9), disguise self 5th darkness, misty step 9th fear, nondetection 13th greater invisibility, phantasmal killer 17th chilling darkness (pg. 71 ), seeming CHANNEL DIVINITY When you take this oath at 3rd leveL you gain the following two Channel Divinity abilities. Eyes in the Dark. As a bonus action, you can use your Channel Divinity to imbue your eyes with shadow power. For 1 minute, you can see normally in darkness, both magical and nonmagicaL to a distance of 60 feet. If you normally have darkvision, this distance increases to 120 feet. You can also see invisible creatures within 15 feet of you for the duration. This effect instantly ends if you become incapacitated Shadow Jaunt. As a bonus action, you can use your Channel Divinity to dive through your own shadow and emerge out of the shadow of a nearby creature. You teleport up to 60 feet to an unoccupied space within 5 feet of another creature that you can see. SHADOW SMITE At 3rd leveL you choose either force damage or psychic damage. Your Divine Smite feature deals that type of damage instead of radiant damage. AURA OF MENACE Starting at 7th leveL when a creature within 5 feet of you makes a weapon attack against a friendly creature and you are conscious, you can impose disadvantage on the attack roll You choose before the roll is made. At 18th leveL the range of this aura increases to 15 feet. NIGHTFALL Also at 7th leveL you learn to float like a shadow. You never suffer disadvantage on Dexterity (Stealth) checks for wearing armor if you are proficient with that armor. In addition, when you falL if you are in dim light or darkness, you silently fall only 60 feet per round and do not take falling damage. Finally, when you end a conversation with a friendly creature, you can use your reaction to silently move up to 30 feet and Hide while the creature isn't looking at you. You can't do this if you or the creature are fighting anything or in any immediate danger (DM's discretion} EBON ADVANCE Starting at 15th leveL you can step through the Shadowfell to descend upon your foes in a cloak of pure darkness. You can use a bonus action on your turn to teleport up to 120 feet to an unoccupied space that you can see. Until the end of your next turn, your space is filled with magical darkness that you can see normally in. The darkness moves with you. Once you use this feature, you cannot use it again until you finish a short or long rest. PHANTOM KNIGHT At 20th leveL you gain the ability to take on the ghastly form of shadow itself. As an action, you can immerse yourself with shadow energy. For 1 minute or until you lose consciousness, you have resistance to all damage except psychic and radiant damage, you have a flying speed equal to your walking speed, you can hover, and you have the Incorporeal Movement trait: • Incorporeal Movement. You can move through other creatures and objects as if they were difficult terrain. When you take radiant damage, you can't move through objects until the end of your next turn. If you end your tum or take radiant damage while inside an object, you take 2d10 force damage and you are pushed into the nearest unoccupied space in a random direction. Once you use this feature, you cannot use it again until you finish a long rest. CHAPTER ONE I CHARACTER OPTIONS THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 29
30 At 1st leveL a ranger gains the Ranger Archetype feature. Here are new options for that feature: the Lycanthrope and the Plague Warden. LYCANTHROPE You are some form of lycanthrope, a carrier of a curse that threatens to transform your body and mind to that of a dreadful beast, hungry for bloodshed and carnage. LYCANTHROPE MAGIC Starting at 3rd leveL you learn an additional spell when you reach certain levels in this class, as shown in the Lycanthrope Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can know, and it cannot be replaced when you gain a level in this class. If you and your DM agree, you can replace any number of these spells with spells that better fit your particular style of lycanthropy. LYCANTHROPE SPELLS Ranger Level Spells 3rd expeditious retreat 5th blur 9th 13th 17th WILD FORM fear confusion grim terror (pg. 80) Also at 3rd leveL your curse of lycanthropy enables you to take on the shape of a bestial hybrid, a savage fusion between beast and humanoid You can use a bonus action to transform into your hybrid form for 10 minutes, until you end the effect as an action, or until you are reduced to O hit points. You determine the appearance of your hybrid form; your choice has no effect on your statistics. While you are transformed, you count as a beast in addition to your normal creature type or types, and you gain the following benefits. • Your speed is increased by 10 feet. • You gain darkvision out to a range of 60 feet. • You have advantage on Wisdom (Perception) checks and Dexterity (Stealth) checks. • You have natural weapons, either claws or fangs, that you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to ld8 + your Strength modifier or your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike, and you can use your Dexterity instead of your Strength score for the attack roll CHAPTER ONE I CHARACTER OPTIONS • When you take the attack action on your turn, if you hit with an attack and the attack's damage reduces the target to O hit points, or if the attack reduces the target's hit points below half of its maximum and the target has blood, you can make one additional weapon attack as part of that action, although you must use a natural weapon for the attack. Alternatively, you can take the Dash action or the Disengage action instead of making this additional weapon attack. Either way, you can't do this more than once per turn. When the feature ends, you resume the form you were in when it began. Once you use this feature, you can't use it again until you finish a short or long rest, unless you expend a spell slot of 1st-level or higher to do so. BEAST SHAPE At 7th leveL you embrace the beast within you, allowing you to transform into its shape. Choose one beast from the list below, corresponding with your form of lycanthropy. You can use an action on your turn to transform into that beast. Whenever you gain a level in the ranger class, you can choose a different beast from the list, if your DM allows, replacing your previous choice with your new one. Ape Boar Black Bear Constrictor Snake Crocodile Giant Rat Giant Wolf Spider Panther Reef Shark Wolf Your transformation into a beast follows all the same rules as the druid's Wild Shape class feature, except your statistics for your hit points, AC, and Constitution score all remain unchanged, and you keep any special senses you possess in your true form. Your transformation lasts up to 10 minutes, or until you are reduced to 0 hit points or choose to end it as an action. When the transformation ends, you resume the form you were in when it began. Once you enter this form, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st-level or higher to do so. Whenever you use this feature or your Wild Form feature, you gain temporary hit points equal to your ranger leveL you have advantage on saving throws against being charmed, frightened, or paralyzed, and your natural weapons also count as magical for the purposes of overcoming any resistances or immunities. These benefits last until your transformation ends. FERAL WEAPONRY Starting at 11th leveL you don't need to reduce a target's hit points to make an additional attack or take the Dash or Disengage action using your Wild Form feature, and the feature treats all creatures as if they have blood In addition, when you reduce a creature to O hit points or reduce its hit points below half of its maximum, you can use any weapon to make the additional weapon attack, instead of requiring a natural weapon. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
MONSTROUS HIDE At 15th leveL your toughness as a lycanthrope grows to new heights. When you are hit by an attack, you can use your reaction to guard yourself before any damage is dealt, gaining resistance to bludgeoning, piercing, and slashing damage dealt by nonmagical attacks that don't use silvered weapons until the end of the turn. PLAGUE WARDEN Some rangers devote themselves to protecting society from the ravages of contagious disease and poisonous pollutants. Known as plague wardens, such rangers use their martial prowess to fight against disease-spreading monsters and those who would poison the world, augmenting their fighting with miasma absorbed from their surroundings. Using their skills and magic to cure those afflicted by toxins and brewing poisons to wield against their enemies, plague wardens tread unafraid into the diseased and corrupted places to do their work. PLAGUE WARDEN MAGIC Starting at 3rd leveL you learn an additional spell when you reach certain levels in this class, as shown in the Plague Warden Spells table. If the table lists multiple spells for a leveL you choose only one of them to learn. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can know. These spells can't be replaced when you gain a level in this class, but instead you can change your decision for one level on the table. PLAGUE WARDEN SPELLS Ranger Level Spells 3rd purify food and drink, spasm (pg. 96) 5th lesser restoration 9th plague vector (pg. 8 9), stinking cloud l 3th envenomed weapon (pg. 7 7) 17th cloudkil/, contagion MIASMA INFUSION At 3rd leveL you gain the ability to infuse your weapons and magic with noxious miasma. On your turn, when you hit a creature with a weapon attack or deal a creature poison damage or necrotic damage, you can cause the attack or effect to deal ld6 bonus poison damage. If the creature is immune to poison damage, this feature adds ld4 necrotic damage instead, or ld6 necrotic damage if it is among your favored enemies. You cannot use this feature more than once per turn. PLAGUE DOCTOR Also at 3rd leveL you become preternaturally aware of the presence and nature of toxins. You gain proficiency in the Medicine skilL in herbalism kits, or in poisoner's kits (your choice). You can also cast detect poison and disease as a ranger spell without expending a spell slot or requiring components. You can use this feature to cast the spell a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. TOXIN TOLERANCE Starting at level 7, you gain resistance to poison and necrotic damage, and you have advantage on saving throws against poison or disease. You are also immune to the effects caused by any stench or bad smelL such as the stinking cloud spell INFECTIOUS CORRUPTION At 11th leveL you learn how to spread miasma from foe to foe, increasing its power as it spreads. When you deal damage to a creature using your Miasma Infusion feature, you can also deal ld8 poison damage to up to two other creatures of your choice within 15 feet of the target. If a creature is immune to poison damage, it takes ld6 necrotic damage instead, or ld8 necrotic damage if it is among your favored enemies. FuMING WOUNDS Starting at 15th leveL your wounds and injuries give off noxious fumes that you direct. When a creature hits you with a melee attack, you can use your reaction to expose the attacker to these poisonous fumes. The attacker must succeed on a Constitution saving throw against your ranger spell save DC or become poisoned until the end of its next turn. If it can't be poisoned, its speed is reduced by 10 feet for the same duration instead CHAPTER ONE I CHARACTER OPTIONS THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 31
