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D&D Unleashed Compendium -- The Impermissicon (v1_01)(Low-Size)

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D&D Unleashed Compendium -- The Impermissicon (v1_01)(Low-Size)

D&D Unleashed Compendium -- The Impermissicon (v1_01)(Low-Size)

50 FORBIDDEN TALENT At 2nd leveL you gain an ability that you can use without spending any occult points. Choose one option from the list below, which you can use at-wilL using the save DC and attack modifier that your Vile Powers use. You have advantage on saving throws to maintain concentration on any spells cast using this feature. When you reach 5th leveL you choose a second option from the list below, and you can use both options at-will Banish the Light. You can cast the new blackout spell (pg. 69), using no spell slots and requiring only somatic components. You have advantage on Charisma (Intimidation) checks for the duration of the spell Eldritch Step. You can cast dimension door at-wilL expending no spell slots, except the range is reduced to 5 feet, the casting time is increased to 1 minute, and the spell is 1st-level instead of 4th-level Hidden Presence. You can cast the new glamour veil spell (pg. 79), using no spell slots and requiring no components. You have advantage on Dexterity (Stealth) checks for the duration of the spell Revelatory Sight. You can cast detect magic and identify, expending no spell slots and requiring no components. The range for this identify spell is 30 feet. Shadow Butler. You can shape and command your shadow, giving it form and substance. You can use an action to cast find familiar, tenser's floating disk, or unseen servant, expending no spell slots and requiring no components. The spell instantly ends if you use this option to cast a spell again. Shadow Puppetry. You can cast silent image, using no spell slots and requiring only somatic components. Ability checks to discern the illusion have disadvantage. Shapesbifter. You can cast disguise self, using no spell slots and requiring no components. Ability checks to discern the illusion are made with disadvantage. Unholy Mantra. You can use an action to focus your mind on a protective mantra of heresies. Until the end of your next turn, you gain advantage on Intelligence, Wisdom, and Charisma saving throws, and on saving throws to maintain concentration. Void Lurker. You can use an action to disappear from the physical plane and hide in a forbidden place. You are in another plane until the start of your next turn. CHAPTER ONE I CHARACTER OPTIONS CORRUPTED BODY At 4th leveL you ---------------- have embraced the occult so fully that your very body becomes greatly corrupted, granting you powerful new traits. Choose one additional benefit from the first list of benefits in your Touched by Corruption feature, and choose one option from the list below. You gain both of these benefits permanently, although you can change one of the choices you made for this feature whenever you gain a level Ability Score Enhancement. You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1, up to the normal maximum of 20. If your DM allows, you can take a feat instead of gaining this benefit. Beyond Sight. You can see normally in dim light and darkness out to 120 feet, even in magical darkness. You also have blindsight with a range of 30 feet. Corrupted Power. Choose either cold, fire, lightning, necrotic, poison, or psychic damage. Whenever you cast a spell or use a vile power that deals the chosen type of damage, add your occult modifier (minimum+ 1) to one damage roll of that spell or vile power. Cursed Strikes. When you take the Attack action, your weapon attacks made using that action deal ld4 bonus necrotic damage on a hit, or ld6 bonus necrotic damage if you are wielding the weapon with two hands. Dark Ward You gain a + 1 bonus to AC while you are not wearing a shield You must be proficient with shields to gain this bonus. Desecrated Heart. If you have fewer than 4 occult points when you finish a short rest, you are instantly restored to 4 occult points. Eerie Agility. You can attack twice, instead of once, whenever you take the Attack action on your turn. Forbidden Flesh. You have resistance to bludgeoning, slashing, and piercing damage dealt by nonmagical attacks that aren't silvered, and to necrotic damage, but you have vulnerability to radiant damage and you can't benefit from resistance or immunity to radiant damage. Ghost Flight. You have a flying speed of 40 feet, but you have disadvantage on Strength and Dexterity saving throws while you are using this speed Ghoulish Might. You have advantage on Strength checks and saving throws, and you gain a bonus to your hit point maximum equal to twice your level This bonus does not stack with the Toughness feat. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON


LIST OF VILE POWERS The following vile powers are available for heretics. If a vile power has prerequisites, you must meet them to learn it. You can learn the vile power at the same time that you meet its prerequisites. BEWITCHING CHARM You can spend 1 occult point as a bonus action to gain advantage on Charisma (Persuasion) checks for 1 hour. During that time, whenever a creature makes a saving throw to resist being charmed by you, you can spend 1 occult point to impose disadvantage on the saving throw. DARK COMMAND You can spend 1 occult point to cast command or spend 2 occult points to cast suggestion, requiring only verbal components. FLICKER AND WEAVE As a bonus action on your turn, you can spend 1 occult point to instantly Dash and either Dodge or Disengage. GHOSTLY PRESENCE As a bonus action, you can spend 1 occult point to leave no tracks and gain advantage on Dexterity (Stealth1 Dexterity (Sleight of Hand1 and Wisdom (Survival) checks for 1 hour, or spend 2 occult points to cast pass without trace, requiring no components. ID BLAST As an action, you can blast a foe with dark thoughts. You spend 1 to 5 occult points, and choose a creature that you can see within 60 feet of you. That creature must make an Intelligence or Charisma saving throw (your choice). On a failed saving throw, the creature takes 2d8 + occult modifier psychic damage for the first occult point and an additional ld8 psychic damage for each extra occult point spent after the first. On a successful saving throw, the creature takes half as much damage. You do not need to be able to see the target so long as you can speak telepathically with the target. The target does not need to be able to understand your telepathy. IMPOSING FEAR You can spend 1 occult point as a bonus action to gain advantage on Charisma (Intimidation) checks for 1 hour. During that time, whenever a creature makes a saving throw to resist being frightened of you, you can spend 1 occult point to impose disadvantage on the saving throw. OBSCURING MYSTERY You can spend 1 occult point as a bonus action to gain advantage on Charisma (Deception) checks for 1 hour. During that time, whenever a creature makes a saving throw or an ability check to discern the true nature of an illusion created by one of your spells or class features, you can spend 1 occult point to impose disadvantage on the saving throw or ability check. OccuLTSTEP As a bonus action, you can spend any amount of occult points and teleport to an unoccupied space that you can see within range of you. The range is determined by the amount of occult points spent: • 1-5 points: 15 feet for each point spent. • 6-9 points: 60 feet for each point spent. • 10 or more points: 150 feet for each point spent. OMEN OF DEATH You can spend 1 occult point at any time on your turn to gain advantage on all attack rolls that you make against one creature you can see until the end of that turn. PASS BEYOND NOTICE As an action, you can spend 2 occult points to cast invisibility or nondetection targeting yourself, requiring only somatic components. PREDATOR'S EYE As a bonus action, you can spend 1 occult point to gain advantage on Wisdom (Perception) and Wisdom (Insight) checks, ignore the disadvantage for firing at long range, and ignore the penalties for half-cover and three-quarters cover for 1 minute, or you can spend 2 occult points to gain these benefits for 10 minutes. SHADOW BLAST As an action, you can blast a foe with dark energy. You spend 1 to 5 occult points and make a ranged spell attack against a creature that you can see within 120 feet of you. On a hit, the target takes 2d 12 + your occult modifier necrotic damage for the first occult point and an additional ld12 necrotic damage for each additional occult point spent after the first. SHADOW WEAVER As an action, you can spend 1 occult point to cast fog cloud or spend 2 occult points to cast darkness, requiring only somatic components. When you cast either speJi creatures in the area can't hide from you. TOUCH OF CORRUPTION As a bonus action, you can spend 1 occult point to target one creature that you can see within 30 feet of you or that you hit with a weapon attack earlier on that turn. The target must succeed on a Constitution saving throw or become poisoned for 1 minute. The poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on a successful saving throw. CHAPTER ONE I CHARACTER OPTIONS THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 51


52 UNCANNY LIMBS At the start of your turn, you can spend 1 occult point to warp your limbs into aberrant proportions, increasing the reach of your melee attacks by 10 feet for 1 minute, or spend 2 occult points to gain this benefit for 1 hour. You can use a bonus action to end this effect early. UNHOLY POWER When you cast a spelL you can spend 1 to 8 occult points to empower the spell The spell is cast at one spell level higher for each occult point spent. The maximum spell level that your spells can reach using this vile power is based on your total character leveL as shown on the following table: Character Spell Level Character Spell Level Level Limit Level Limit 1-6 4th 11-12 7th 7-8 5th 13-14 8th 9-10 6th 15+ 9th UNHOLY SMITE When you hit with a creature a weapon attack and deal damage to the target, you can spend 1 to 3 occult points to cause the attack to deal bonus necrotic damage equal to your occult modifier plus ld8 extra necrotic damage for each occult point spent. UNHOLY VIGOR You can use a bonus action to spend 1 to 10 occult points to imbue your body with cursed vitality and gain 2d6 temporary hit points for each occult point spent. UNSPOKEN WORDS You can spend 1 occult point to cast comprehend languages or 2 occult points to cast silence, requiring only verbal components. CHAPTER ONE I CHARACTER OPTIONS CURSE BROKER Prerequisite: Heretic level 3 As an action, you can spend 3 occult points to cast bestow curse or remove curse, requiring no material components. When you use this power, the range for these spells is increased from Touch to 30 feet. PHANTASMAL SELF Prerequisite: Heretic level 3 As a bonus action, you can spend 3 occult points to cast either blur or mirror image, requiring no components. You have advantage on saving throws to maintain concentration on these spells. SHADOW FORM Prerequisite: Heretic level 3 As a bonus action, you can spend 2 occult points to cast gaseous form on only yourself, requiring only verbal components. If you already have a flying speed, it is not reduced by this spell SPIRIT BINDING Prerequisite: Heretic level 3 You can spend 3 occult points to cast either animate dead or tiny servant"' or spend 5 occult points to cast the new spectral calling spell (pg. 9T), requiring no material components. TERROR LORD Prerequisite: Heretic level 3 You can spend 1 occult point to cast cause fear or spend 3 occult points to cast fear, requiring only verbal components. THOUGHT SPY Prerequisite: Heretic level 3 As a bonus action, you can spend 2 occult points to cast detect thoughts, requiring no components. UNHOLY AGILITY Prerequisite: Heretic level 3 As a bonus action, you can spend 1 occult point to cast Jongstrider on yourself or spend 6 occult points to cast haste on yourself, requiring no components. UNHOLY CIRCLE Prerequisite: Heretic level 3 As an action, you can spend 1 occult point to cast snare* or spend 3 occult points to cast magic circle, requiring no components. VANISH Prerequisite: Heretic level 3 As a reaction when you are hit by an attack, you can spend 3 occult points and teleport up to 30 feet to an unoccupied space you can see, causing the attack to miss if you end up outside the attacker's reach or behind total cover from the attacker. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON


