200 creatures with anything less than unbridled spite and fury, even other fell scorpions. They fight each other for territory, and treat nearly all other creatures as prey to be killed on sight. Fell scorpions will continue to hunt prey even when they are too full to eat, simply for the joy they feel upon hurting and killing other creatures. Claws and Bristles. Fell scorpions all have pairs of huge claws, each of which is covered on the inside with row upon row of searing hot teeth. These massive teeth are serrated and hooked, allowing them to tear into the prey and rip them open even as the prey is held in place. The fiend is also covered with long, spear-like bristles growing all across its carapace. Each of these bristles is tipped with a powerful venom. The scorpion is capable of flinging these bristles in a spray to threaten anything that seems to be more powerful than it. Enraging Ambusher. The hatred and spite within a fell scorpion is so powerful that it radiates out, affecting creatures within the vicinity. Fiends are largely able to resist the effect, but travelers from other planes usually find themselves overpowered with violent rage. These scorpions have been known to burrow just beneath the ground, hiding as travelers come near. They wait until the travelers have begun to fight amongst themselves before finally emerging in a dreadful ambush. FuRYBAT The terrible monsters known as fury bats are native to the plane of Gehenna, but they are commonly found in any of the evil planes, where they roost and reproduce as quickly as any vermin. Sometimes, a population can escape to the Material Plane and begin surviving there, such as in the caverns of the Underdark. There are also populations roosting in the mountains and dark forests of the Shadowfel~ having escaped there long ago. Hungry Abductors. Shrieking as they fly through the night sky, fury bats are feared for their claws, jaws, and wings. Their clawed feet are capable of carrying off an adult human. Their compound jaws unfold when they are ready to bite, revealing rows of teeth yawning wider than any shark's maw. Their agile wings allow them to evade the most skilled of warriors. Fury bats use tactics resulting from their instincts. They fly past their prey, striking from above until one is caught in their claws, and then swarm the captured prey as they carry it off into the night sky to be eaten alive. If they can't grapple a target, they will instead swarm around any isolated or wounded prey and devour it on the ground Vampiric Hounds. Fury bats in the Material Plane or the Shadowfell are often hunted down and captured by enterprising vampires, who train the fury bats to serve them. Vampires use the creatures to guard their domain from trespassers and interlopers, to kidnap new victims for the vampire to consume, and sometimes even for the simple companionship provided by a pet. The creatures require strong discipline to keep them from immediately devouring the victims that they carry off, but vampires that develop a strong bond with their fury bats can call upon the fiends just as they do a swarm of normal bats. CHAPTER THREE I DUNGEON MASTER'S CHEST FuRYBAT Medium fiend (bestial}, neutral evil ArrnorClass 15 (natural armor) Hit Points 60 (8d8 + 24) Speed 30 ft., climb 30 ft., fly 60 ft. SlR DEX CON INT WIS CHA 18(+4) 15(+2) 16(+3) 6(-2) 12(+1) 8(-1) Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities poison, psychic Condition Immunities frightened, poisoned Senses blindsight 60 ft., darkvision 120 ft., passive Perception 11 LanguagesChallenge 5 (1,800 XP) Proficiency Bonus+ 3 Echolocation. The fury bat can't use its blindsight while deafened. Flyby. The fury bat doesn't provoke opportunity attacks when it flies out of an enemy's reach. Keen Hearing. The fury bat has advantage on Wisdom (Perception) checks that rely on hearing. Pack Tactics. The fury bat has advantage on an attack roll against a creature if at least one of the fury bat's allies is within 5 feet of the creature and the ally isn't incapacitated. Spider Climb. The fury bat can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack The fury bat makes two attacks: one with its bite and one with its claw. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage. If the target is a creature with blood that doesn't have all its hit points, the fury bat has advantage on the attack roll. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and the target is grappled (escaped DC 14). The fury bat can't have more than two targets grappled in this way. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
HELL SNAIL Hell snails are a wild fiend native to the Nine Hells, but not actually a form of devil Some stories claim that the snails live in the caverns and deserts of the Shadowfell as welL a leftover remnant from an ancient invasion by the forces of the Nine Hells. Fiercely Territorial Hell snails are territorial to an extreme. The creatures utterly refuse to fight with each other unless they are pushed into each others' territory by outside forces. Hell snails mark their boundaries on a regular basis using the trails of ichor left in their path. HELL SNAIL Large fiend (bestialj, lawful evil ArmorClass 17 (natural armor) Hit Points l 05 (1 0dl 0 + 50) Speed 2 5 ft., climb 2 5 ft. SlR DEX CON INT 18 (+4) 8 (-1) 20 (+5) 7 (-2) WIS 11 (+ l) CHA 7 (-2) Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities fire, poison Condition Immunities poisoned Senses blindsight 30 ft., passive Perception l 0 Languages understands Infernal but can't speak it Challenge 7 (2,900 XP) Proficiency Bonus +3 Bone Spikes. At the start of each of the snail's turns, it deals 7 (2d6) piercing damage to any creature grappling it. Cleansed by Salt For every 5 feet the snail moves across salt, or for every pound of salt thrown onto it, it takes 3 (1 d6) radiant damage. lchor Trail If the snail moves across a surface on its turn, it leaves slimy ichor on the surface in its path that lasts until the end of its next turn. The path of ichor is as wide as the snail's space, and it is constantly bubbling and releasing caustic fumes that reach l 0 feet high. When a creature that isn't a hell snail enters the area for the first time on a turn or Any creatures that haplessly wander into a hell snail's territory should be considered lucky if they survive. Domesticated by Devils. The devils of the Nine Hells frequently capture hell snails in an attempt to tame the wild fiends. The snails are trained with morsels of food and punished with lightning whips. The eventual result is the snail's submission to the devil's wilL enabling the snail to act as sentinels, beasts of burden, and beasts of war. The hell snail's territorial nature makes it eager to fight anyone that trespasses through the Nine Hells. starts its turn within the area, it must make a DC l 5 Constitution saving throw. On a failed saving throw, the creature takes 9 (2d8) acid damage and l 3 (2al 2) poison damage and it is poisoned until the start of its next turn. On a success, it takes half as much damage and it isn't poisoned. Spic!erC/imb. The s~~il can ~limb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Spike Spray. When the snail takes more than 20 damage in one turn, its bone spikes launch from its shell in all directions. Each creature within 30 feet of the snail must succeed on a DC l 5 Dexterity saving throw or else take l 0 (3d6) piercing damage plus 3 (1 d6) fire damage. Fiends have advantage on this saving throw. Until the spikes regrow at the end of the snail's next turn, its Bone Spikes trait and this trait do not activate. Actions Radula. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: l 3 (2d8 + 4) slashing damage plus 9 (2d8) acid damage and l 0 (3d6) fire damage. Spray Spikes. The snail activates its Spike Spray trait as if it had taken damage. Withdraw. The snail withdraws into its shell. Until it emerges, it gains a +4 bonus to AC, it gains immunity to all damage types that it normally resists, and it has advantage on Strength and Constitution saving throws. While the snail is_ in its shell, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to emerge from its shell.
202 ID CLOUD Despite their feral nature, the strange fiends known as id clouds are actually proper demons and native to the Abyss. They can also be found in the depths of Tartarus. Hostile Emotions. An id cloud's body is composed entirely of demonic psychic energy, given substance in the form of caustic crimson smoke. This smoke melts flesh and drives creatures who inhale it mad Id clouds feed on living creatures by dissolving their bodies and their minds inside the id cloud's smoke. The true nature of this psychic energy is condensed hatred and hostility. Id clouds are formed from the psychic remnants left by powerful demons after they are slain. Hungry for Thought. Id clouds are made of surging and powerful emotions, but they have little capacity for thought or logic of any kind Indeed, they lack any sense of self or coherent memory other than the unifying spite that they feel for all things. Perhaps because of this void, id clouds are ravenously hungry for the minds of more intelligent creatures. Should one sense the presence of such a creature, it lures the creature toward it using its ability to broadcast waves of emotion. Fiendish Nature. An id cloud doesn't require air, drink, or sleep. ID CLOUD Huge fiend (demon), chaotic evil ArmorClass 13 (natural armor) Hit Points 13 3 (l 4dl 2 + 42) Speed O ft., fly 40 ft. (hover) STR DEX CON INT WIS CHA l (-5) 12 (+ l) 17 (+3) 6 (-2) 6 (-2) 17 (+3) Saving Throws Int +2, Wis +2, Cha +7 Skills Deception +7, Insight +2, Perception +2 Damage Vulnerabilities psychic Damage Resistances cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities acid, poison Condition Immunities blinded, charmed, deafened, exhaustion, grappled, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses blindsight 120 ft. (blind beyond this radius), passive Perception l 2 Languages Abyssal, telepathy 120 ft. Challenge l O (5,900 XP) Proficiency Bonus +4 BodyofMalice. The cloud can move through a space as narrow as l inch wide without squeezing. A creature that touches the cloud or hits it with a melee attack while with in 5 feet of it takes 5 (1 dl 0) acid damage and 5 (1 dl 0) psychic damage. In addition, the cloud can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, and whenever a creature ends its turn in the cloud's space, that creature takes l 8 (4d8) acid damage and l 8 (4d8) psychic damage. CHAPTLR THREE I DUNGEO!'; MASTER'S CHESf Finally, weapon attacks made against the cloud have disadvantage unless the weapon is magical or counts as magical for the purposes of resistance and immunity. Detect Ego. The cloud can magically sense the presence of creatures that have both a Charisma and Intelligence of 7 or higher up to 5 miles away. It knows the general direction they're in but not their exact locations. Magic Resistance. The cloud has advantage on saving throws against spells and other magical effects. Probing Telepathy. If a creature communicates telepathically with the cloud, the cloud learns the creature's greatest desires, though it might always not be intelligent enough or insightful enough to understand them. Psychic Rage. When the cloud takes psychic damage or is targeted by the new excite emotions spell, it enters a rage for l minute or until it is targeted by the calm emotions spell. While the cloud is in a rage, its flying speed increases by 20 feet, and each non-demon creature that starts its turn within 60 feet of the cloud takes 9 (2d8) psychic damage. Actions Charm. The cloud targets up to three creatures that it can see within l 20 feet of it. Each target must succeed on a DC l 5 Wisdom saving throw or else be charmed by the cloud until the end of the cloud's next turn. While charmed by the cloud, a creature can't see or hear any creatures other than the cloud, and it must use all its movement on its turn to move as close as it can to the cloud, including entering the cloud's space if it is close enough. Repel The cloud targets up to three creatures that it can see within 60 feet of it. Each target must succeed on a DC l 5 Charisma saving throw or be frightened of the cloud until the end of the cloud's next turn. While frightened by the cloud, a creature is also blinded and deafened, and it must use all its movement on its turn to move as far away from the cloud as it can, using its action to Dash if need be. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
SCOURGE VULTURE Medium fiend (bestialj, chaotic evil ArmorClass 15 (natural armor) Hit Points 7 5 (1 0d8 + 30) Speed l 0 ft., fly 60 ft. STR DEX CON INT WIS CHA 12 (+ l) l 5 (+2) 17 (+ 3) 5 (-3) 14 (+2) 6 (-2) Skills Perception +5 Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities acid, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception l 5 LanguagesChallenge 7 (2,900 XP) Proficiency Bonus +3 Keen Sight and Smell The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell. Mimicry. The vulture can mimic animal sounds and humanoid voices, as well as the sounds of objects it has heard. When it speaks a language, it can only speak in phrases it has heard. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) or Intelligence (Investigation) check. A creature has advantage on the check whenever the vulture imitates a humanoid voice in a language that the creature can understand. Pack Tactics. The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't incapacitated. Stench. Any creature that starts its turn within 5 feet of the vulture must succeed on a DC l 5 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of any scourge vulture for 24 hours. Actions Multiattack The vulture makes two attacks using its beak. Beak Me lee Weapon Attack:+ 5 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) piercing damage plus l 3 (3d8) acid damage and 7 (2d6) poison damage. Noxious Retching (Recharge 5-6). The vulture vomits nauseating acid in a l 5-foot cone. Each creature in that area must make a DC l 5 Dexterity saving throw, taking 27 (6d8) acid damage and 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. Until the start of the vulture's next turn, any creature that starts its turn within 5 feet of the area is subjected to the vulture's Stench trait, and it has disadvantage on the saving throw. THE IMPERMISSICON SCOURGE VULTURE The bird-like fiends called scourge vultures are native to the plane of Carceri, but these vile and hardy creatures have made nests all across the Lower Planes. Some are able to escape to the Material Plane or the ShadowfelL where they continue to reproduce, circling the sky over dismal plains, festering swamps, and lifeless deserts. Foulness Resista11.ce. Scourge vultures are known for their bodily hardiness. Their feathers are incredibly tough despite their flexibility and light weight. Their feathers and their internal organs are also completely immune to even the most powerful acids and poisons. For these reasons, artificers often make use of scourge vulture body parts when crafting magical armor. Ravenous Competition. Scourge vultures happily eat carrion and scavenge just like regular vultures, but they also enjoy hunting living prey when they have the opportunity, swarming their victims as a small flock. They will not eat each other unless as carrion, but once their flock has incapacitated or killed their prey, the vultures will usually begin fighting each other for access to the best parts of the resulting meal Dark Vulture Lords. When scourge vultures nest in the Material Plane or in the ShadowfelL they separate themselves from each other, claiming small territories for their own. Their mysterious nature allows them to gather and lead large flocks of regular vultures, driving the vultures to act unnaturally. The birds hunt instead of scavenging, ceaselessly attacking humanoids and their livestock like a starving pack of wolves. Only slaying the scourge vulture that leads the flock can return the birds to their natural behavior. SPIRIT OF DARKNESS Native to the plane of Hades, spirits of darkness can be found in any of the Lower Planes as well as throughout the Shadowfell They can also make their way through mysterious means to rare places in the Material Plane, such as desecrated locations or places that are sacred to one of the evil gods. These spirits are born when the negative energy leaking from the Plane of Negative Energy coalesces around the twisted evil that • permeates the Lower Planes.
• Evil Incarnate. Spirits of darkness are beloved by the evil deities such as Lolth, who delight in darkness and the terror that it brings. They rely on these spirits to watch over their sacred places. Spirits of darkness are the archenemies of spirits of light, and they oppose all celestials instinctively, just as they feel an instinctive urge to protect fiends and evil undead Shadows of Night. Spirits of darkness are believed to be the origin of the dark undead known as shadows, humanoid shadows that rise from the corpse they once matched in every movement. Spirits of darkness delight in creating undead shadows and do so whenever they are able to. Scholars also believe that these spirits are somehow related to the mysterious creatures known as nightwalkers, but they disagree as to the nature of this relationship. Some claim that these spirits are juvenile nightwalkers, awaiting their final form after some time or some form of ritual transformation. Others think the spirits are the nightwalkers' servants or perhaps even some kind of livestock for the creatures. Fiendish Nature. A spirit of darkness doesn't require air, food, drink, or sleep. STYGIAN WORM The gigantic fiendish leeches known as stygian worms are appropriately native to the River Styx that stretches across the Lower Planes. They can be found in greatest abundance in the jungles of Carceri, but some claim to • D&D UNLEASHED (vl.01) SPIRIT OF DARKNESS Large undead fiend, neutral evil Armor Class l 4 Hit Points 90 (l 2dl 0 + 24) Speed 0 ft., fly 40 ft. (hover) SlR DEX CON INT WIS CHA 9(-1) 19(+4) 14(+2) 6(-2) 11 (+0) 13 (+l) Saving Throws Cha +4 Skills Stealth +7 Damage Vulnerabilities radiant Damage Resistances cold, psychic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities blinded, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 120 ft., passive Perception l 0 Languages Abyssal, Infernal, Primordial, telepathy 60 ft. Challenge 5 (1,800 XP) Proficiency Bonus+ 3 Darkness Form. The spirit can move through a space as narrow as l inch wide without squeezing. A creature that touches the spirit or hits it with a melee attack while within 5 feet of it takes 4 (1 d8) necrotic damage. In addition, the spirit can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 4 (1 d8) necrotic damage. A creature that ends its turn inside the spirit's space also takes this damage. Finally, while the spirit is entirely within darkness, it is invisible. Shadow Sight Magical darkness doesn't impede the spirit's darkvision. Shadow Stealth. While in dim light or darkness, the spirit can take the Hide action as a bonus action. Sunlight Hypersensitivity. The spirit takes 5 (1 d l 0) radiant damage when it starts its turn in sunlight. While in the spirit is in sunlight, it has disadvantage on attack rolls, ability checks, and saving throws. Actions Multiattack The spirit makes two wither attacks. Wither. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: l 3 (2d8 + 4) necrotic damage. If a non-evil humanoid dies from this attack, a shadow (CR 1/2) rises from the corpse l d4 minutes later. The shadow is allied with the spirit. Terrorize (Recharge 4-6). The spirit pulses with dark energy, and nonmagical sources of light within 30 feet of the spirit are extinguished. Each creature in the spirit's space must make a DC 14 Wisdom saving throw. On a failed save, a creature takes l 3 (3d8) psychic damage and becomes frightened of the spirit until the end of its next turn. EHOMEBREW THE IMPERMISSICON
STYGIAN WORM Medium fiend (bestialj, neutral evil ArmorClass 15 (natural armor) Hit Points 90 (l 2d8 + 3 6) Speed 30 ft., climb 30 ft., swim 40 ft. STR DEX CON INT WIS CHA 16 (+3) 15 (+2) 17 (+3) 3 (-4) 11 (+0) 9 (-1) Skills Stealth +6 Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities acid, poison Condition Immunities blinded, poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception l 0 Languages - Challenge 9 (5,000 XP) Proficiency Bonus +4 Amphibious. The worm can breathe air and water. Blood Frenzy. The worm has advantage on melee attack rolls against a creature that doesn't have all its hit points. Many Mouths. At the start of each of the worm's turns, it deals 9 (2d8) piercing damage plus 9 (2d8) acid damage to each creature that is grappling it. Actions Multiattack The worm makes two bite attacks. If the worm is grappling a creature with blood, it can replace one of the attacks with its Blood Spray action. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) piercing damage plus 13 (3d8) acia damage, and the target is grappled (escape DC l 5). Until this grapple ends, the worm has advantage on bite attacks against the target, it can't bite another target, and at the end of each of the worm's turns, the target takes 13 (3d8) necrotic damage due to blood loss, and the worm regains hit points equal to the damage dealt. Blood Spray (Recharge 4-6). The worm sprays toxic blood from its mouths. Each creature within 3 0 feet of it must make a DC l 5 Dexterity saving throw, taking l 3 (3d8) acid damage plus 11 (2dl 0) poison damage on a failed save, or half as much damage on a success. SWARM OF BLOODWASPS Medium swarm of Tiny fiends (bestialj, chaotic evil ArmorClass 15 (natural armor) Hit Points 3 9 (6d8 + 12) Speed 5 ft., fly 40 ft. STR DEX CON INT WIS CHA 4(-3) 17(+3) 15(+2) 4(-3) 9(-1) 17(+3) Damage Resistances bludgeoning, cold, fire, piercing, poison, psychic, slashing Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned Senses blindsight l 5 ft., darkvision 60 ft., passive Perception 9 Languages - Challenge 3 (700 XP) Proficiency Bonus +2 Blood Frenzy. The swarm has advantage on melee attack rolls against a creature that doesn't have all its hit points. Death Bursts. Whenever the swarm takes damage, each creature in the swarm's space that isn't a bloodwasp takes poison damage equal to half of the damage taken by the swarm. Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. Actions Stings. Melee Weapon Attack: +5 to hit, reach Oft., one creature in the swarm's space. Hit: l 0 (4d4) piercing damage plus 7 (2d6) poison damage and 7 (2d6) fire damage, or 5 (2d4) piercing damage plus 3 (1 d6) poison damage and 3 (1 d6) fire damage if the swarm has half of its hit points or fewer. A creature that is reduced to 0 hit points by this damage must succeed on a DC 12 Constitution saving throw or instantly die. Creatures that don't have blood or can't be poisoned automatically succeed on the saving throw. THE IMPERMISSICON FANMADE HOMEBREW al UNLEASHED (vl.01) 205
have even found the worms in the festering pools of the most foul jungles, swamps, and caverns of the Material Plane and the Shadowfell These worms seek to latch on to powerful fiends and drain them of their magical blood, but will happily attack and consume the blood of any smaller creatures that wade into their waters. SWARM OF BLOODWASPS Bloodwasps are tiny flying fiends that live in large hives. They are native to the jungles of Carceri, but infestations have been found all across the Lower Planes. Bloodwasp stingers carry a searing venom known to cause sudden cardiac arrest. Their bodies are filled with a deadly poisonous gas that bursts outward upon death. Although they are scavengers, they enjoy killing anything and everything that they can, torturing their victims with painful stings for as long as they can. Once their victims are dead, the wasps lay their eggs in the bodies, which are then devoured by the new bloodwasps as they hatch. TORMENT RAT The rodent-like fiends called torment rats are native to the plane of Hades, but they have long ago spread to not only all of the Lower Planes, but to the Shadowfell and the Material Plane as welL where they survive in sewers and caverns that have been forgotten by civilization. Hungry Cannibals. Torment rats are wildly hungry at almost all times, but they rarely compete with each other for food They happily attack larger creatures as a swarm, eating their prey as a group. When starving, however, the rats will eagerly attack and eat each other, consuming each others' fiendish flesh without regard for the fiery poison that pulses in their brethren's veins. Fear Seekers. Torment rats have the supernatural ability to smell fear itself, and they use this trait to hunt down the most vulnerable of nearby prey. The rats can also taste fear; in fact, there is no taste that they relish more than fear. Torment rats are named for their love of torturing their prey, slowly eating the creatures alive as their searing and poisonous saliva leaves the prey both paralyzed and unable to pass out. The rats will drag off any prey they have paralyzed to eat in the darkness. TORMENT RAT Tiny fiend (bestialj, neutral evil ArmorClass 15 (natural armor) Hit Points 26 (4d4 + 16) Speed 30 ft. STR DEX CON INT WIS CHA l 3 ( + l ) l 7 ( + 3) l 9 ( +4) 7 (-2) l 3 ( + l ) 13 ( + l ) Damage Resistances cold, fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Senses darkvision 60 ft., passive Perception 11 LanguagesChallenge 2 (450 XP) Proficiency Bonus +2 Death Burst When the rat dies, it explodes in a burst of fiery poisonous gas. Each creature that isn't a torment rat within 5 feet of it must make a DC l 3 Constitution saving throw, taking 10 (3d6) fire damage and 1 3 (3d8) poison damage on a failed save, or half as much damage on a successful one. Fiendish Might The rat counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift. Keen Smell The rat has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated. Smell Fear. The rat can detect the presence of frightened or surprised creatures up to 5 miles away. It knows the general direction they're in but not their exact locations, and the rat has advantage on attack rolls against such creatures. This trait can't detect celestials, constructs, fiends, or undead. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: l piercing damage plus 3 (l d6) fire damage and 4 (l d8) poison damage. If the attack's damage reduces the target to 0 hit points, the target is stable but poisoned for l hour, even after regaining hit points. While poisoned in this way, it is frightened and paralyzed, and it can't be unconscious.