ROGUE At 3rd leveL a rogue gains the Roguish Archetype feature. Here are two new undead-style options for that feature: the Shadow, and the Vampire. SHADOW You have obtained the power of ghosts and apparitions, and you use it to skulk and fight like a deadly shadow, vanishing and reappearing to spook your foes, passing through walls, and striking through your foes' armor. You might have gained this ability through a dark rituaL or perhaps you were born upon desecrated ground and it influenced you in unseen ways. You might have even developed these powers after dying and being brought back to life by powerful necromancy. SPECTRAL SKULK Starting at 3rd leveL you can phase your body into and out of the Ethereal Plane in a limited way, much like a ghost can. You can use a bonus action on your turn to teleport up to 30 feet to an unoccupied space that you can see, and then you can choose to Hide as part of that bonus action. If you don't Hide, each creature within 5 feet of you when you appear is startled until the end of that turn. You can use your Sneak Attack against a startled target even if you don't have advantage on the attack rolL but not if you have disadvantage on it. In addition, you can use your action to reach one of your arms through solid material within 5 feet of you as you phase your arm into the Ethereal Plane. You can interact with an object as part of this action, and when you do so, one arm of your choice, along with anything you are wearing on that arm, can ignore the presence of solid objects of your choice, even solid walls, passing harmlessly through them with your arm. You can still grab and hold objects that you do not choose to pass through, but you can only carry them through solid material if what you are carrying in that arm weighs less than half of your Strength score in pounds. You can reach through most materials using this action, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't use this action to make an attack. You can only use this bonus action and this action a number of times each equal to your proficiency bonus. You regain all expended uses for both portions of this feature when you finish a long rest. GHOST AsSASSIN At 9th leveL you gain the ability to wreathe your weapons in spectral energy. During your turns, your weapon attacks count as magical for the purpose of overcoming damage resistances and immunities. In addition, you can use a bonus action to see with ghostly sight. For the next 1 minute, you can see other creatures that are invisible as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. Once you use this feature to see with ghostly sight, you can't do so again until you finish a short or long rest. SHADOW FORM Starting at 13th leveL you can use a bonus action on your turn to transform into a ghostly apparition for 1 minute. While in this form, you have the Incorporeal Movement trait, attackers have disadvantage on opportunity attack rolls against you, you have resistance to damage dealt by opportunity attacks, you gain a flying speed equal to half your speed, and you can hover. • Incorporeal Movement. You can move through other creatures and objects as if they were difficult terrain. When you take radiant damage, you can't move through objects until the end of your next turn. If you end your turn or take radiant damage while inside an object, you take 2d10 force damage and you are pushed into the nearest unoccupied space in a random direction. Once you have used this feature, you can't use it again until you finish a short or long rest. PENETRATE ARMOR At 17th leveL you learn how to use your powers of phasing to pass directly through your opponent's defenses. When you make a weapon attack against a creature, you can choose to phase your attack so that you ignore armor. Instead of you rolling for the attack, your target must succeed on a Dexterity saving throw or else be hit by your attack automatically. The DC for this saving throw ' is equal to 8 + Dexterity modifier + your proficiency bonus. The target has disadvantage on the saving throw if you would have had advantage on the attack rolL and , it has advantage if you would have had disadvantage on the attack roll If the target rolls a 1 or a 2 on the d20 for its saving throw, the attack critically hits. THE IMPERMISSICON
VAMPIRE You are an undead that stalks in darkness and feeds on the blood of the living: a vampire. Perhaps you chose this existence, or perhaps it was forced on you. Either way, you must now survive as a hated monster. CREATURE OF THE NIGHT When you choose this archetype at 3rd leveL your body changes along with your vampiric transformation. You are an undead instead of your normal creature type. In addition, you gain the following benefits. Dark.vision. You can see normally in dim light and darkness out to a range of 60 feet. If another source grants you darkvision, this range increases to 120 feet. Fangs and Claws. Your mouth has fangs, allowing it to be used as a weapon that deals ld8 piercing damage on a hit. Your hands have claws, and each hand can be used as a weapon when it is empty, dealing ld8 slashing damage on a hit. Each weapon has the finesse property. When you hit with an attack using your fangs and use your Sneak Attack feature, the extra damage is necrotic. Spider Climb. You have a climbing speed equal to your walking speed, and you can climb vertical surfaces and upside down on ceilings without needing to make an ability check. However, you permanently suffer the following flaws. Forbiddance. You can't enter a residence without an invitation from one of the occupants. Harmed by Running Water. You take acid damage equal to 5 + your level whenever you end your turn in running water. No Reflection. You do not appear in reflections. Stake to the Heart. If a piercing weapon made of wood is driven into your heart while you are incapacitated, you are paralyzed until the stake is removed Sunlight Hypersensitivity. You take radiant damage equal to 5 + your level whenever you start your turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks. VAMPIRIC HEALING Starting at 3rd leveL your vampiric nature lets you heal yourself, both from your innate regeneration and from the life you drain through drinking blood When you hit a target with an attack using your fangs and you use your Sneak Attack feature, if the target has blood, you can choose to regain a number of hit points equal to your rogue level + your proficiency bonus. This can't restore more hit points than the amount of damage dealt by your Sneak Attack feature for that attack. Once you regain hit points in this way, you can't do so again until you finish a long rest. The number of times you can do so per long rest increases by one when you reach 11th level and 17th level in this class. In addition, you can use a bonus action to spend up to a number of hit dice equal to half your proficiency bonus and regain hit points as if you had finished a short rest. Whenever you take radiant damage, you can't spend hit dice in this way until the end of your next turn. DARK COMMAND At 9th leveL you begin to awaken your vampiric talents. You gain resistance to necrotic damage. Also, you can cast charm person without requiring components. You can also cast the new conjure critters spell (pg. 72) using only verbal components and without concentration, but the beasts appear after ld4 rounds, they aren't considered fey, and you can only conjure bats, rats, swarms of bats, and swarms of rats. The level of each spell is equal to half your proficiency bonus, and your spellcasting ability for them is Charisma. You can end the effects of either spell as a bonus action. You can only use this feature to cast a spell twice. You regain both expended uses when you finish a long rest. UNCANNY TRANSFORMATION At 13th leveL you discover how to change your body into classic vampiric forms. When you aren't in sunlight or running water, you can use your action to take the shape of a bat or a cloud of mist, or transform back into your true form. While in bat form, you can't speak or make attacks, your walking speed is 5 feet, you are Tiny, and you have a flying speed of 30 feet. Your other statistics remain unchanged While in mist form, the effects are the same as those of the gaseous form spelL except that you don't gain any resistance to damage or advantage on saving throws. When you transform, anything you are wearing transforms with you, but nothing you are carrying does. You revert to your true form if you die. When you use your Uncanny Dodge feature, you can also transform using this feature as part of the reaction. Once you transform as part of a reaction, you can't do so again until you finish a short or long rest. CUNNING PREDATOR At 17th leveL you achieve mastery over your vampiric traits. You can use your Dark Command and Uncanny Transformation features as bonus actions. When you do so, you can also spend hit dice using your Vampiric Healing feature as part of the same bonus action. In addition, you regain all your missing hit dice when you finish a long rest, instead of only half, and when you spend hit dice to regain hit points, you can roll each hit die twice and use the higher result. CHAPTER ONE I CHARACTER OPTIONS THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 33