CORPSE PuPPETEER Prerequisite: Heretic level 5 You can spend 5 occult points to cast danse macabre,* spend 8 occult points to cast create undead, or spend 13 occult points to cast the new raise abomination spell (pg. 901 requiring no material components. DREAM EATER Prerequisite: Heretic level 5 You can spend 1 occult point to cast sleep, spend 2 occult points to cast catnap*, spend 4 occult points to cast dream, or spend 7 occult points to cast the new sandman's slumber spell (pg. 931 requiring no material components. EERIE VISIONS Prerequisite: Heretic level 5 You can spend 1 occult point to cast augury, spend 2 occult points to cast clairvoyance, spend 3 occult points to cast scrying, or spend 4 occult points to cast legend Jore, requiring no components. GLOOM SHAPER Prerequisite: Heretic level 5 You can spend 1 occult point to cast silent image, spend 2 occult points to cast major image, or spend 3 occult points to cast either hallucinatory terrain or creation, requiring no material components. HAUNTING CURSE Prerequisite: Heretic level 5 You can spend 6 occult points to cast either geas, hallow, or planar binding, requiring no material components and dividing casting time by 10. You can also spend 13 occult points to cast dominate monster. These spells count as curse effects. MIND TAKER Prerequisite: Heretic level 5 You can spend 1 occult point to cast charm person, spend 2 occult points to cast crown of madness, or spend 4 occult points to cast dominate person, requiring only verbal components. PHANTOM CLOAK Prerequisite: Heretic level 5 As a bonus action, you can spend 6 occult points to cast greater invisibility on yourself, requiring no components and lasting up to 10 minutes with concentration. STRIKE ANIMATE/INANIMATE Prerequisite: Heretic level 5 You can spend 3 occult points to cast the new petrify spell (pg. 881 spend 5 occult points to cast animate objects, or spend 6 occult points to cast flesh to stone, requiring no material components. If your target for this flesh to stone is yourself, you do not lose concentration when you become petrified, you remain aware of your surroundings and don't age while petrified, and you can end the spell at any time, even if the spell has become permanent. UNHOLY WEAPON Prerequisite: Heretic level 5 As a bonus action, you can spend 1 to 3 occult points and imbue one weapon you are carrying with unholy energy. For the next 1 hour, while you are carrying the weapon, it is magical and has + 1 to attack and damage rolls for each occult point spent.


54 Regen. Hit Point Levels Features Bonus Threshold l st Glorious Survival, +l 1/4 of Regenerative Soul (& Maximum Regenerative Flaw) 2nd Deny Death, Trudge +3 1/4 of Through, What Injury? Maximum 3rd Embrace Life, Immovable +3 1/3 of Object, Minor Regeneration Maximum 4th Ability Score lmhrovement, +6 1/3 of Refuse Death, W at Injuries? Maximum 5th Embrace Life, Major Regen- +6 1/2 of eration, Unstoppable Force Maximum Pulling an arrow from her shoulder, a grizzled fighter in thick armor glares at the horde of enemies before her as if she hadn't been fighting for ten hours straight. A deft monk weaves through a crowd of enemies, always near the deadly blade but never quite scratched Drawing life force from his enemies, a necromancer takes blow after blow without falling. A noble paladin seems guarded by a divine blessing that will not let him be harmed A feral werebear and a vampiric blood mage both regenerate through any injury so long as he is not harmed by silver and she remains outside the sunlight. Some adventurers can always survive the worst of wounds and the most dangerous conditions, through grit, spells, magical powers, or dark curse, without ever succumbing to torment. Some have actual regeneration, while others are just tenacious. They're all juggernauts: those whose abilities to heal themselves and withstand harm outclass all others, making them nearly unkillable. PREREQ,UISITES In order to advance as a juggernaut, you must meet the following prerequisites (in addition to the multiclassing prerequisites for your existing class): • Constitution 16. You must be particularly tough and hardy to stoke the flames of self-regeneration. • Character level 15th. Only battle-hardened warriors are capable of surviving with such tenacity. • Must Be Able to Heal Yourself. You must have a class feature, feat, or racial trait that allows you to regain hit points at least once per long rest. • Must Have Rolled a 20 on a Death Saving Throw. At some point in the past, you must have rolled a 20 on a death saving throw, returning to consciousness by stoking your own vitality from the edge of death. The DM can choose to waive this prerequisite at-will CHAPTER ONE I CHARACTER OPTIONS CLAss FEAroRE·s As a juggernaut, you gain the following class features. HIT POINTS Hit Dice: ld12 per juggernaut level Hit Points per Level: ld12 (or 7) + your Constitution modifier per juggernaut level PROFICIENCIES Tools: None Saving Throws: None Skills: None EQUIPMENT This prestige class does not grant any equipment. GLORIOUS SURVIVAL At 1st leveL you learn how to bask in the glory of your own ability to stay alive. Choose either Intimidation or Persuasion. While you have no more than half your hit points remaining, you have advantage on all Charisma checks using the chosen skill REGENERATIVE SOUL When you take your first level in this prestige class, a burning fire of life ignites within your body and souL granting you regenerative healing powers that stretch the boundaries of conventional mortality. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON


At the start of each of your turns, if you are missing hit points, you gain temporary hit points equal to half your proficiency bonus or your missing hit points, whichever number is lower. These temporary hit points disappear at the start of your next turn. In addition, if your hit points are less than or equal to a particular fraction of your maximum hit points called your Hit Point Threshold, determined by your juggernaut level (as shown by the Juggernaut Class Table} you regain hit points equal to your Constitution modifier + your Regeneration Bonus + half your proficiency bonus (minimum one hit point} Your Regeneration Bonus is based on your juggernaut level (also on the Class Table} This feature cannot restore you to more hit points than your Hit Point Threshold, and it cannot heal you if you have O hit points. However, you also must choose a Regenerative Flaw, which represents both the source and limitations of your healing and prevents this feature from functioning at certain times. Choose one flaw from the following options. If you're immune to a damage type or condition listed in your flaw, this feature does not function at all Bodily Purity. This feature does not function while you are poisoned, diseased, paralyzed, or petrified If you take poison damage, it does not function until the end of your next turn. Embedded Machinezy. This feature does not function while you are swimming, underwater, or in a magnetic field If you take lightning damage, it does not function until the end of your next turn. Godlike Luck. This feature does not function while you are cursed If you roll a 1 on the d20 for an attack rolL ability check, or saving throw, it does not function until the end of your next turn. Holy Thoughts. This feature does not function for 1 d6 hours after you break your deity's code of honor (the DM decides this} If you take psychic damage, it does not function until the end of your next turn. Inner Vitality. This feature does not function while you have any levels of exhaustion or your maximum hit points or any of your ability scores are reduced If you take necrotic damage, it does not function until the end of your next turn. Life Thief. This feature does not function while there are no other hostile or allied living creatures within 10 feet of you that have more hit points than the hit points you would regain. Undead and constructs do not count as living. When this feature activates, nonmagical plants that aren't creatures within 10 feet of you wither. Night Predator. This feature does not function while you are in sunlight. If you take radiant damage, it does not function until the end of your next turn. Rapid Metabolism. This feature does not function if you are in freezing temperatures or you haven't eaten a meal in the last 6 hours. If you take cold damage, it does not function until the end of your next turn. Reactive Blood This feature does not function while you are touching silver. If you take fire damage or take damage from a silvered weapon, it does not function until the end of your next turn. 'lroll-lik.e Flesh. If you take acid or fire damage, this feature does not function until the end of your next turn. DENY DEATH Starting at 2nd leveL you are defiant in the face of death, even when you are completely unconscious. When you roll a death saving throw, you become conscious and recover hit points on a roll of 18-20, and you must fail 4 death saving throws to die instead of 3. When you recover hit points by a death saving throw, you reduce the range to 19-20. If you do so again, you reduce the range to only a 20, as it normally is. Your range for recovery returns to the expanded die range of 18-20 when you finish a long rest. TRUDGE THROUGH Also at 2nd leveL your body hardens against the elements and the world around you, giving you the grit required to trudge through anything. Your carrying capacity is doubled, the overland travel speed of you and your companions is never slowed down by natural effects, regardless of the terrain or climate you journey through, and you are not slowed by encumbrance unless your speed is reduced to O feet. WHAT INJURY? Starting at 2nd leveL you sometimes baffle foes with your ability to withstand blows as if they never landed When you are hit with a weapon attack, you can use your reaction to ignore all damage caused by the attack on this turn, except damage of any type mentioned in your Regenerative Flaw. Once you use this feature, you cannot do so again until you finish a short or long rest. EMBRACE LIFE Also at 3rd leveL your resolve strengthens your entire self, and you gain the ability to draw out the most potent of healing effects within your own body. When an effect causes you to regain an amount of hit points determined by a rolL if your Regenerative Soul feature is functioning, you can determine the amount of hit points you regain as if a number of the dice equal to your juggernaut level had rolled their maximum. You must choose before the dice are rolled, and you can't affect hit points restored by spending hit dice. Once you have used this feature, you can't use it again until you finish a long rest. Starting at 5th leveL you can use this feature three times, and regain all expended uses when you finish a long rest. IMMOVABLE OBJECT At 3rd level you become as tough as a steel pillar. You have resistance to all damage caused by unattended Evv{Mfirflj Life. iAe w,osf fO-MotA_S o..nd foftA_{M Kind of forbidden M/).jiC.. -R;zzO-)( CHAPTER ONE I CHARACTER OPTIONS THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 55