WOLFEN Huge fey (shapechanger), chaotic evil ArmorClass 16 (natural armor) Hit Points 119 (l 4dl 2 + 28) Speed 50 ft. (30 ft. in humanoid form) STR DEX CON INT WIS CHA 21 (+5) 16(+3) 15(+2) 11 (+O) 14(+2) 13(+1) Saving Throws Str +9, Cha +5 Skills Deception +9, Perception+ l 0, Stealth +7 Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered Senses darkvision 120 ft., passive Perception 20 Languages Abyssal, Common, Sylvan Challenge 11 (7,200 XP) Proficiency Bonus +4 Keen Hearing and Smell The wolfen has advantage on Wisdom (Perception) checks that rely on hearing or smell. Magic Resistance. The wolfen has advantage on saving throws against spells and other magical effects. Pack Tactics. The wolfen has advantage on an attack roll against a creature if at least one of the wolfen's allies is within 5 feet of the creature and the ally isn't incapacitated. Shapechanger. The wolfen can use his action to polymorph into a Medium wolf, into an elderly Small or Medium female humanoid, or back into his true form. His statistics are the same in each form. Any equipment he is wearing or carrying isn't transformed. He reverts to his true form if he dies. The transformation into a humanoid is imperfect: the wolfen can't change his canine claws, fur, jaws, or teeth. These imperfections are concealed by magical illusions that fail to hold up to physical inspection. For example, the wolfen could appear to have no sharp teeth, but someone touching his face might feel his canine jaws and teeth. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC l 6 Intelligence (Investigation) check to discern that the wolfen is disguised. Actions Multiattack The wolfen makes two attacks with his claw and one attack with his bite. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 2 l (3dl 0 + 5) piercing damage, and if the target is a Medium or smaller creature grappled by the wolfen, it must succeed on a DC l 6 Dexterity saving throw or be swallowed by the wolfen. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the wolfen, and it takes l 4 (4d6) acid damage at the start of each of the wolfen's turns. If the wolfen takes 20 damage or more on a single turn from a creature inside him, he must succeed on a DC l 8 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within l 0 feet of the wolfen. If the wolfen dies, a swallowed creature is no longer restrained by him and can escape from the corpse by using 20 feet of movement, exiting prone. WOLFEN Children's stories tell of big bad wolves lurking in dark woods, creatures that can disguise themselves as older women, blow houses down with a breath, and swallow prey whole in one gulp. The children might not know it, but they are unknowingly speaking of the ever-hungry fey monsters called wolfen. Most people who see a wolfen never know it. Wolfen Claw (Humanoid or True Form Only). Melee Weapon Attack: +9 to hit, reach l Oft., one target. Hit: l 5 (3d6 + 5) slashing damage, and if the target is size Medium or smaller and the wolfen is in his true form, the target is grappled (escape DC l 6), and restrained until the grapple ends. The wolfen can't have more than two targets grappled at a time. Huff and Puff(3/Day). The wolfen takes a deep breath before expelling a huge gust of wind from his lungs. Each creature and structure in a 60-foot cone must make a DC l 6 Strength saving throw. On a failed save, a target takes 32 (6d8 + 5) bludgeoning damage and is knocked prone and pushed 30 feet away. Structures take double the damage but are not pushed. Unsecured objects that are completely within the area of the effect are automatically pushed 3 0 feet away by the wind. The wolfen can't use Huff and Puff again until after the end of his next turn. Crim Howl (7/Day). The wolfen howls so loudly that he can be heard for up to l mile in all directions. Each other creature within l 20 feet of the wolfen that isn't a lycanthrope, feral hag, or wolfen must succeed a DC l 6 Wisdom saving throw or else become frightened of the wolfen for l minute. While frightened in this way, a creature must take the Dash action and move away from the wolfen by the safest available route on each of its turns, unless there is nowhere to move. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. CHAPTER THREE DUNGEON MASTER'S CHEST THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 207
208 can shapeshift into the form of a regular wolf with extralarge fangs and a particularly menacing posture, which they use to roam their territories inconspicuously. Their true form is a massive werewolf-like hybrid monster: the traits of a wolf upon the body of a humanoid When they stand straight-up, they usually reach almost twenty feet talL and their jaws are so large that they can fit an entire person inside their mouth, especially using their huge claws to shovel in the food Cursed Sons of Hags. Wolf en are born when a hag is ready to give birth to a daughter. Normally, a hag can only give birth to daughters. Yet if her time comes due at midnight when the moon is fulL a mother hag can suffer from the ancient Curse of the Wolf en. Her unborn child is transformed into a wolfen while still within her, and the wolfen child is driven by wild hunger to tear his way out of the hag's belly, devouring her as his first victim. All wolfen are born as sons in a cursed inversion of the hag's natural traits. Most wolfen spend their first few years of life in a feral state, living as normal wolves and growing larger, faster, and stronger as they do. After a year or two as an adult wolf, the wolfen awakens again to his full personality, intelligence, and abilities, finally assuming his huge true form for the first time. Just like hags, they can live so long that they seem ageless. Some wolfen, after consuming their birth mother, are adopted by other hags and raised as hounds, kept loyal only by the daily promise of more terrified people to eat. Shapesbifting 1iicksters. In addition to being able to transform into a regular wolf, a wolfen can use his shapeshifting ability to take the form of a ragged old woman just like his hag mother could This transformation has its limitations: the wolfen can't fully hide his massive jaws or claws. StilL most wolfen take the place of their mother hag after eating her by assuming the same forms that she used Others hunt down new hags to take their places. Some wolfen even learn to shapeshift into sheep or other beasts to lurk among livestock, still unable to fully conceal their fangs and claws. Monstrously Hungry. No matter how much he eats, a wolfen will never stop being ravenously hungry. Wolfen digest anything they eat almost immediately, and once they begin eating, they feel an uncontrollable urge to devour anything and everything they can get their claws upon. Wolfen love to eat raw meat, and they will only eat other food if they are actually starving. Wolfen are generally just as evil as the hags they are born from, and they relish the memories of their first matricidal meal Though a wolfen will eat nearly any prey that he can catch, most of them prefer to consume humanoids whenever possible. Wolfen love eating prey that scream, cry, and beg for mercy, and they will taunt their meals before eating them just for cruelty's sake. Lords of Lycantbropes. Most legends claim that the Curse of the Wolfen was started long ago when an elder hag stole and devoured the son of a powerful werewolf lord When the lord heard the fate that had befallen his son, he marshaled his entire pack and every dark force that he could call to his side to take revenge on the hag. CHAPTER THREE I DUNGEON MASTER'S CHEST D&D UNLEASHED (vl.01) The werewolf's forces made it to the ancient crone's lair on a night of the full moon, but the old hag had also prepared for the encounter, and her machinations were much longer in the making. The werewolf's forces were completely routed in the chaos of the hag's enchanted forest, and the lycanthrope lord himself was mortally wounded by the hag and her minions. As the werewolf lay dying, with the hag still cackling in the distance, he called upon the dark forces he still had remaining, presenting them with his blood to curse the hag forever. Some claim that he allied with corvian warlocks who summoned the Dread Wind itself, using its dark power to curse the hag and all her fellows. They point to the wolfen's ability to breathe dark and powerful wind as evidence of this connection. Others believe that, because of the wolf en's Abyssal language, the werewolf must have relied upon the aid of Demon Lords to lay his blood curse upon the hag. There are even those who say that he had allied with a different coven of hags to take down the target of his revenge, and that the coven's hex backfired and spread to all other hags accidentally. Whatever the true cause was, the curse fell upon the hag, traveling from the werewolf's blood to the blood of his devoured son that still swirled within her belly. The son's blood was transformed into a wolflike monster: the first wolfen, who tore his way out from the hag and gleefully devoured her. From that night on, unlucky hags that gave birth under a full moon began to experience the Curse of the Wolfen. Some claim that this legend is apocryphaL but there is no debating that wolfen have a strange connection to lycanthropy. Lycanthropes, especially werewolves, are supernaturally drawn to wolfen. Even the frightful howl of a wolfen does not faze lycanthropes. Wolfen are weak to silvered weapons just as lycanthropes are, and they're often mistaken for werewolves by novice adventurers, who rarely survive the experience.
ALTERNATE MONSTER SPELLS ADM can use these alternate spell lists for particular monsters. These lists utilize new and existing spells to transform a monstrous spellcaster from one variety of magic to another for a different or altered theme. Spells marked with an asterisk(*) can be found in Xanathar's Guide to Everything, or in Tasha's Cauldron of Everything if marked with two asterisks, while spells marked with a dagger (t) are found in this compendium. BLOODNAGA For Spirit Naga, Monster Manual page 234 Cantrips (at-will): blood boil,t hemokinesis,t thaumaturgy l st level (4 slots): blood reading,t charm person, detect magic 2nd level (3 slots): carnage burst,t hold person 3rd level (3 slots): fear, vampiric touch 4th level (3 slots): agonize,t blight 5th level (2 slots): bend bloodt DROW UMBRAMANCER For Drow Mage, Monster Manual page 7 2 9 Cantrips (at-will): camouflage,t minor illusion, shadow lance, thaumaturgy l st level (4 slots): b/ackout,t cause fear,* silent image 2nd level (3 slots): darkness, invisibility, misty step 3rd level (3 slots): fear, major image, nondetection 4th level (3 slots): greater invisibility, shadow of Moil* 5th level (2 slots): chilling darkness t MIND FLAYER RITUALIST For Mind Flayer Arcanist, Monster Manual page 222 Cantrips (at-will): ego shock,t mage hand, message, mind sliver** l st level (4 slots): bane, charm person, command, healing word 2nd level (3 slots): hold person, prayer of healing, silence 3rd level (3 slots): clairvoyance, dispel magic, incite self.harm t 4th level (3 slots): charm monster, divination 5th level (2 slots): dominate person, synaptic static* Kuo-TOA MADNESS PRIEST For Kuo-Toa Archpriest, Monster Manual page 200 Cantrips {at-will): ego shock,t thaumaturgy, vicious mockery 1st level (4 slots): delude,t dissonant whispers 2nd level (3 slots): crown of madness, illusory reversalt 3rd level (3 slots): fear, incite self-harm,t mortifyt 4th level (3 slots): jinx,t phantasmal killer 5th level (2 slots): dream, grim terrort MUMMY OF ANCIENT ROT For Mummy Lord, Monster Manual page 2 2 9 Cantrips {at-will): toll the dead,* vile miasma t l st level (4 slots): ray of sickness, spasm t 2nd level (3 slots): poison food or drink,t ray of enfeeblement 3rd level (3 slots): plague vector,t stinking cloud, toxic breath t 4th level (3 slots): blight, venom lash t 5th level (2 slots): cloudki/1, contagion 6th level (1 slot): harm, polluting sludge t PUTRID LICH For Lich, Monster Manual page 202 Cantrips {at-will): chill touch, venom dart,t vile miasma t l st level (4 slots): detect magic, magic missile, shield, spasmt 2nd level (3 slots): poison food or drink,t ray of enfeeblement, Rizzak's reeking filth t 3rd level (3 slots): animate dead, dispel magic, stinking cloud, toxic breath t 4th level (3 slots): blight, venom lash t 5th level (3 slots): befoul water,t cloudki/1, contagion 6th level (1 slot): create undead, polluting sludge t 7th level (1 slot): fingerofdeath, maladyt 8th level (1 slot): contaminate t 9th level (1 slot): desolation,t pestilence t SHADOW KNIGHT For Death Knight, Monster Manual page 47 l st level (4 slots): blackout,t disguise self, silent image 2nd level (3 slots): darkness, misty step 3rd level (3 slots): nondetection, veiled daggert 4th level (3 slots): greater invisibility, strangulate t 5th level (2 slots): destructive wave (necrotic) XVART SACRIFICE TAKER For Xvart Warlock ofRaxivort, Vo/o's Guide page 200 Cantrips (at-will): blood boil,t friends, gore spike,t hemokinesis,t thaumaturgy l st-2nd level (2 2nd-level slots): blood reading,t carnage burst,t death flow,t inflict wounds YUAN-TI DEFILER For Yuan-ti Spellcasters, Vo/o's Guide page 204-205 Cantrips (at-will): hemokinesis,t message, poison spray, prestidigitation, venom dart, t vile miasma t l st-3rd level (2 3rd-level slots): plague vector,t poison food or drink,t ray of sickness, Rizzak's reeking filth,t spasm,t stinking cloud, toxic breath t CHAPTER THREE DUNGEON MASTER'S CHEST THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 209
210 MAGIC ITEMS ark magic and wicked intent suffuse many of the magic items found throughout most fantasy settings. Cursed items are terribly common, whether they afflict the bearer or those around them, and many other items are created or powered using necromancy or blood magic. Wicked creatures, such as hags and fiends, produce dreadful artifacts of their own. This section presents an assortment of magic items that fit with the themes of this compendium. See the Dungeon Master's Guide for the rules on magic items. Spells that are listed in an item's description as "new" are from this compendium. Spells with an asterisk are from Xanathar's Guide to Everything. ARMOR OF ENDLESS NIGHT Armor (heavy) legendary (requires attunement) While you wear this magic armor made out of darkness itself, you gain a + 1 bonus to AC, you have resistance to necrotic and psychic damage, and attacks made against you have disadvantage. You can also see normally in dim light and darkness, even in magical darkness, out to a range of 120 feet, and bright light in your space is reduced to dim light if it isn't created by a 9th-level spell BLOODBITE RING Ring, rare While you wear this magic ring, you have advantage on death saving throws and on saving throws against blood magic or bleeding. In addition, when you touch an object that can trigger the activation of a trap, the ring bites painfully into your flesh, dealing no damage but alerting you that the object is trapped in some way. Once it has done so, it will not do so again until the next dawn. BLOODFURYWEAPON Weapon (any) rare (requires attunement) You gain a + 1 bonus to attack and damage rolls made with this blood-red magic weapon. When you hit with an attack using this weapon and you have no more than half of your hit points remaining, the attack deals ldlO extra damage. BLOODGUARD NECKLACE Wondrous item, uncommon (requires attunement) While you wear this rusted iron choker, you are treated as if you don't have blood by spells and magical effects, and you have advantage on saving throws against bleeding and against poison or disease caused by effects that deal bludgeoning, piercing, or slashing damage. Also, when creatures regain hit points based on necrotic damage they have dealt to you, you have resistance to that necrotic damage, and the healing is calculated as if you had taken no necrotic damage at all CHAPTER THREE I DUNGEON MASTER'S CHEST BLOODTHIRST WEAPON Weapon (any) rare (requires attunement) You gain a + 1 bonus to attack and damage rolls made with this wicked-looking magic weapon. When you critically hit a creature that has blood using the weapon, the attack deals 5 extra necrotic damage. In addition, the weapon has 3 charges, and it regains ld3 expended charges daily at dawn. When you reduce a creature with blood to O hit points with an attack using this weapon and the target dies, you can speak the weapon's command word and expend 1 charge to regain hit points equal to twice your proficiency bonus. CALAMITOUS WEAPON Weapon (any melee) legendary (requires attunement) You gain a + 3 bonus to attack and damage rolls made with this imposing magic weapon. When you hit with a melee attack using the weapon, you ignore resistances and immunities to damage, and the attack deals 2d8 bonus force damage to the target. Each other creature within 10 feet of the target other than you takes the same amount of force damage. If the target is an object, the attack is automatically a critical hit. CLOAK OF SHADOWS Wondrous item, rare (requires attunement) While you wear this cloak of gray and black, you are invisible whenever you are entirely within darkness. CLOAK OF THE GHOST Wondrous item, very rare (requires attunement) While wearing this magical cloak woven from spectral threads, you have resistance to cold, necrotic, and poison damage, and you have advantage on saving throws against being cursed, frightened, or possessed In addition, the cloak has 3 charges, and it regains all expended charges daily at dawn. You can speak the cloak's command word and expend 1 charge to gain the effects of either the invisibility or the see invisibility spell for 1 hour or until you expend another charge. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
CONTAGIOUS WEAPON Weapon (any) uncommon (requires attunement) You gain a + 1 bonus to attack and damage rolls made with this noxious magic weapon, which appears rusted, tarnished, or half-rotten. The weapon has 3 charges, and it regains all expended charges daily at dawn. When you hit a creature with an attack using the weapon, you can expend 1 charge to have the attack deal an extra ld6 poison damage and cause the target to make a DC 13 Constitution saving throw. On a failed saving throw, the target is poisoned until the end of its next turn. On a successful saving throw, the target can't be poisoned by the weapon for 1 hour. A creature that has resistance to necrotic damage also has resistance to this poison damage, and a creature that is immune to disease can't be poisoned by the weapon. Curse. This weapon is cursed, a fact that is revealed only once you attune to the weapon. Until the curse is revealed, the identify spell erroneously reveals the weapon to be a vile weapon. Attuning to the weapon causes you to gain 1 level of exhaustion and curses you until you are targeted by the remove curse spell or similar magic. While cursed, you can't be reduced below the first level of exhaustion, and unless you are immune to disease, you spread disease wherever you go. Whenever a creature finishes a long rest within 60 feet of you, it must make a DC 13 Constitution saving throw. On a failed save, it takes ld6 necrotic damage, gains one level of exhaustion, and its maximum hit points are reduced by the amount of damage it took. While its hit point maximum is reduced, it repeats the saving throw with disadvantage at the end of each long rest, restoring its hit point maximum on a success, and gaining one level of exhaustion on a failure. Any effect that removes a disease allows a creature's hit point maximum to return to normal without succeeding on the saving throw. COWARD'S WEAPON Weapon (any light or ranged weapon) rare (requires attunement) When you hit a creature with an attack using this nondescript magic weapon, if you have at least one allied creature within 30 feet of the target and the target can see that creature, the target suffers disadvantage on attack rolls against you until the end of your next turn, until it can no longer see any of your allies, or until the allied creature is frightened or incapacitated Curse. This weapon is cursed, a fact that is revealed only once you attune to the weapon. Doing so curses you until you are targeted by the remove curse spell or similar magic. While cursed, you have disadvantage on saving throws against being frightened, and while you are frightened, your speed increases by 10 feet and you can take no actions except to Dash away from the target of your fear. CURSEBITE RING Ring, rare While you wear this magic ring, you have advantage on saving throws against curses and against being petrified In addition, when you touch a cursed magic item, the ring bites painfully into your flesh, dealing no damage but alerting you to the existence of the curse. Once it has done so, it will not do so again until the next dawn. DEVOURING GOURD Wondrous item, legendary (requires attunement) While holding this magical sake gourd, you can use an action to uncork the gourd and point it at any number of creatures that you can see within a 30-foot cone extending out from you. Each creature must succeed on a DC 16 Strength saving throw or else be magically sucked inside the gourd Alternatively, you can use this action to uncork the gourd and release any number of creatures that are inside, sending them to unoccupied spaces of your choice within the 30-foot cone. The gourd's opening is only a few inches wide, but creatures that are sucked into the gourd appear to shrink in size as they enter, allowing them to fit into the gourd In reality, the gourd contains a special pocket dimension inside its confines, causing the space inside to be much larger than the size of the gourd The inside space has a radius of 30 feet and a height of 120 feet, and it is heavily obscured by swirling acidic mist. Gravity within the gourd always points to the bottom of its inner space, regardless of the gourd's external orientation. It is impossible to remove the gourd's cork from the inside of the gourd, except by targeting the cork with the disintegrate spell or using the wish spell A creature that is sucked into the gourd immediately falls to the bottom, unless it can stop the fall Each minute that the creature spends inside the gourd, it takes 1 acid damage. A creature that places its ear to the outside of the gourd can hear the sounds that are made from inside the gourd Otherwise, no sound from the inside of the gourd can be CHAPTER THREE DUNGEON MASTER'S CHEST THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 211
heard outside the gourd Similarly, creatures inside the gourd can hear speech that is spoken directly into the gourd, even if the gourd is corked Once you use the gourd to attempt to suck creatures inside it, it can't be used in that way again until the next dawn. During that time, it can still be used to release the creatures within. Creatures that are killed by the gourd are transmuted into a sweet alcoholic beverage, which can be consumed from within the gourd The higher the creature's level or challenge rating, the more delicious the alcohol will be. DREADFUL WEAPON Weapon (any melee) rare (requires attunement) You gain a + 1 bonus to attack and damage rolls made with this magic weapon wrought from a mysterious, dark metal Whenever you hit a creature with an attack using this weapon, if there aren't any allies of the target within 10 feet of the target, the attack deals ld8 extra psychic damage to the target. Undead, constructs, and creatures that can't be frightened are immune to this extra psychic damage. ELIXIR OF CHAOTIC REBIRTH Potion, rare When you drink this potion, you instantly die and then immediately benefit from the effects of the reincarnate speli returning you to life in a new form. This strange liquid, which is speckled with bits of rare dirt and exotic leaves, is constantly shifting between different colors and viscosities. ELIXIR OF LYCANTHROPY Potion, rarity varies When you drink this potion, you fall unconscious for 1 minute and become cursed with lycanthropy, following the rules described on page 207 of the Monster Manual and page 155 of this compendium. The type of lycanthrope that you become depends on the type of the elixir that you drank. The DM chooses the type of elixir or determines it randomly from the options below. d20 Type Rarity l Wereape Very Rare 2 Werebat Rare 3 Werebear Rare 4 Wereboar Uncommon 5 Werecobra Rare 6 Wereagle Very Rare 7 Weregator Very Rare 8 Werekraken Very Rare 9 Wereowl Uncommon 10 Wererat Uncommon 11 Wereraven Rare 12 Wereshark Uncommon 13 Werespider Rare 14 Weretiger Rare l 5 Wereturtle Very Rare 16 Werewolf Uncommon ELIXIR OF VAMPIRISM Potion, rarity varies Source The lmpermissicon Waterdeep: Dungeon of the Mad Mage Monster Manual Monster Manual The lmpermissicon The lmpermissicon The lmpermissicon The lmpermissicon The lmpermissicon Monster Manual Van Richten's Guide to Raven/oft The lmpermissicon The lmpermissicon Monster Manual The lmpermissicon Monster Manual When you drink this potion, you fall unconscious for 1 minute, your type changes to undead, and you become a vampire, following the rules described on page 295 of the Monster Manual. Your transformation is based on statistics that are determined by the elixir's creation. Type of Elixir Rarity Impure Elixir of Rare Vampirism Pure Elixir of Very Rare Vampirism Statistics Vampire Spawn (CR 5) Vampire (CR 13)