34 SORCERER At 1st leveL a sorcerer gains the Sorcerous Origin feature. Here is a new option for that feature: Blood Sorcery. BLOOD SORCERY Your magic is the magic within all living blood - and in your blood more than others. Blood magic comes easily to you, and you find that your blood is strong, and getting stronger the more you draw on its magical power. Most who have their blood continually tapped for magic begin to suffer illness and frailty, but your blood is different in some way. Perhaps your blood is growing stronger the way warriors train their muscles, or perhaps your blood carries a gift made for blood magic itself. Whatever it is, you feel your heartbeat grow stronger and louder with every growth in sanguine power. RESILIENT BLOOD At 1st leveL your blood is infused with resilient life energy, allowing you to draw more from that wellspring. You have one bonus sorcerer hit die. You gain another bonus hit die when you reach 5th leveL 11th leveL 17th leveL and 20th level in this class. These hit dice do not increase your hit point maximum. Also, when you finish a short rest, you can choose to regain hit points equal to your Constitution modifier + half your sorcerer level (minimum l} Once you do so, you can't do so again until you finish a long rest. Finally, when you reach 6th leveL you gain advantage on saving throws made to resist blood magic or disease. HEMATURGY Starting at 1st leveL you gain the ability to cast beyond your limits by sacrificing the vital life force inside your own blood As a bonus action, you can spill your own blood and spend up to 5 of your remaining hit dice, but instead of healing you take ld8 necrotic damage per hit die expended that ignores resistance and immunity. This damage doesn't cause saving throws to maintain concentration. The next sorcerer spell you cast on this turn is also a Blood spell in addition to its other schools and does not require a spell slot if it would normally expend a spell slot of a level equal to or less than the number of hit dice you expended If the casting time is 1 bonus action, you can cast the spell as part of using this feature. You can also use your bonus action to trade your life force for sorcerous control As a bonus action on your turn, you can choose to expend any number of hit dice you have, regaining 1 expended sorcery point for each hit die you expend in exchange. You can't use this feature to cast a spell at a level higher than you have spell slots for, and you can't expend more hit dice using this feature than half your sorcerer level (minimum 1) before finishing a long rest. CHAPTER ONE I CHARACTER OPTIONS BLEEDM.AGIC At 6th leveL you gain the ability to cast spells when you are wounded, turning the blood spilt from your veins into magic as you bleed When you take slashing, bludgeoning, or piercing damage or damage from a Blood spelL if you have no more than half of your hit points remaining after taking damage, you can spend 2 sorcery points and use your reaction to cast one spell that would normally require an action or bonus action to cast. If you do so, you can't cast spells of 1st-level or higher on your next tum. CRIMSON POWER Starting at 14th leveL you learn how to make use of the blood your enemies have already spilled from you to strengthen your magic beyond its normal limits even as your blood magically shields you from harm. While you have no more half your hit points remaining, you gain a + 1 bonus to AC and saving throws. If you roll damage for one of your sorcerer spells during this time, you add your proficiency bonus as bonus damage. A creature can only take this bonus damage once per tum. ENDLESS BLOOD At 18th leveL you become a magical font of blood Your veins and arteries seem to never deplete of blood At the start of each of your turns, you regain hit points equal to 3 + your Constitution modifier (minimum one hit point) if you have no more than half of your hit points left. You don't gain this benefit if you have O hit points, and this healing can't restore your hit points to more than half of your maximum hit points. In addition, when you roll hit dice to regain hit points, you can roll twice and use the higher result, and when you roll damage for your Hematurgy feature, you can roll twice and use the lower result. Finally, you regain all your missing hit dice when you finish a long rest, instead of only half of them. D&D UNLEASHED (vl.01) FANMADE HOMEBREW TI-TE IMPERMISSICON
WAR.LOCK At 1st leveL a warlock chooses an Otherworldly Patron. Here are new forbidden-magic options for that feature: The Defiler and The Progenitor. After those, there are The Dark Lord and The Phantasm, two new alternate spell lists for some existing warlock patrons, as well as new options for a warlock's Pact Boon feature. THE DEFILER You have made ---------------- a pact with a magical entity that defiles and corrupts. Your patron is a source of foul blight and toxicity, such as a hag coven, a powerful elder ooze, a yuan-ti archpriest, an archfiend of corruption, a noxious disease-spreading undead, or even a poisonous spirit of nature, such as a mysterious three-headed snake, That Which Rots, or the crocodilian Dragon of the Swamp. Defilers have clear motivations, yet their methods for reaching their goals are often circuitous and inscrutable to their followers. Defilers are not always eviL but they universally desire to spread their form of corruption, blight, disease, or poison to the world Some see this as a gift, while others knowingly strive to cause torment. EXPANDED SPELL LIST The Defiler 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. DEFILER EXPANDED SPELLS Spell Level Spells l st 2nd 3rd 4th 5th ray of sickness, Tasha's caustic brew (TCE) blindness/deafness, Melfs acid arrow stinking cloud, toxic breath (pg. l 00) venom lash (pg. l 01 ), vitriolic sphere (XGE) cloudkil/, noxious geyser (pg. 8 5) WITHERING AFFUCTION Starting at 1st leveL your patron grants you the ability to inflict painful maladies. Choose one of acid splash, chill touch, or poison spray. You learn the chosen cantrip as a warlock spelL and it doesn't count against the number of cantrips you can learn as a warlock. In addition, when you deal acid, necrotic, or poison damage to a creature using a weapon attack or a warlock spelL you can choose to afflict the creature with magical corruption. The target must succeed on a Constitution saving throw against your warlock spell save DC or else become poisoned for 1 minute. While it is poisoned, the target repeats the saving throw at the end of each of its turns, ending the effect on a success, and taking poison damage equal to your proficiency bonus on a failure. You can only use this feature to poison a creature two times, and you regain all expended uses when you finish a long rest. The number of uses per long rest increases to 3 at 5th leveL 4 at 11th leveL and 5 at 17th level AGENT OF CORRUPTION Starting at 6th leveL you become attuned to the essence of corruption itself. You gain resistance to acid damage and poison damage, and you have advantage on saving throws made against poison or disease. In addition, once per turn, when one of your weapon attacks or warlock spells deals acid, necrotic, or poison damage to a creature that is already poisoned, you can increase the damage that creature takes by an amount equal to your Charisma modifier (minimum+ l} SICKENING WARD At 10th leveL your patron gifts you with a shield of toxic mist to sicken your attackers. When a creature within 15 feet of you hits you with an attack, you can use your reaction to shroud the attacker in poisonous mist. The attacker rerolls the attack roll and uses the new result. After the attack, it must also succeed on a Constitution saving throw against your warlock spell save DC or else it is poisoned until the end of its next tum. Once you use this feature, you cannot use it again until you finish a short or long rest. TORMENTING TOXINS At 14th leveL you learn how to strengthen the ailments ravaging your foes. When a creature you can see within 30 feet of you makes a saving throw against one of your warlock spells that deals acid, necrotic, or poison damage or causes a creature to gain exhaustion or be blinded, deafened, poisoned, or diseased, if you cast the spell on a previous tum, you can use your reaction to roll ld8 and subtract the result from the creature's saving throw. Also, your warlock spells and class features ignore immunity to the poisoned condition and treat immunity to poison damage as only resistance to poison damage. Any creature that otherwise can't be poisoned still has advantage on saving throws against being poisoned by your warlock spells and class features. CHAPTER ONE I CHARACTER OPTIONS D&D UNLEASHED (vl.01) 35
36 THE PROGENITOR Your patron is the very oldest of their lineage of bestial monsters, perhaps even the first of their kind, whose contagious curse transforms its victims into more of their kind This ancient predator and prime elder to generations has inducted you into their dark bloodline, granting you the wicked powers you wield at the cost of the curse they have now spread to you. Perhaps they expect you to help them fulfill their ambitions, or maybe they only wish for you to bring others into the family. Your patron might be a werewolf leading a pack of lycanthropes, a prime vampire creating lesser minions for their ancient schemes, your grandmother hag who takes the form of frogs and toads, an exiled shaman who begat a cursed race of spider-people, the eldest of a witchs' coven that shapeshift as cats or ravens, or some other dark progenitor altogether ... EXPANDED SPELL LIST The Progenitor patron 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. PROGENITOR EXPANDED SPELLS Spell Level Spells l st animal friendship, conjure critters (pg. 72) 2nd beast sense, locate animals or plants 3rd bestow curse, conjure animals 4th dominate beast, locate creature 5th commune with nature, stampede of savagery (from The Elements & Beyond) BEAST OF THE CURSE At 1st leveL your patron's gifts grant you a connection to a lineage of beasts associated with your patron. Choose either bats, bears, boars, cats, frogs, lizards, octopuses, owls, rats, ravens, snakes, spiders, or wolves to be your and your patron's cursed beasts. You can comprehend and verbally communicate with your chosen beasts and any closely related beasts (such as dogs if you chose wolves} The effects are the same as for the speak with animals spells. When you conjure beasts using a warlock spelL the beasts must be chosen from your Bestial Reflections list CHAPTER O1\/E I CHARACTER OPTIONS for your cursed beast or larger beasts of the same kind For example, a warlock who chose ravens might conjure a crow, even though it isn't on their list, if the DM allows it. Your DM has the final say on whether a beast is of the same kind or not. BESTIAL REFLECTIONS Cursed Beast Reflection Creatures Bat Bear Boar Cat Frog Lizard Octopus Owl Rat Raven Snake Spider Wolf Bat, giant bat, swarm of bats Badger (bear cub), black bear, brown bear Boar, giant boar Cat, panther, tiger Frog, giant frog, giant toad Crocodile, giant lizard, lizard Giant octopus, octopus Giant owl, owl Giant rat, rat, swarm ofrats Raven, swarm of ravens Constrictor snake, poisonous snake, swarm of poisonous snakes Giant wolf spider, spider, swarm of spiders Dire wolf, jackal, wolf CURSED SHAPECHANGER Starting at 1st leveL you can use an action to transform into a humanoid-beast-hybrid called your cursed form or back to your true form. The hybrid form is a fusion of your natural body and your cursed beast. Though your stature changes slightly, your size and statistics are the same in each form, and any equipment you are carrying or wearing remains the same, albeit fitting differently. While in your cursed form, you count as a beast in addition to your normal types. You can be affected by a game effect if it works on any of your creature types. Also, your bite and your claws are natural weapons that you are proficient with, which use either your Strength, Dexterity, or Charisma (whichever is highest) and deal piercing damage equal to 1d8 + that ability modifier. In addition, when you gain this feature, you choose one of the following traits, which you benefit from while in your cursed form. Whenever you gain a level in this class, you can change your decision for this feature. Agile. You have proficiency in the Acrobatics skilL and you can determine your jumping distance using your Dexterity score or Strength score, whichever is higher. Burly. You have proficiency in the Athletics skilL and you determine your carrying capacity as if you were one size larger. Canny. You have proficiency in the Perception skill Looming. You have proficiency in the Intimidation skill Also, you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Sneaky. You have proficiency in the Stealth skill D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