SELF-HEALING: SOURCE AND FORM A Juggernaut can be anyone capable of healing themselves, either actively or passively, to recover from injury. Usually this implies some kind of magical healing, but because hit points can represent more than literal injury within the narrative of the game, there are nonmagical characters capable of restoring their own hit points who can take levels in this prestige class as well. For example, a fighter/juggernaut character represents a warrior who never receives a fatal blow, no matter how battered and bloody. Most, however, regenerate through magical means. Some have a magical heritage, such as troll ancestry, that grants them regeneration. Others are chosen paragons of a divine god, healed solely through their connection to their deity. Still others carry powerful and rare magic deep within their body and soul that restores their flesh. Some dark warriors even heal themselves by siphoning life energy from all around them using unholy magic. If a DM and player agree that regenerating limbs isn't appropriate for the flavor of their character's healing, you can replace the Minor Regeneration and Major Regeneration features with these: Minor Heartiness. Starting at 3rd level, you have advantage on saving throws against disease. Major Heartiness. Starting at 5th level, you are immune to disease and you have advantage on saving throws against poison. objects, inanimate and mundane terrain features, nonmagical traps, collisions with surfaces (including falling1 and attacks using an improvised weapon. Also, you have advantage on saving throws to avoid being pushed, pulled, knocked prone, or teleported against your wilL and when you are pushed or pulled by an effect, you can choose to reduce the distance that the effect moves you by half. MINOR REGENERATION Starting at 3rd leveL you are capable of regrowing lost body parts. While you are alive and your Regenerative Soul feature is functioning, any severed, dismembered, or permanently crippled fingers, toes, ears, noses, eyes, or similar body parts of yours regrow from your body ( or fully heal if never removed) and become fully usable after 1 hour. Limbs also regenerate, but require 8 hours. ABILITY SCORE IMPROVEMENT When you reach 4th leveL you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normaL you can't increase an ability score above 20 using this feature. REFUSE DEATH At 4th leveL your resolve to keep living - or to simply spite death - becomes absolute and unrelenting. You have advantage on death saving throws, and you must fail 5 death saving throws to die instead of 3. You may also choose not to become stabilized when you succeed on a death saving throw if you wish to keep rolling. In addition, the expanded die range from your Deny Death feature now returns to the full range of 18-20 whenever you finish a short or long rest. WHAT INJURIES? Starting at 4th leveL you can use your What Injury? feature twice, instead of only once, before finishing a short or long rest. MAJOR REGENERATION At 5th leveL the time required for you to regrow a body part is reduced to 1 round for a small body part and 1 minute for a limb. You can use an action on your turn to force all your body parts to instantly regrow. UNSTOPPABLE FORCE Also at 5th leveL you learn how to charge through any obstacle or difficulty. When you are grappled, unless you are grappled by a creature of a larger size category than you are, your speed is only ever reduced to (at minimum) half your base speed, never to 0 feet. Also, you have advantage on saving throws made to resist being charmed, frightened, or paralyzed, and when you use your action to Dash or Disengage on your turn, you ignore difficult terrain for the rest of the turn. THE IMPERMISSICON


fr ' 5ANGUINIST CLASS TABLE Blood Blood Magic Spells Spell Slots Levels Features Uses Known 1st 2nd 3rd l st Blood Ma~ic, 2 2 2 - - Hematurgy, Spe !casting, Student of Blood 2nd Sanguine Power, Vital 3 2 3 Restoration 3rd Blood Compatibility 5 3 4 2 4th Ability Score Improve- 7 3 4 3 ment, Ritual Sacrifice 5th Crimson Mastery 10 4 4 3 2 Dipping his finger in the blood seeping from a recent wound in his shoulder, a necromancer carves scarlet words in arcane script upon the floor to unleash his magical power. With her arms extended toward her enemies, a hagborn witch commands the magic power lurking inside her foes' blood, twisting their limbs as if they were her puppets. Whispering a prayer to an evil god, a priest swirls the ritual blood within their goblet, offering it to their deity in exchange for power. Sanguinists are spellcasters that have devoted some of their study or power to the pursuit of blood magic and the arcane secrets of blood itself. No matter the source of their magic or the practice of wielding it, sanguinists of every kind know the secrets involved in drawing the power from their own blood and from the blood of their enemies. Many sanguinists are heretical magicians with a passion for experimentation, while others are acolytes of bloodthirsty gods. Some are even vampires seeking to learn the true nature of their cursed blood PREREQUISITES In order to advance as a sanguinist, you must meet the following prerequisites (in addition to the multiclassing prerequisites for your existing class): • Intelligence, Wisdom, or Charisma 15. Delving into the forbidden secrets of blood magic requires a firm grasp on the fundamentals of your spellcasting. • Character level 11th. The specialized abilities of the sanguinist can't be mastered without enough experience, training, and study. • Spellcasting or Pact Magic. You must have spell slots granted from a class feature to be a sanguinist. • Hematurgy, Blood Rites, Pact of the Blood, or Blood Mage Feat. You must be able to do blood magic, either by having the Hematurgy class feature, the Blood Rites class feature, the Pact of the Blood class feature, or the Blood Mage feat. CLASS FEATURES As a sanguinist, you gain the following class features. HIT POINTS Hit Dice: 1 d8 per sanguinist level Hit Points per Level: ld8 (or 5) + your Constitution modifier per sanguinist level PROFICIENCIES Tools: None Saving Throws: None Skills: Choose one from Arcana, Intimidation, Medicine, Nature, and Religion EQUIPMENT This prestige class does not grant any equipment. BLOOD MAGIC When you gain your first level in this prestige class, you learn how to properly harness the magical energy within blood and weave it into your own spellcasting. When a creature with blood fails a saving throw against a Blood spell that you cast, or takes damage from one, you can choose to gain 1 blood point by extracting energy from the target's blood You can also gain 1 blood point whenever a creature with blood is reduced to O hit points within 60 feet of you. You can CHAPTER ONE I CHARACTER OPTIONS THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 57


58 only gain blood points a number of times based on your sanguinist level as shown on the Sanguinist Class Table, and you regain all expended uses when you finish a long rest. When you finish a short or long rest, you lose any unexpended blood points. When you cast a spell of 5th-level or lower, you may expend blood points instead of spell slots, but you must expend at least a number of blood points equal to the level of the spell When you do so, the spell doesn't require a spell slot and counts as a Blood spell in addition to its other schools. However, the spell can't restore a dead creature to life. Also, unless it is a necromancy spelL it can't cause any creature to regain hit points; instead of restoring hit points, it grants temporary hit points equal to half as many hit points as it would have restored HEMATURGY Also at 1st leveL you gain the ability to cast beyond your limits by sacrificing the vital life force inside your own blood As a bonus action, you can spill your own blood and spend up to 5 of your remaining hit dice, but instead of healing you take ld8 necrotic damage per hit die expended that ignores resistance and immunity. This damage doesn't cause saving throws to maintain concentration. The next spell you cast on this turn is also a Blood spell in addition to its other schools and does not require a spell slot if it would normally expend a spell slot of a level equal to or less than the number of hit dice you expended If the casting time is 1 bonus action, you can cast the spell as part of using this feature. However, the spell can't restore a dead creature to life. Also, unless it is a necromancy spelL it can't cause any creature to regain hit points; instead of restoring hit points, it grants temporary hit points equal to half as many hit points as it would have restored You can't use this feature to cast a spell at a level higher than you have spell slots for, and you can't expend more hit dice using this feature than twice your sanguinist level before finishing a long rest. SPELLCASTING Using the magical power invested in your blood and the blood of others, you can empower your ability to cast spells to even greater heights. CANTRIPS You know the new hemokinesis cantrip (pg. 80) and the spare the dying can trip. For each of these can trips that you already know, you learn a different Blood cantrip of your choice instead They are sanguinist spells for you. SPELL SLOTS The Sanguinist table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. CHAPTER ONE I CHARACTER OPTIONS HEMATURGY AND BLOOD RITES FEATURES Characters that multiclass can have multiple of the same type of blood magic class feature, which is called either Hematurgy or Blood Rites, depending on which class is granting the feature. These class features have minor differences between them. For example, the Hematurgy feature granted by the sorcerer subclass doesn't cause saving throws to maintain concentration, while the wizard subclass's Hematurgy feature does. When a character multiclasses and gains access to multiple features that are named Hematurgy or Blood Rites, the features combine their maximum number of uses and share the uses among each of the features. For example, a character with six levels as a blood sorcerer and four levels as a blood cleric has a limit of three hit dice from the sorcerer class feature and two hit dice from the cleric class feature. Thus, the character can use either Hematurgy or Blood Rites to expend hit dice, but can't expend more than five hit dice as a total between the two features per long rest. If the character expends four hit dice for the Hematurgy class feature, they can only expend one more hit die for either class feature unless they finish a long rest first. The warlock's new Pact of the Blood feature is an exception to these multiclassing rules. Pact of the Blood is treated independently, without adding to the capabilities of any other feature. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON


For example, if you know the 1st-level spell sanguine wave and have a 1st-level and a 2nd-level spell slot available, you can cast sanguine wave using either slot. SPELLS KNOWN You know two Blood spells of your choice from any class's spell list. These spells must be of a level for which you have spell slots, they must be of 1st-level or higher, and they count as sanguinist spells for you. The Spells Known column of the Sanguinist table shows when you learn more Blood spells of your choice, following the same rules. Additionally, when you gain a level in this class, you can choose one of the sanguinist spells you know and replace it with another Blood spell from any class's spell list, which also must be of a level for which you have spell slots and must be of 1st-level or higher. It counts as a sanguinist spell for you. Unlike with normal multiclassing, you learn spells using this feature based on your total spell slots from all classes. For example, if you have nine sorcerer levels, two wizard levels, and one sanguinist leveL you could learn spells using this feature based on the spell slots available to a twelfth-level spellcasting class, and thus you could learn Blood spells as high as 6th-level SPELLCASTING ABILITY You can use any ability as your spellcasting ability for your sanguinist spells, so long as you already have a Spellcasting or Pact Magic feature from another class which uses that ability as your spellcasting ability. For example, if you have the Spellcasting feature from the sorcerer class, you can use Charisma as your spellcasting ability. If you have multiple abilities that you could use, you must use the highest one. You use that ability score whenever a sanguinist spell refers to your spellcasting ability. In addition, you use that ability modifier when setting the saving throw DC for a sanguinist spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your chosen ability modifier Spell attack modifier = your proficiency bonus + your chosen ability modifier SPELLCASTING Focus Anything that you can use as a spellcasting focus for a Spellcasting or Pact Magic feature from another class can also be used as a focus for your sanguinist spells. STUDENT OF BLOOD Starting at 1st leveL you can cast the new blood reading spell (pg. 70) as a sanguinist spell without using a spell slot. You can do so even if you don't know the spell In addition, whenever you cast a spelL you can choose to alter that spelL causing the spell to count as a Blood spell in addition to its other schools. You can use this feature to cast blood reading a number of times equal to your sanguinist leveL and you can use it to alter a spell a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. SANGUINE POWER At 2nd leveL you learn -------------- how to channel the power of your blood into each and every spell that you weave. Whenever you cast a spelL you can choose to expend a hit die without regaining hit points. Instead, you roll the hit die and add the number rolled as bonus damage to one damage roll of that spell Each creature can't be dealt this bonus damage more than once per turn. Alternatively, you can choose to spend 1 blood point and roll 1d8 for the bonus damage rather than expending and rolling a hit die. Each time you use this feature, you immediately take necrotic damage equal to 1 + the spell's level This damage ignores resistance and immunity and doesn't provoke saving throws to maintain concentration. VITAL RESTORATION Starting at 2nd leveL your knowledge of the flow of blood enables you to enhance your body's own natural recovery. When you finish a long rest, you regain all of your missing hit dice instead of only half. ,


60 BLOOD COMPATIBILITY Starting at 3rd leveL you specialize your style of blood magic to be more compatible with either your own blood, or the blood of others. Choose one of the following benefits to gain permanently. My Own Blood When you expend hit dice and roll damage against yourself for blood magic, you roll the damage twice and take the lower result. In addition, when you finish a short rest, you can expend any of your remaining uses of your Blood Magic feature and regain the same number of expended hit dice. The Blood of Others. The range at which you can acquire blood points using your Blood Magic feature is doubled In addition, whenever you would gain a blood point, you can choose to gain two instead This counts as two uses for the purposes of the feature's limited uses per long rest. Whenever you gain a sanguinist level or a level that grants the Ability Score Improvement feature, you can change the decision you made for this feature. ABILITY SCORE IMPROVEMENT When you reach 4th leveL you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normaL you can't increase an ability score above 20 using this feature. RITUAL SACRIFICE Also at 4th leveL you learn the secrets of blood sacrifice and how it can empower your spellcasting. Before you cast a spelL you can choose to spend 1 uninterrupted hour undergoing a special ritual that requires your concentration, targeting a single creature. The creature must be incapacitated and within 5 feet of you for the entirety of the rituaL it must have blood, and it must die within the last minute of the ritual CHAPTER ONE I CHARACTER OPTIONS If the DM determines that the creature's blood contains great power, the ritual is successfuL and the creature cannot be resurrected by any means. Though the DM ultimately decides, some suggestions for DMs of creatures that might have this blood include: • A royal born to a destined lineage. • A legendary hero or saint. • A sorcerer that can cast 7th-level spells. • An aberration, celestiaL dragon, fey, fiend, or shapechanger with a CR of 16 or higher. • A creature the sanguinist loves more than anything. If the ritual is successfuL you choose one of the following benefits to apply to the next spell that you cast, so long as you begin casting immediately after finishing the ritual The spell is also a Blood spell in addition to its normal school Enhanced Duration. If the spell does not require concentration and lasts longer than 1 hours, the duration is doubled If the spell normally lasts 24 hours or longer, the duration is tripled instead of doubled Enhanced Range. If the spell has a range other than Self or Touch, the range of the spell is doubled If the normal range is 1 mile or more, the range is tripled instead of doubled Enhanced Size. If the spell affects an area, the radius of each sphere, circle, or cylinder and the length of each cone and cube are all doubled Inexorable. You add your proficiency bonus to the DC for using the counterspell or dispel magic spells or similar effects against the spelL and ability checks made to do so have disadvantage. In addition, dispel magic can't dispel the spell without a successful ability check, regardless of the spell's leveL and it treats the spell as if it were two levels higher than it is. Special Targets. If the spell normally can't affect creatures of a particular type, this casting can affect those creatures, although they have advantage on saving throws against the spell and resistance to any damage dealt by the spell D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON


CRIMSON MASTERY At 5th levei you master special blood magic techniques, distinct from spellcasting. Choose two of the following options to learn. Whenever you gain a level that grants the Ability Score Improvement feature, you can replace one of your choices with a different option from this list. If an option forces a creature to make a saving throw, the DC for the save is your sanguinist spell save DC. ARTERIAL PUPPETRY Whenever you deal damage to a creature using a Blood spell or a creature fails a saving throw against one of your Blood spells, if the creature has blood, you can expend 3 blood points to attempt to take control of the creature's blood It must succeed on a Constitution saving throw or else you can direct its movement on its next turn, and it must spend its action on that turn to attack a target of your choice. The attack roll is made with disadvantage, and you can't move the creature into hazardous terrain using this ability. BLOOD BACKLASH When you take bludgeoning, piercing, or slashing damage, you can use your reaction to spend 1 to 5 blood points to strike back at your foe with a spike of blood If the creature that damaged you is within 150 feet of you, you make a ranged spell attack against it using your spellcasting attack modifier. On a hit, the target takes 2d8 force damage for each blood point spent, plus necrotic damage equal to your spellcasting modifier. BLOODLETTING Whenever you deal damage to a creature using a Blood spell or a creature fails a saving throw against one of your Blood spells, if the creature has blood, you can expend 2 blood points to cause the creature to begin bleeding profusely. It must succeed on a Constitution saving throw or take 2d8 necrotic damage and start bleeding. A bleeding creature repeats the saving throw at the end of each of its turns, taking damage on a failed save, and ending the effect on a success. CONTUSION Whenever you deal damage to a creature using a Blood spell or a creature fails a saving throw against one of your Blood spells, if the creature has blood, you can expend 2 blood points to cause the creature to bruise all across its body. It must succeed on a Constitution saving throw or suffer the following effects for 1 minute. • It can't maintain concentration or take reactions. • It has disadvantage on ability checks and attack rolls. • Its speed and carrying capacity are both halved A bruised creature repeats the saving throw at the end of each of its turns, ending the effect on a success. CRIMSON FuRY Whenever you start your turn, you can expend 1 blood point to enhance your body and your soul with intense fury and strength. Until the start of your next turn, you have advantage on weapon attacks as well as on saving throws against being charmed or frightened You also gain 5 temporary hit points for the same duration, but you can't maintain concentration during this time. SANGUINE STORM When you deal damage to a creature that has blood within 60 feet of you and reduce it to O hit points, you can spend 3 blood points to cause the creature to explode violently. The target fails one death saving throw automatically. Each creature within 10 feet of the target must succeed on a Constitution saving throw or take 6d6 necrotic damage. 'TRANSFUSION You can use a bonus action to spend 1 or more blood points to infuse one creature that you touch with the power of your blood magic. If the target has blood, it gains 2d6 temporary hit points for each blood point spent, up to a maximum of 40 temporary hit points, which disappear after 1 minute. VAMPIRISM Whenever you deal damage to a creature using a Blood spell or a creature fails a saving throw against one of your Blood spells, if the creature has blood, you can expend 1 to 5 blood points to drain the vitality from the creature's blood You regain hit points equal to 5 times the number of blood points expended CHAPTER ONE I CHARACTER OPTIONS D&D UNLEASHED (vl.01) 61