HAG'S VIAL Wondrous item, rarity varies (requires attunement) This cloudy glass vial is magical and filled with a strange liquid that refills at dawn. It has a number of charges, and regains a different number of expended charges daily at dawn, both determined by its rarity. While holding the viaL you can expend 1 or more charges to cast a particular spell using the vial's spell save DC and without requiring concentration. Three varieties of hag's vial exist, corresponding with and having different rarity, available spells, and spell save DC according to three different types of hag. Max Daily Save Type Charges Charges DC Rarity Green Hag 4 ld4 13 Uncommon Annis Hag 7 ld6 + l l 5 Rare Death Hag 13 ldl0+3 17 Very rare Green Hag's Vial This vial of green liquid can only be used to cast the new poison food or drink spell (1 charge} Annis Hag's Vial This vial of black liquid can be used to cast the new poison food or drink spell (1 charge) or the new befoul water spell (3 charges} You can increase the spell slot level of poison food or drink by one for each additional charge you expend, up to a maximum of 5th-level Death Hag's Vial This vial of white liquid can be used to cast the new poison food or drink spell (1 charge), the new befoul water spell (3 charges), or the new suspend animation spell (5 charges} You can also increase the spell slot level of poison food or drink by one for each additional charge you expend HANGMAN'S NECKTIE Wondrous item, legendary (requires attunement) This old, blood-stained noose has been torn off partway, leaving two feet of rope dangling from its knot. Despite that, the noose itself is nearly indestructible. While you wear this magical noose around your neck, you have resistance to all damage except necrotic damage, and you have advantage on death saving throws. In addition, you don't become unconscious at O hit points. Curse. The noose is cursed, a fact that is revealed only when you attune to it. The identify spell is deceived by the curse and falsely omits the curse from properties it reveals about the noose. Attuning to the noose curses you until you are targeted by the remove curse spell cast at 9th-level or similar magic; if the curse is removed, your attunement to the noose ends. While you are cursed by the noose, you have vulnerability to necrotic damage, and you instantly die if the noose is removed from your neck. In addition, a creature that makes a melee attack against you can choose to take a -5 penalty to the attack roll to target your neck. On a hit, you have vulnerability to bludgeoning damage dealt by the attack, and if you have O hit points or if the attack reduces you to O hit points, you instantly die. When you take radiant damage or take bludgeoning damage in this way, the damage can't be reduced and ignores resistance and immunity. HEART PIERCER Weapon (any weapon that deals piercing damage) very rare (requires attunement) This magical weapon has 3 charges, and it regains all expended charges daily at dawn. When you hit a creature that has blood with an attack using the weapon, you can expend 1 charge to cast hemorrhage (new) on the target as part of the attack, requiring no components, spell slots, or concentration. The spell save DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (whichever is higher} In addition, before you make an attack against a creature using the weapon, if the creature isn't an undead or construct, you can expend 1 charge to strike at the target's vital points as part of the attack. You gain advantage on the attack rolL the attack scores a critical hit on a roll of 18-20, and the attack deals an extra 3d10 piercing damage on a hit. HELLFLAME WEAPON Weapon (any sword) rare (requires attunement) You can use a bonus action to speak this magic sword's command word, causing black flames to erupt from the blade. These flames shed dim light in a 40-foot radius. While the sword is ablaze, it deals an extra ld6 fire damage and ld6 necrotic damage to any target it hits. When this happens, the DM chooses one creature other than you within 30 feet of the target (preferably one of your allies} The black flames leap to that creature, causing it to take half of the fire and necrotic damage. CHAPTER THREE DUNGEON MASTER'S CHEST D&D UNLEASHED (vl.01) 213
214 The black flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword Curse. The weapon is cursed, a fact that is revealed only when you attune to it. The identify spell is deceived by the curse and falsely reveals the item to be a flame tongue weapon. Attuning to the weapon curses you until you are targeted by the remove curse spell or similar magic. While cursed, you refuse to wield any other weapon, and you refuse to attack with this weapon without activating its flames. You have disadvantage on attack rolls using the weapon against fiends. Also, if a creature that is missing hit points leaves your reach while you are wielding the weapon and its flames are active, you must succeed on a DC 20 Wisdom saving throw or else be forced to use your reaction to make an opportunity attack against that creature if you are able, even if the creature is your ally. INVISIBLE WEAPON Weapon (any melee weapon) very rare (requires attunement) While you hold this magic weapon, it is invisible, except that you can still see it. You have advantage on all melee attacks using the weapon against a creature, unless the creature doesn't rely on sight, as with blindsight, or the creature can see invisible objects, as with truesight. JOURNAL OF FALSE MEMORIES Wondrous item, rare (requires attunement) This aged magic journal is filled with blank pages. Any attempt to write upon the pages fails, the text erasing itself within mere moments. While holding the journaL you can use an action to write a creature's name on the front of the journaL which quickly disappears. If the target is incapacitated and within 5 feet of you, you instantly cast the new sift memory spell (spell save DC 20} using the journal as the material component. The journal can't be used in this way again until the next dawn. Curse. This journal is cursed The identify spell erroneously reveals the journal to be a Mindthief's Journal. If the same spell caster casts identify on the journal again, its true nature is revealed Because of the curse, when the journal is used to cast sift memory, instead of the spell's normal effects, the spell describes a series of fake memories and false information. It never shares any true memories or real information gathered from the target. Often, the information it shares is dangerously wrong. Despite this, the journal never gives any indication that it is anything less than utterly honest and straightforward: the fake memories are generally believable, and the journal tries not to reveal its true nature if possible. CHAPTER THREE I DUNGEON MASTER'S CHEST LYCANHIDE BELT Wondrous item, rarity varies (requires attunement) This magical belt is covered with fur, scales, or leather. While you wear it, you have advantage on saving throws against being charmed or frightened, and you gain the benefits of being cursed with lycanthropy, following the rules described on page 207 of the Monster Manual and page 155 of this compendium, although you are not actually cursed with true lycanthropy. The specific type of lycanthropy you benefit from is determined by the materials used in the belt's creation. You gain all the benefits described for that type of lycanthrope, except you don't gain damage immunities or the shapechanger trait, your alignment doesn't change, and you can't pass on the curse of lycanthropy. The DM chooses the specific type of lycanthrope or determines it randomly from the options below by rolling a d20 and rerolling any result of 17-20. The type of lycanthrope determines the rarity of the belt. d20 Type Rarity Source l Wereape Very Rare The lmpermissicon 2 Werebat Rare Waterdeep: Dungeon of the Mad Mage 3 Werebear Rare Monster Manual 4 Wereboar Rare Monster Manual 5 Werecobra Very Rare The lmpermissicon 6 Wereagle Very Rare The lmpermissicon 7 Weregator Very Rare The lmpermissicon 8 Werekraken Very Rare The lmpermissicon 9 Wereowl Very Rare The lmpermissicon 10 Wererat Rare Monster Manual 11 Wereraven Rare Van Richten's Guide to Raven/oft 12 Wereshark Very Rare The lmpermissicon 13 Werespider Rare The lmpermissicon 14 Weretiger Rare Monster Manual l 5 Wereturtle Very Rare The lmpermissicon 16 Werewolf Rare Monster Manual D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
Curse. The belt is cursed, a fact that is revealed only when you attune to it. The identify spell is deceived by the curse and falsely reveals the item to be a Belt of Giant Strength - either a hill giant or frost giant belt, depending on the rarity of the belt. Attuning to the belt curses you until you are targeted by the remove curse spell or similar magic; if the curse is removed, your attunement to the belt also ends. While cursed, you cannot remove the belt, and you refuse to wear any other belt. You also have vulnerability to bludgeoning, piercing, and slashing damage dealt by attacks using silvered weapons. Finally, during nights when the full moon is out, you experience all the effects of the curse of lycanthropy, including gaining damage immunities, the shapechanger trait (which absorbs this belt into any forms where it doesn't fit1 and the change to your alignment. Your DM is free to decide that this places your character under DM control until the sun rises again. During this period, you are able to pass on the curse of lycanthropy just like a true lycanthrope. LYCAN-SLAYER WEAPON Weapon (any) rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon wrought from enchanted silver. When you hit a shapechanger with an attack using this weapon, the attack deals ld8 bonus radiant damage. In addition, attacks using the weapon against lycanthropes critically hit on a roll of 19-20. You can use a bonus action to point the weapon at a creature you can see within 90 feet of you and speak the weapon's command word to cast the hunter's mark spell (3rd-level) from the weapon, targeting the creature and without requiring concentration. However, the spell fails if the target is not a shapechanger. Once you use this bonus action, it can't be used again until the next dawn. MINDTHIEFrS j OURNAL Wondrous item, very rare (requires attunement) This aged magic journal is filled with blank pages. Any attempt to write upon the pages fails, the text erasing itself within mere moments. While holding the journaL you can use an action to write a creature's name on the front of the journaL which quickly disappears. If the target is incapacitated and within 5 feet of you, you instantly cast the new sift memory spell (spell save DC 201 using the journal as the material component. The journal can't be used in this way again until the next dawn. MOCKING ARMOR Armor (light, medium, or heavy) uncommon (requires attunement) This magic armor is crafted with the appearance of many faces across its surface. These faces can move and speak, with minds of their own, but their only interest is in mocking others. While you wear the armor, creatures of your choice within 10 feet of you have disadvantage on attack rolls against creatures other than you. A creature is immune to this effect if it can't see you, if it can't hear you, if it can't be frightened, if it can't be charmed, or if it doesn't know any languages. Curse. This armor is cursed, a fact that is revealed only once you don the armor. While wearing the armor, you are unable to prevent the magic faces from mocking you, and you hear them even when deafened Whenever you fail an ability check or saving throw or miss with an attack, the armor's many voices berate you, and you take ld4 psychic damage. This damage can't reduce your hit points below half of your maximum hit points. In addition, you have disadvantage on Wisdom saving throws and you have vulnerability to psychic damage dealt by any other source while you wear the armor. CHAPTER THREE DUNGEON MASTER'S CHEST THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 215
NIGHTSTALKER WEAPON Weapon (any) rare (requires attunement) While you hold this dark-looking weapon, you have advantage on Dexterity (Stealth) checks if you aren't in bright light. In addition, you gain a + 1 bonus to attack and damage rolls made with the weapon. When you hit a creature with an attack using the weapon, the attack deals an extra ld6 necrotic damage plus ld6 psychic damage. It doesn't deal this extra damage if the target is in bright or dim light, if it can't be frightened, or if it has darkvision, blindsight, or truesight and isn't blinded PHANTOM WEAPON Weapon (any) very rare (requires attunement) You gain a + 1 bonus to attack and damage rolls made with this magic weapon, which appears ghostly and transparent. In addition, when you make an attack against a creature using the weapon, 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 + your 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 POISONBITE RING Ring, rare While you wear this magic ring, you have advantage on saving throws against poison. In addition, when you touch your mouth to poisoned food or drink, the ring bites painfully into your flesh, dealing no damage but alerting you to the existence of the poison. Once it has done so, it will not do so again until the next dawn. REVOLTING ARMOR Armor (light, medium, or heavy) rare (requires attunement) This grimy, slime-coated magic armor cannot be made clean by any means. While wearing the armor, you have resistance to poison damage and advantage on saving throws against poison or disease. In addition, you exude stench. Each other creature that starts its turn within 30 feet of you must succeed on a DC 13 Constitution saving throw or else be poisoned until the start of its next tum. On a successful save, the creature is immune to the stench for 24 hours. Curse. This armor is cursed, a fact that is revealed only once you don the armor. Once you do, you are cursed by the armor until you are targeted by the remove curse spell or similar magic. While cursed, you appear wretched and disgusting, and you give off a vile smell that gives away your position to creatures within 60 feet without harming them. You have disadvantage on Charisma checks and on Dexterity (Stealth) checks, and creatures can't be charmed by you. Each friendly creature within 30 feet of you also suffers these effects. Removing the armor does not end the curse. RING OF HADES Ring, very rare (requires attunement) While wearing this ring, you have advantage on saving throws if you are entirely within darkness, and you have darkvision that extends out to a range of 120 feet. RING OF HIDING Ring, very rare (requires attunement) While wearing this ring, you can tum invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spelL or until you use a bonus action to become visible again. Curse. The ring is cursed, a fact that is revealed only when you attune to it. The identify spell is deceived by the curse and falsely reveals the item to be a ring of invisibility. Attuning to the ring curses you until you are targeted by the remove curse spell or similar magic; removing the ring fails to end the curse. While cursed, on each of your turns in combat, if you weren't invisible or Hidden from all foes that you are aware of at the start of the tum, you must use your action on that tum to Hide or become invisible, or to attempt to reach a hiding place if you can't Hide and can't become invisible. EBREW THE IMPERMISSICON
RING OF STRANGE ENERGY Ring, rare (requires attunement) While wearing this ring, your spells and abilities are augmented by a strange energy. When you deal damage of a particular type determined by the type of ring using a spell or class feature, you ignore resistance to that damage type unless the creature also has resistance or immunity to a secondary damage type, and you treat vulnerability to that second damage as vulnerability to both damage types. The DM chooses the type of ring or determines it randomly from the options below by rolling a d4. d4 Type of Ring 1st Damage Type 2nd Type 1 Ring of Icy Death Necrotic Cold 2 Ring of Dark Twilight Necrotic Radiant 3 Ring of Burning Toxin Poison Fire 4 Ring of Starry Whispers Psychic Radiant SCYTHE OF THE SHADOWFELL Weapon (glaive or greataxe), legendary (requires attunement) While you hold this magical scythe, you have resistance to necrotic damage and advantage on saving throws against curses. The scythe can be used as a spellcasting focus as if it were a staff. You also gain a +2 bonus to attack and damage rolls made with the scythe. When you hit a creature with an attack using the scythe, the attack also deals an extra ld8 cold damage plus ld8 necrotic damage, and the target can't regain hit points until the end of its next turn. The scythe has 12 charges for the following properties. It regains all expended charges daily at dawn. Control Undead While holding the scythe, you can use an action to expend some of its charges to target one undead creature you can see within 60 feet of you. If the target's challenge rating is equal to or less than the number of charges you expended, it must succeed on a DC 20 Wisdom saving throw or else it must obey your commands for the next 24 hours. Reaper. When an attack using this scythe reduces a creature to 0 hit points, the creature instantly dies. In addition, when you hit a humanoid, beast, or undead with an attack using the scythe, if the target has 20 hit points or fewer, it instantly dies instead of taking damage from the attack. All weapon attacks made with the scythe score a critical hit on a roll of 19 or 20, and when you critically hit a creature with an attack using the scythe, you can expend 1 charge to have the attack deal an additional 10 necrotic damage. Spells. While holding the scythe, you can use an action to expend some of its charges to cast one of the following spells from it, using a spell save DC of 20 and a spellcasting ability of +6: animate dead (3 charges1 blight(4 charges1 chilling darkness (new) (5 charges1 create apparition (new) ( 4 charges1 create undead (6 charges1 darkness (2 charges1 death ward (4 charges1 desolation (new) (12 charges1 harm (6 charges1 midnight (new) (12 charges1 speak with dead (3 charges1 or summon apparition (new) (5 charges} Umbral Gate. While holding the scythe, you can spend 10 minutes to carve elaborate symbols upon the ground, expending 6 charges. When you finish the rituaL if you are on the Material Plane or in the ShadowfelL a magical portal opens connecting the Shadowfell and the Material Plane at your location and the related location on the other plane. This portal follows the same rules as the gate spelL except that it lasts for 1 hour or until you use an action while holding the scythe to close it. SKELETAL ARMOR Armor (medium or heaiy), rare (requires attunement) While you wear this armor made from humanoid bones, you gain resistance to necrotic and poison damage, you have advantage on saving throws against poison, disease, and necromancies, and your hit point maximum can't be reduced You also have advantage on your Charisma (Intimidation) checks against non-undead creatures. Curse. This armor is cursed, a fact that is revealed only once you don the armor. Doing so curses you until you are targeted by the remove curse spell or similar magic. While cursed, you refuse to remove the armor or wear any other armor for any reason. In addition, you count as undead instead of your normal creature type, and you have vulnerability to radiant damage. You also have disadvantage on attack rolls against undead, and any damage you deal to undead is halved Finally, allied non-undead creatures within 60 feet of you are always unsettled by your presence, causing them to suffer disadvantage on ability checks made for initiative and on saving throws against being frightened unless you are incapacitated CHAPTER THREE DUNGEON MASTER'S CHEST THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 217
218 Wondrous item, rarity varies (requires attunement) This magic needle has a number of charges equal to its maximum number of charges, and regains a different number of expended charges daily at dawn. While holding the needle, you can expend 1 or more charges to cast one spell from a particular set of spells, except the range of the spell is limited to Touch, and the spell can only target one creature. In addition, targets that have resistance or immunity to piercing damage are immune to spells cast by the needle. Three varieties of this needle exist, corresponding with and having different rarity, available spells, and magical power according to different crafting materials. Type Max Charges Daily Charges Rarity Bronze 6 ld6 + l Uncommon Silver 13 2d6 + 2 Rare Gold 21 3d6 + 4 Very rare Bronze Needle. This needle can only be used to cast sleep (1 charge). Silver Needle. This needle can be used to cast sleep (1 charge) or catnap* (3 charges). You can increase the spell slot level of sleep by one for each additional charge you expend, up to a maximum of 3rd-level Gold Needle. This needle can be used to cast sleep (1 charge), catnap* (3 charges), or suspend animation (new) (7 charges). You can increase the spell slot level of sleep by one for each additional charge you expend, up to a maximum of 5th-level CHAPTER THREE I DUNGEON MASTER'S CHEST STAFF OF BLOOD Staff, very rare (requires attunement by a cleric, sorcerer, warlock, or wizard) You have resistance to necrotic damage and you can cast the new hemokinesis cantrip at-will while you hold this crimson staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: blood extraction (new) (3 charges), blood reading (new) (1 charge), hemorrhage (new) (4 charges), or infuse blood (new) (2 charges). The staff regains ld6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff dissolves into stale, lifeless blood that can't be used for blood magic, and the staff is destroyed STAFF OF CHAOS Staff, legendary (requires attunement by a cleric, sorcerer, warlock, or wizard) While you hold this magical staff, you have advantage on saving throws. The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a 20. On a 20, the staff regains 1 d 12 + 1 charges. Gift of Chaos. While holding the staff, you can use an action to expend up to 5 charges to replicate the effects of the Channel Divinity: Wild Blessing feature, found on page 16, except you roll three times on the table instead of only once and choose which result to use, and it doesn't expend a use of Channel Divinity. Instead of your cleric levei you use a number equal to four times the number of charges expended You can do this even if you are not a cleric. Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: animate objects (5 charges), cone of cold (5 charges), destructive wave (5 charges), disintegrate (7 charges), fireball (4th-levei 4 charges),jinx (new) (4 charges), lightning bolt(3 charges), plane shift(only to a plane of chaos, 7 charges), prismatic spray(9 charges), reincarnate (5 charges), or wish (but the DM has total control over the effects of the wish, 15 charges). You can also use an action to cast one of the following spells from the staff without using any charges: bane, bless, chaos bolt" (5th-level), chromatic orb (3rd-level), cloud of daggers, shatter, or thaumaturgy. Chaotic OHering. You can spend 8 hours undergoing a special ritual with the staff as if you were casting a ritual spell Once completed, the staff is permanently transformed into a different magic item of legendary rarity chosen by the DM. You are no longer attuned to it. If the new item has charges, it retains whatever charges the staff had when the ritual was completed (up to the maximum number allowed by the new item). D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
STAFF OF CONSUMPTION Staff, legendary (requires attunement by a bard, sorcerer, warlock, or wizard) While you hold this magic staff decorated with images of blood and bats, you have resistance to necrotic and poison damage, and you gain 10 temporary hit points whenever you start your tum and you aren't in sunlight. You lose these temporary hit points if you enter sunlight, take any radiant damage, or stop holding the staff. The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a 20. On a 20, the staff regains ld12 + 1 charges. Drain Blood While holding the staff, you can use an action to expend up to 5 charges to drain blood from the corpse of a dead creature that you can see within 60 feet. If the creature died less than 24 hours ago, you regain 5 hit points and one expended hit die for each charge spent on this action. Hematurgy. While holding the staff, you can use a bonus action to expend up to 5 charges and spill your own blood, spending up to the same number of hit dice. Instead of healing you take 1 d8 necrotic damage per hit die expended that ignores resistance and immunity. The damage does not provoke saving throws to maintain concentration. The next spell you cast this tum 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 property. Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: blood extraction (new) (6th-leveL 6 charges} conjure animals (only bats, rats, or wolves; 3 charges} death ward (4 charges} dominate person (5 charges} geas (5 charges} hemorrhage (new) (4 charges} infuse blood (new) (2 charges} mass suggestion (6 charges} or vampiric touch (7th-level version, 7 charges} You can also use an action to cast one of the following spells from the staff without using any charges: blood reading (new), calm emotions, darkness, gaseous form, gore spike (new), spider climb, suggestion, or thaumaturgy. Vampiric Consumption. You can spend 8 hours undergoing a special ritual with the staff as if you were casting a ritual spell Once completed, the staff is permanently destroyed, releasing powerful blood magic that infuses your body. You become a vampire, following the rules described on page 295 of the Monster Manual, and your type changes to undead While you are a vampire, your maximum hit points are also increased by an amount equal to the number of charges remaining in the staff when the ritual was completed THE IMPERMISSICON STAFF OF CURSES Staff, very rare (requires attunement by a cleric, sorcerer, warlock, or wizard) You have advantage on saving throws against curses and against being petrified while you hold this eerie staff made of petrified wood The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: bane (1 charge} bestow curse (3 charges} jinx (new) ( 4 charges} or remove curse (3 charges} You can increase the spell slot level of bestow curse by one for each additional charge you expend The staff regains ld6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff evaporates into white mist and is destroyed Curse. This staff is cursed, and becoming attuned to it extends the curse to you. The identify spell is deceived by the curse and falsely omits the curse from the properties it reveals about the staff. As long as you remain cursed, you are unwilling to part with the staff, keeping it within reach at all times. In addition, you have disadvantage on all saving throws except those against curses and against being petrified, and any creature within 60 feet of you that tries to use magic to remove a curse or end the petrified condition must succeed on a DC 15 Charisma saving throw or the magic fails. The curse upon you can be removed if you are targeted by the remove curse spell or similar magic, but only after the staff has been destroyed STAFF OF DARKNESS Staff, very rare (requires attunement by a cleric, druid, sorcerer, warlock, or wizard) You can see normally in darkness, both magical and nonmagicaL to a distance of 300 feet while you hold this spiraling black onyx staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: blackout (new) (1 charge} chilling darkness (new) (5 charges} darkness (2 charges} darkvision (1 charge} or nondetection (3 charges} The staff regains ld6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff evaporates into black smoke and is destroyed