Your cursed form and your true form are not easily recognizable as the same person, which can help to conceal your identity. You automatically revert back to your true form if you are reduced to O hit points. When you transform into your cursed form, or as an action in your cursed form, you can choose to release a terrifying howL cackle, screech, or some other sound Each creature of your choice within 60 feet of you that can hear you must succeed on a Wisdom saving throw against your warlock spell save DC or else be frightened of you for 1 minute. While frightened, a creature repeats the saving throw at the end of each of its turns. On a successful save, it is no longer frightened of you. Once you release this terrifying sound, you can't do so again until you finish a long rest. DARK CONSUMPTION At 6th leveL you begin to fully embrace the eating habits of your patron and their kind, consuming not just to survive, but to satisfy and even delight. Choose one of the following options for your patron's diet: • Creatures that have blood • Creatures that have bones. • Creatures that have brains. While you are in your cursed form, if you spend at least 1 minute loudly devouring the blood, bones, or brains (based on your choice) from a creature that died within the last 24 hours, you can spend any number of hit dice to regain hit points as if you had finished a short rest. Then, you can choose to gain temporary hit points equal to your proficiency bonus + twice your warlock level that last until you return to your true form. Alternatively, if you are in your true form, you can spend 1 minute meditating and focusing on resisting the hunger. You gain the same number of temporary hit points, but they last until you enter your cursed form. Once you gain temporary hit points using this feature, you cannot do so again until you finish a long rest. / . . . REFLECTION OF THE BEAST At 10th leveL you can use an action to transform into a bestial reflection of your patron's lineage. Choose one of the reflection creatures for your cursed beast for your transformation statistics. The transformation follows all the same rules as the druid's Wild Shape class feature, with exceptions stated in this feature. You use your normal statistics for your hit points and AC instead of the reflection creature's, and you keep any special senses that your normal form possesses. You can still cast speak and cast spells, but you cannot provide somatic or material components, and you can't provide verbal components if you are a swarm. You can use an action to end the bestial transformation at any time. If the reflection creature you chose has a flying speed, your transformation ends after 1 hour, and you can't use this feature again until you finish a long rest. THE MONSTER UNLEASHED At 14th leveL your patron's cursed bloodline is fully accepted into your body, bringing you new strength and agility when you reveal the full reality of your terrible countenance. Choose another option from the list of traits in your Cursed Shapechanger feature. You gain the benefits of both traits while in your cursed form. Also, you can use a bonus action to reveal your most monstrous form. You immediately enter your Cursed Shapechanger form if you weren't already in it. For 10 minutes, you can transform between your cursed form and your true form as a bonus action, and while you are in your cursed form, you gain the following benefits: • You have advantage on Strength and Dexterity checks. • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. • You can attack with natural weapons twice, instead of once, when you take the Attack action on your turn. • Creatures have disadvantage on saving throws made to resist being frightened of you. Once you use this feature, you cannot do so again until you finish a long rest.
38 THE DARK LORD (HEXBLADE VARIANT) Your patron is a being so terrifying that even their name is not spoken aloud by the wise. Seeking to conquer and dominate the entire realm using their unholy magic and monstrous armies, this dark lord stays within their lair, often an isolated tower or volcano, relying on underlings to enact their wicked machinations. Those who show promise are granted a portion of the dark lord's evil power to aid in their duties, becoming a warlock. Warlocks of a dark lord are usually menacing and bleak, with a pale, dark contrast to their features, as a result of the dark magic they have embraced This patron grants the same features as the Hexblade patron, but it uses the following spell list instead: DARK LORD EXPANDED SPELLS Spell Level Spells l st bane, inflict wounds 2nd blindness/deafness, blur 3rd speak with dead, spirit guardians (as evilj 4th confusion, Evard's black tentacles 5th antilife shell, hallow THE PHANTASM (ARCHFEY VARIANT) Your patron is a shadowy enigma, woven from illusions and impossible to understand, that lurks beyond the boundaries of the natural world Some phantasms are bound to the Shadowfeli while others are native to the Feywild, the Outer Planes, or even the Far Realm. This mysterious entity is shapeless, with no true form. It is made from magic itself, and the goals it has for taking warlocks are equally enigmatic and inscrutable. Warlocks who make a pact with a phantasm often do so out of intense curiosity or intellectual interest. They often hope to unravel the mysteries behind their patron, possibly unlocking great arcane power in the process. This patron grants the same features as the Archfey patron, but it uses the following spell list instead: PHANTASM EXPANDED SPELLS Spell Level Spells l st fog cloud, silent image 2nd phantasmal force, silence 3rd mirror weapon (pg. 84), sending 4th greater invisibility, phantasmal killer 5th mislead, seeming CHAPTER ONE I CHARACTER OPTIONS VARIANT SUBCLASSES & SPELL LISTS This section presents two variant subclasses, which grant the same features as an existing subclass, but with the subclass's spell list replaced by a different spell list that fits an alternate theme. These variants count as the original subclass for the purposes of any prerequisites; for example, a warlock with the dark lord patron can select invocations as if it were a warlock with the hexblade patron. OPTIONAL GREAT OLD ONE FEATURE If a DM allows, the Great Old One Patron (which can be found in the Player's Handbook) also grants this feature when the patron is chosen at 1st level DARK WHISPERS Bonus 1st-level Great Old One Patron feature Starting at 1st levei you can use your bonus action to reach into the mind of one creature that you can see within 30 feet of you and speak enticing or terrifying words using your telepathy. The target must make a Wisdom saving throw against your warlock spell save DC. It must be able understand at least one language or else it automatically succeeds on the saving throw. On a failed save, it becomes charmed by you or frightened of you (your choice) until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
NEW PACT BOONS When a warlock chooses their Pact Boon feature at 3rd leveL the following options are also available to them, in addition to the existing options: the Pact of the Blood, Pact of the Shadow, and Pact of the Skull PACT OF THE BLOOD As part of your deepening pact, your patron replaces some of your blood with magic blood of their own. You have advantage on saving throws against blood magic, and you are immune to the new blood reading spell (pg. 70~ While you have no more than half of your hit points remaining, you can use a free hand as a spellcasting focus for your warlock spells. In addition, as a bonus action, you can spill your own blood and spend a number of your remaining hit dice equal to your warlock spell slot leveL but instead of healing you take ld8 necrotic damage per hit die expended that ignores resistance and immunity. This damage doesn't cause saving throws for concentration. The next warlock spell you cast on this tum using your Pact Magic feature is also a Blood spell in addition to its other schools and does not require a spell slot. If the casting time is 1 bonus action, you can cast the spell as part of using this feature. However, the spell can't restore a dead creature to life. Also, unless it is a necromancy spelL it can't cause any creature to regain hit points; instead of restoring hit points, it grants temporary hit points equal to half as many hit points as it would have restored Once you use this feature to expend hit dice, you can't do so again until you finish a short or long rest. PACT OF THE SHADOW Your patron grants your own shadow a mind of its own, a dark reflection of your own mind that is subservient to you. Your shadow can stretch to move a short distance away from you and perform simple tasks at your mental command, acting as your servant. You are constantly accompanied by a magical servant that uses the rules from the unseen servant spelL except it has hit points equal to your proficiency bonus and it isn't invisible unless it is entirely in darkness. The servant shares its tum in initiative with your's. It can't move more than 10 feet away from you, but it can move through your space and end its tum there. While it is in your space and hasn't taken any action, left your space, or interacted with any object or creature since the start of your last turn, it is indistinguishable from a normal shadow, it is immune to damage, and it moves with you. When you cast a warlock spelL you can choose to cast it from your location or the location of your shadow servant. In addition, you can use a bonus action on your turn to command the servant to shove a creature that you can see within 5 feet of the servant, using your warlock spellcasting ability in place of its