FEATS our character gains power in a variety of ways as they gain levels. In addition to the features granted by your class levels, your DM might allow you to use feats to customize a character. Feats are an optional rule in chapter 6, "Customization Options," of the Player's Handbook. The DM decides whether they're used and may also decide that some feats are available in a campaign and others aren't. This section introduces new feats that characters can take, if allowed by the DM. Spell lists for these feats can be found on page 115. BLOOD MA.GE Prerequisite: Spellcasting or Pact Magic You have delved into the forbidden secrets of blood magic, learning to fuel the magic of your spell casting using blood itself. You gain the following benefits: • Choose one class that grants you spell slots, and choose a number of spells on that class's spell list equal to 1 + half your proficiency bonus. When you cast any of these spells as a spell of that class, you may choose to cast them as Blood spells. As your proficiency bonus increases, you can choose more spells. You also choose one of the following can trips to learn as the chosen class when you gain this feat: blood boil, hemokinesis, or gore spike. Whenever you reach a level that grants the Ability Score Improvement feature, you can change one of these choices. • You can use the Blood Magic feature from the new sanguinist prestige class (page 57} Your limit for the number of times you can gain blood points is equal to half your proficiency bonus. If you have levels in the sanguinist class, you increase your Blood Magic Uses by half your proficiency bonus instead • When a creature with blood fails a saving throw against a Blood spell that you cast or takes damage from one, it suffers disadvantage on all ability checks made with one ability score of your choice until the end of your next turn. Alternatively, you can reduce its speed by 10 feet for the same duration instead PATHOMANCER Prerequisite: Spellcasting or Pact Magic You specialize in the magic of the humors, commanding the emotions of the body as easily as you command its diseases. You gain the following benefits: • The spells contagion, friends, heroism, and weird are added to the spell list of your spellcasting class. • You have spell prowess with pathomancy spells. See page 240 for more information on spell prowess. • When you stop concentrating on a pathomancy spelL you can choose to have the spell persist as though you were still concentrating on it until the start of your next turn. The spell ends immediately if you begin concentrating on any other effect. • When a creature fails a saving throw against the effects of one of your pathomancy spells, you may have that creature become unable to regain hit points. Also, if the spell was not a cantrip, you may choose one ability score. If you do, the creature has disadvantage on ability checks made using that ability score, and while the creature is poisoned or has any exhaustion, its speed is also reduced by half. These effects last until the end of its next turn or your next turn (whichever comes later} DM NOTE: DOES IT HAVE BLOOD? Most of the time, it isn't difficult to decide whether a particular kind of creature has blood or not. Most dragons and almost all beasts and humanoids have blood, whereas most constructs, elementals, and undead have no blood. However, other types, such as celestials, fiends, or fey, can vary widely from one setting to another, and from one DM to another. The DM determines whether a creature has blood or not, unless its statistics state otherwise. The DM is free to decide that fiends have magical blood or that they have no blood at all, for example. If the DM is unsure, one suggestion is to look at poison immunity: if a creature has immunity to poison, it will probably have no blood. For example, although vampires are undead, they lack immunity to poison, which might represent that they still have special vampiric blood in many fantasy settings. As a DM, check with your players that are taking blood magic options if you plan not to include very many enemies with blood in your game, and make sure they understand the risk of such choices.


CHAPTER TWO U thin this forbidden tome, the most evil and wicked of magicks from across the ands have been collected into a single source. Whether calling on the souls of the dead, weaving mystifying illusions, drawing on the power in blood, breaking the minds of innocents, or tapping into the dark forces beyond creation, forbidden spellcasting takes a wide variety of forms. This chapter has the following sections, intended to help both players and DMs. They're listed in the same order as they appear in the chapter. New Spells. This section provides new spells for any spellcasting character or monster. The DM decides which of these spells are available in a campaign and how they can be learned, as always. Optional Spell Revisions. This section contains a short list of optional minor revisions that can be applied to spells from the Player's Handbook and Xanathar's Guide to Everything. These revisions help balance out the power of some of the stronger and the less powerful spells and spellcasting classes. Spell Variants. This section has a variety of optional spells that are based on existing spells but with minor changes, such as damage type, saving throws, or school of magic. Use these spells if you want to have a wealth of options for every damage type and theme. Magic Specialization Lists. This section contains spell lists for the pathomancy and blood magic specializations, along with some information about the rules for magic specializations. SPELLS


64 NEW SPELLS pells are one of the most exciting aspects of the game for many players and DMs. New spells can add a wealth of fun and engaging moments to your campaign. As always, the Dungeon Master decides which of these spells are available in a campaign and how they can be learned For example, a DM might decide that some of the spells are freely available, that others are unobtainable, and that a handful can be found only after a special quest, perhaps discovered in a long-lost tome of magic. Wizard spells, in particular, can be introduced to a campaign in spellbooks as treasure. When a DM adds spells to a campaign, clerics, druids ARTIFICER SPELLS CANTRI PS (0 LEVEL} 2ND LEVEL Camouflage Disguise Other Theatrics Hush Venom Dart Illusory Reversal Vile Miasma 3RD LEVEL 1ST LEVEL Excite Emotions Blackout Incite Self-Harm Mirror Weapon 2ND LEVEL Mortify Disguise Other Shadow Spies Infuse Blood Veiled Dagger Poison Food or Drink Rizzak's Reeking Filth 4TH LEVEL Hoodwink 3RD LEVEL Jinx Mirror Weapon Strangulate Summon Ooze 5TH LEVEL 4TH LEVEL Curse of Stigma Agonize Detect Souls Envenomed Weapon Phantasmal Plunge Hoodwink Reflect Person 5TH LEVEL 6TH LEVEL Noxious Geyser Blood Fever Reflect Person Curse of Odium Water to Acid Exaggerated Demise BARD SPELLS Fractal Armament CANTRI PS (0 LEVEL} 7TH LEVEL Camouflage Dire Jinx Ego Shock Mind Fog Theatrics Mirror Army Overwhelm Emotions 1ST LEVEL Sift Memory Blackout Delude 8TH LEVEL Glamour Veil Aura of Invisibility CHAPTRR TWO I SPELLS and paladins require special consideration. When characters of those classes prepare their spells, they have access to the entire spell list for their class. Given that fact, the DM should be cautious about making all of these new spells available to a player who is overwhelmed when presented with many options. For such a player, consider adding only story-appropriate spells to the spell list of that player's character. SPELL LISTS The following spell lists show which spells can be cast by characters of each class. Hindal's Shrinking Hex Spectral Calling Reflect Monster Sandman's Slumber 6TH LEVEL Blood Fever 9TH LEVEL Curse of Odium Amnesia Investiture of Blood Mass Invisibility Soul Blade Ordainment of Void Phantom World 7TH LEVEL CLERIC SPELLS Death's Door Dire Jinx (ANTRI PS (0 LEVEL} Malady Vile Miasma Suspend Animation 1ST LEVEL 8TH LEVEL Blackout Haunting Hour Blood Reading Hindal's Shrinking Hex Spasm Soul Expulsion Vertigo 2ND LEVEL Infuse Blood 9TH LEVEL Rizzak's Reeking Filth Awaken the Dead Tether Soul Frailty Midnight 3RD LEVEL Ordainment of Darkness Excite Emotions Pestilence Plague Vector Raise Abomination Shadow Spies DRUID SPELLS 4TH LEVEL (ANTRI PS (0 LEVEL} Agonize Camouflage Create Apparition Vile Miasma Hemorrhage Jinx 1ST LEVEL Strangulate Blackout Conjure Critters 5TH LEVEL Spasm Befoul Water Curse of Stigma 2ND LEVEL Detect Souls Poison Food or Drink Grave Soil Rizzak's Reeking Filth D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON


3RD LEVEL Curse of Stigma Mirror Weapon Ordainment of Void Petrify Detect Souls Mortify Rizzak's Red Death Plague Vector RANGER SPELLS Plague Vector WARLOCK SPELLS Summon Ooze Ray of Fatigue 1ST LEVEL Shadow Spies (ANTRI PS (0 LEVEL} 4TH LEVEL Blackout Toxic Breath Blood Boil Agonize Conjure Critters Veiled Dagger Ego Shock Envenomed Weapon Glamour Veil Gore Spike Venom Lash 4TH LEVEL Hemokinesis 2ND LEVEL Agonize Shadow Lance 5TH LEVEL Hush Hemorrhage Theatrics Befoul Water Poison Food or Drink Strangulate Venom Dart Grave Soil Rizzak's Reeking Filth Venom Lash Noxious Geyser 1ST LEVEL Water to Acid 3RD LEVEL 5TH LEVEL Blackout Veiled Dagger Bend Blood Blood Reading 6TH LEVEL Chilling Darkness Delude Blood Fever 4TH LEVEL Grave Soil Disguised Blast Investiture of Blood Envenomed Weapon Grim Terror Glamour Veil Polluting Sludge Venom Lash Noxious Geyser Sanguine Wave Rizzak's Ravenous Starvation Phantasmal Plunge Spasm 5TH LEVEL Reflect Person 7TH LEVEL Befoul Water 2ND LEVEL Malady Detect Souls 6TH LEVEL Bone Break Mind Fog SORCERER SPELLS Essence Sap Carnage Burst Moonlight Fractal Armament Poison Food or Drink Poison Fang CANTRIPS (0 LEVEL} Investiture of Blood Rizzak's Reeking Filth Suspend Animation Blood Boil Polluting Sludge Tether Soul Camouflage Rizzak's Ravenous Starvation 8TH LEVEL Ego Shock Soul Blade 3RD LEVEL Contaminate Gore Spike Blood Extraction Hindal's Shrinking Hex Hemokinesis 7TH LEVEL Excite Emotions Vertigo Shadow Lance Death's Door Incite Self-Harm Theatrics Malady Mortify 9TH LEVEL Venom Dart Mind Fog Petrify Frailty Mirror Army Plague Vector Midnight 1ST LEVEL Overwhelm Emotions Ray of Fatigue Ordainment of Slime Blackout Poison Fang Summon Ooze Pestilence Blood Reading Veiled Dagger Delude 8TH LEVEL PALADIN SPELLS Disguised Blast Aura of Invisibility 4TH LEVEL 1ST LEVEL Glamour Veil Blood Bath Agonize Weakening Smite Sanguine Wave Contaminate Create Apparition Spasm Heart Break Hemorrhage 2ND LEVEL Hindal's Shrinking Hex Jinx Cursing Smite 2ND LEVEL Reflect Monster Strangulate Infuse Blood Bone Break Sandman's Slumber Carnage Burst Soul Expulsion 5TH LEVEL 3RD LEVEL Disguise Other Vertigo Befoul Water Draining Smite Illusory Reversal Bend Blood Infuse Blood 9TH LEVEL Chilling Darkness 4TH LEVEL Poison Food or Drink Blood to Flame Curse of Stigma Strangulate Rizzak's Reeking Filth Desolation Detect Souls Vengeful Smite Mass Invisibility Grave Soil 3RD LEVEL Midnight Grim Terror 5TH LEVEL Blood Extraction Ordainment of Darkness Phantasmal Plunge Befoul Water Incite Self-Harm Ordainment of Slime Reflect Person CHAPTER TWO I SPELLS 65 THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01)


Spectral Calling Phantom World Petrify 7TH LEVEL Water to Acid Pestilence Plague Vector Death's Door Raise Abomination Ray of Fatigue Dire Jinx 6TH LEVEL Rizzak's Red Death Shadow Spies Malady Blood Fever WIZARD SPELLS Summon Ooze Mind Fog Curse of Odium Toxic Breath Mirror Army Essence Sap CANTRIPS (0 LEVEL) Veiled Dagger Moonlight Investiture of Blood Blood Boil Overwhelm Emotions Polluting Sludge Camouflage 4TH LEVEL Poison Fang Rizzak's Ravenous Starvation Ego Shock Agonize Sift Memory Soul Blade Gore Spike Create Apparition Suspend Animation Hemokinesis Envenomed Weapon 7TH LEVEL Shadow Lance Hemorrhage 8TH LEVEL Death's Door Theatrics Hoodwink Aura of Invisibility Dire Jinx Venom Dart Jinx Blood Bath Malady Vile Miasma Strangulate Contaminate Mind Fog Venom Lash Haunting Hour Mirror Army 1ST LEVEL Heart Break Overwhelm Emotions Blackout 5TH LEVEL Hindal's Shrinking Hex Poison Fang Blood Reading Befoul Water Reflect Monster Suspend Animation Delude Bend Blood Sandman's Slumber Disguised Blast Chilling Darkness Soul Expulsion 8TH LEVEL Glamour Veil Curse of Stigma Vertigo Blood Bath Sanguine Wave Detect Souls Contaminate Spasm Grave Soil 9TH LEVEL Haunting Hour Grim Terror Amnesia Heart Break 2ND LEVEL Noxious Geyser Awaken the Dead Hindal's Shrinking Hex Bone Break Phantasmal Plunge Blood to Flame Reflect Monster Carnage Burst Reflect Person Desolation Vertigo Disguise Other Spectral Calling Duplication Hush Water to Acid Frailty 9TH LEVEL Illusory Reversal Gravity Well Amnesia Infuse Blood 6TH LEVEL Mass Invisibility Awaken the Dead Poison Food or Drink Blood Fever Midnight Blood to Flame Rizzak's Reeking Filth Curse of Odium Ordainment of Darkness Frailty Essence Sap Ordainment of Slime Mass Invisibility 3RD LEVEL Exaggerated Demise Ordainment of Void Midnight Blood Extraction Fractal Armament Phantom World Ordainment of Darkness Incite Self-Harm Investiture of Blood Pestilence Ordainment of Slime Mirror Weapon Polluting Sludge Raise Abomination Ordainment of Void Mortify Rizzak's Ravenous Starvation Rizzak's Red Death Soul Blade


NEW SPELL DESCRIPTIONS The spells are presented in alphabetical order. For each spelL after the spell's level and schooL the classes whose spell lists the spell appears on are given in parentheses. These lists do not include subclasses that grant spells. AGONIZE 4th-level (Blood) necromancy (Artificer, Cleric, Druid, Casting Time: 1 action Range: 60 feet Components: V, S Sorcerer, Warlock, Wizard) Duration: Concentration, up to 1 minute You wrack one creature that you can see within range with agonizing magical pain. The target must succeed on a Constitution saving throw or else become stunned for the duration. It repeats the saving throw at the end of each of its turns, ending the spell on a success. When a creature that has blood and less than half of its hit points fails the saving throw, it takes ld6 psychic damage. This damage can't reduce it below 1 hit point. Creatures that can't be charmed have advantage on the saving throw. This spell has no effect on constructs and undead .AMNESIA 9th-level enchantment (Bard, Warlock, Wizard) Casting Time: 1 action Range: Touch Components: V, S, M (an unmarked slate) Duration: Concentration, up to 1 minute You touch one creature that you can see and attempt to wipe its memories away using magic. The target must make an Intelligence saving throw. On a failed saving throw, the target takes 12d6 psychic damage and the target's mind is sent reeling as it attempts to hold onto its memories. On a successful saving throw, it takes half as much damage and can't take reactions until the start of its next turn, but is otherwise not affected by the spelL and the spell ends. Creatures whose minds are reeling from this spell are stunned A creature reeling from this spell must also make another Intelligence saving throw at the end of each of its turns. On a failed saving throw, it takes 6d6 psychic damage. If it saves against this spell three times, the spell ends. If it fails saves three times, it becomes unconscious until the spell ends and it stops making these saving throws. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind If you maintain your concentration on this spell for the entire possible duration, the target loses all of its memories and the spell ends. It gains one level of exhaustion, and if it isn't unconscious, it becomes unconscious. It stays unconscious for at least 1 hour after losing its memories, regardless of its hit points. A creature who has lost its memories knows nothing about itself or its past, but it remembers most general • ideas about the way the world is arranged and works. It retains its inclinations, preferences, likes, dislikes, and fears (towards food, concepts, people, etc.1 but it won't recall that it has these feelings until it encounters them anew, and these feelings are much more malleable and easier to change than a creature who has memories to ground its feelings in. It retains all its skills and abilities, including spellcasting, though it will not initially know that it has many of its skills or abilities. Once a creature has lost its memories due to this spelL it will develop a new (perhaps similar) identity and begin forming new memories without any issue. It will not naturally regain the memories it lost. Instead, once per year it must make an Intelligence saving throw with disadvantage. It may also make this saving throw on rare occasions where it encounters something that might spark its memory, at your DM's discretion. On a successful save, it permanently recovers all its lost memories and is stunned until the end of its next turn. Memories can also be restored by greater restoration, heal, or wish cast at 8th-level or higher. The spell's damage can't reduce the target's hit points below 1. AURA OF INVISIBILITY 8th-level illusion (Bard, Sorcerer, Wizard) Casting Time: 1 action Range: 40 feet Components: V, S Duration: Concentration, up to 1 minute Choose up to six willing creatures you can see within range. Until the spell ends, you are invisible, and each target is invisible while it is in range. While an affected creature is invisible, anything it is wearing or carrying is invisible as long as it is on the creature's person. At any time, it can choose to be visible until the start of its next turn. You and each target can see through the invisibility. CHAPTER TWO I SPELLS THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 67