220 STAFF OF DEATH Staff, very rare (requires attunement by a cleric, sorcerer, warlock, or wizard) You have resistance to necrotic damage and your maximum hit points can't be reduced while you hold this staff made of bone. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: animate dead (3 charges1 feign death (2 charges1 gentle repose (1 charge1 inflict wounds (1 charge1 or speak with dead (3 charges} The staff regains ld6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff crumbles into ashes and dust and is destroyed STAFF OF DREAMS Staff, very rare (requires attunement by a bard, druid, sorcerer, warlock, or wizard) You have resistance to psychic damage and you can't be put to sleep by magic while you hold this beaded staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: catnap* (3 charges1 dream (4 charges1 silence (2 charges1 or sleep (1 charge} You can increase the spell slot level of sleep by one for each additional charge you expend, to a maximum of 5th-level The staff regains ld6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes and is destroyed You must succeed on a DC 20 Intelligence saving throw or else you forget that the staff ever existed, recalling it only in your dreams. STAFF OF ILLNESS Staff, very rare (requires attunement by a cleric, druid, sorcerer, warlock, or wizard) You have resistance to necrotic damage and you have advantage on saving throws against disease while you hold this ashen gray staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: blindness/deafness (2 charges1 contagion (4 charges1 harm (6 charges1 or spasm (new) (1 charge} The staff regains ld6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff dissolves into pus and mucus and is destroyed CHAPTER THREE I DUNGEON MASTER'S CHEST r STAFF OF ILLUSIONS Staff, very rare (requires attunement by a bard, sorcerer, warlock, or wizard) You have resistance to psychic damage and you can cast the minor illusion cantrip at-will while you hold this glassy staff that changes colors each time you see it. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: delude (new) (1 charge1 major image (3 charges1 phantasmal force (2 charges1 or silent image (1 charge} The staff regains ld6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes and is destroyed, but it is seamlessly replaced by an identical-looking staff that shatters into glass shards the next time it is used by anyone. STAFF OF POISON Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard) You have resistance to poison damage and you have advantage on saving throws against poison while you hold this staff made from gnarled and knotted wood The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: protection from poison (2 charges1 ray of sickness (1 charge1 stinking cloud (3 charges1 or toxic breath (new) (3 charges} The staff regains ld6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff evaporates into purple gas and is destroyed STAFF OF TERROR Staff, very rare (requires attunement by a bard, cleric, sorcerer, warlock, or wizard) You have resistance to psychic damage and advantage on saving throws against being frightened while you hold this imposing staff decorated with a bat motif of dark violet and black colors. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cause fear (1 charge1 fear(3 charges1 grim terror (new) (5 charges1 or phantasmal killer(4 charges} You can increase the spell slot level of cause fear by one for each additional charge you expend The staff regains ld6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes and is destroyed You must succeed on a DC 15 Wisdom saving throw or else the staff returns to you each night in your dreams to terrify you, giving you chronic nightmares. Each time you sleep, you must repeat the saving throw. On a failure, the staff prevents you from gaining any benefit from that rest. In addition, when you wake up, you take 3d6 psychic damage. On a successful saving throw, the nightmares end If you can't be frightened, you are immune to this effect. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
STAFF OF THE MIND Staff, very rare (requires attunement by a bard, sorcerer, warlock, or wizard) You have resistance to psychic damage and you have advantage on saving throws against having your mind read or your memory altered while you hold this mundane-looking staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: confusion (4 charges} detect thoughts (2 charges} dissonant whispers (1 charge} modify memory(5 charges} or sending (2 charges). The staff regains ld6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes and is destroyed Each creature within 120 feet of you that has an Intelligence of 4 or more is instantly aware that a staff of the mind was destroyed This effect extends through total cover. STAFF OF THE MOON Staff, legendary (requires attunement by a druid, sorcerer, warlock, or wizard) While you hold this magical staff made of platinum and pure silver, you have resistance to cold damage, psychic damage, and radiant damage, and shapechangers suffer disadvantage on any attack rolls made against you. The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a 20. On a 20, the staff regains ld12 + 1 charges. LU11ar Blessing. While holding the staff, you can use an action to expend up to 8 charges to grant the power of lycanthropy to one willing creature that you can see within 60 feet of you. Choose a type of lycanthrope with a challenge rating that is no greater than the number of charges expended (your DM must have the statistics for your choice). For 1 minute, the target benefits from the effects of that type of lycanthropy, as described on page 207 of the Monster Manual and page 155 of this compendium, except that its alignment is not altered and control of the character is not exchanged Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: animal shapes (15 charges} conjure animals (7th-leveL 7 charges} hallucinatory terrain (4 charges} magic circle (3 charges} mirage arcane (7 charges} moonbeam (9th-leveL 7 charges} moonlight (new) (7 charges} polymorph (4 charges} remove curse (3 charges} or silence (2 charges). You can also use an action to cast one of the following spells from the staff without using any charges: alter self, animal friendship, dancing lights, darkvision, faerie fire, guiding bolt, moonbeam (3rd-level} or thaumaturgy. Cursed Coven.ant. You can spend 8 hours undergoing a special ritual using the staff, as if you were casting a ritual spell Once completed, the staff is permanently destroyed, releasing powerful lunar magic that infuses your body. You become cursed with lycanthropy. Your curse follows the rules described on page 207 of the Monster Manual and page 155 of this compendium. You choose the type of lycanthrope that you become, such as werewolf or weretiger. While the curse remains, your maximum hit points are also increased by an amount equal to the number of charges remaining in the staff when the ritual was completed TORMENTER'S BIRDCAGE Wondrous item, legendary (requires attunement) This magical iron cage is lined with rusted spikes like shark teeth, and it is normally no more than a foot in diameter. It is Tiny, but it expands to fit any creature placed inside it, even when multiple creatures are already inside it. It never becomes larger than it needs to, and it stays small enough to torment its prisoners with discomfort and pain, their limbs hanging helplessly through the bars of the cages. Changes in size do not make it easier to escape, as the bars not only lengthen to contain larger creatures but also multiply to contain smaller ones, duplicating from other bars in a repeating pattern to keep the smallest creatures within the cage. Creatures can only be placed in the cage if they are incapacitated, and only if the one placing them inside is attuned to the birdcage. If the cage is opened by a creature that is attuned to it, each creature inside the cage becomes paralyzed until the door is closed again. CHAPTER THREE DUNGEON MASTER'S CHEST THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 221
222 VERMINKEEPER'S CLOAK Wondrous item, rarity varies (requires attunement) This magical cloak is attuned to a particular type of beast, determined by the cloak's creation, and it has 6 charges for the following properties. It regains 4 expended charges daily at dawn. Vermin Minion. While you wear the cloak, you can use an action to expend 1 charge to cast either the animal messenger spell or the find familiar spell If you cast animal messenger, the cloak conjures a beast from within its folds, which the spell must target. If you cast find familiar, you can't cast spells through the familiar. For both spells, the beast is determined by the type of cloak rather than your choice. Swarm Cloak. While you wear the cloak, you can use a bonus action to expend 2 or more charges to surround yourself in a protective swarm of the cloak's vermin. Roll 3d10; the swarm has that many hit points, plus 5 additional hit points for each charge expended For 1 minute or until the swarm is reduced to O hit points, you gain a special movement speed which does not provoke opportunity attacks, and you deal ldlO + 5 piercing damage to each creature of your choice within 5 feet of you at the start of each of your turns. If you would take damage, the swarm blocks that damage and takes the damage instead The swarm cannot block psychic or poison damage unless it is dealt by an attack. If the swarm is reduced to O hit points by damage, you take any damage that remains. The movement speed granted by the swarm is determined by the type of cloak. The following table lists the differences between the types of cloaks. Type Batkeeper Cloak Ratkeeper Cloak Rarity Beast Speed Very Rare Bat Fly l 5 ft. Rare Rat Climb 30 ft. Batlreeper Cloak. This cloak of mottled gray and black resembles the stone walls of the Underdark. When it is worn by a creature attuned to it and it has 1 or more charges, shadows in the shape of bats hang CHAPTER THREE I DUNGEON MASTER'S CHEST from the underside of the cloak. The more charges it has, the more bats can be seen. Ratlreeper Cloak. This cloak of mottled brown, gray, and green resembles the murky depths of rat-infested sewers. When it is worn by a creature attuned to it and it has 1 or more charges, shadows in the shape of rats scurry back and forth across the backside of the cloak. The more charges it has, the more rats can be seen. VILE WEAPON Weapon (any) very rare (requires attunement) You gain a + 1 bonus to attack and damage rolls made with this noxious magic weapon, which appears rusted, tarnished, or half-rotten. When you hit a creature with an attack using the weapon, the attack deals an extra ld8 poison damage, and if the target isn't poisoned, it must make a DC 16 Constitution saving throw. On a failed saving throw, the target is poisoned until the end of its next tum. On a successful saving throw, the target can't be poisoned by the weapon for 1 hour. WAND OF BLOOD Wan4 uncommon (requires attunement by a spellcaster) This wand has 5 charges. While holding it, you can use an action to expend 1 or more of its charges to cast a spell If you point it at blood, you cast the new blood reading spell from it, targeting the blood If you point it at a creature, you cast the new carnage burst spell (save DC 13) from it, targeting the creature. For 1 charge, you cast the 1st-level version of blood reading or the 2ndlevel version of carnage burst, but you can increase the spell slot level by 1 for each additional charge expended The wand regains ld4 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand dissolves into blood and is destroyed WAND OF EXPULSION Wanct rare (requires attunement) This wand has 5 charges for the following properties. It regains ld4 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand teleports between dimensions and is destroyed Banishment. While holding the wand, you can use an action to expend 1 or more of its charges to cast the banishment spell (save DC 15) from it, without requiring concentration. However, the spell fails if the target is native to the plane of existence you're on. For 1 charge, you cast the 4th-level version of the spell You can increase the spell slot level by one for each additional charge you expend Repulsion. While holding the wand, you can use an action to expend 1 or more of its charges to launch a wave of repelling force from it at one creature that you can see within 60 feet of you. For 1 charge, the target must succeed on a DC 15 Strength saving throw or be pushed 30 feet away from you and knocked prone. You can increase the distance that the target is pushed by 30 feet for each additional charge you expend D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
WAND OF FOULNESS Wand uncommon (requires attunement by a spellcaster) This wand has 5 charges. While holding it, you can use an action to expend 1 or more of its charges to cast a spell If you point it an object, you cast the new poison food or drink spell (save DC 131 targeting the object. If you point it at a creature, you cast the new spasm spell (save DC 131 targeting the creature. For 1 charge, you cast the 2nd-level version of poison food or drink or the 1st-level version of spasm, but you can increase the spell slot level by one for each additional charge you expend The wand regains ld4 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand rots into slime and is destroyed WAND OF IDENTITIES Wanq uncommon This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges. If a shapechanger or a creature disguised by illusion is within 30 feet of you, the wand pulses and points at the one nearest to you. If you are already pointing the wand at such a creature, the wand instead rings like a belL and the creature must make a DC 13 Charisma saving throw. On a failed saving throw, it must revert to its true form, and any illusions that would disguise it are transparent and muffled for 1 minute. The wand regains ld3 expended charges daily at dawn. WAND OF LIFE-STEALING Wand uncommon (requires attunement) This wand has 3 charges. While holding it, when you reduce a creature to O hit points, you can use your reaction to expend 1 charge to regain ld4 hit points, plus additional hit points equal to the creature's challenge rating (minimum 1 additional hit point). The wand regains ld3 expended charges daily at dawn. WAND OF SHADOWS Wanq rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 charge to cast darkness, dark.vision, or pass without trace from it. The wand regains ld6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand vanishes and is destroyed WAND OF THE DEAD Wand rare (requires attunement by a spellcaster) This wand, carved from a femur, has 7 charges for the following properties. It regains ld6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand turns to dust and is destroyed Command Essence. While holding the wand, you can use an action to expend 3 charges to cast speak with dead from it, or expend 5 charges to cast the new spectral calling spell from it. Control Undead While holding the wand, you can use an action to expend 1 or more of its charges to target one undead creature you can see within 60 feet of you. If the target's challenge rating is equal to or less than the number of charges you expended, it must succeed on a DC 15 Wisdom saving throw or else it must obey your commands for the next 24 hours. WAND OF WILD MAGIC Wand uncommon (requires attunement) This wand has 3 charges. While holding it, you can use an action to expend 1 charge to cast a random spell (save DC 13). Roll ldlO and consult the following table to determine the spell cast each time you use the action. dlO Random Spell dlO Random Spell l bane 6 gust of wind 2 dimension door 7 invisibility 3 entangle 8 levitate 4 fireball 9 magic missile 5 fog cloud 10 sleet storm The wand regains 1 d3 -1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand permanently becomes a mundane object of the DM's choosing and is now nonmagical WHISPERING BLOWGUN Weapon (blowgunJ rare (requires attunement) You gain a +2 bonus to all attack rolls made with this magic blowgun. Whenever you hit a creature with an attack using the blowgun, the attack deals an additional ld6 poison damage and ld6 psychic damage. Creatures that can't be poisoned are immune to the psychic damage. The blowgun can also be used as an instrument. Proficiency with flutes, horns, or pan flutes grants you proficiency with this instrument. When you use this instrument as a spellcasting focus for a spelL if the spell is an enchantment or illusion, you gain a +2 bonus to the saving throw DC for the spell CHAPTER THREE DUNGEON MASTER'S CHEST THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 223
224 POISONS, DISEASES, & AILMENTS ickness takes many forms. Whether stricken by natural disease, sickened by foul poison, or cursed by magical affliction, the creatures of the worlds of D&D have much to fear. The following section contains a variety of new poisons, diseases, and magical ailments to add flavor and foulness to your game. POISONS Used by thieves, assassins, monster hunters, and all manner of unscrupulous characters, poisons can serve a variety of purposes in a campaign. Poisons can take the place of consumable magic items, such as elixirs or scrolls, or be used to increase the power of NPCs. Poisons come in the following four types. Contact. Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects. Ingested A creature must swallow an entire dose of ingested poison to suffer its effects, which may be delayed by digestion time. The dose can be delivered in food or a liquid The DM may decide that a partial dose has a reduced effect, such as advantage on the saving throw or dealing only half damage on a failed save. Inhaled These poisons are powders or gasses that take effect when inhaled Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward, unless stated otherwise. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other body parts. Injury. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects. Most of the poisons in this section describe where to find them or how to craft them, without delving into too many details. As a DM, you can always invent origins of your own for whichever poisons you desire, such as new kinds of herbs, specialized venoms from wild monsters, alchemical formulas, magical rituals, and so on. You can require successful skill checks from player characters in order to create or locate these poisons. You can also add additional ingredients to the poisons, or decide that they require the use of esoteric crafting techniques that must be learned from special tutors. The following table lists the poisons detailed in this section, including the type of poison and a suggested price per dose. These prices may vary from setting to setting and can often be negotiated You can also use the rules for a poison in place of a similar poison that isn't listed here, such as using hemlock statistics for arsenic. CHAPTER THREE I DUNGEON MASTER'S CHEST POISONS Item Black Fog Crimson Hatred Deadly Nightshade Death's Cleansing Duke's Betrayal Essence of Corruption Frostbite Spider Venom Ghoulfang Hemlock Impish Delight Infernal Poison Mandrake Necrotic Miasma Paralytic Fumes Phantom Pox Fluid Pollutoad Mucus Saint Dalor's Redemption Scorch Spider Venom Shadow Poison Sigilblight Slayer's Boon Succulent Death Vileseed Poison Yin Yang Toxin D&D UNLEASHED (vl.01) FANMADE HOMEBREW Price per Type Dose Inhaled 200 gp Injury 2,400 gp Ingested 100 gp Ingested/Injury 250 gp Ingested/Injury 450 gp Injury 2,800 gp Injury 400gp Contact/Injury 350 gp Ingested 100 gp Injury 300 gp Injury 1,500 gp Ingested 7 5 gp Inhaled 2,200 gp Contact/Inhaled 700 gp Ingested 1,300 gp Contact/Injury 1000 gp Ingested/Injury l, l 00 gp Injury 600 gp Injury 500 gp Contact/Ingested 1,700 gp Injury 150 gp Contact/Ingested 350 gp Ingested/Injury 400gp Ingested/Injury 2,600 gp THE IMPERMISSICON
Common poisons can be found in the supplies of most apothecaries and alchemists, though they are unlikely to reveal such poisons except to customers that can show they won't spread word of such sales. Customers that speak in Thieves' Cant are usually able to acquire these poisons with ease. Common poisons can also be found in most wilderness environments with a successful DC 15 Wisdom (Survival) or Intelligence (Nature) check and several hours of searching. Deadly Nightshade (Ingested). This poisonous herb has a sweet taste. One minute after a creature is subjected to this poison, it takes 3 (ld6) poison damage and must make a DC 11 Constitution saving throw. On a failed save, the creature is poisoned for 1 hour. At the end of that hour, it takes 3 (ld6) poison damage and must repeat the saving throw. When a creature takes damage from this poison, its maximum hit points are reduced by the same amount until it is no longer poisoned Hemlock (Ingested). This poisonous herb has a slightly sweet flavor. One minute after a creature is subjected to this poison, it takes 2 (ld4) poison damage and must make a DC 10 Constitution saving throw. On a failed save, the creature is poisoned for 1 hour and paralyzed while it is poisoned At the end of that hour, it takes 2 (ld4) poison damage and must repeat the saving throw. When a creature takes damage from this poison, its maximum hit points are reduced by the same amount until it is no longer poisoned Mandrake (Ingested). This poisonous herb has a sweet and acidic flavor. Ten minutes after a creature is subjected to this poison, it must make a DC 11 Constitution saving throw. On a failed save, the creature takes 4 (ld8) poison damage and is poisoned for 24 hours. While it is poisoned, it experiences vivid hallucinations, with the same effects as if it were targeted by the phantasmal force spell with a spell save DC of 15, controlled by the DM. On a successful save, the creature takes half damage and isn't poisoned Slayer's Boon (ID.jury). There are many different varieties of this poison that are easily created via alchemy or from certain herbs. A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, the creature is poisoned for 1 hour. At the start of each of its turns while it is poisoned in this way, it takes 3 (ld6) poison damage. It repeats the saving throw at the end of each of its turns, ending the poison on a success. UNCOMMON POISONS Uncommon poisons can be found in the inventories of most wealthy or unscrupulous apothecaries, alchemists, and death-dealers in major cities. These poisons are not easy to craft, and their ingredients are difficult to obtain. They are usually quite illegal in most societies. Black Fog (ID.haled). A creature subjected to this alchemical poison must make a DC 12 Constitution saving throw, taking 5 (ldlO) poison damage on a failed save, or half as much damage on a successful one. The poison cloud is heavily obscured It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Any creature that ends its tum in the cloud is subjected to the poison. Death's Cleansing (Ingested/Injury). This bitter, pungent poison must first be brewed by combining bleach and the bone dust of executed criminals. It can only be finished if the mixture is blessed in the same ritual that turns water to holy water, and only when performed in a graveyard or desecrated location. A creature subjected to this poison must make a DC 12 Constitution saving throw. On a failed save, it takes 10 (3d6) poison damage and 9 (2d8) radiant damage, and it can't make attacks against creatures until the end of its next tum. On a successful save, it takes half as much damage and suffers no other effects. When this poison affects an undead, it ignores immunity to poison damage and to the poisoned condition. Ghoulfang (Contact/Injury). This poison must be brewed using elf blood and saliva harvested from a dead or incapacitated ghoul or ghast. A creature subjected to this poison must make a DC 13 Constitution saving throw. On a failure, it takes 11 (2d10) poison damage and 9 (2d8) necrotic damage and it is poisoned until the end of its next turn. While poisoned in this way, it is also paralyzed On a successful save, it takes half as much damage and isn't poisoned When this poison affects an elf or a fey, it ignores immunity to poison damage and to the poisoned condition. Impish Delight (Injury). This poison must be carefully brewed by combining the tail of a dead or incapacitated imp or dire imp with rare herbal ingredients. When imp venom is harvested directly, it vanishes back to the imp's native plane before it can be used A creature subjected to this poison must make a DC 13 Constitution saving throw. On a failure, it takes 21 (6d6) poison damage and is poisoned for 1 minute. On a success, it takes half as much damage and isn't poisoned Succulent Death (Contact/Ingested). One minute after a creature is subjected to this sweet and savory herbal poison, it must make a DC 12 Constitution saving throw. On a failed save, it becomes poisoned for 1 hour. While poisoned in this way, it feels an overwhelming joy and satisfaction, and it is charmed by any creature that it sees or hears. It regards all creatures as its close friends, as if affected by the charm person spell At the end of the hour, it takes 22 (4d10) poison damage. On a successful save, it takes half as much damage instantly but is not poisoned CHAPTER THREE ::mNGEON MASTER'S CHEST THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 225