Strength for the Strength (Athletics) check. While you are in dim light or darkness, the servant can be up to 20 feet away from you instead of only 10 feet away. If at any time the servant is too far away from you, it is instantly pulled into your space. If the servant is reduced to O hit points, it disappears, and it reappears in your space with all its hit points when you finish a short or long rest or when you expend a warlock spell slot to conjure it with a 1 minute ritual PACT OF THE SKULL Your patron provides you with a magic skull (or another eerie object, such as a dolL an egg, a mirror, an orb, etc.) that houses an eldritch spirit of knowledge. The skull can speak and understand the same languages as you, but it can't move or perform any type of action. The skull has hit points equal to twice your proficiency bonus, its AC is equal to 10 + your spellcasting ability modifier, and it is immune to both poison and disease. Its ability scores other than Strength and Dexterity are equal to your Charisma score. You can also use the skull as a spellcasting focus for your warlock spells. When you finish a long rest with the skull in your possession, you can consult the spirit within to bolster your knowledge for a time. Choose Arcana, History, Medicine, Nature, Religion, or Survival Alternatively, you can choose one tool proficiency or one language. You gain proficiency with the chosen skill or tooL or you can speak, read, and write the chosen language. This effect lasts until you finish your next long rest. In addition, whenever you finish a short or long rest, you can choose to receive eldritch knowledge from the skull You learn one warlock can trip of your choice. This cantrip doesn't count against the number of cantrips you can learn as a warlock. If you receive eldritch knowledge from the skull again, or if the skull is destroyed, you no longer know the chosen cantrip. If the skull is lost or destroyed, you can receive a new one from your patron at the end of a long rest, but the process magically afflicts you with one level of exhaustion. This also destroys the previous skull if it still exists, turning it to ash. CHAPTER ONE I CHARACTER OPTIONS THE IMPERMISSICON FANMADE HOMEBREW D&D U~LEASHED (vl.01) 39
40 NEW ELDRITCH INVOCATIONS At 2nd leveL a warlock gains the Eldritch Invocations feature. Here are new available options for that feature, in addition to the options in the Player's Handbook and other sources. These options are presented in order of ascending level prerequisites. If an eldritch invocation has a prerequisite, you must meet it to learn the invocation. You can learn the invocation at the same time that you meet its prerequisite. A level prerequisite refers to your level in this class. If one of these invocations refers to a saving throw, the DC is your warlock spell save DC. HAG'S HERITAGE Prerequisite: Progenitor Patron You have advantage on saving throws against being charmed, magic can't put you to sleep, and you are a fey instead of your normal creature type. Also, you gain proficiency in your choice of either Deception, Perception, or Stealth, and you can speak, read, and write your choice of either AbyssaL Giant, PrimordiaL or Sylvan. In addition, you can use an action to cover yourself and anything you are wearing or carrying with a magical illusion that makes you look like an ugly creature of your general size and humanoid shape. The effect ends if you take a bonus action to end it or if you die. The changes wrought by this effect fail to hold up to physical inspection. For example, you could appear to have no hair, but someone touching your head might feel your hair, if you have any hair. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a Intelligence (Investigation) check against your warlock spell save DC to tell you are disguised However, you also have the following flaws: Foul Hunger. You must eat five times as much food as normal for your size, but humanoid flesh counts as five times as much food for you. Hideous Countenance. Your true appearance is ugly, and those who see your true form or your cursed form may become disgusted or worse. Whenever a creature sees either your true form or your cursed form for the first time, it must succeed on a DC 13 Wisdom saving throw or else it becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek to flee from you or make you leave the area in nonviolent ways (at the DM's discretion1 depending on the nature of your interaction with it. POWER OF THE MOON Prerequisite: Progenitor Patron While you're in your Cursed Shapechanger form and you're in moonlight at night, you gain a + 1 bonus to AC and attack rolls and have advantage on saving throws. In addition, you count as a shapechanger at all times. However, you also have the following flaw: Silver Hypersensitivity. You have vulnerability to bludgeoning, piercing, and slashing damage dealt by silvered weapons. While touching silver, you have disadvantage on attack rolls and ability checks. CHAPTER ONE I CHARACTER OPTIONS D&D UNLEASHED (vl.01) FANMAD VAMPIRIC AsPECT Prerequisite: Progenitor Patron You have resistance to necrotic damage and you are an undead in addition to your normal creature type, but when a game effect targets you, you choose whether it treats you as undead or as your normal creature type. You can also choose one extra trait from your Cursed Shapechanger feature. You gain the benefit of that trait while in your cursed form. Finally, your Beast of the Curse feature treats bats, rats, and wolves as your chosen beasts, instead of your original choice. However, you also have the following flaws: Forbiddance. You can't enter a residence without an invitation from one of the occupants. Harmed by Running Water. You take acid damage equal to 5 + your level when you end your turn in running water. No Reflection. You do not appear in reflections. Stake to the Heart. If a piercing weapon made of wood is driven into your heart while you are incapacitated, you are paralyzed until the stake is removed Sunlight Hypersensitivity. You take radiant damage equal to 5 + your level when you start your turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks.
ARCANE SPECIALTY Prerequisite: Pact of the Skull feature Choose one school of magic. When you use your magic skull as a spellcasting focus to cast a warlock spell of 1st-level or higher, if the spell belongs to the chosen school of magic, you can also cast a cantrip that belongs to the same school of magic as part of the same action. You can't use this invocation to cast eldritch blast. Once you use this invocation, you must finish a long rest before you can use it again. When you finish a long rest with the skull in your possession, you can change the school of magic that you chose for this invocation. BALEFUL BLOOD Prerequisite: Pact of the Blood feature When you take slashing, bludgeoning, or piercing damage, or damage from a Blood spelL you can use your reaction to inflict vengeance on the creature that damaged you. If the target is within 60 feet of you and you can see it, it takes force damage equal to your Charisma modifier (minimum 1 damage). You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. CoLDTERROR When you deal psychic damage to a creature using a warlock spell or feature, you ignore resistance to psychic damage unless the creature also has resistance or immunity to cold damage, and you treat vulnerability to cold damage as vulnerability to both damage types. CURSED POSSESSIONS You gain the ability to imbue objects that you own with your dark magic to use to afflict others from afar. As an action, you can cast a warlock spell that would normally require an action or a bonus action, expending a spell slot as normaL infusing the magic into an object that you have carried for at least one long rest, to take effect later. When a creature other than you touches the object while the spell is active, you are magically aware of it (though you do not know who the creature is). At that time, you can choose to have the spell take effect as if you had touched them directly and cast the spelL or as if you had cast it at the location of the object. Once you do, the spell is discharged and no longer infuses the object. The spell discharges on its own without affecting anything when you finish a long rest. It also does so if you use this invocation again, or if you end your tum more than 300 feet away from the cursed item. ENTICING GAZE Prerequisite: Vampiric Aspect invocation As an action, you can attempt to enthrall one creature that you can see within 60 feet. If the target can see you, it must succeed on a Wisdom saving throw or become charmed by you for 1 minute. While it is charmed in this way, it regards you as a trusted friend to be heeded and protected If you or your companions do anything harmful to the target, the effect ends immediately. You can't use this invocation while you are in sunlight. Once you use this invocation, you must finish a long rest before you can use it again. GLIMPSE THE VISAGE OF DEATH When you deal necrotic damage to a creature using a warlock spell or feature, you can force the target to make a Wisdom saving throw. On a failed save, the target is blinded until the start of your next turn. Creatures that can't be charmed and creatures that can't be frightened are immune to this invocation. Once you use this invocation, you must finish a long rest before you can use it again. GRASPING SHADOW Prerequisite: Pact of the Shadow feature Your shadow servant can grapple creatures. You can use a bonus action on your turn to command the servant to grapple a creature within 5 feet of the servant, using your warlock spellcasting ability in place of its Strength for the Strength (Athletics) check. HARBINGER OF THE PACK Prerequisite: Progenitor Patron, Pact of the Chain feature In addition to Touch spells, you can cast spells that conjure, summon, or create another creature (such as conjure animals) through the familiar summoned by your Pact of the Chain feature as if the familiar was you. CHAPTER ONE I CHARACTER OPTIONS THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01)