AWAKEN THE DEAD 9th-level necromancy (Cleric, Warlock, Wizard) Casting Time: 1 minute Range: 2500 feet Components: V, S, M (a drum, chime, belL or gong worth at least 500 gp) Duration: Concentration, up to 8 hours You call to the dead and beckon them to rise again as undead Each corpse of a Small or Medium humanoid within range becomes animated as either a skeleton or a zombie, depending on the state of the remains (the DM has the creatures' game statistics} The spell's effect can reach through up to six feet of total cover, but it can only animate up to 100 undead creatures. If there are too many targets, it prefers to animate the closer corpses. Each undead uses its action on its first turn to escape the confines of death, such as opening its coffin, digging itself out of the ground, or unwrapping itself from within its funeral pyre. When the spell ends, the undead cease to be animated and instantly return to being corpses. The undead created by this spell wander of their own accord, seeking to slay living creatures, especially humanoids. You have no control over these undead, but you and any creatures of your choice that you can see when the spell is cast are protected The undead will refuse to harm a protected creature unless someone that magically controls them commands them to do so. BEFOUL WATER 5th-level necromancy (Cleric, Druid, Paladin, Ranger, C t. T" 10 . t Warlock, Wizard) as mg 1me: mmu es Range: 30 feet Components: V, S, M (a pinch of corpse sludge, a rotten egg, a worm, and at least 50 gp worth of lead dust, all of which the spell consumes) Duration: 7 days You pollute each body of water in an area you choose within range that is a cube up to 100 feet on a side. The water becomes murky and diseased for the duration. While the spell lasts, the water is heavily obscured, and each creature that ends its turn within the water must succeed on a Constitution saving throw or else take ld6 poison damage and become poisoned for 1 minute. A creature repeats the saving throw at the end of each of its turns, but only if it is no longer in the water. On a success, it ends the effect on itself. Any creature that consumes the water, breathes it, or spends more than 1 minute in it must begin to make a Constitution saving throw every minute. If the creature succeeds on two of these saves, it automatically saves against this effect for the next 24 hours. If the creature fails two of these saves, it is afflicted by a disease that can last beyond the spell's duration. While diseased in this way, it is always poisoned, and it can't regain hit dice or reduce its exhaustion level by resting. It repeats the saving throw every 24 hours, ending the disease on a success, and taking 3d6 necrotic damage on a failure. CHAPTER TWO I SPELLS D&D UNLEASHED (vl.01) Since this spell induces natural diseases in creatures, any effect that removes a disease or otherwise ameliorates a disease's effects apply to this spell's diseases. At Higher Levels. When you cast this spell using a spell slot of 7th or 8th leveL the duration is 30 days. When you cast this spell using a spell slot of 9th leveL the duration is 1 year. BEND BLOOD 5th-level (Blood) necromancy (Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: 30 feet Components: V, S, M (a marionette crossbar) Duration: Concentration, up to 1 minute You attempt to puppet the body of a creature that you can see within range by magically controlling its blood The target must succeed on a Constitution saving throw or else become afflicted by the spell for the duration and restrained until the start of its next turn. It repeats the saving throw at the end of each of its turns. On a success, the target is no longer afflicted by the spell At the start of each of the target's turns while it is afflicted by the spelL it must make a Strength saving throw. On a failure, it is paralyzed until the start of its next turn. Alternatively, instead of making it paralyzed, you can choose to control its movement on its next turn and make it use its action on that turn to attack a target of your choice, with disadvantage on its attack rolls and moving at half of its speed On a success, it is restrained until the start of its next turn and nothing else. Until the spell ends, you can use an action on your turn to try to afflict a creature that you can see within range. Any creatures that are still afflicted by the spell are no longer afflicted by it, and the new target must make the initial saving throw instead Creatures that have no blood, that can't be paralyzed, or that can't be restrained are immune to the spell If a creature afflicted by the spell is no longer within range of you, it immediately stops being afflicted by the spell


BLACKOUT 1st-level illusion (All spellcasters other than Paladin) Casting Time: 1 bonus action Range: 20 feet Components: V, S, M (a lit candle; it is extinguished when used as a component for the spell) Duration: 1 minute Until the spell ends, any nonmagical sources of light are suppressed while you are within range of them, causing them to generate no light. Light emitted from a source beyond this range can still enter the area as normal At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range increases by 10 feet for each slot level above 1st. BLOODBATH 8th-level (Blood) necromancy (Sorcerer, Warlock, Wizard) Casting Time: 1 reaction, which you take when you reduce a creature within range that isn't a construct or undead to O hit points and it falls unconscious or dies Range: 15 feet Components: V, S Duration: Instantaneous You pull at the blood inside the target's body as you rip it apart in a grisly shower of magical blood that heals and invigorates you. If the target is still alive, it instantly dies. You regain a number of expended spell slots of a total level (distributed as you choose) no greater than your spellcasting modifier (minimum of one spell slot level} You also regain 80 hit points, end one curse, disease, or poison condition that is affecting you, and reduce your exhaustion by up to two levels. This spell can't restore spell slots of 6th-level or higher. At Higher Levels. When you cast this spell using a spell slot of 9th levei the amount of hit points restored by the spell increases by 40. BLOOD BOIL (Blood) Necromancy can trip (Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 round You magically disrupt the blood flow of one creature that you can see within range. The target must succeed on a Constitution saving throw or take ld4 necrotic damage and be poisoned until the spell ends or until the end of your next turn. While the target is poisoned by the spe}L it has disadvantage on saving throws made to maintain concentration and its speed is halved This spell has no effect on creatures with no blood At 5th levei the spell deals 2d4 necrotic damage. At 11th level it deals 3d4, and at 17th level it deals 4d4. BLOOD EXTRACTION 3rd-level (Blood) necromancy (Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: 120 feet Components: V, S, M (a mixture of ten people's blood) Duration: Concentration, up to 1 minute You create a pulsing orb of red energy that floats at a point you can see within range. It lasts for the duration and gives off dim light in a 20-foot radius. At the end of each of your turns, each creature other than you within 20 feet of the orb must make a Constitution saving throw. On a failed save, a creature takes 3d6 necrotic damage, or 3dl2 necrotic damage if it has no more than half of its hit points remaining. On a successful save, a creature takes half as much damage. If a creature is reduced to O hit points by this speli the orb collects some of its blood It cannot collect blood from the same creature twice. When the spell ends, the blood strengthens you, granting you ld6 temporary hit points for each creature the orb collected blood from. This spell has no effect on creatures with no blood At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by ld6 and ld12 respectively for each slot level above 3rd BLOOD FEVER 6th-level (Blood) enchantment (Bard, Cleric, Druid, Casting Time: 1 action Warlock, Wizard) Range: 60 feet Components: V, S, M (a mummified heart) Duration: Concentration, up to 1 minute You attempt to instill a fever-like haze into the blood or mind of one creature that you can see within range. The target must succeed on a Wisdom saving throw or else become afflicted by the fever until the spell ends. The target can choose to fail this saving throw automatically. CHAPTER TWO I SPELLS THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 69


70 While afflicted by the fever, the target has resistance to psychic damage and can't be frightened, but it must use its action on each of its turns to make melee attacks against the nearest creature it can see. If that creature is not within its reach, the target must move closer until the creature is within its reach, using its action to Dash instead if it can't get close enough otherwise. If there is more than one creature that could be considered the nearest, the target chooses which to attack. The target suffers several effects for the duration: • Attack rolls against it have advantage. • It has disadvantage on all attack rolls, except attacks that use Strength. • It can't cast spells or maintain concentration, and it has disadvantage on Intelligence and Wisdom checks. • It is immune to the calm emotions, excite emotions, and overwhelm emotions spells. In addition, if the target has levels in the barbarian class, it gains the following benefits for the duration: • It gains benefits from its class features as if it were raging, even if it isn't. • It has advantage on attack rolls that use Strength, and whenever it hits with a melee weapon attack that uses Strength, the attack deals 2d6 bonus damage. • It has advantage on Constitution checks and saving throws, and it gains 30 temporary hit points. • Its speed is increased by 10 feet, and it can use its bonus action to Dash on each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the spell on a success. Creatures that do not have blood, can't be charmed, are immune to disease, or have levels in the barbarian class have advantage on saving throws against the spell BLOOD READING 1st-level (Blood) divination (Cleric, Sorcerer, Warlock, Casting Time: 10 minutes Wizard) Range: Self Components: V, S, M (at least 1 ounce of fresh blood, which the spell consumes) Duration: 1 minute You weave dark magic to pull information out of at least one ounce of blood (or around 30 grams} This blood must have come from a creature that is alive or has been dead for less than 1 hour. Choose two of the following options to determine what information you learn from the creature's blood: • You learn the creature's type, its max hit points, and any resistances, vulnerabilities, or immunities it has. • You learn the direction to the creature and whether it is within 1 mile of you, within 100 miles of you, or beyond that distance, including on another plane. • You learn the names of any poisons, diseases, curses, and blessings affecting the creature. Successful ability checks may also grant you insight into the nature and function of these conditions. CHAPTER TWO I SPELLS D&D UNLEASHED (vl.01) • You learn if the creature's blood contains any special magic, such as the healing properties of a unicorn's blood, or the ritual magic uses for fiends' blood • Until the spell ends, if the blood is mixed with blood from another creature and one of the two creatures is either the parent, offspring, or sibling of the other creature, the mixture will glow with bright red light. When you cast the spelL if the target is still alive, it feels a tingling sensation in its veins and knows the exact direction to you, though it doesn't necessarily know who you are or what you are doing. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can choose one additional option for each slot level above 1st. BLOOD TO FLAME 9th-level (Blood) transmutation (Sorcerer, Warlock, Casting Time: 1 action Wizard) Range: 60 feet Components: V, S, M (a vial of blood mixed with pitch) Duration: Concentration, up to 1 minute You point at one creature that you can see within range and attempt to transform the blood inside their body into searing flame. The target must make a Constitution saving throw. On a failed saving throw, the target takes 8d6 necrotic damage and 8d6 fire damage and is set internally ablaze until the spell ends. On a success, the target takes half as much damage and is not set ablaze. At the start of each of its turns while it is internally ablaze, the target takes 8d6 necrotic damage and 8d6 fire damage and becomes poisoned until the end of its next turn. While poisoned in this way, it is also stunned