226 RARE POISONS Rare poisons ----------------- can be found in the inventories of only the most capable or nefarious apothecaries and alchemists. Some merchants who specialize in the procurement of magic items have been known to carry rare poisons, but they do not advertise such wares except to customers who have demonstrated their discretion. Rare poisons can be found in certain areas of the wilderness, where danger lurks for those who would harvest them. These poisons are highly illegal in societies that know of them, but many civilizations are not aware of their existence. Duke's Betrayal (Ingested/Injury) This rare poisonous herb is tasteless and odorless, growing only in lands that are torn apart by civil war. A creature subjected to this poison must make a DC 14 Constitution saving throw. On a failed save, the creature takes 18 (4d8) poison damage and 7 (2d6) necrotic damage and is poisoned for ld4 hours. While it is poisoned, any spells or magical effects that would restore hit points to the target instead deal it necrotic damage equal to the hit points that would have been restored On a success, the creature takes half damage and isn't poisoned Frostbite Spider Venom (Injury) This poison must be harvested from a dead or incapacitated frostbite spider. A creature subjected to this poison must make a DC 13 Constitution saving throw. On a failed save, the creature takes 13 (3d8) poison damage and 13 (3d8) cold damage, it is poisoned for 1 minute, and if it can be poisoned and doesn't have resistance or immunity to cold damage, it is restrained until the end of its next turn. On a successful save, the creature takes half damage and isn't restrained or poisoned If the damage reduces the creature to O hit points, the creature is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Scorch Spider Venom (Injury) This poison must be harvested from a dead or incapacitated scorch spider. A creature subjected to this poison must make a DC 13 Constitution saving throw. On a failed save, the target takes 10 (3d6) fire damage and 13 (3d8) poison damage and it ignites. Until a creature takes an action to douse the fire, the poisoned target takes 5 (ldlO) fire damage at the start of each of its turns. On a successful save, it takes half damage and doesn't ignite. If the damage reduces the creature to O hit points, the creature is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Shadow Poison (Injury) This poison is crafted from corrupted blood that must be harvested from a dead or incapacitated doppelganger, drider, oni, or any creature that is native to the Shadowfell (other than beasts and humanoids). A creature subjected to this poison must make a DC 14 Constitution saving throw. On a failed save, the creature takes 18 (4d8) poison damage and 10 (3d6) psychic damage, and it is poisoned for 1 minute. If the creature is in darkness, it takes an extra 7 (3d6) psychic damage. While poisoned in this way, it is also frightened of all other creatures. On a successful save, it takes half as much damage and isn't poisoned CHAPTER THREE I DUNGJ:.Ul MASTER'S CHEST Vileseed Poison (Ingested/Injury) These poisonous seeds can only be harvested from rare locations in deep, unexplored jungles. A creature subjected to this sour poison must make a DC 15 Constitution saving throw. On a failed save, it takes 24 (7 d6) poison damage and it is poisoned for 1 minute. While it is poisoned in this way, if it can be charmed, it must spend all of its movement on each of its turns moving toward bright sunlight. On a successful save, the creature takes half as much damage and isn't poisoned If it dies in sunlight while it is poisoned, a bright red fruit sprouts from the corpse on a green stalk. A creature that consumes the fruit regains 4d4 + 4 hit points. VERY RARE POISONS Very rare poisons can be found among the wares of the various immortal collectors that inhabit the Feywild, the ShadowfelL and the Outer Planes. Mortal civilizations of the Material Plane rarely even discover the existence of most of these poisons. They use ingredients that are extremely dangerous to procure, and only those with access to the forbidden knowledge lost in ancient tombs and forgotten ruins might learn how to craft them or how to identify these poisons in the wild Infernal Poison (Injury) This poison is created by alchemically combining salamander blood with the blood of a devil A creature subjected to this poison must make a DC 1 7 Constitution saving throw. On a failed save, the creature takes 28 (8d6) fire damage and it is poisoned for 1 minute. On a success, it takes half as much damage and isn't poisoned On a success or a failure, if the creature can be poisoned, it also ignites. Until a creature takes an action to douse the fire, the target takes 14 ( 4d6) fire damage at the end of each of its turns. When this poison affects a fey or celestiaL it ignores immunity to the poisoned condition. Paralytic Fumes (Contact/Inhaled) A creature subjected to this alchemical poison must make a DC 18 Constitution saving throw. On a failed save, it takes 33 (6d10) poison damage and it is poisoned for 1 minute. While poisoned in this way, it is also paralyzed Once it stops being poisoned, it has disadvantage on Dexterity checks for 1 hour. On a successful save, it takes half as much damage and isn't poisoned While poisoned, the creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Phantom Pox Fluid (Ingested) This poison is created using materials that must be harvested from D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
dead bodies that carry infectious plagues. 24 hours after a creature is subjected to this tasteless, sweet-smelling poison, it must make a DC 1 7 Constitution saving throw. On a failure, the target takes 31 (9d6) poison damage, it gains one level of exhaustion, and its maximum hit points are reduced by the amount of damage that it took. On a success, it takes half as much damage and suffers no other effects. A creature with reduced maximum hit points repeats the saving throw with disadvantage at the end of each long rest, restoring its hit point maximum on a success. Any effect that removes a disease allows the creature's hit point maximum to return to normal without requiring a successful saving throw. Creatures that are immune to disease are immune to this poison. Pollutoad Mucus (Contact/Injury). This poison must be harvested from a dead or incapacitated pollutoad or from its eggs. A creature subjected to this poison must make a DC 16 Constitution saving throw. On a failed save, the creature takes 36 (8d8) poison damage and it is poisoned for 1 minute. On a successful save, it takes half as much damage and it isn't poisoned At the end of each of its turns while it is poisoned, it repeats the saving throw, taking 13 (3d8) poison damage on a failed save, and ending the effect on a success. Saint Dalor's Redemption (Ingested/Injury). This poisonous herb has no taste or smell and is extremely rare. According to legend, it only grows in locations where an individual once chose to relinquish great power, such as the spot of a king's abdication. A creature subjected to this poison must make a DC 16 Constitution saving throw. On a failed save, it takes 22 (4d10) poison damage and 9 (2d8) psychic damage and it is poisoned for 1 minute. While it is poisoned in this way, it takes 9 (2d8) psychic damage at the end of each of its turns. If it remains poisoned for the entire minute, it permanently suffers the effects of the feeblemind spelL and it gains two random forms of indefinite madness, as described in chapter eight of the Dungeon Master's Guide. On a successful save, the creature takes half as much damage and suffers no other effects. Sigilblight (Contact/Ingested). This poisonous herb only grows in distant planes beyond the Material Plane, Feywild, and Shadowfell A creature subjected to this salty-tasting poison must make a DC 18 Constitution saving throw. On a failed save, it takes 26 (4d12) poison damage and 13 (3d8) force damage, and it is poisoned for 1 hour. While poisoned in this way, its speed is halved, it can't fly, and it can't teleport or travel to other planes. On a successful save, it takes half as much damage and it isn't poisoned LEGENDARY POISONS Legendary poisons can only be found in the most deadly and extreme locales, and only with a legendary amount of luck on one's side. Crafting them is nearly impossible, but legends speak of once-in-a-generation alchemists who were able to manage such feats. Crimson Hatred (Injury). This poisonous herb grows only in the deepest, darkest places of the Lower Planes, such as the realms of Archdevils and Demon Lords. ld4 hours after a creature is subjected to this poison, it must make a DC 20 Constitution saving throw. On a failed save, it takes 52 (8d12) poison damage and is poisoned until the end of its next turn. While poisoned in this way, overwhelming pain causes it to be stunned and knocked prone. On a successful save, it takes half damage and isn't poisoned A creature slain by this poison can't be brought back to life except by a 9th-level spell Essence of Corruption (Injury). This poisonous dust is created by alchemically combining rare materials from each of the Outer Planes, Inner Planes, and Elemental Planes, following an ancient cosmic formula for brewing pure corruption to all things. A creature subjected to this cosmic poison must make a DC 21 Constitution saving throw. On a failed save, it takes 55 (lOdlO) poison damage, it gains one level of exhaustion, and it is poisoned for 1 minute. On a successful save, it takes half as much damage and suffers no other effects. This poison ignores immunity and resistance to poison damage as well as immunity to the poisoned condition. Necrotic Miasma (Inhaled). This poisonous gas can only be harvested from the Negative Energy Plane using powerful arcane magic. A creature subjected to this poison must make a DC 20 Constitution saving throw. On a failed save, it takes 23 (5d8) poison damage and 28 (8d6) necrotic damage, it gains one level of exhaustion, and it can't regain hit points for 1 minute. On a successful save, it takes half as much damage and suffers no other effects. If the creature has no more than 50 hit points and it can be poisoned, it instantly dies instead of rolling the saving throw. Yin Yang Toxin (Ingested/Injury). This poisonous tincture is created by alchemically combining the blood of a celestial with the blood of a fiend, and can only be created in the exact center of the cosmos. Both creatures must have had a challenge rating or level of at least 18 to make the poison. A creature subjected to this poison must make a DC 20 Constitution saving throw. On a failed save, it takes 27 (5d10) poison damage and 26 (4d12) force damage, it can't make attacks until the end of its next turn, and if it is native to a different plane of existence than the one it is on, it is banished with a faint popping noise, returning to its home plane. On a successful save, it takes half as much damage and suffers no other effects. When this poison affects a celestial or fiend, it ignores immunity to poison damage. CHAPTER THREE I DUNGEON MASTER'S CHEST THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01)
228 ANTIDOTES TO SOME POISONS Some poisons have reliable antidotes that can cure the poison immediately. These antidotes are even more effective than generic antitoxins. Deadly Nightshade. The jaborandi herb, found in some tropical jungles, can be prepared as an antidote for this poison. This takes one hour and requires proficiency with an herbalism kit. Duke's Betrayal A lock of hair from a royal heir and the roots from an olive tree can be brewed into an antidote for this poison. This takes one hour and requires proficiency with alchemist's supplies. Impish Delight Certain rare herbs that grow in places touched by the Upper Planes can be brewed in combination with a dose of holy water to create an antidote to this poison. This takes one hour and requires proficiency with an herbalism kit. Mandrake. The jaborandi herb, found in some tropical jungles, can be prepared as an antidote for this poison. This takes one hour and requires proficiency with an herbalism kit. Midnight Tears. The tears of sadness taken from an incapacitated sorrowsworn can be brewed into an antidote for this poison. This takes l d4 hours and requires proficiency with alchemist's supplies. Necrotic Miasma. A white vapor can be extracted from the Positive Energy Plane using magic and combined with a dose of holy water to create an antidote to this poison. This takes 24 hours and requires proficiency with alchemist's supplies. Pale Tincture. The bark of certain alpine trees that grow on snow-capped mountains can be combined with the tongue of a poisonous snake to create an antidote for this poison. This takes two hours and requires proficiency with an herbalism kit. Paralytic Fumes. 200 gp worth of platinum can be combined with certain rare acids to create an antidote to this poison. This takes one hour and requires proficiency with alchemist's supplies. Saint Dalor's Redemption. The brain of an illithid can be brewed in a dose of holy water to create an antidote to this poison. This takes one hour and requires proficiency with alchemist's supplies. Succulent Death. Certain rare herbs native to the Feywild, such as the wailing rose, which grows only in places of abundant sadness, can be brewed into an antidote to this poison. This takes one hour and requires proficiency with an herbalism kit. Vileseed Poison. The husks of rare desert ants can be crushed into a powder and mixed with small amounts of lead to brew an antidote to this poison. This takes one hour and requires proficiency with alchemist's supplies. CHAPTER THREE I DUNGEON MASTER'S CHEST DISEASES The touch of disease can reach almost anyone. Whether one is a king or a pauper, disease can find its way inside one's home and body. Across the planes, there are even diseases that can bring a god, archfey, or demon prince to their knees. Diseases range from the most minor of passing colds to the most wretched of life-long ailments. There are sicknesses that can't be easily cured by lesser magic, and others that respond dangerously to magical cures. Some diseases are also magicai imparting weird or fantastical symptoms to those they infect. Others are mundane but rampant across the Material Plane. Diseases can serve many roles in a D&D campaign. A small outbreak among player characters might amount to little more than a small drain on party resources, such as spell slots spent curing the disease. An outbreak of a more dangerous disease might require the party to go on a quest to find a rare cure or a special healer. The following diseases are meant to work alongside the existing diseases found in the Dungeon Master's Guide. As always, you can adapt these rules to help aid the game you want to run or the story you want to tell TIER ONE DISEASES These diseases are appropriate threats for characters from levels 1 to 4, and for higher-level characters that lack easy access to curative magic. BLuEWELTS This disease only affects humanoids. It can be found lurking in most major cities and urban centers, as well as in sewers and swamps. Symptoms manifest after ld4 days and include aches, chills, and loss of balance. The infected creature gains one level of exhaustion that can't be removed until the disease is cured It also suffers disadvantage on Dexterity saving throws for the duration. After ld4 additional days of the disease, painful blue welts begin appearing across the body of the infected creature. It gains another level of exhaustion that can't be removed until the disease is cured, and it suffers disadvantage on saving throws to maintain concentration or to resist other diseases for the duration. A humanoid that spends at least 1 hour within 15 feet of an infected creature before finishing a long rest must succeed on a DC 11 Constitution saving throw or be infected with the disease. A humanoid that drinks water tainted by blue welts must also make the saving throw. An infected creature must make a DC 11 Constitution saving throw every 24 hours after symptoms appear. Once a creature has succeeded on at least three of these saves during an infection, the disease ends. Blue welts can be cured using a rare herb called red clover, which grows on some mountains. Given an hour, a character who has proficiency with an Herbalism kit can tum a handful of red clovers into one dose of antidote. If drank before a long rest, one dose prevents the disease from worsening for 48 hours. After three doses, the antidote cures the disease entirely. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
BRUISE FUNGUS This disease can affect beasts, humanoids, and plants. It can be found lurking in murky swamps, dark forests, and dank caverns, spreading via spores in the air and water. Living things without blood that carry the disease suffer no symptoms from it, but still produce and spread the spores. Symptoms manifest ld6 + 4 hours after infection. While infected by the disease, a creature suffers the following ailments: Bruising. Whenever the creature takes bludgeoning damage, its hit point maximum is reduced by an amount equal to the bludgeoning damage taken. The reduction lasts until the creature finishes a long rest. Sensitivity. The creature has disadvantage on saving throws to maintain concentration or resist magical pain. Stricken. Whenever the creature expends hit dice to regain hit points, it rolls each hit die twice and must use the lower result. In addition, it regains half as many hit dice as normal whenever it finishes a long rest. Weakness. The creature gains one level of exhaustion that can't be removed until the disease is cured While it has this exhaustion, its carrying capacity is halved Any humanoid within 10 feet of an infected creature when it takes bludgeoning damage must succeed on a DC 11 Constitution saving throw or become infected Once a creature succeeds on this save, it is immune to infection from that particular creature for 24 hours. A creature that finishes a long rest in an environment that is tainted by bruise fungus also makes the saving throw. An infected creature must make a DC 11 Constitution saving throw every 24 hours after symptoms appear. Once a creature has succeeded on at least three of these saves during an infection, the disease ends. CINDER RASH This disease affects humanoids and giants. It is often carried by fire giants, who suffer no symptoms from it, but regularly spread it to other communities in the wake of their raids by their armies. It can also be contracted by touching fresh volcanic ash falling from an eruption. Symptoms manifest ld4 hours after infection and include extreme itchiness, sweating, and irritability. The infected creature gains one level of exhaustion that can't be removed until the disease is cured Any event that causes the infected creature great stress - including entering combat, taking damage, experiencing fear, or having a nightmare - forces the creature to make a DC 12 Constitution saving throw. On a failed save, the creature ignites. Until a creature takes an action to douse the fire, the target takes 3 (ld6) fire damage at the start of each of its turns. Any humanoid or giant within 10 feet of an infected creature when it ignites or that attempts to douse the fire must succeed on a DC 12 Constitution saving throw or also become infected with the disease. A fire giant that carries the disease won't ignite, but instead causes this effect at random times as if it had ignited At the end of each long rest, an infected creature can make a DC 12 Constitution saving throw. On a success- • ful save, the DC for this save and for the save to avoid igniting drops by ld6. When the saving throw DC drops to 0, the creature recovers from the disease. A remedy for this disease can be brewed using arctic herbs and a small amount of frost giant blood or white dragon blood This takes one hour and requires proficiency with alchemist's supplies or brewer's supplies. The remedy must be applied to the skin, and it cures the disease after ld4 hours. FELL FERAL FEVER This disease, carried and spread by feral hags, can affect beasts, fey, humanoids, and monstrosities. Hags are naturally immune, except that feral hags carry the disease without exhibiting any symptoms. Symptoms manifest ld4 days after infection. While infected by the disease, a creature suffers the following ailments: Hydrophobia. The creature feels compelled to avoid liquid water. It will only drink when necessary. Insomnia. When the creature finishes a long rest, it must succeed on a DC 10 Constitution saving throw to gain any benefit from the rest. Mania. When the creature finishes a short rest, it must succeed on a DC 10 Wisdom saving throw to gain any benefit from the rest. If the creature is a beast, it is also more aggressive than normal Sunlight Sensitivity. While in sunlight, the creature has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. After ld4 additional days of the disease, a creature also suffers from intermittent madness: Madness. The creature must make a DC 12 Charisma saving throw every 24 hours. On a failed saving throw, it must roll on the Long-Term Madness table from the Dungeon Master's Guide and suffer the effects for the rolled duration. While it suffers from madness, it also foams at the mouth, and it can be affected by spells and magic as if it were a beast with no more than 4 Intelligence. Fell Feral Fever has a special symbiosis with the curse of lycanthropy. A creature afflicted by the disease has disadvantage on saving throws against the curse of lycanthropy, and lycanthropes have disadvantage on saving throws against the disease. When a creature is afflicted with lycanthropy by a lycanthrope that is suffering from the disease, that creature is afflicted by the disease automatically. CHAPTER THREE DUNGEON MASTER'S CHEST THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 229
An afflicted creature can transmit the disease by biting. When it deals damage to a creature using a bite attack, the target must succeed on a DC 12 Constitution saving throw or be infected by the disease. An afflicted creature must make a DC 12 Constitution saving throw every 24 hours after symptoms appear. Once a creature has succeeded on at least three of these saves during an infection, the disease ends. FROST TORPOR This disease affects humanoids and beasts. It originates with creatures that stay out in icy winds for too long. Symptoms manifest after 2d4 hours and include chills, fatigue, shakes, aches, sneezing, and congestion. The infected creature gains two levels of exhaustion that can't be removed until the disease is cured Its speed is also reduced by 10 feet for the duration. If the creature has resistance or immunity to cold damage, it suffers no symptoms, but it can still pass the disease on to others. Any humanoid or beast that spends at least 6 hours within 60 feet of an infected creature without finishing a long rest must succeed on a DC 12 Constitution saving throw or become infected with the disease. A creature that gains at least two levels of exhaustion from time spent in extreme cold must also make this saving throw. An infected creature must make a DC 12 Constitution saving throw every 24 hours after symptoms appear, with disadvantage if it spent the majority of the last 24 hours in an environment of extreme cold Once the creature has succeeded on at least three of these saves during an infection, the disease ends. A remedy for this disease can be brewed as a special tea using leaves from the ashwood tree, which grows on some volcanic slopes. This takes one hour and requires proficiency with brewer's supplies. Drinking the tea cures the disease after 1 hour. RANCID Mucus This disease affects humanoids. It is often found in the air of foul swamps and jungles. Symptoms manifest ld4 hours after infection and include sneezing, coughing, sweating, and pungent body odor. The infected creature gains one level of exhaustion that can't be removed until the disease is cured, and it also suffers these ailments: Mucus Fits. Whenever the infected creature tries to exert great effort, such as lifting a heavy weight, casting a spell of 1st-level or higher, or critically hitting with an attack, it must succeed on a DC 11 Constitution saving throw or its efforts fail; its spell fails or its attack misses. In addition, if it fails the saving throw, the creature is poisoned and its speed is halved for 1 minute as it sneezes or coughs uncontrollably. The creature can repeat the saving throw at the end of each of its turns, ending that mucus fit on a success. Rancid Stench. When another creature within 90 feet of the infected creature finishes a short or long rest, that creature must succeed on a DC 11 Constitution saving throw to gain any benefit from the rest. This counts as a poison effect. Any humanoid that spends at least 6 hours within 60 feet of an infected creature without finishing a long rest must succeed on a DC 11 Constitution saving throw or be infected with the disease. A humanoid that starts its turn within 10 feet of an infected creature in the throes of mucus fits must also make the saving throw. Once a creature succeeds on this save, it is immune to the mucus fits of that infected creature for 24 hours. An afflicted creature must make a DC 11 Constitution saving throw every 24 hours after symptoms appear. On a failed saving throw, the creature's hit point maximum is reduced by 3 (ld6} It dies if this effect reduces its hit point maximum to 0. Once it succeeds on at least three of these saves during an infection, the disease ends, and the creature's hit point maximum is restored Rancid mucus can be cured using a special remedy brewed from rare salts obtained from certain salt flats. This takes one hour and requires proficiency with alchelmist's supplies or brewer's supplies. A creature that bathes in the remedy for 1 hour is cured of the disease. THE SHAVING This infamous disease affects humanoids and beasts that can grow hair. It is caused by tiny mites that are too small to see, which infest the skin and hair follicles of the victim. Symptoms manifest ld4 hours after initial infection and include itchiness, rashes, and hair loss. The itchiness worsens greatly in the presence of water; while the infected creature is immersed in water, it has disadvantage on ability checks and attack rolls. After ld4 days of infection, the infected creature has shed all the hair and fur on their body; the hair will not regrow until the disease is cured A creature missing hair in this way has disadvantage on Charisma (Performance) checks for audiences that care about such appearances. It also regains only half as many hit dice as normal when it finishes a long rest. THE IMPERMISSICON