LUNAR 'TRANSFORMATION Prerequisite: Power of the Moon invocation When you see the full moon in the sky, you can use your reaction to use your Cursed Shapechanger feature, without releasing a terrifying sound When you do so, you can choose to gain temporary hit points equal to your warlock level that last until you change form again. Once you gain these temporary hit points, you can't gain them again until you finish a long rest. MADDENING POISON When you deal poison damage to a creature using a warlock spell or feature, you ignore resistance to poison damage unless the creature has resistance or immunity to psychic damage, and you treat vulnerability to psychic damage as vulnerability to both damage types. PSYCHIC CONVULSIONS When you deal psychic damage to a creature using a warlock spell or feature, you can force the target to make a Constitution saving throw. On a failed save, the target drops whatever it is holding and is restrained until the start of your next turn. Once you use this invocation, you must finish a long rest before you can use it again. RECORDED LINEAGE Prerequisite: Progenitor or Ancestor Patron, Pact of the Tome feature Your Book of Shadows holds the stories of your patron's children who came before you. Before you make an ability check, you can spend 1 minute studying your book to see if it contains relevant stories. Roll ld6. On a 6, you find ancient inspiration in the tome, and gain advantage on the check. You cannot use this invocation more than once for the same check. Once you gain this advantage, you must finish a long rest before you can gain it again. STUPEFYING TOXIN When you deal poison damage to a creature using a warlock spell or feature, you can force the target to make a Wisdom saving throw. On a failed save, the target has disadvantage on ability checks and attack rolls until the start of your next turn. While a creature is affected by this invocation and it is poisoned, it is also incapacitated Once you use this invocation, you must finish a long rest before you can use it again. TALISMAN OF ADOPTION Prerequisite: Progenitor Patron, Pact of the Talisman feature While wearing your talisman, a creature gains all the benefits of your Beast of the Curse and Cursed Shapechanger features, including the ability to transform. It must use your cursed beast and cannot choose its own. If the talisman is removed while the wearer is transformed using the talisman's power, the creature returns to its original form. The wearer is not able to release a terrifying sound when it transforms. TwILIGHT OF THE SOUL When you deal necrotic damage to a creature using a warlock spell or feature, you ignore resistance to necrotic damage unless the creature has resistance or immunity to radiant damage, and you treat vulnerability to radiant damage as vulnerability to both damage types. UNHOLY AsPECT You learn the thaumaturgyspelL it is a warlock spell for you, and it doesn't count against the number of cantrips you can learn. Also, you do not need to provide any components when you cast the thaumaturgyspelL and you can cast it with a casting time of 1 bonus action. VENOMOUS FAMILIAR Prerequisite: Defiler Patron, Pact of the Chain feature When your familiar hits a creature with a melee attack, you can expend a warlock spell slot to deal ld12 bonus poison damage to the target for each spell slot level ACCURSED BLADE Prerequisite: 5th level, Progenitor Patron, Pact of the Blade feature You gain a + 1 bonus to the damage rolls for weapon attacks made using your pact weapon while you are in your Cursed Shapechanger form. Also, when you critically hit a creature or reduce one to O hit points with a weapon attack using your pact weapon or natural weapons while you're in your Cursed Shapechanger form, you can use your reaction and expend a warlock spell slot to cast bestow curse on the target, requiring no components. Your weapon attack counts as the touch required by the spelL and you do not need to know the spell to cast it in this way. THE IMPERMISSICON
ANATHEMA'S WAKD Prerequisite: 5th levei Defiler Patron You learn protection from poison as a warlock spelL and it doesn't count against the number of spells you can learn as a warlock. When you cast the spelL its range is 30 feet, and you don't have to touch the target. BEFOUL FOOD AND DRINK Prerequisite: 5th levei Defiler Patron or Hag's Heritage invocation You learn the new poison food and drink spell (pg. 89) as a warlock spelL and it doesn't count against the number of spells you can learn as a warlock. You can choose to cast the spell without expending a spell slot or requiring material components. Once you do so, you can't do so again until you finish a long rest. CURSED REGENERATION Prerequisite: 5th levei Progenitor Patron You regain hit points equal to half your proficiency bonus once every hour, so long as this invocation is still functioning the entire time. At the start of each of your turns, you can choose to expend up that many hit dice to regain hit points as if you had finished a short rest. However, you must also choose one of the following flaws to gain when you learn this invocation: Sunlight Weakness. This invocation doesn't function if you are in sunlight or running water. If you start your turn in sunlight, take radiant damage, or end your turn in running water, this invocation doesn't function until the end of your next turn. Alchemical Weakness. This invocation doesn't function if any part of your body is touching fire or silver. If you take fire damage or damage from an attack using a silvered weapon, this invocation doesn't function until the end of your next turn. DARK AND TERRIBLE Prerequisite: 5th levei Progenitor Patron While you are in your cursed form, you can make an attack with your natural weapon twice, instead of once, when you take the Attack action on your turn. Also, your natural weapon deals ldlO damage instead of ld8 and counts as magical for overcoming resistance or immunity. ELDRITCH MOUNT Prerequisite: 5th level You can expend a warlock spell slot to cast phantom steed, although you are the only creature that can ride the steed conjured by the spell Once you use this invocation, you must finish a long rest before you can use it again. MINIONS OF DARKNESS Prerequisite: 5th level You can cast the new shadow spies spell (pg. 94) using a warlock spell slot. If you have the Pact of the Cauldron from Legends of Prestige & Prowess, you can use your magic cauldron as the material component for the spell Once you use this invocation, you must finish a long rest before you can use it again. SLUMBER PuPPET Prerequisite: 5th level You can cast telekinesis at-wilL without expending a spell slot, but you can only target unconscious creatures with the spell when you cast it in this way. BLIGHTED BLADE Prerequisite: 7th levei Defiler Patron or Hag's Heritage invocation You can cast the new envenomed weapon spell (pg. 77) using a warlock spell slot. Once you use this invocation, you must finish a long rest before you can use it again. BLOODLINE GUAKDIAN Prerequisite: 7th levei Progenitor Patron You can cast mordenkainen's faithful hound using a warlock spell slot. Once you use this invocation, you must finish a long rest before you can use it again. CONTAGIOUS CURSE Prerequisite: 7th levei Power of the Moon invocation When you hit a creature with a natural weapon while in your Cursed Shapechanger form, you can subject the target to your lycanthropic curse. The target must succeed on a Constitution saving throw or else it is infected with your cursed beast's version of lycanthropy (see page 155 and Monster Manual page 207 for the effects. If your cursed beast doesn't have lycanthrope statistics, the DM can choose to decide its lycanthropy effects or to disallow this invocation for you} This ability does not grant you any special control or influence over the target, though it may change their alignment. Once you use this invocation, you must finish a long rest before you can use it again.
EXTENDED FAMILY Prerequisite: 7th levei Progenitor Patron Choose another three beasts for your Beast of the Curse feature. You gain the benefits of that feature for all of your chosen beasts instead of only one. You can take this invocation multiple times. VAMPIRIC MAGIC Prerequisite: 7th levd Vampiric Aspect invocation Choose two spells you know as a warlock. Those spells become Blood spells for you, and you can choose to change their names accordingly ( such as changing hellish rebuke to "hellish bloodspray", or changing hex to "blood hex') Whenever you gain a warlock leveL you can choose to replace one of these two spells with a different warlock spell you know. The old spell returns to its original form, and the new spell becomes a blood spell following the same rules. In addition, when you deal damage to a creature that has blood using the eldritch blast can trip or a Blood spelL you can consume a portion of its spilt blood and regain hit points equal to your Charisma modifier (minimum 1 hit point} The next time you cast a blood spell before the end of your next turn, you also gain 2 temporary hit points. You can use this invocation to heal a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. GESTALT MINDLINK Prerequisite: 9th levd Great Old One Patron You can cast rary'.s telepathic bond using a warlock spell slot. Once you use this invocation, you must finish a long rest before you can use it again. ' . GLAMOUR WALK Prerequisite: 9th levei Archfey Patron or Hags Heritage invocation You can cast the new glamour veil spell (pg. 79) without expending spell slots or requiring material components. HOWL OF TERROR Prerequisite: 9th levei Power of the Moon invocation You gain one extra use of your Cursed Shapechanger feature's terrifying sound, which you regain each time you finish a long rest. If you are in moonlight when you release the sound, the range increases to 120 feet and creatures within 15 feet of you that can also see you make the saving throw with disadvantage. PHANTOM BARGAIN Prerequisite: 9th level You can cast the new spectral calling spell (pg. 97) using a warlock spell slot. Once you use this invocation, you must finish a long rest before you can use it again. SCENT OF CORRUPTION Prerequisite: 9th levei Defiler Patron You can cast detect poison and disease at-wilL without expending a spell slot or requiring components. STRENGTH FROM HUNGER Prerequisite: 9th levei Vampiric Aspect invocation When you hit with an attack using your claws, you can choose to grapple the target instead of dealing damage. Also, when you hit a creature you have grappled with an attack using your bite, you can expend a warlock spell slot to add ld6 bonus necrotic damage per slot level to the attack. If the target of the attack is a valid target for your Dark Consumption feature, you also regain hit points equal to the necrotic damage dealt. FANG OF THE MA.LISON Prerequisite: 12th levd Defiler Patron, Pact of the Blade feature You can create a curved dagger using your Pact of the Blade feature. This weapon deals an extra ld4 poison damage on a hit. When you hit a creature with it, you can expend a warlock spell slot to deal ld8 bonus poison damage per spell level to the target and cause it to become poisoned until the start of your next turn. PLAGUEBEARER Prerequisite: 12th levei Progenitor Patron When you hit a creature with a natural weapon granted by your Cursed Shapechanger form, you can use your reaction to expend a warlock spell slot to cast contagion upon the target, requiring no components. Once you use this invocation, you must finish a long rest before you can use it again.