Any garments made of fur or fibers, including most clothing, will become infested with the disease if worn by an infected creature for more than 1 minute. Once removed, the garments remain infested for ld4 days. Any creature that wears infested garments for more than 1 minute must succeed on a DC 11 Constitution saving throw or become infected with the disease. Infected creatures almost never recover from the disease naturally. The disease can be cured using a remedial wig fashioned entirely from a young sheep's first coat of wool and doused in a new mother goat's first milk. Creating this remedy takes four hours and requires proficiency with weaver's tools. The first ld4 infected creatures to finish a long rest while wearing the remedial wig are cured of the disease. VILE CONSUMPTION This disease can only affect humanoids, and spreads through the dark miasma that blows out from certain graveyards and battlefields. A creature that finishes seven long rests in a row within 10 miles of such a place must succeed on a DC 13 Constitution saving throw or else be infected with the disease. On a success, the creature is immune to the disease for ld4 + 1 years. The immediate symptoms are pallor and persistent coughing. After 3d6 + 10 weeks of infection, the disease and its symptoms increase in severity, and the infected creature suffers the following additional ailments: Convalescence. Each time that the infected creature wakes from sleep, it must make a DC 13 Constitution saving throw, with advantage on the saving throw. On a failed saving throw, its exhaustion level increases to five. It removes up to four levels of exhaustion gained in this way the next time it finishes a long rest. Wasting. When this ailment begins and every 7 days after that, the infected creature must succeed on a DC 13 Constitution saving throw or take 5 (ldl0) necrotic damage. The creature's hit point maximum is reduced by the amount of damage taken, and it is restored only when the disease ends. The creature dies if this effect reduces its maximum hit points to 0. Weakness. The infected creature's carrying capacity is halved, and it has disadvantage on Strength checks and Constitution checks. An infected creature makes a DC 13 Constitution saving throw each time it gains a leveL as well as every year after infection. On a successful saving throw, the disease ends and the creature is immune to the disease for ld4 + 1 years. TIER Two DISEASES These diseases are appropriate threats for characters from levels 5 to 10, and for higher-level characters that lack easy access to curative magic. BLOOD WORMS This disease, which is actually a parasitic infection, can affect beasts, dragons, humanoids, and undead, but only those with blood These worms are native to the wet places of the Underdark, but they are often spread by their unsuspecting hosts up to the surface. A creature that consumes meat tainted by blood worms must succeed on a DC 14 Constitution saving throw or be infected with the disease. Symptoms manifest after 2d6 + 7 days of infection. They include itchiness in the limbs, fatigue, nausea, and swelling in the legs and feet. The infected creature gains one level of exhaustion that can't be removed until the disease is cured, and its traveling speed is reduced by half while it has this exhaustion. After an additional 2d6 + 7 days of infection, the exhaustion increases by two additional levels. When an infected creature with symptoms takes slashing or piercing damage or damage from a Blood spelL worms spill from the creature's wounds. Each other creature within 5 feet of the infected creature must succeed on a DC 14 Constitution saving throw or be infected with the disease. If the disease is cured by magic, worms spill from the creature's body with even greater abundance, and each creature within 10 feet of the infected creature must make the saving throw with disadvantage. A creature that is normally immune to disease can still be infected, but it has advantage on the saving throw to resist infection. Infected creatures almost never recover from the disease naturally. The disease can be cured by chewing the roots of a rare herb known as Fairblood Leaf, which only grows in rare forest locations, upon ground where blood has never been spilled GREEN LEPROSY Despite its fearsome reputation, this magical disease (a special form of leprosy) only affects armadillos and a small portion of humanoids. The first time a humanoid would be infected, it rolls a d6. On a result of 3 or higher, the humanoid is immune to the disease and always will be. Symptoms can take a long time to appear: ld6 days after the victim gains a leveL or after ld6 years, whichever comes first. The disease comes with the following symptoms. Diseased Flesh. The infected creature experiences constant rashes and patches of green skin discoloration, where the flesh is numb and weak, reducing its carrying capacity by half and giving it disadvantage on Dexterity (Sleight of Hand) checks. It also suffers from persistent eye problems and runny nose, giving it disadvantage on Wisdom (Perception) checks. Any creature that touches the infected creature must succeed on a DC 14 Constitution saving throw or be infected by the disease. Foul Health. The infected creature has disadvantage on saving throws against poison or other diseases. When it finishes a long rest, it regains hit points equal to half of its maximum hit points instead of regaining all missing hit points, and it doesn't regain any expended hit dice. Every ld4 months, the creature must succeed on a DC 14 Constitution saving throw or its maximum hit points are reduced by 2d4, lasting until the disease is cured The creature dies if its maximum hit points are reduced to 0 by the disease. CHAPTER THREE DUNGEON MASTER'S CHEST THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 231
232 Loss of Limbs. The infected creature's body parts are numbed and fragile, ready to be torn or chopped off at the slightest trauma. Whenever the creature is critically hit by a melee attack, if the creature has less than half of its hit points after the attack's damage is dealt, the creature must succeed on a DC 14 Constitution saving throw or else the attack severs one of the creature's fingers, toes, ears, or its nose, chosen randomly. If the creature fails the saving throw by 5 or more, it loses a random limb instead For the effect of losing a limb, see the new petrify spell (page 88} The infected creature must also make this saving throw every ld4 months. If the infected creature dies or loses any body parts, each piece of dead flesh sprouts a special plant that grows to full size within ld4 hours, with the plant's size equal to the size of the body part or corpse. The plant is known as Leperwort, and it looks like a cross between a mushroom, a flower, and a fern. Any creature that starts its turn within 15 feet of the plant or enters the area for the first time on a turn must succeed on a DC 14 Constitution saving throw or be infected with the disease. Infected creatures almost never recover from the disease naturally. However, an infected creature that is experiencing symptoms makes a DC 14 Constitution saving throw every ld4 years. On a successful saving throw, the disease goes into remission, and the creature stops experiencing the disease's symptoms for ld6 years. A special elixir can be brewed using oil harvested from leperwort that forces the disease into remission. Creating this elixir takes 3 days and requires proficiency with alchemist's supplies or an herbalism kit. Magic that cures diseases only allows the infected creature to make a DC 14 Constitution saving throw, sending the disease into remission for ldl0 months on a success. The disease can be removed only by heal or another disease-curing spell of 6th-level or higher. CHAPTER THREE I DUNGEON MASTER'S CHEST PHANTASTH MA This magical disease affects humanoids, fey, and giants. It occurs naturally in some elderly fey, but it can also be caused by repeated inhalation of the residual dust from magical crystals. A creature exposed to the disease must succeed on a DC 15 Constitution saving throw or be infected with the disease. Symptoms manifest after 2d4 weeks and include fatigue, shortness of breath, and extremely vivid dreams. The infected creature has disadvantage on saving throws against exhaustion. In addition, any event that causes the infected creature great stress - including entering combat, taking damage, experiencing fear, or having a nightmare - forces the creature to make a DC 15 Constitution saving throw. The creature must also make this saving throw if it ends its turn while unable to breathe. On a failed save, the creature becomes struck with a phantasthma attack for 1 minute, during which time it is unable to move or breathe for 1 minute. In addition, ld4 + 2 illusions of hostile creatures (chosen by the DM) appear in unoccupied spaces within 30 feet of the infected creature. The illusions seek to terrify and kill the infected creature, acting as if they were created by the phantasmal force spell (DC 15~ except other creatures can also perceive them as if they were real The infected creature repeats the saving throw at the end of each of its turns. On a successful saving throw, or if the infected creature is targeted with an effect that cures diseases, the illusions disappear and the phantasthma attack ends. Infected creatures almost never recover from the disease naturally. However, an infected creature that is experiencing symptoms makes a DC 15 Constitution saving throw every month. On a successful saving throw, the disease goes into remission, and the creature stops experiencing the disease's symptoms for ld4 + 1 months. The disease can be removed only by heal or another disease-curing spell of 6th-level or higher. RUST Pox This disease affects beasts, fey, and humanoids. It is acquired when a creature takes damage from a rusted metal object that carries the disease. Any creature that is exposed to the disease must succeed on a DC 14 Constitution saving throw or else be infected with the disease. Symptoms manifest 3d6 days after initial infection and include itchiness, sweating, headaches, fevers, and blemishes. The infected creature also gains one level of exhaustion that can't be removed until the disease is cured, and it suffers the following symptoms: Lockjaw. The infected creature suffers intense muscle spasms from time to time. These spasms are especially strong in the muscles of the jaw, causing the mouth to clench shut painfully. Any event that causes the infected creature great stress - including entering combat, taking damage, experiencing fear, or having a nightmare - forces the creature to make a DC 14 Constitution saving throw. On a failed saving throw, the creature begins to spasm, becoming restrained and D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
unable to speak for 1 minute as spasms overtake it. It repeats the saving throw at the end of each of its turns, ending the spasming on a success and taking ld6 + 1 bludgeoning damage on a failure. Touch of Rust. Any nonmagical metal objects the infected creature is holding or carrying rust over time. For every 10 minutes that an object is carried or held and every time the object is used to make an attack, it rusts. A weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed Metal armor or a metal shield takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +O bonus is destroyed Any other metal object is destroyed after 30 minutes. Any creature that touches an infected creature or takes damage from an object rusted from this disease must succeed on a DC 14 Constitution saving throw or be infected with the disease. Sometimes, metal objects that have completely rusted but have not encountered the disease are spontaneously tainted by the disease in a process that continues to mystify scholars. A creature that succeeds on the saving throw is immune to being infected by the disease for 24 hours. At the end of each long rest, an infected creature can make a DC 14 Constitution saving throw. On a successful save, the DC for this save and for the save to avoid muscle spasms drops by ld6. When the saving throw DC drops to 0, the creature recovers from the disease. A creature that fails three of these saving throws has its Dexterity score permanently reduced by ld4 + 1, and it dies if its Dexterity score is reduced to 0. This reduction can be removed by the greater restoration spell Rust pox can be cured using the liver from a rust monster. Given an hour, a character who has proficiency with alchemist's supplies can combine the liver with 100 gp worth of platinum powder to create one dose of curative elixir. Applied to the skin before a long rest, one dose prevents muscle spasms for 24 hours. After three doses, the elixir cures the disease entirely. Rust pox can't be instantly cured by lesser magic. It can be removed only by heal or another disease-curing spell of 6th-level or higher. Less-powerful magic, such as the lesser restoration spelL can only reduce the saving throw for muscle spasms and recovery by ld4. 5HAPESHIFT SHUDDERS This rare magical disease can only affect humanoids. It usually affects those who finish a long rest in the more magical parts of the Feywild, but it can also result from teleportation mishaps or the flow of wild magic. Any creature that is exposed to the disease must succeed on a DC 15 Constitution saving throw or else be infected with the disease. On a success, the creature is immune to the disease for 2d4 months. Symptoms manifest ld4 minutes after infection. They include chills, headaches, and pain along the spine. An infected creature also suffers from involuntary shakes, causing the creature's Dexterity score to be reduced by 5 (minimum score of 1) and imposing disadvantage on Dexterity checks and saving throws while it is infected In addition, each time the creature falls asleep for any reason, it must succeed on a DC 15 Charisma saving throw or else become disguised following the rules in the disguise selfspelL except the DM chooses the appearance of the illusion, and the effect lasts until the creature fails the Charisma saving throw again or the disease is cured The DM can choose to use the table from the reincarnate spell to help randomly determine the appearance, if they desire. The infected creature makes a DC 15 Constitution saving throw every 48 hours that pass after infection. On a successful save, the DC for this save and for the save to avoid being disguised by the disease drops by ld6. When the saving throw DC drops to 0, the creature recovers from the disease. A creature that fails three of these saving throws has its Dexterity score permanently reduced by ld4, even after it recovers from the disease. A creature with a Dexterity score of O suffers the effects of being restrained, even if it can't be restrained The disease can be cured using a lock of hair from a hag, such as a green hag or death hag. Given an hour within the Feywild, a character who has proficiency with alchemist's supplies can tum the hag hair into an elixir. When consumed, the elixir cures the disease entirely. Shapeshift shudders can't be instantly cured by lesser magic. It can be removed only by heal or another diseasecuring spell of 6th-level or higher. Less-powerful magic, such as the lesser restoration spelL can only reduce the saving throw for both saves by ld4. ZOMBIE PLAGUE This magical disease can affect humanoids and undead, but only humanoids suffer symptoms from it. It can be found in the blighted and defiled parts of the Shadowfell and the Lower Planes among fouled waters and smog. Many claim that it first originated from the domain of the Demon Lord Orcus, where it is omnipresent. Initial symptoms manifest after ld4 + 1 hours of infection. They include pallor, spasms, and fatigue. The infected creature also gains one level of exhaustion that can't be removed until the disease is cured While it has this exhaustion, its speed is also halved Symptoms worsen after 2d4 + 3 hours of infection. The infected creature's maximum hit points are reduced by half until it recovers from the disease. In addition, it must succeed on a DC 14 Wisdom saving throw when it starts its tum within 30 feet of a humanoid that has no more than half of its hit points or else it must spend its movement and action on its turn to attack the creature. Every hour, the infected creature must succeed on a DC 14 Constitution saving throw or else it immediately dies and turns into a zombie that carries the disease. Any humanoid that is hit with a melee attack using a natural weapon, such as a bite or a slam, must make a DC 14 Constitution saving throw if the attacker carries the disease. A creature that consumes food, water, or air tainted by the disease must also make the saving throw, except with disadvantage. On a failed save, the creature CHAPTER THREE DUNGEON MASTER'S CHEST THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 233
234 is infected by Zombie Plague. On a successful saving throw, the creature is immune to the disease for 1 hour. Infected creatures almost never recover from the disease naturally. However, holy water can be used as a remedy. It must be ingested, allowing the infected creature to make a DC 14 Constitution saving throw with advantage after ld4 minutes. It has no effect on a failed save, and it cures the disease on a successful save. Once this remedy has been used, repeated doses have no effect on that creature for the next 12 hours. TIER THREE DISEASES These diseases are appropriate threats for characters from levels 11 to 16, and for higher-level characters that lack easy access to curative magic. BLOOD FLUX FEVER This magical disease can only affect humanoids that have blood It is transmitted by the wild fiends of the Lower Planes through contact with saliva, blood, or venom, but some very advanced hemomancers have managed to spawn the disease in the Material Plane out of nothing but uninfected humanoid blood Symptoms manifest after ld4 + 2 hours and include extreme fevers, fatigue, and intermittent rashes found distributed across the body. The infected creature has three levels of exhaustion that can't be removed until the disease is cured In addition, whenever it finishes a long rest, it must roll on the Blood Magic Ailment table (page 239) and suffer the result of its roll until it finishes its next long rest or the disease is cured Any creature that comes into contact with the bodily fluids of an infected creature, such as blood, sweat, or saliva, must make a DC 1 7 Constitution saving throw. On a failed saving throw, the creature is infected with the disease. On a successful saving throw, the creature is immune to the disease for 24 hours. A creature that consumes these fluids has disadvantage on the saving throw, and its symptoms manifest twice as quickly. Infected creatures almost never recover from the disease naturally. The disease also can't be cured by lesser magic; heal and other disease-curing spells of 6th-level or higher prevent the creature from suffering symptoms for the next 24 hours. If the creature suffers no symptoms for three days in a row, the disease is cured Otherwise, the disease can be removed only by mass heal or another disease-curing spell of 9th-level BONE FUSION This magical disease affects humanoids and undead skeletons, although they suffer different symptoms. The disease resides in the bones of corpses. It is often found in old tombs and crypts and commonly afflicts reckless cultists and novice necromancers. Particularly skillful necromancers may attempt to make use of the disease for their own purposes, keeping it carefully cloistered in experimental chambers packed with infected skeletons. The skeletons fuse together into powerful abominations to be thrown against intruders and other foes. CHAPTER THREE I DUNGEON MASTER'S CHEST Symptoms manifest in humanoids after ld4 + 2 weeks of infection and typically include extreme joint pain and stiffness, itchiness, and loss of balance. The creature's speed is reduced by 10 feet, its Dexterity is reduced by 2, and it has disadvantage on attack rolls and on Dexterity checks and saving throws. Every 24 hours after that, the infected creature must succeed on a DC 16 Constitution saving throw or else its Dexterity is further reduced by 2, to a minimum score of 0, until the disease is cured A creature with a Dexterity score of O suffers the effects of being restrained, even if it can't be restrained Undead that are infected with the disease suffer a set of alternate symptoms after only ld4 hours of infection. An infected undead has its speed reduced by 5 feet and suffers disadvantage on Constitution saving throws, but its body fuses with any external bones that it touches, so the undead slowly accumulates bones until it becomes a new undead, such as a skelepede (page 180} Any creature that touches an infected creature or the corpse of an infected creature must succeed on a DC 16 Constitution saving throw or be infected with the disease. Infected creatures almost never recover from the disease naturally. The disease also can't be cured by lesser magic; heal and other disease-curing spells of 6th-level or higher prevent the creature from suffering symptoms for the next 24 hours. If the creature suffers no symptoms for three days in a row, the disease is cured Otherwise, the disease can be removed only by mass heal or another disease-curing spell of 9th-leveL or through the use of an esoteric remedy. This remedy is brewed from the dusty flesh of a mummy lord, which takes 3 hours and requires proficiency with herbalism kits and alchemist's supplies. The disease is cured ld4 minutes after drinking the brew. REBELLIOUS FLESH This rare magical disease can affect humanoids, beasts, dragons, fey, and giants. It is believed to originate from the Far Realm, and it spreads through contact with the denizens of that strange place. The disease comes with the following symptoms that manifest after ld6 + 4 hours. Bubbling Rashes. The infected creature suffers from rapidly-growing rashes that spread downward from the neck. These rashes cause intense pain and itchiness. As a result, the infected creature suffers disadvantage on saving throws to maintain concentration and on ability checks that require focus or attention over a period of more than one minute. In addition, the creature suffers vulnerability to acid damage because of how easily the afflicted skin sloughs off and melts away. Rebel Limbs. Whenever the infected creature tries to exert great effort, such as lifting a heavy weight, casting a spell of 1st-level or higher, or critically hitting with an attack, it must succeed on a DC 16 Constitution saving throw or its efforts fail; its spell fails or its attack misses. In addition, if it fails the saving throw, its limbs begin to rebel against it for 1 minute. At the start of each of the creature's turns, it must repeat the saving throw. On a failed saving throw, it rolls ld6. On a result of 1 or 2, the D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
infected creature can't move or make attacks until the start of its next turn. On a 3 or 4, it is restrained until the start of its next turn. On a 5 or a 6, it must make a melee attack against itself using a weapon it is holding, or an unarmed attack if it isn't holding any weapons. On a successful saving throw, that limb rebellion ends. Restlessness. Each time that the infected creature finishes a short or long rest, it must succeed on a DC 16 Constitution saving throw to benefit from the rest. Sleepfi.ghting. When the infected creature is asleep, it continues to act and move as if it were awake, except the creature is under the DM's control and acts as if it were chaotic evil with an Intelligence score of 4. In this state, the creature can't be woken up unless it succeeds on a DC 16 Charisma saving throw. A creature that is hit by the natural weapons of an infected creature or that consumes food or drink tainted by the disease must succeed on a DC 16 Constitution saving throw or be infected with the disease. Infected creatures almost never recover from the disease naturally. The disease also can't be cured by lesser magic; heal and other disease-curing spells of 6th-level or higher prevent the creature from suffering symptoms for the next 24 hours. If the creature suffers no symptoms for three days in a row, the disease is cured Otherwise, the disease can be removed only by mass heal or another disease-curing spell of 9th-leveL or through the use of magical crystal healing. An infected creature that finishes a long rest with at least 3 star sapphires within 5 feet of it doesn't suffer the disease's symptoms for the next 24 hours. However, once a crystal is used for a long rest in this way, it can't be used for this purpose again until the crystal spends an entire night bathed in direct moonlight. TOXIC AMBROS IS This magical disease affects humanoids, monstrosities, beasts, and dragons, but tabaxi suffer no symptoms. It can be found in almost any environment in the Material Plane, but is especially prevalent in the deepest parts of the Underdark and in monster lairs. Physical contact with the excrement of an infected creature is the most common way of acquiring the disease, but the disease can also be contracted by consuming the flesh of an infected creature. Any creature that does either of these actions must succeed on a DC 16 Constitution saving throw or become infected with the disease. Symptoms manifest 3d4 days after infection. They include chills, fatigue, headaches, and congestion. The infected creature gains one level of exhaustion that can't be removed until the disease is cured In addition, the infected creature's body odor changes to smell strongly of intoxicatingly delicious food, such as juicy meats or decadent pastries. As a result, all wild animals and predatory monsters from within 5 miles are attracted to attempt to eat the infected creature. In combat, those creatures will always attack the infected creature before all other targets, attempting to kill and consume the infected creature as their primary goal Finally, the infected creature can't be frightened, and it feels no instinct to defend itself from deadly harm by another creature. Instead, the infected creature feels a strong compulsion to recklessly seek out danger. Each time the infected creature finishes a long rest, it must succeed on a DC 16 Wisdom saving throw or else it is compelled to venture forth on its own to seek danger until it finishes its next long rest. During this time, other creatures have advantage on attacks made against it. The infected creature makes a DC 16 Constitution saving throw at the end of each long rest. If it succeeds on five of these saving throws in a row without failing any, the disease is cured in that creature. Toxic ambrosis can't be cured by lesser magic; heal and other disease-curing spells of 6th-level or higher prevent the creature from suffering symptoms for the next 24 hours. If the creature suffers no symptoms for three days in a row, the disease is cured Otherwise, the disease can be removed only by mass heal or another disease-curing spell of 9th-level WARP WARTS This rare magical disease can only affect humanoids that are native to the Material Plane. It's known to afflict creatures that experience mishaps when traveling the planes or teleporting using magic, such as being sent to the wrong place or accidentally releasing monsters. Any creature that is exposed to the disease, including by touching an infected creature, must succeed on a DC 1 7 Constitution saving throw or become infected with the disease. Symptoms manifest 3d6 weeks after infection and include warts that cause the following ailments: Extreme Pain. Because of pain, the infected creature suffers disadvantage on saving throws to maintain concentration and on ability checks that require focus or attention over a period of more than one minute. Planar Warping. Whenever the infected creature finishes a long rest, it must make a DC 1 7 Charisma saving throw with advantage. On a failed saving throw, the creature is transported to a random location upon a random plane following the rules of the plane shift spell The DM rolls a d8 and compares the result to the table below to determine the plane. d8 Plane or Realm d8 Plane or Realm l The Feywild 5 An Upper Plane 2 The Shadowfell 6 A Lower Plane 3 The Ethereal Plane 7 A Plane of Chaos 4 An Elemental Plane 8 A Plane of Law Teleportation. Whenever the infected creature takes damage, it must succeed on a DC 1 7 Charisma saving throw or be teleported to a random unoccupied space of the DM's choice within 90 feet. On a successful saving throw, the creature doesn't suffer from this symptom until the start of its next turn. An infected creature can make a DC 1 7 Constitution saving throw each time it finishes a long rest. Once the CHAPTER THREE DUNGEON MASTER'S CHEST THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 235
236 creature succeeds on three of these saving throws in a row without failing the saving throw, the disease is sent into remission and the creature doesn't suffer from any symptoms for the next 6d6 weeks. The disease can also be sent into remission through the use of extreme heat or cold drawn from one of the Elemental Planes, such as a salamander's flame or the chill of an ice elemental If this elemental heat or chill is applied to the warts while within the Elemental Plane it originated from, the creature suffers no symptoms for the next 24 hours. If this is done for three days in a row, the disease is sent into remission for 6d6 weeks. Infected creatures almost never recover from warp warts naturally. The disease also can't be cured by lesser magic; heal and other disease-curing spells of 6th-level or higher prevent the creature from suffering symptoms for the next 24 hours. If the creature remains in this state for three days in a row, the disease is cured Otherwise, the disease can be removed only by mass heal or another disease-curing spell of 9th-level TIER FOUR DISEASES These diseases are ---------------- appropriate threats for characters of level 1 7 or higher. They are extremely dangerous. PALE PLAGUE This legendary magical disease, known for destroying entire kingdoms in a matter of days, affects beasts, dragons, humanoids, and giants. It creeps through the air insidiously and invisibly. According to old legends, the disease originated from the dusty remains left behind by a powerful vampire lord, who invoked the disease as a dying curse upon the world Some say the disease still lurks in reservoirs hidden within the ancient tombs of the eldest vampire lords, waiting to be unleashed upon the hapless world again. Upon infection, symptoms manifest after ld4 hours. The infected creature experiences aches, pallor, and a persistent cough. It also gains 2 levels of exhaustion that can't be removed until the disease ends. After that point, every 4 hours, the infected creature must succeed on a DC 20 Constitution saving throw or take 28 (8d6) necrotic damage and gain a level of exhaustion. Its hit point maximum is also reduced by an amount equal to the necrotic damage taken until the disease ends. If an infected creature succeeds on three of these saves in a row, the disease ends for that creature. Any creature that spends at least 1 minute within 60 feet of an infected creature without finishing a long rest must succeed on a DC 20 Constitution saving throw or be infected with the disease. Infected creatures that die begin to disintegrate into pale white ash, which drifts on the wind and spreads the disease. Infected corpses are treated like infected creatures, except they can infect creatures from 300 feet away rather than only 60 feet. Any creature that touches an infected body or infected ash must also make the saving throw. A creature that succeeds on the saving throw is immune to infection by the disease for the next 8 hours. CHAPTER THREE I DUNGEON MASTER'S CHEST The Pale Plague is a powerful and eldritch disease. If an infected creature is cured by magic, the magic forces the disease out into the air. One random creature within 120 feet of the cured creature must succeed on a DC 20 Constitution saving throw or be infected by the disease, even if that creature is normally immune to infection. STONE SCOURGE This magical disease affects beasts, dragons, giants, and humanoids. Though many believe the origins of the disease lie with the creatures called medusas, most who acquire it are infected by dao, who can unknowingly carry the disease without suffering any symptoms. Upon infection, symptoms manifest after 2d6 hours. The infected creature suffers numbness in their limbs along with fatigue, weakness, and extreme drowsiness. It gains 2 levels of exhaustion that can't be removed until the disease ends. While it has this exhaustion, its carrying capacity is halved and it deals only half damage with weapon attacks that use Strength. In addition, it has disadvantage on saving throws against being put to sleep by magic, it needs twice as much sleep as normai and it must sleep during its short and long rests, which both take twice as long as normal After 2d6 additional hours, the disease reaches its final stage. The infected creature must succeed on a DC 18 Constitution saving throw or become petrified until the disease ends. It must repeat the saving throw every 4 hours unless it is already petrified This disease is not suppressed while the infected creature is petrified Instead, an infected creature that is petrified exudes the disease. Its stone body is splotchy and discolored in overlapping patches. Only melting the statue with acid will prevent it from infecting others. Any creature that spends at least 1 hour within 120 feet of an infected creature without finishing a long rest must succeed on a DC 18 Constitution saving throw or be infected with the disease. Each minute that is spent near a petrified infected creature counts as one hour. A creature that touches an infected creature must also make the saving throw, with disadvantage if the infected creature is petrified A creature that succeeds on the saving throw is immune to the disease for 24 hours. Magic that can cure diseases is only able to reduce the severity of this disease. The heal spell or another disease-curing spell of 6th level or higher reduces the petrification DC for an infected creature by an amount equal to the spell slot level The DC increases by 1 every hour until it returns to its normal value. If the save DC is reduced to less than 1, the disease is cured All other magical effects are unable to cure the disease. A remedy for this disease can be brewed from the bones of a stone giant and the scales of a medusa. This takes five hours and requires proficiency with alchemist's supplies and a successful DC 18 Intelligence check using the tools. On a failed check, the brewer must also make a saving throw against infection by the disease. Applying the remedy as an ointment upon the skin of an infected creature cures the disease after ld4 hours. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
THE UNRAVELING This horrifying magical disease can affect any type of creature except constructs, even those that are normally immune to disease such as gods, archfiends, and other immortal beings. However, creatures that never leave the Material Plane cannot acquire the disease. It is not contagious, and while the nature of infection is not fully understood by mortal minds, stories tell of it affecting only those who live or travel among the other planes. Some claim that the Unraveling is a mistake in the weaving of creation and life itself, a defect that emerges only in rare cases. Others claim it is a curse laid upon the world by the alien terrors of the Far Realm, or the result of ancient magic gone terribly awry. The Unraveling reverses the fundamental bonds of Order and Creation that define what a creature is and what it is not, causing what normally keeps it whole to begin tearing it apart instead Symptoms manifest an unknown time after acquisition of the disease, but begin with aches, confusion, loss of balance, and fatigue. The infected creature gains 2 levels of exhaustion that can't be removed until the disease is cured With time, the creature's skin starts to peel back in thin ribbons and strips: the tell-tale sign of the Unraveling. After 3d6 years of infection, the disease accelerates. The infected creature begins slowly peeling apart, both mentally and physically. Every 24 hours, the infected creature must succeed on a DC 20 Constitution saving throw or take 27 (SdlO) force damage, and it must succeed on a DC 20 Wisdom saving throw or gain a new long-term madness and a new indefinite madness, as described in Chapter Eight of the Dungeon Master's Guide. The creature's hit point maximum is reduced by an amount equal to the force damage taken, lasting until the disease is cured, and any indefinite madness caused by the disease can't be ended until the disease is cured After 100 years of infection, the infected creature's hit point maximum is reduced by ld4 for every additional year that passes, lasting until the disease is cured If the disease reduces a creature's maximum hit points to 0, the creature instantly dies and cannot be resurrected by any means, including the wish spell Infamously, the Unraveling cannot be cured, even by the most powerful magic such as the wish spell There is no possibility for natural recovery once a creature has acquired the disease, even for the most immortal beings in the multiverse. However, the ancients of the world tell tales of a mythical group of heroes who eons ago found a cure, but only at the end of a legendary adventure and at great personal cost. These stories must be from eras before the gods themselves, yet could they be real? UM BRAMAN IA This infamous magical disease can affect any creature that has a shadow except constructs and undead The disease originates from the Plane of Negative Energy itself, and can be found lurking in the foul darkness of the Shadowfell and the Lower Planes, where light has not penetrated for centuries or more. A creature that spends more than 10 minutes in darkness that is fouled by umbramania must succeed on a DC 19 Constitution saving throw or be infected with the disease. A creature that succeeds on the save can't be infected for 24 hours. Initial symptoms manifest after 2d6 x 10 minutes and include shakes, muscle spasms, and mood swings. The infected creature also suffers the following ailments: Insomnia. When the creature finishes a long rest, it must succeed on a DC 19 Constitution saving throw to gain any benefit from the rest. Mania. When the creature finishes a short rest, it must succeed on a DC 19 Wisdom saving throw to gain any benefit from the rest. Paranoia. The creature has disadvantage on saving throws against being frightened, and it must make any opportunity attacks that it can, regardless of the target. After ld6 additional hours of infection, the disease worsens and the infected creature's shadow starts to take nefarious control of its body. Any event that causes the creature great stress - including entering combat, taking damage, experiencing fear, or having a nightmare - causes the creature to be affected by the new incite self-harm spell (spell save DC 19, page 82} After 8 hours of infection, the disease reaches its final stage. The infected creature begins to hear a voice in its mind that no one else can hear, beckoning it to act in treacherous ways and betray its allies. The voice also insists that if the creature does not follow its orders, the voice will kill the creature using its own body. Until the disease is cured, while the infected creature is at O hit points, a shadow(CR 1/2, Monster Manual page 269) occupies its space and takes its turn immediately after the infected creature's turn. The shadow is immune to all damage, conditions, and effects, and desires only to kill the infected creature. Once the creature has more than O hit points, the shadow disappears. If the infected creature dies at any stage during the disease, a new shadow(CR 1/2) rises from its corpse and seeks out a location of persistent darkness in which to take a long rest. If it finishes a long rest in a place of darkness, the shadow dies and the darkness in that location is fouled with umbramania. Light can prevent infection by casting away darkness, but when the light fades, the darkness that returns will be just as diseased The disease can be removed only by mass heal or another disease-curing spell of 9th-level Creatures that are immune to disease are not immune to this disease, but they have advantage on saving throws against it. CHAPTER THREE DUNGEON MASTER'S CHEST THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 237
238 BLOOD MAGIC AILMENTS Sometimes, poisons and diseases are just not enough to represent the kind of wretched afflictions that forbidden magic is capable of producing. Legends speak of heroes struck by terrible blood hexes and of reckless warlocks who fouled their own blood in their pursuit of power. Blood magic aliments are magical afflictions that are not curses, diseases, or poisons, but linger in the blood of a creature until they are cured Creatures that don't have blood can't suffer from blood magic ailments. These ailments represent a form of magic that is both more primal and also more twisted than normal curses as they can't be removed with most effects that remove ' curses. They are inherently more magical than disease, and can't be removed by any disease-curing spells. They are fundamentally plot components more than they are gameplay elements, and they should be treated as such within your campaign. WHEN TO USE AILMENTS As a DM, you choose when to make use of ailments and when not to. You can use ailments as a response to the actions of your player characters or as independent plot elements on their own. You might impose a random blood magic ailment on a player character that you feel is abusing or misusing the gameplay mechanics of blood magic. If a player is trying to create an infinite loop of spell slots or hit points, or is otherwise attempting to break the game using aspects of the rules that were unforeseen, you can use the threat of blood ailments as an in-narrative way to balance out those actions and add risk to their reward You can also use blood magic ailments to underscore the power or danger of blood magic. For example, if a villain targets a player character repeatedly with blood magic, you might use a blood magic ailment to show how powerful the villain and its forbidden magic can be. You could also use blood magic ailments to represent the eerie eldritch mutations caused by stray wild magic or uncontrolled demonic portals. You can even use these ailments to apply permanent character traits to a creature. For example, many of the ailments can represent incurable genetic diseases or mutations. Others can be used to represent long-term mental illnesses or personality changes. Blood magic ailments can also be repurposed as part • of other mechanics or effects. You might use one blood magic ailment as one of the symptoms for a disease of your own creation, as the effect for a homebrew poison, or as the primary component of a curse. These concepts apply to NPCs as well as PCs. Blood magic ailments work well when applied to NPCs, since they can impact the plot of a campaign without making the play-experience worse for any player who doesn't enjoy these kinds of game mechanics. An ailment that befalls a beloved NPC can sometimes become the best motivation for an adventure. CHAPTER THREE I DUNGEON MASTER'S CHEST D&D UNLEASHED (vl.01) ACQ,UIRING AILMENTS When a creature is subjected to a blood magic ailment, it might be able to make a saving throw to resist. These are generally Charisma or Constitution saving throws. If the ailment is acquired through physical means, then it uses Constitution, and if it is acquired through magical or spiritual means, it uses Charisma. You can determine the DC for these saving throws by adding 10 + half the creature's CR or leveL or by using your own means. If the ailment is acquired from spellcasting, you can use the spellcaster's spell save DC, even if it is the creature's own spellcasting that caused the ailment. However, there is often no saving throw to resist the acquisition of a blood magic ailment. As a DM, you can always choose whether a creature can resist the ailment with a successful saving throw or not. Ailments that can not be resisted are sometimes more appropriate. CURING AILMENTS Blood magic ailments are not diseases and so cannot be cured by effects that remove a disease. Similarly, they're not curses, so effects such as the remove curse spell will not remove them, and they aren't poisons either. Instead, blood magic ailments can only be removed by plot-relevant actions dictated by the DM. For example, an ailment might only be able to be cured through a special ritual that can only be performed at a specific location, or using specific rare materials. You might decide that an ailment can only be cured using a remedy made from ingredients obtained through difficult adventure, or that an ailment can only be removed by a specialized healer, such as a rare celestial or benevolent fey. In the end, remember that these ailments are meant to improve your game and the experience for all your players, not detract from it. Try to use these ailments as opportunities for further adventure and excitement. If your players do not enjoy the experience, try to provide easier ways to remove the ailments, and perhaps even avoid their use in the future.
BLOOD MAGICAILMENTTABLE d20 Effect on Creature l Dead Blood It cannot regain hit points by spending hit dice or finishing a long rest, and it fails all saving throws against poisons and diseases. 2 Blood Madness. Each time it finishes a long rest, it rolls on the Long-Term Madness table and the Indefinite Madness table, found in the Dungeon Master's Guide, and it experiences both results until it finishes another long rest. 3 Pale Blood Its blood loses some energy-restoring capacity. To reduce its exhaustion by one level, it must finish a number of long rests equal to 8 - its Constitution modifier (minimum of two long rests), instead of only one. In addition, its blood cannot be used for blood magic. 4 Diluted Blood Its emotions are influenced against its will. It is reserved, aimless, and emotionless, unable to summon almost any amount of urgency or motivation to act. 5 Hot-Blooded Its emotions are influenced against its will. It is passionate, excitable, and easy to anger, unable to calm down or act slowly. 6 Blood Zeal Its blood is overly aggressive to toxins. When it becomes poisoned or diseased, it takes necrotic damage equal to its level or challenge rating (minimum l damage). While it remains poisoned or diseased, it cannot regain hit points by spending hit dice or finishing a long rest, and it takes necrotic damage equal to its level or challenge rating (minimum l damage) every hour. 7 Rotten Blood Its blood decays quickly, and smells very strongly of rot and death as soon as it is spilled. It has vulnerability to necrotic damage, and while it is missing hit points it gives off a disgusting smell that enables those who can smell to track it without requiring an ability check. 8 Inert Blood It regains half as many hit points from spells and magical effects that restore hit points. In addition, its blood cannot be used for blood magic. 9 Blood Torpor. Its blood is slow to move after sleep or repose. To finish a long rest, it must roll l d4 - l and rest for that many additional hours. In addition, its blood cannot be used for blood magic. l O Fearful Blood Each time it finishes a long rest, it rolls twice on the Fearful Blood Table (across). Until it finishes another long rest, it has a terrible phobia of the damage type from its first roll on the table and the creature type from its second roll. Whenever it encounters a creature of that type or sees a creature deal damage of that type, it must succeed on a DC l 5 Wisdom saving throw or become frightened. It stays frightened until it can't see or hear the creature for an entire minute. 11 Blood Imbalance. Its blood flow becomes easier to disturb and its blood cannot be used for blood magic. Also, when it moves more than 30 feet on its turn, or when it moves more than l 0 feet on any other turn, it must succeed on a DC l 5 Constitution saving throw or be light-headed until the end of its next turn. Being pushed or pulled counts for this effect, as does falling. While light-headed, it can't concentrate or take actions, and its speed is halved. d20 Effect on Creature 12 Fouled Bloodline. Any children it propagates in this state will be sickly, malformed, and infertile for their entire lives. In addition, its blood cannot be used for blood magic. l 3 Eldritch Veins. Its blood glows through its veins and shines from under clothing, radiating a noticeable aura of eeriness. It has disadvantage on ability checks made to hide, ability checks made to disguise it have disadvantage, and it can't benefit from invisibility. 14 Frigid Blood Its emotions are influenced against its win. It is distant, depressed, and melancholic, unable to feel almost any joy or positive emotions. l 5 Poisoned Blood Its blood is poisonous to those who touch its wounds. While it has less than half of its hit points remaining, it deals poison damage equal to 5 + twice its level to any creature that willingly touches it. l 6 Cursed Blood Whenever the target's blood is used for blood magic, it takes necrotic damage equal to twice its maximum number of hit dice. In addition, whenever it rolls initiative, it must also roll a d6. On a roll of 5 or 6, it suffers the effects of the bane spell for the next l 0 minutes. l 7 Blood Thirst. Its body becomes dependent on extra blood. It must drink blood instead of water to survive, though the blood need not be fresh and can come from any source other than itself. 18 Dry Blood Its emotions are influenced against its will. It is cynical, fatalistic, and selfish, unable to regard others with empathy or expect good things from the future. l 9 Possessed Blood Any event that causes it great stress - including entering combat, taking damage, experiencing fear, or having a nightmare - forces the creature to roll a d6. On a roll of 5 or 6, it becomes incapacitated for l minute and falls prone, shaking and spasming for the duration. 20 Dire Hemophilia. It can't regain hit points by spending hit dice or finishing a long rest, and while it is missing hit points, it loses l hit point from internal blood loss every l d6 hours. FEARFUL BLOOD TABLE dlO Damage Type Creature Type l Acid Aberration 2 Cold Celestial 3 Fire Construct 4 Force Dragon 5 Lightning Elemental 6 Necrotic Fey 7 Poison Fiend 8 Psychic Giant 9 Radiant Ooze 10 Thunder Undead CHAPTER THREE DUNGEON MASTER'S CHEST THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 239
240 APPENDIXA NEW RULES & DEFINITIONS BESTIAL CREATURES Some monsters in this compendium have the creature subtype bestial, such as "fiend (bestial)" or ''monstrosity (bestial)" Creatures with the bestial subtype count as if they are beasts for certain magical effects, regardless of their actual creature type. Sometimes there are special rules only for bestial creatures. For example: Animal Friendship. This spell treats creatures with the bestial subtype as if they were beasts, except that bestial creatures have advantage on the saving throw, and when the spell is cast on a bestial creature, the duration becomes "Concentration, up to 8 hours." Other Spells. These spells treat creatures with the bestial subtype as if they were beasts: animal messenger, beast bond, beast sense, locate animals or plants, and speak with animals. Other effects that allow a creature to speak with beasts also allow that creature to speak with creatures that have the bestial subtype. There are many other creatures that can be given the bestial subtype, including chimeras, hell hounds, hydras, nightmares, owlbears, worgs, and i,ryverns. BLOOD MAGIC This compendium contains many references to "blood magic," including in some class features and traits. All spells labeled with the Blood tag always count as blood magic. In addition, any magical ability or effect that only affects creatures with blood also counts as blood magic. The class features of the new sanguinist prestige class count as blood magic, even if they are not described as magical Any other nonmagical game effects, such as the blood-draining attacks of monsters like vampires and stirges, never count as blood magic. MULTIPLE CREATURE 'TYPES Some monsters in this compendium have multiple creature types, instead of only one. For example, a creature that is listed as an "undead ooze" counts as both an undead and as an ooze. A creature with multiple types can be affected by a game effect if it works on any of the creature's types. This includes restrictions. For example, a creature that is both a fey and an undead cannot be affected by any effects that can't affect undead, even if it can affect fey. If a game effect can't be adjudicated this way and you must treat the creature as one of its types, you should treat player characters as humanoids, and treat NPCs and monsters as the creature type listed in the normal position on their stat block, rather than the type or types named within their hybrid traits. If multiple types are listed at the top of the stat block, use the first type. D&D UNLEASHED (vl.O') POISON VULNERABILITY Normally, specializing in poison damage can become problematic when encountering enemies that are immune to it. Most undead, elementals, and constructs are immune to poison damage, and many other creatures can be resistant or even immune to it. This makes poison damage weaker than the other damage types, which can feel bad for a player controlling a poison-focused character. However, your DM may use this optional rule to balance out the utility of poison damage in a world with so much immunity. When using this rule, beasts and humanoids who have a Constitution score of 8 or lower automatically have vulnerability to poison damage on account of their fragile bodily health. This does not apply this to player characters. SPELL PROWESS Spell Prowess is a new feature for spellcasters found in these compendia. If you have spell prowess with a speli you gain a bonus to the damage rolls of that spell equal to half your proficiency bonus. In addition, when you attempt to cast a spell at a spell level equal to or less than two-thirds of your proficiency bonus and you have spell prowess with that speli you can choose one component (somatic, verbai or material) to ignore for that casting of the spell You can't use this rule to ignore components that are consumed or are worth more than l0gp, and you can't use this rule to make a spell require no components. SPELL SPECIALIZATION LISTS Some of the feats and class features in this compendium contain references to specific spell lists which contain spells from the Player's Handbook, Xanathar's Guide to Everything, Tasha's Cauldron of Everything, and from the new spells section of this compendium. These spell lists, the Blood Magic and Pathomancy spell lists, are found on page 115. If a spell or spell variant appears on a list, it belongs to that specialization school in addition to its normal school or schools. In addition, you can find each of these specialization spell lists filtered by spells available to each class within Appendix B, starting on the next page.