RELEASE FROM THE SKULL Prerequisite: 12th leveZ Pact of the Skull feature While you are holding your magic skulL you can use your action to cast the new spectral calling spell (pg. 97} without expending a spell slot or requiring material components. When cast in this way, the spell summons the spirit of the skulL which is friendly to you and your allies. While the spirit is released, it uses the statistics for a psychic remnant (pg. 175} When the spell ends or the spirit is reduced to O hit points, it returns back inside the skull and is unharmed Once you use this invocation, you must finish a long rest before you can use it again. SANGUINE VIGOR Prerequisite: 12th leveZ Pact of the Blood feature You have advantage on saving throws against poison or disease. In addition, while you have no more than half of your hit points remaining, you also have advantage on Constitution saving throws. STRETCHING SHADOW Prerequisite: 12th leveZ Pact of the Shadow feature The range of each your warlock spells of 1st-level or higher is increased by 30 feet when you're in an area of dim light or darkness and your shadow servant is in your space. This doesn't increase the range of Touch spells or the reach of melee spell attacks. ENCHANTED SLUMBER Prerequisite: 15th level You can expend the 7th-level use of your Mystic Arcanum to cast the new suspend animation spell (pg. 99} FOCUSED REGENERATION Prerequisite: 15th leveZ Cursed Regeneration invocation Whenever you finish a short rest, you can expend two of your warlock spell slots to cast regenerate on yourself without needing components, but the spell only restores hit points while your Cursed Regeneration functions. Once you use this invocation, you must finish a long rest before you can use it again. PERCHANCE TO DREAM Prerequisite: 15th leveZ Archfey Patron or Hag's Heritage invocation You can expend the 8th-level use of your Mystic Arcanum to cast the new sandman's slumber spell (pg. 93> REINS OF THE NIGHTMARE Prerequisite: 15th leveZ Fiend or Hexblade Patron You can cast find greater steed using a warlock spell slot, but when you do, you summon a nightmare (from the Monster Manual) instead of the normal options. It is always a fiend, and the steed disappears after 1 hour. Once you use this invocation, you must finish a long rest before you can use it again. THE IMPERMISSICON ✓ SPEECH OF THE FAR REALM Prerequisite: 15th leveZ Enigma or Great Old One Patron You can expend the 8th-level use of your Mystic Arcanum to cast the telepathy spell BECKON THE DARKNESS Prerequisite: 18th leveZ Fiend or Hexblade Patron You can expend the 9th-level use of your Mystic Arcanum to cast the new midnight spell (pg. 83> MIRROR WORLD SUMMONING Prerequisite: 18th leveZ Archfey or Enigma Patron You can expend the 9th-level use of your Mystic Arcanum to cast the new duplication spell (pg. 76} PLAGUE HERALD Prerequisite: 18th leveZ Celestial or Undead Patron or Hag's Heritage invocation You can expend the 9th-level use of your Mystic Arcanum to cast the new pestilence spell (pg. 87} RITuAL OF THE DAMNED Prerequisite: 18th leveZ Fiend or Undead Patron You can expend the 9th-level use of your Mystic Arcanum to cast the new awaken the dead spell (pg. 68> STAR OF DARKNESS Prerequisite: 18th leveZ Fiend or Great Old One Patron You can expend the 9th-level use of your Mystic Arcanum to cast the new gravity well spell (pg. 79> THE ENIGMA PATRON The Enigma Patron, referenced in some of these invocations, can be found in Legends of Prestige & Prowess, a D&D Unleashed compendium.
46 WIZARD At 2nd leveL a wizard chooses an Arcane Tradition. Here is a new option: the School of Hemomancy. SCHOOL OF HEMOMANCY The School of Hemomancy is one of the most forbidden realms of magic that a wizard can delve into, but there will inevitably be those who can't be deterred from the grisly pursuit of blood magic and the raw power it can offer. There is magical energy in the blood of all living things - magic which can be used to fuel any school of spell - and this school teaches its students to harness that energy, no matter the cost. Of course, blood mages often prefer that cost to be paid by someone else. Hemomancers are not always villainous, even though they are almost always feared or despised Some blood wizards practice their art as a necessary means to gain the power they need to defeat monsters or save others. Yet hemomancy is a forbidden magic, forcing wizards who pursue it to mark their own path by experimenting and crafting their own hemomancies. And this study of hemomancy often pushes blood wizards to test their spells on living subjects, seeking those with more and more powerful blood Such pursuits do make it easier to adopt an evil alignment, which might be part of why the school is generally forbidden and reviled HEMOMANCY SAVANT Beginning when you select this school at 2nd leveL you can choose up to one spell in your spellbook that is not a Blood spell It becomes a Blood spell in addition to its other schools, and you can choose to change its name to fit the spell's new form, such as changing chromatic orb to ''chromatic bloodbolt" or changing magic missile to ''crimson missile." In the future, you are always able to copy the original spell into your spellbook as that Blood spelL even if your spell book must be replaced Each time you gain a wizard leveL you can do this to another spell in your spellbook. Finally, the gold and time you must spend to copy a Blood spell into your spellbook is halved This doesn't affect any spell that you've made into a Blood spell by using this feature. BLOOD RECOVERY Starting at 2nd leveL whenever one your wizard Blood spells deals damage to a creature that has blood, you gain temporary hit points equal to 1 + one-third of your wizard level that last for 1 minute. In addition, you can choose to draw energy from the target's blood and instantly use your Arcane Recovery feature as if you had finished a short rest, so long as that feature isn't already expended HEMATURGY Starting at 6th leveL you gain the ability to cast beyond your limits by sacrificing the vital life force inside your own blood As a bonus action, you can spill your own blood and spend up to 5 of your remaining hit dice, but CHAPTER ONE I CHARACTER OPTIONS instead of healing you take ld8 necrotic damage per hit die expended that ignores resistance and immunity. The next wizard spell you cast on this turn is also a Blood spell in addition to its other schools and does not require a spell slot if it would normally expend a spell slot of a spell level equal to or less than the number of hit dice you expended on this feature. In addition, if the casting time of the spell is 1 bonus action, you can cast the spell immediately as part of the same bonus action. You can't use this feature to cast a spell at a level higher than you have spell slots for, and you can't expend more hit dice using this feature than your wizard level divided by 3 before finishing a long rest. SPELL CLOT At 10th leveL you learn how to weave the blood of your foes into spells from within their very veins. When you deal damage to a creature that has blood using a Blood spelL you can cast another Blood spell that normally requires an action as a bonus action on that turn. If the spell targets creatures, it must target the creature you damaged, and if it targets a location, it must target the damaged creature's location. Once you have used this feature, you can't do so again until you finish a long rest. RED HARVEST Starting at 14th leveL you master the art of blood magic. When a Blood spell you cast reduces a creature that has blood to O hit points, you can steal energy from its blood and gain a charge for this feature. You can store a maximum of three charges at once. You can expend up to three charges on your turn to cast a wizard spell of a spell slot level equal to the number of charges expended without expending a spell slot. When you finish a short or long rest, you lose all your charges for this feature. Once you've gained a number of charges equal to your wizard level divided by 3, you can't gain any more charges until you finish a long rest. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
PRESTIGE CLASSES eroes and villains alike can experience growth and master new abilities, defying simple categorization and embracing a new role. Prestige classes can help you to represent this concept by introducing new ways to help you define your unique player character as they gain levels and grow in power in ways that feats, subclasses, and even regular multiclassing cannot provide. Prestige classes are special classes that can only be used for multiclassing. Each prestige class has its own special prerequisites that a character must fulfill before it can take any levels in a prestige class. This includes a minimum level the character must have already reached before they can gain their first prestige class level Prestige classes can enhance your game in a variety of ways. From a mechanical perspective, they add great flexibility to the ways that players can build their characters, opening up new methods of play and refreshing the feeling of gameplay with novel options without the need to abandon existing subclasses. Some character options that were too weak to see much play can also be given a second-chance if paired with prestige classes. Of course, you can take all five levels of a prestige class if you desire, but there are endless builds that effectively make use of less than five. Some characters only take a single level of a prestige class with excellent results! Prestige classes also serve the narrative fiction that is created by roleplaying within the game. They allow PCs to explore the world and be actually tempted by the dark powers that lurk there. For example, a PC that becomes cursed can consider whether to take heretic levels along with the player, and a wizard that discovers a forbidden tome of blood magic can choose how far to delve into its grisly pages in pursuit of power. THE HERETIC CLASS Heretics are those adventurers who have been touched, inspired, or mutated by magical corruption and, instead of resisting, have started to embrace their corruption in exchange for the power that it brings. Upon taking their first level in the heretic class, a PC gains class features that represent its transformation or corruption by dark magic. Some players might feel that physical changes fit their character the best, while some others may choose options that grant them new abilities or mental changes. These features can be used to tum a character into an undead or other monster. As they gain further heretic levels, they gain additional features that represent further physical or mental corruption. The heretic also has its own unique resource, occult points, that they spend to use their special powers. As a character gains heretic levels, the