APPENDIX B - SPELL LISTS BY CLASS This appendix section contains spell lists for both magic specializations described in Chapter Two, which use the rules described in Appendix A The spell lists show which spells of each specialization can be cast by characters of each class. Most of these spells are from the Player's Handbook. If a spell is followed by a symboL such as an asterisk(*) or dagger (t} it is found elsewhere. If a spell name is italicized, it is an optional spell variant that can be found in the spell variants section of Chapter Two. Any other symbols next to the spell name describe the location of the original spell If the original spell has no symbols, that means it can be found in the Player's Handbook. The original spell's name is listed in parentheses after the spell variant's name. See page 104 for more information on spell variants. BLOOD MAGIC SPELL LISTS ARTIFICER SPELLS 2ND LEVEL Infuse Blood* 4TH LEVEL Agonize* BARD SPELLS CANTRI PS (0 LEVEL} Blood Curdle (Thunderclap t) 6TH LEVEL Blood Fever'' CLERIC SPELLS (ANTRI PS (0 LEVEL) Choke the Wound (Toll the Dead t) 1ST LEVEL Blood Reading'~ Laceration (Inflict Wounds) 2ND LEVEL Infuse Blood* 3RD LEVEL Life Transference t 7TH LEVEL Malady* DRUID SPELLS 2ND LEVEL Wither and Bloom ttt 4TH LEVEL Agonize* 6TH LEVEL Blood Fever* Investiture of Blood* 7TH LEVEL Malady* PALADIN SPELLS 2ND LEVEL Infuse Blood* 3RD LEVEL Draining Smite* 4TH LEVEL Vengeful Smite* RANGER SPELLS None You can use these lists to pick only the specialization spells that a caster can actually use, or to find out which specializations have the most available spells for a given class, or for anything else you come up with. SPELL LOCATIONS BY SYMBOL Symbol Location * t tt ttt t This compendium (The Elements & Beyond) Xanathar's Guide to Everything, and possibly the Elemental Evil Player's Companion Tasha's Cauldron of Everything Strixhaven: A Curriculum of Chaos The Elements & Beyond, another D&D Unleashed compendium. Hemokinesis* 1 ST LEVEL Blood Reading* Exsanguinate (Witch bolt) Laceration (Inflict Wounds) Sanguine Wave* 2ND LEVEL Carnage Burst* Infuse Blood* Numb Person (Hold Person) Wither and Bloom ttt 3RD LEVEL Blood Expulsion (Fireball) Blood Extraction* Vampiric Touch 4TH LEVEL Agonize* Hemorrhage* 5TH LEVEL Bend Blood* Empty the Veins (Immolation t) Grim Terror* Numb Monster (Hold Monster) Seize Person (Dominate Person) 6TH LEVEL 4TH LEVEL Agonize* Hemorrhage* SORCERER SPELLS Essence Sap* Investiture of Blood* 6TH LEVEL Blood Fever* Investiture of Blood>< THE IMPERMISSICON CANTRI PS (0 LEVEL} Blood Boil* Blood Curdle (Thunderclap t) Gore Spike* FANMADE HOMEBREW 7TH LEVEL Hemoglobes (Crown of Stars t) Malady* APPENDIX B: SPELL LISTS BY CLASS D&D UNLEASHED (vl.01) 241
242 8TH LEVEL Blood Bath* Heart Break>'< Seize Monster (Dominate Monster) 9TH LEVEL Blood to Bile (Blood to Flame*) Blood to Flame* Blood to Ice (Blood to Flame*) Blood to Lightning (Blood to Flame*) Blood to Sand (Blood to Flame*) Blood to Venom (Blood to Flame*) Blood to Wind (Blood to Flame*) Rizzak's Red Death* Turn Blood (Psychic Scream t) WARLOCK SPELLS CANTRI PS (0 LEVEL} Blood Boil* Blood Curdle (Thunderclap t) Choke the Wound (Toll the Dead t) Gore Spike* Hemokinesis* 1ST LEVEL Blood Reading* Exsanguinate (Witchbolt) Sanguine Wave* 2ND LEVEL Carnage Burst* Numb Person (Hold Person) 3RD LEVEL Blood Extraction* Vampiric Touch 4TH LEVEL Agonize* Hemorrhage* 5TH LEVEL Bend Blood* Empty the Veins (Immolation t) Grim Terror* Numb Monster (Hold Monster) Seize Person (Dominate Person) 6TH LEVEL Blood Fever* Essence Sap* Investiture of Blood* 7TH LEVEL Hemoglobes (Crown of Stars t) Malady* 8TH LEVEL Blood Bath* Heart Break* 9TH LEVEL Blood to Bile (Blood to Flame*) Blood to Flame* Blood to Ice (Blood to Flame*) Blood to Lightning (Blood to Flame'') Blood to Sand (Blood to Flame*) Blood to Venom (Blood to Flame*) Blood to Wind (Blood to Flame*) Rizzak's Red Death* Turn Blood (Psychic Scream t) WIZARD SPELLS CANTRI PS (0 LEVEL} Blood Boil* Blood Curdle (Thunderclap t) Choke the Wound (Toll the Dead t) Gore Spike* Hemokinesis* 1ST LEVEL Blood Reading* Exsanguinate (Witchbolt) Laceration (Inflict Wounds) Sanguine Wave* 2ND LEVEL Carnage Burst* PATHOMANCY SPELL LISTS ARTIFICER SPELLS CANTRI PS (0 LEVEL} Poison Spray 4TH LEVEL Agonize* APPENDIX B: SPELL LISTS BY CLASS D&D UNLEASHED (vl.01) BARD SPELLS -------- CANT RI PS (0 LEVEL} Ego Shock* Friends Siren's Touch (Lightning Lure tt) Vicious Mockery 1ST LEVEL Charm Person FANMADE HOMEBREW Infuse Blood* Numb Person (Hold Person) Wither and Bloom ttt 3RD LEVEL Blood Expulsion (Fireball) Blood Extraction* Life Transference t Vampiric Touch 4TH LEVEL Agonize* Hemorrhage* 5TH LEVEL Bend Blood* Empty the Veins (Immolation t) Grim Terror-:.. Numb Monster (Hold Monster) Seize Person (Dominate Person) 6TH LEVEL Blood Fever* Essence Sap* Investiture of Blood* 7TH LEVEL Hemoglobes (Crown of Stars t) Malady* 8TH LEVEL Blood Bath* Heart Break* Seize Monster (Dominate Monster) 9TH LEVEL Blood to Bile (Blood to Flame*) Blood to Flame* Blood to Ice (Blood to Flame*) Blood to Lightning (Blood to Flame*) Blood to Sand (Blood to Flame*) Blood to Venom (Blood to Flame*) Blood to Wind (Blood to Flame*) Rizzak's Red Death* Turn Blood (Psychic Scream t) Dissonant Whispers Heroism Tasha's Hideous Laughter 2ND LEVEL Blindness/Deafness Calm Emotions Crown of Madness Enthrall THE IMPERMISSICON
3RD LEVEL Enemies Abound t Excite Emotions'~ Fear Incite Self-Harm* Mortify* 4TH LEVEL Charm Monster t Compulsion Confusion 5TH LEVEL Dominate Person Geas Synaptic Static t 6TH LEVEL Blood Fever~ Eyebite Harmful Words (Harm) 7TH LEVEL Overwhelm Emotions* Symbol 8TH LEVEL Dominate Monster Feeblemind Psychic Intervention (Electric Interdiction t) 9TH LEVEL Amnesia* Psychic Scream t CLERIC SPELLS (ANTRI PS (0 LEVEL} Vile Miasma* 1ST LEVEL Spasm* 2ND LEVEL Blindness/Deafness Calm Emotions 3RD LEVEL Excite Emotions* Plague Vector* 4TH LEVEL Agonize* Hemorrhage* Plagued Weapon (Envenomed Weapon*) 5TH LEVEL Befoul Water''' THE IMPERMISSICON Contagion Geas 6TH LEVEL Blood Fever* Harm 7TH LEVEL Malady* Symbol 8TH LEVEL Vertigo* Withering Weapon (Flaring Weapon t) 9TH LEVEL Frailty* Pestilence* DRUID SPELLS CANTRI PS (0 LEVEL} Poison Spray Vile Miasma* 1ST LEVEL Charm Person Spasm* 3RD LEVEL Festering Arrows (Flame Arrows t) Plague Vector* 4TH LEVEL Agonize* Blight Charm Monster t Confusion Dominate Beast Plagued Weapon (Envenomed Weapon*) 5TH LEVEL Befoul Water* Contagion Geas 6TH LEVEL Blood Fever* Rizzak's Ravenous Starvation* 7TH LEVEL Malady* Symbol 8TH LEVEL Feeblemind Vertigo* 9TH LEVEL FANMADE HOMEBREW Frailty* Pestilence* PALADIN SPELLS l ST LEVEL Heroism Weakening Smite* 4TH LEVEL Plagued Weapon (Envenomed Weapon*) 5TH LEVEL Befoul Water* Geas RANGER SPELLS 3RD LEVEL Festering Arrows (Flame Arrows t) 4TH LEVEL Dominate Beast 5TH LEVEL Befoul Water* SORCERER SPELLS CAN TRI PS (0 LEVEL} Blood Boil* Chill Touch Ego Shock* Forbidding Strike (Booming Blade tt) Friends Poison Spray Siren's Touch (Lightning Lure tt) Vile Miasma* 1ST LEVEL Charm Person Ray of Sickness Ray of Terror (Ray of Sickness) Spasm* 2ND LEVEL Blindness/Deafness Crown of Madness 3RD LEVEL Enemies Abound t Fear Festering Arrows (Flame Arrows t) Incite Self-Harm* Mortify* Plague Vector* Ray of Fatigue* 4TH LEVEL Agonize* APPENDIX B: SPELL LISTS BY CLASS D&D UNLEASHED (vl.01) 243
244 Blight Charm Monster t Confusion Dominate Beast Hemorrhage* Wall of Wailing (Wall of Fire) 5TH LEVEL Dominate Person Grim Terror* Synaptic Static t 6TH LEVEL Essence Sap* Eyebite Harm Rizzak's Ravenous Starvation* 7TH LEVEL Crystal Scream (Delayed Blast Fireball) Malady* Overwhelm Emotions* Power Word: Pain t 8TH LEVEL Dominate Monster Vertigo* Withering Weapon (Flaring Weapon t) 9TH LEVEL Psychic Scream t WARLOCK SPELLS CANTRI PS (0 LEVEL} Blood Boil* Chill Touch Ego Shock* Forbidding Strike (Booming Blade tt) Friends Poison Spray Siren's Touch (Lightning Lure tt) 1ST LEVEL Cause Fear t Charm Person Dissonant Whispers Spasm* 2ND LEVEL Crown of Madness Enthrall Ray of Enfeeblement 3RD LEVEL Enemies Abound t Excite Emotions* Fear APPENDIX B: SPELL LISTS BY CLASS D&D UNLEASHED (vl.01) Incite Self-Harm* Mortify* Plague Vector* Ray of Fatigue* 4TH LEVEL Agonize* Blight Charm Monster t Hemorrhage* 5TH LEVEL Befoul Water* Grim Terror* Synaptic Static t 6TH LEVEL Blood Fever* Essence Sap* Eyebite Harm Rizzak's Ravenous Starvation* 7TH LEVEL Malady* Overwhelm Emotions* Power Word: Pain t 8TH LEVEL Dominate Monster Feeblemind Vertigo* 9TH LEVEL Amnesia* Frailty* Pestilence* Psychic Scream t Weird WIZARD SPELLS CANTRI PS (0 LEVEL} Blood Boil* Chill Touch Ego Shock* Forbidding Strike (Booming Blade tt) Friends Poison Spray Siren's Touch (Lightning Lure tt) Vile Miasma* 1ST LEVEL Cause Fear t Charm Person Ray of Sickness Ray of Terror (Ray of Sickness) Spasm* Tasha's Hideous Laughter FANMADE HOMEBREW 2ND LEVEL BI i ndness/Deafness Crown of Madness Ray of Enfeeblement 3RD LEVEL Enemies Abound t Fear Festering Arrows (Flame Arrows t) Incite Self-Harm* Mortify* Plague Vector* Ray of Fatigue* 4TH LEVEL Agonize* Blight Charm Monster t Confusion Hemorrhage* Plagued Weapon (Envenomed Weapon*) Wall of Wailing (Wall of Fire) 5TH LEVEL Befoul Water* Dominate Person Geas Grim Terror* Synaptic Static t 6TH LEVEL Blood Fever* Essence Sap* Eyebite Harm Rizzak's Ravenous Starvation* 7TH LEVEL Crystal Scream (Delayed Blast Fireball) Malady* Overwhelm Emotions* Power Word: Pain t Symbol 8TH LEVEL Dominate Monster Feeblemind Psychic Intervention (Electric Interdiction t) Vertigo* Withering Weapon (Flaring Weapon t) 9TH LEVEL Amnesia* Frailty* Pestilence* Psychic Scream t Weird THE IMPERMISSICON
APPENDIXC SORCERER ORIGIN SPELLS BONUS SPELL LISTS SPELL LIST REPLACEMENTS While most sorcerer subclasses, known as Origins, do not provide a sorcerer with a list of additional learned spells, some players and DMs feel that they all should If you wish, you can use the following rules for sorcerer subclasses that don't normally do so. As a sorcerer, you learn additional spells when you reach certain levels in this class, as shown on the table for your chosen subclass. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you can know. These spells can't be replaced when you gain a sorcerer level BLOOD MAGIC SPELLS Sorcerer Level Spells l st inflict wounds, sanguine wave (pg. 9 3) 3rd carnage burst (pg. 71 ), crown of madness 5th blood extraction (pg. 69), vampiric touch 7th agonize (pg. 6 7), hemorrhage (pg. 81) 9th bend blood (pg. 68), grim terror (pg. 80) DIVINE SOUL (CHAOS, EVIL) SPELLS Sorcerer Level Spells l st arms of Hadar, hellish rebuke 3rd blindness/deafness, shatter 5th hunger of Hadar, stinking cloud 7th blight, confusion 9th cloudkill, insect plague SHADOW MAGIC SPELLS Sorcerer Level Spells l st disguise self, sleep 3rd darkness, invisibility 5th fear, nondetection 7th greater invisibility, shadow of Moil (XGE) 9th dream, seeming WILD MAGIC SPELLS Sorcerer Level Spells l st bane, chaos bolt (XGE) 3rd augury, enlarge/reduce 5th blink, counterspe/1 7th confusion, polymorph 9th animate objects, creation Some of the spell lists for subclasses within this compendium reference spells found in Xanathar's Guide to Everything. If you don't have access to Xanathar's Guide to Everything, you can find some of the spells that are referenced (with minor alterations) in the Elemental Evil Player's Companion. For the other spells that can't be found there, the following table lists some replacements that you and your DM can agree to use instead XANATHAR1S GUIDE REPLACEMENT SPELLS Original Spell Replacement Spell chaos bolt cause fear danse macabre enemies abound life transference shadow of Moil inflict wounds blackout (pg. 6 9) grave soil (pg. 7 9) fear aura of vitality strangulate (pg. 9 7) In addition, you can use the acid stream spell from Unearthed Arcana instead of Tasha's caustic brew from Tasha's Cauldron of Everything, though note that the acid stream spell is significantly stronger. You can also use the ray of sickness spell if you prefer, or a 1st-level spell variant that deals acid damage (see spell variants and information on spell variants, page 109} Finally, the cantrips from Tasha's Cauldron of Everything that are referenced in this compendium can also be found (with some minor alterations) in the Sword Coast Adventurer's Guide.
APPENDIXD CREATURES BY ENVIRONMENT NEW CREATURES Creatures Challenge Rating (XP) Feral hag, wereowl, werespider 4 (l, l 00 XP) The new creatures and monsters in this compendium Werecobra 5 (1,800 XP) can be found in the following environments. Most of these environments have basic creature lists that are Wereape 7 (2,900 XP) already described in the Dungeon Master's Guide. Any Death hag, rotwood treant, wolfen 11 (7,200 XP) environments with an asterisk (*) can instead be found Giant rat king, midnight owl, oni l 2 (8,400 XP) along with their basic lists in The Elements and Beyond, nightblade another D&D Unleashed homebrew compendium. Vampider 17 (18,000 XP) ARCTIC CREATURES Bloodroot treant l 9 (22,000 XP) Creatures Challenge Rating (XP) Withering hag l (200 XP) GRASSLAND CREATURES Draugr 2 (450XP) Creatures Challenge Rating (XP) Wereowl 4(1,l00XP) Wereagle, wereturtle 2 (450XP) Giant skeleton, giant zombie 6 (2,300 XP) Feral hag 4(1,l00XP) Death hag, wolfen 11 (7,200 XP) Scourge vulture 7 (2,900 XP) Wolfen 11 (7,200 XP) COASTAL CREATURES HILL CREATURES Creatures Challenge Rating (XP) Creatures Challenge Rating (XP) Leech 0 (l 0 XP) Giant leech 1/8 (25 XP) Draugr, wereagle, wereturtle 2 (450XP) Swarm of leeches 1/4 (50 XP) Feral hag, wereowl 4 (l, l 00 XP) Wereagle, wereturtle 2 (450XP) Giant skeleton, giant zombie 6 (2,300 XP) Scourge vulture 7 (2,900 XP) Siren, werekraken 3 (700 XP) Osster shell, giant zombie, sharkodile, 6 (2,300 XP) Hill giant ghoul 8 (3,900 XP) wereshark Stone giant mummy, wolfen 11 (7,200 XP) Eldritch hag 8 (3,900 XP) JUNGLE CREATURES* Ghost captain l 0 (5,900 XP) Creatures Challenge Rating (XP) Pollutoad l 3 (l 0,000 XP) Leech 0 (l 0 XP) DESERT CREATURES Giant leech 1/8 (25 XP) Creatures Challenge Rating (XP) Swarm of leeches 1/4 (50 XP) Swarm of bones 1/2 (l 00 XP) Zombie hydra head l (200 XP) Withering hag l (200 XP) Wereturtle 2 (450XP) Wereturtle 2 (450 XP) Feral hag, werespider 4 (l, l 00 XP) Swarm of mummy wraps 3 (700 XP) Werecobra 5 (1,800 XP) Werespider 4 (l, l 00 XP) Giant zombie 6 (2,300 XP) Mummified monk, werecobra 5 (1,800 XP) Wereape 7 (2,900 XP) Scourge vulture 7 (2,900 XP) Weregator 8 (3,900 XP) Stone giant mummy 11 (7,200 XP) Hemomancer wizard, stygian worm 9 (5,000 XP) Fell scorpion 14(ll,500XP) Toxic muck l 0 (5,900 XP) Rotwood treant 11 (7,200 XP) FOREST CREATURES Blood lurker, primordial devourer l 2 (8,400 XP) Creatures Challenge Rating (XP) Pollutoad, undying hydra l 3 (l 0,000 XP) Cave wretch, draugr, wereturtle 2 (200 XP) Bloodroot treant l 9 (22,000 XP) APPENDIX D: CREATURES BY ENVIRONMENT 246 D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMlSSICON
MOUNTAIN CREATURES Creatures Draugr, wereagle Feral hag Mummified monk Giant skeleton, giant zombie Dread gargoyle Stone giant mummy Primordial devourer SKY CREATURES* Creatures Wereagle Wereowl Fury bat, spirit of darkness Scourge vulture Dread gargoyle, tulpa Ghost captain Death hag Midnight owl Vampire bloodlord SWAMP CREATURES Creatures Leech Giant leech Swarm of leeches Corpse slime, swarm of bones Zombie hydra head Draugr, wereturtle Star slug Feral hag, werespider Werecobra Giant zombie, sharkodile Scourge vulture Eldritch hag, hill giant ghoul, weregator Stygian worm Toxic muck Death hag, rotwood treant Blood lurker, giant rat king, primordial devourer Pollutoad, undying hydra Vampider THE IMPERMISSICON Challenge Rating (XP) 2 (450XP) 4 (1,100 XP) 5 (1,800 XP) 6 (2,300 XP) 8 (3,900 XP) 11 (7,200 XP) l 2 (8,400 XP) Challenge Rating (XP) 2 (450 XP) 4(1,lOOXP) 5 (1,800 XP) 7 (2,900 XP) 8 (3,900 XP) l O (5,900 XP) 11 (7,200 XP) l 2 (8,400 XP) 20 (25,000 XP) Challenge Rating (XP) 0 (10 XP) 1/8 (25 XP) 1/4 (50 XP) 1/2 (100 XP) l (200 XP) 2 (450 XP) 3 (700 XP) 4 (1, l 00 XP) 5 (1,800 XP) 6 (2,300 XP) 7 (2,900 XP) 8 (3,900 XP) 9 (5,000 XP) l O (5,900 XP) 11 (7,200 XP) l 2 (8,400 XP) l 3 (10,000 XP) l 7 (1 8,000 XP) UNDERDARK CREATURES Creatures Leech Giant leech Gravegem, swarm of leeches Corpse slime, swarm of bones Withering hag, zombie hydra head Cave wretch, draugr, torment rat Challenge Rating (XP) 0 (10 XP) 1/8 (25 XP) 1/4 (50 XP) Siren, star slug, swarm of bloodwasps, werekraken l/2(100XP) l (200 XP) 2 (450XP) 3 (700 XP) Twisted soul, wereowl, werespider Fury bat, spirit of darkness, werecobra Giant skeleton, giant zombie, osster shell, sentient ectoplasm, skeletal spider 4 (1, l 00 XP) 5 (1,800 XP) 6 (2,300 XP) Draugr lord, hell snail Congealed madness, dread gargoyle, hill giant ghoul, tulpa Draugr king (draugr lord), ghoul assassin, stygian worm, vampire spawn ninja Ghost captain, id cloud, mind flayer infiltrator, skelepede Death hag, stone giant mummy Blood lurker, giant rat king, 7 (2,900 XP) 8 (3,900 XP) 9 (5,000 XP) l O (5,900 XP) 11 (7,200 XP) l 2 (8,400 XP) primordial devourer, That Which Rots Pollutoad, undying hydra Death giant Vampider Bloodroot treant Death giant soulbreaker, ichor of death Death giant bone king UNDERWATER CREATURES Creatures Leech Giant leech Swarm of leeches Swarm of bones Wereturtle Siren, star slug, werekraken Spirit of darkness, werecobra Giant zombie, osster shell, sharkodile, wereshark Ghost captain l 3 (10,000 XP) 16 (15,000 XP) l 7 (1 8,000 XP) l 9 (22,000 XP) 21 (33,000 XP) 2 6 (90,000 XP) Challenge Rating (XP) 0 (10 XP) 1/8 (25 XP) 1/4 (50 XP) 1/2 (100 XP) 2 (450XP) 3 (700 XP) 5 (1,800 XP) 6 (2,300 XP) l O (5,900 XP) APPENDIX D: CREATURES BY ENVIRONMENT FANMADE HOMEBREW D&D UNLEASHED (vl.01) 247
URBAN CREATURES Creatures Challenge Rating (XP) Leech O (l O XP) Giant leech l /8 (2 5 XP) Gravegem, skull spider, swarm of 1/4 (50 XP) leeches Corpse slime, swarm of bones l /2 (l 00 XP) Haunted doll, withering hag l (200 XP) Haunted mannequin, wereagle Psychic remnant, skeleton knight, swarm of skull spiders, twisted soul, wereowl, werespider Giant haunted doll, spirit of 2 (450XP) 4 (l, l 00 XP) darkness, werecobra, zombie berserker 5 (1,800 XP) 6 (2,300 XP) 8 (3,900 XP) Sentient ectoplasm Congealed madness, dread gargoyle, eldritch hag, tulpa Ghoul assassin, hemomancer wizard, vampire spawn ninja Ghost captain, mind flayer infiltrator Giant rat king, oni nightblade Pollutoad Blood stalker Vampire bloodlord VOLCANIC CREATURES* Creatures Cave wretch, torment rat, wereturtle Swarm of bloodwasps Werespider Hell snail, scourge vulture Dread gargoyle Stygian worm Id cloud Primordial devourer Fell scorpion Shattersoul invoker Vampider 9 (5,000 XP) l O (5,900 XP) l 2 (8,400 XP) l 3 (l 0,000 XP) 18 (20,000 XP) 20 (25,000 XP) Challenge Rating (XP) 2 (450XP) 3 (700 XP) 4 (1,100 XP) 7 (2,900 XP) 8 (3,900 XP) 9 (5,000 XP) l O (5,900 XP) l 2 (8,400 XP) 14(ll,500XP) l 5 (13,000 XP) l 7 (l 8,000 XP) NEW ENVIRONMENT LISTS The following lists show creatures and monsters that can be found in three new environments: shadowed dreamscapes, haunted graveyards, and chaotic warplands. These lists contain monsters from the Monster Manual, Volo'.s Guide to Monsters, and Mordenkainen's Tome of Foes. Monsters marked with an asterisk are found in this compendium. Those marked with two asterisks are found in The Elements and Beyond DREAMSCAPE CREATURES Creatures Challenge Rating (XP) Awakened flower,** awakened shrub O (l O XP) Awakened moss,** awakened vine,** l /8 (2 5 XP) boggle, flumph Awakened grass,** awakened 1/4 (50 XP) thornbush,** flying sword, oblex spawn, pixie, sprite, the Wretched Awakened snaptrap,** darkling, 1/2 (l 00 XP) gazer, glowshard,** shadow, skulk Animated armor, awakened cactus,** l (200 XP) haunted doll,* meazel, quickling, scarecrow, specter, withering hag* Awakened tree, darkling elder, haunted 2 (450 XP) mannequin,* meenlock, mimic, ochre jelly, rug of smothering, swarm of crawling claws,* swarm of pixies,** torment rat,* will-o'-wisp Doppelganger, illusionist, siren,* trapper, vampiric mist Banshee, psychic remnant,* squad of sprites,** warlock of the archfey, wereowl* Adult oblex, allip, giant haunted doll,>'< night hag, revenant, spirit of darkness,* spirit of light,** umbral rat,* wraith Annis hag, skeletal spider* Shadar-kai shadow dancer, the Lost, thornfoul** Cloaker, congealed madness,* dread gargoyle,* eldritch hag,'' fomorian, tulpa* Shadar-kai gloom weaver, the Lonely Death kiss, elder oblex, skelepede,* stone giant dreamwalker, storm hag** Balhannoth, death hag,* morkoth, shadar-kai soul monger, spirit troll, the Hungry, wolfen* Astral panther,** midnight owl,* oni nightblade,* Web Weaver** The Angry, young red shadow dragon Vampider* Nightwalker, shadow golem* Astral dreadnought, death giant soul breaker* 3 (700 XP) 4 (1, l 00 XP) 5 (1,800 XP) 6 (2,300 XP) 7 (2,900 XP) 8 (3,900 XP) 9 (5,000 XP) l O (5,900 XP) 11 (7,200 XP) l 2 (8,400 XP) l 3 (10,000 XP) l 7 (18,000 XP) 20 (25,000 XP) 21 (33,000 XP) THE IMPERMISSICON
GRAVEYARD CREATURES Creatures Bat, crawling claw, leech, rat, raven, shrieker, spider, vulture Challenge Rating (XP) 0 (10 XP) Awakened moss,** cultist, giant leech, giant rat, kobold, poisonous snake Acolyte, awakened thornbush,** giant bat, giant centipede, giant wolf spider, gravegem,* kobold inventor, skeleton, skull spider,* swarm of bats, swarm of rats, swarm of ravens, swarm of leeches, violet fungus, winged kobold, zombie 1/8 (25 XP) 1/4 (50 XP) Corpse slime,* gas spore, gray ooze, l /2 (100 XP) plague rat,* shadow, sludge spirit,** skulk, swarm of bones,* swarm of insects, swarm of rot grubs, warhorse skeleton, worg Death dog, ghoul, giant spider, giant l (200 XP) vulture, kobold dragonshield, kobold scale sorcerer, imp, meazel, scarecrow, specter, stone cursed, withering hag,* zombie hydra head* Berbalang, black dragon wyrmling, 2 (450 XP) carrion crawler, cave wretch,* cult fanatic, desert hag,** draugr,* gargoyle, ghast, minotaur skeleton, nothic, ogre zombie, priest, swarm of crawling claws,* swarm of poisonous snakes, torment rat,* wererat, will-o'-wisp Death lock wight, green hag, hell hound, mummy, nightmare, slithering tracker, swarm of mummy wraps,* sword wraith warrior, vampiric mist, water weird, werewolf, wight Banshee, black pudding, bone naga, deathlock, dybbuk, flameskull, ghost, skeleton knight,* swarm of skull spiders,* twisted soul,* wereowl,* werespider* Allip, beholder zombie, catoblepas, flesh golem, frostbite spider,** gorgon, mummified monk,* night hag, otyugh, revenant, spawn of Kyuss, spirit of darkness,* umbral rat,* vampire spawn, werecobra;'< wraith, zombie berserker* Ash elemental,,'<* bodak, dire imp,* giant skeleton,* giant zombie,''< mage, medusa, osster shell,* sentient ectoplasm,* sharkodile,* slime elemental ** smoke elemental ** skeletal spider>'< ' Bone golem,* draugr lord,* maurezhi, scourge vulture,* venom troll, warlock of the fiend, young black dragon Assassin, blackguard, corpse flower, deathlock mastermind, dread gargoyle,* hill giant ghoul,* spirit naga, sword wraith commander Clay golem, draugr king (draugr lord),* ghoul assassin,* hemomancer wizard,,'< necromancer, rot troll, stygian worm,* vampire spawn ninja,* war priest 3 (700 XP) 4 (1,100 XP) 5 (1,800 XP) 6 (2,300 XP) 7 (2,900 XP) 8 (3,900 XP) 9 (5,000 XP) Creatures Challenge Rating (XP) Alhoon, death slaad, ghost captain,* l O (5,900 XP) skelepede,* toxic muck>'< Balhannoth, death hag,* rotwood 11 (7,200 XP) treant,* spirit troll Archmage, boneclaw, giant rat l 2 (8,400 XP) king,* oni nightblade,* That Which Rots* Devourer, pollutoad,* undying l 3 (l 0,000 XP) h~dra,* vampire, young red s adow dragon Adult black dragon, cadaver collector, death tyrant 14 (11 ,500 XP) Mummy lord, shattersoul invoker,>'< skull lord, spellcaster or warrior vampire 15 (13,000 XP) Death giant* 16 (15,000 XP) Adult blue dracolich, death knight, 17 (18,000 XP) nagpa, vampider* Blood stalker,* demilich 18 (20,000 XP) Bloodroot treant* l 9 (22,000 XP) Nightwalker, vampire bloodlord* 20 (25 ,000 XP) Ancient black dragon, death giant 21 (33,000 XP) soulbreaker,* ichor of death,* lich Mind flayer lich 22 (41,000XP) Empyrean (evilj, hulking 23 (50,000 XP) abomination* Death giant bone king* 2 6 (90,000 XP) APPENDIX D· CREATURES BY ENVIRONMENT THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 249