maximum number of occult points they can spend each day increases, as well as the number of vile powers they know. They also gain access to increasingly powerful unholy abilities. The heretic prestige class goes well with all classes, but it should only be pursued by characters that have already begun to explore and understand the dark force that corrupts and empowers them. THEjUGGERNAUT CLASS Juggernauts are capable of surviving through the most extreme injuries and the worst of torments, whether by magical regeneration, luck, or sheer tenacity. However, each juggernaut also has one deadly weakness that can stop them and take them down. From the first leveL a juggernaut gains temporary hit points on every turn if they're missing hit points, as well as regaining hit points if they're below a certain fraction of their maximum hit points. As a character gains more juggernaut levels, the amount of their missing hit points that they can regain and the rate at which they heal both increase. Each juggernaut must also choose one option for their regenerative flaw, such as sunlight and radiant damage, or silvered weapons and fire damage. This flaw can prevent the juggernaut from benefiting from their regeneration when it is encountered In addition, the juggernaut gains class features that help them to withstand debilitating conditions and burst through obstacles and hazardous terrain. They become better able to recover when reduced to O hit points, and they gain the ability to ignore certain attacks. The juggernaut prestige class goes well with fighters and paladins, as well as certain subclasses of artificers, barbarians, clerics, druids, monks, sorcerers, warlocks, and wizards that can heal themselves. THE SANGUINIST CLASS Sanguinists use the magic power contained in blood to fuel their spellcasting, regardless of the original source of their magic. Though they differ between those who use primarily their own blood and those who use the blood of others, all sanguinists must study the secrets of life and death itself to achieve their mastery. Sanguinists are a spellcasting class with a collection of ways to cast low-level spells without expending spell slots. They can cast spells by taking damage and using hit dice or by gathering blood points from defeated foes. They also gain unique blood magic class features, such as special blood techniques and ritual sacrifice. Sanguinists are not limited by the normal drawbacks of multiclassing with spellcasting. Although the spells that a sanguinist learns as they gain levels must all be blood spells, those spells can be for the highest level of spell slot available to the spellcaster based on all of their classes combined, instead of only their sanguinist level The sanguinist prestige class goes well with the blood magic options available for clerics, paladins, sorcerers, warlocks, and wizards, as well as any spellcaster with the new Blood Mage feat. CHAPTER ONE I CHARACTER OPTIONS THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 47
48 HERETIC CLASS TABLE Occult Vile Powers Levels Features Points Known l st Occult Gifts, Touched by 2 3 Corruption, Vile Powers 2nd Forbidden Talent 4 4 3rd 7 6 4th Corrupted Body 9 6 5th Forbidden Talent 13 7 The campfire flames flicker and dance before they suddenly turn dark green, illuminating the eerie visage of the scarred traveler on the other side. Marked upon the skin with a rune of corruption, a swordsman draws on the dark power that curses him to enchant his blade for battle. A mutant cutpurse, cursed and transformed by fell magic, resists crushing injury without flinching thanks to her monstrous form. An ambitious wizard unlocks the mysteries of lichdom, starting down a dark journey that will culminate in their eldritch ascension. Unlike warlocks, heretics do not contract with others to master the dark forces of corruption. Instead, heretics wield eldritch power that has corrupted or cursed them, using their magical burdens as new talents. While most heretics have been physically changed by the magic that corrupts them, some owe their cursed abilities to a dark inspiration, such as the uncovering of forbidden lore. As a heretic grows in power, so too does their corruption. PREREQUISITES In order to advance as a heretic, you must meet the following prerequisites (in addition to the multiclassing prerequisites for your existing class): • Magical Corruption. You must be affected by some form of magical corruption. The DM is responsible for determining whether you meet this criteria, and they can choose to waive this prerequisite at-will • Intelligence, Wisdom, or Charisma 13. To master your corruption, you must have strength of mind • Character level 4th. To harness the power inherent in magical corruption without being destroyed by it, you must have grit and experience, and so you must be at least a 4th-level character before you can gain levels in the heretic prestige class. • Alignment. Because you must fervently pursue vile and chaotic power to gain levels as a heretic, you cannot do so while you are lawful good The DM can choose to waive this prerequisite at-will CHAPTER ONE I CHARACTER OPTIONS As a heretic, you gain the following class features. HIT POINTS Hit Dice: 1 d8 per heretic level Hit Points per Level: ld8 (or 5) + your Constitution modifier per heretic level PROFICIENCIES Tools: None Saving Throws: None Skills: None EQUIPMENT This prestige class does not grant any equipment. OccuLT GIFTS When you gain your first level in this prestige class, you learn how to use the occult power you have been given to bend fate unnaturally. You gain 2 occult points. When you make an attack roli ability check, or saving throw, you can spend 1 occult point to gain a + 1 bonus to the roll after you know the total but before you learn the result. You can't do this more than once to a single roll Your missing occult points are fully replenished when you finish a long rest. Your maximum for occult points D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
increases as you gain levels in this class, as shown in the occult points column of the heretic class table. You also choose Intelligence, Wisdom, or Charisma. You use that ability modifier as your occult modifier. TOUCHED BY CORRUPTION Starting at 1st leveL you embrace the corruption that has taken hold of you and the power that comes with it. You learn the thaumaturgy can trip, and you can cast it at-wilL using your occult modifier as the spellcasting ability modifier. You also choose two of the following benefits, which you gain permanently. Cursed Flesh. You have no blood, you are immune to disease, you have advantage on saving throws against being cursed, and you ignore the effects of extreme heat and cold (as described in the Dungeon Master's Guide} Keen Dark.vision. You can see normally in darkness and dim light to a distance of 120 feet. If you have any other sources of darkvision, this range increases by an amount equal to the range of that darkvision, up to a maximum of 300 feet. Occult Magic. Spells that you cast are impossible to identify before you finish casting them, and the detect magic spell and similar effects can't determine any details about your magic except that it appears as a mysterious dark aura. You also add your occult modifier to the DC for countering or dispelling your spells using the counterspell or dispel magic spells or similar effects. Restless. You do not need to sleep, magic cannot put you to sleep, and you only require 4 hours of repose to finish a long rest. Whenever you finish a long rest, you reduce your exhaustion by ld4 levels instead of one. Shadow Pockets. You can hide objects that you are carrying within your shadow by stuffing them into your clothes, using your garments as a magical portal into your own shadow. You can retrieve objects from within your shadow pocket as easily as you could if they were on your person. Your shadow pocket can hold no more than an amount of weight equal to 15 + your Strength modifier in lbs. If you die, the contents of your shadow pocket instantly appear in the space of your shadow, or in your space if you are casting no shadow. Soul Eater. You do not need to eat or drink. When a creature dies within 30 feet of you, if it isn't an undead or construct, you can choose to spend up to a number of hit dice equal to half your proficiency bonus, regaining hit points as you would during a short rest. Once you do, you can't do so again until you finish a short or long rest. Unholiness. You have advantage on saving throws against any effect that turns undead, that would teleport you, or that would send you to another plane, and on saving throws to made to resist the antipathy/sympathy, hallow, hold person, scrying, and zone of truth spells, as well as saving throws to resist any abjuration spells. Weak Gravity. You are always affected by the jump spelL you fall at a rate of only 100 feet per round, you have resistance to damage from falling, and the maximum damage you take from falling is 5d6, not 20d6. When you fall less than 50 feet, you land on your feet. THE IMPERMISSICON Then, choose another one of the previous benefits or one of the following options to gain permanently. Callous. You have advantage on saving throws to resist being charmed Cynical You have advantage on saving throws and ability checks to discern the true nature of illusions. Prideful You have advantage on saving throws to resist being frightened Undead You are an undead instead of your normal type or types, and you do not need to breathe. Whenever you gain a leveL you can choose to change one of the choices you made for this feature. VILE POWERS Also at 1st leveL you gain the ability to manifest your occult corruption in the form of vile powers. Vile powers are used by spending at least one occult point. You know three vile powers of your choice from the options detailed at the end of the class description. At least one of your choices must be either Unholy Power, Unholy Smite, or Unholy Vigor. You learn more vile powers as you gain certain levels, as shown on the class table. When you gain a level in this class or another class, you can choose one of the vile powers you know and replace it with another vile power from this class if both vile powers have the same level prerequisites. You must always know at least one out of Unholy Power, Unholy Smite, or Unholy Vigor. If a vile power allows you to cast a spelL you use your occult modifier as your spellcasting ability modifier, and the spell is cast at its lowest possible slot leveL without expending a spell slot. You use your occult modifier to calculate the saving throw DC or attack modifier for a vile power, whether it allows you to cast a spell or not. Vile Power save DC = 8 + your proficiency bonus + your occult modifier Vile Power attack modifier = your proficiency bonus + your occult modifier