A creature set internally ablaze by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it instantly takes 8d6 necrotic damage, the spell ends, and the transformation becomes permanent - a magical effect lingers inside its body. It is incurably poisoned and takes 8d6 fire damage at the start of each of its turns until it dies. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind A dispel magic spell can end the permanent effect only if it is cast as a 9th-level spell The spell has no effect on a creature that doesn't have blood A creature that dies while affected by this spell or by the permanent magical effect is reduced to ashes. BONE BREAK 2nd-level necromancy (Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 round Dark magic suffuses your hand in an attempt to crush the bones of one creature that you can see within range. The target must make a Constitution saving throw. On a failed saving throw, the target takes 2d6 bludgeoning damage and 2d6 necrotic damage, and until the end of its next turn, its speed is halved and it has disadvantage on weapon attacks. On a successful save, it takes half as much damage and suffers no other effects. If the target is undead, it has disadvantage on the saving throw, the spell ignores resistance to necrotic damage, and it knocks the target prone on a failed save. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bludgeoning damage increases by ld6 for each slot level above 2nd CAMOUFLAGE Illusion cantrip (Artificer, Bard, Druid, Sorcerer, Wizard) Casting Time: 1 action Range: Self Components: S, M (a long coat, cloak, cape, or shawl) Duration: 1 round You weave magic to lighten your footfalls, muffle your movements, and confuse your appearance in an attempt to camouflage yourself. As part of the action you used to cast the spelL you may also Hide if you meet the normal requirements for hiding. If you do, you have advantage on the Dexterity (Stealth) check. In addition, until the end of your next turn, you have advantage on all other Dexterity (Stealth) checks. CARNAGE BURST 2nd-level (Blood) necromancy (Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Choose one creature that you can see within range that has blood The target must make a Constitution saving throw, taking 3d10 necrotic damage on a failed save, or half as much damage on a successful one. If this damage reduces the target to 0 hit points, its blood bursts from within its body, spraying nearby foes with gore and spikes of enchanted blood Each creature within 10 feet of the target must make a Dexterity saving throw, taking 3dl0 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by ldl0 for each slot level above 2nd CHILLING DARKNESS 5th-level evocation (Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: 90 feet Components: V, M (pitch or coal in a silver container) Duration: Concentration, up to 10 minutes Magical darkness spreads out from a location you can see within range to fill a 30-foot-radius sphere for the duration. The darkness spreads around corners. Nonmagical light, as well as light created by spells of 5th level or lower, can't illuminate the area, and creatures with darkvision can't see through it. The area inside the darkness is lightly obscured and frigid cold Any creature that starts its turn within the sphere must make a Constitution saving throw. On a failed saving throw, a creature takes 4d6 cold damage and its speed is reduced by 15 feet until the start of its next turn unless it has resistance or immunity to cold damage. On a successful saving throw, a creature takes half as much damage and its speed isn't reduced CHAPTER TWO SPELLS THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 71


CONJURE CRITTERS 1st-level conjuration (Druid, Ranger) Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 hour You summon minor fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: • One beast of challenge rating 1/4 or lower • Two beasts of challenge rating 1/8 or lower • Four beasts of challenge rating 0 • Eight beasts of challenge rating 0, but these beasts can't deal any damage, regardless of their statistics. Each beast is also considered fey, and it disappears when it drops to O hit points or when the spell ends. The summoned creatures are friendly to you and your companions. You roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you} If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' statistics. At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 3rd-level slot, three times as many with a 5th-level slot, four times as many with a 7th-level slot, and five times as many with a 9th-level slot. CONTAMINATE 8th-level necromancy (Druid, Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute A plume of jet-black magically-corrupting smoke swirls in a cylinder centered on a point that you can see within range before vanishing. The cylinder can have up to a 30-foot radius and be up to 60 feet high, and the smoke spreads around corners. Each creature in the area must make a Constitution saving throw. On a failed saving throw, a creature takes 7 d8 poison damage and is poisoned for the duration. On a success, it takes half as much damage and isn't poisoned While a creature is poisoned by the spelL it is blinded and its speed is halved It repeats the saving throw at the end of each of its turns. On a failure, it takes 7 d8 poison damage. On a success, it is no longer poisoned The spell treats immunity to poison damage as if it were resistance to poison damage. Creatures that are normally immune to being poisoned can be poisoned by this spelL but they have advantage on the saving throw. CREATE APPARITION 4th-level necromancy (Cleric, Warlock, Wizard) Casting Time: 1 minute Range: 30 feet Components: V, S, M (a set of chains and shackles worth at least 300gp) Duration: Concentration, up to 10 minutes You place a curse on one creature you can see within range to persist after death as an apparition. The target must succeed on a Charisma saving throw or become cursed for the duration. If it dies while cursed by the spelL its soul does not pass on to the afterlife, and is instead trapped as an undead in the plane where it died You choose the type of undead, which must be of challenge rating 4 or lower and have the Incorporeal Movement trait, such as a banshee or a ghost. If you choose anything other than a ghost, your Dungeon Master may require additional special components, or they may apply additional requirements to the target, such as only being able to create a banshee out of an elf. The undead appears after 2d4 + 2 hours in a random unoccupied space within 100 feet of where it died At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.


CURSE OF ODIUM 6th-level enchantment (Bard, Cleric, Warlock, Wizard) Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You place a curse on one creature you can see within range to be violently hated The target must succeed on a Charisma saving throw or become cursed until the spell ends. While the target is cursed, any creature that starts its turn within 30 feet of the target must make a Wisdom saving throw, with advantage on the roll if the creature is an ally of the target. On a failure, a creature must move toward the target and then use its action on that turn to make a melee attack against the target if the target is within its reach. When you cast the spelL you can choose any number of creatures you can see. Those creatures, frightened creatures, and any creatures that can't be charmed all automatically succeed on the Wisdom saving throw. CURSE OF STIGMA 5th-level enchantment (Bard, Cleric, Paladin, Warlock, Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 hour Wizard) One creature you can see within range must succeed on a Charisma saving throw or be cursed for the duration. While the target is cursed, creatures cannot be charmed by it, and other creatures must make a Wisdom saving throw upon seeing or hearing the target. On a failed Wisdom saving throw, a creature dislikes the target and regards the target as unwanted until the spell ends, no matter how positively it normally feels about the target. This spell doesn't affect those who already have stronger negative feelings towards the target, such as those who hate the target or wish the target harm. When the spell ends, the creature is aware that its feelings were magically altered On a success, it is unaffected by this casting of the spell When you cast the spelL you can choose any number of creatures that you can see. Those creatures and any creatures that can't be charmed automatically succeed on the Wisdom saving throw. At Higher Levels. If you cast this spell using a spell slot of 7th level or higher, the duration is concentration, up to 8 hours. If you use a 9th level spell slot, the duration is concentration, up to 24 hours. CURSING SMITE 2nd-level necromancy (Paladin only) Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The first time you hit with a melee weapon attack during this spell's duration, your weapon sings an eerie dirge and the attack deals ld12 extra necrotic damage. If the target is a creature, it must also succeed on a Charisma saving throw or become cursed until the spell ends. A cursed creature has disadvantage on attack rolls, and whenever it makes an ability check, an attack rolL or a saving throw that isn't against this spelL it must roll a d4 and subtract the number rolled from the result. It repeats the Charisma saving throw at the end of each of its turns, ending the spell on a success. While a creature is cursed by this spelL it suffers no effects from the bane spell DEATH'S DOOR 7th-level necromancy (Cleric, Sorcerer, Warlock, Wizard) Casting Time: 1 reaction, which you take when you are reduced to 0 hit points but before you are unconscious Range: Self Components: V Duration: Concentration, up to 1 minute You are reduced to 1 hit point instead of 0, straddling the line between life and death using magic. Also, you gain temporary hit points equal to half your maximum hit points which disappear when the spell ends. While the spell lasts, you appear translucent, flickering with spectral energy, and you also gain the following benefits: • You have resistance to bludgeoning, piercing, and slashing damage dealt from nonmagical weapons. • You have a flying speed equal to twice your walking speed, and you can hover. You can also use a bonus action on your turn to teleport up to 30 feet to an unoccupied space that you can see. • Enemies have disadvantage on weapon attacks made against you, and you make all saving throws with advantage except Charisma saving throws, which you make with disadvantage. • On your turn, you can use your action to make a melee spell attack with a reach of touch against one creature that you can see. On a hit, that creature takes 1 0d6 damage. • On your turn, you can use your action to burst with energy from within your souL forcing all creatures within 15 feet of you to make a Charisma saving throw. On a failure, a creature takes 6d6 damage. The type of this spell's damage is determined by your alignment: if you are Good, it deals radiant damage; if you are EviL it deals necrotic damage; if you are Neutral you choose necrotic or radiant when you cast the spell CHAPTER TWO I SPELLS THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 73


74 DELUDE 1st-level enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: 60 feet Components: V, S, M (a pinch of smoke or glitter) Duration: Concentration, up to 1 minute You try to bewitch the senses of one creature you can see within range. The target must succeed on a Wisdom saving throw or else its senses are partially altered for the duration. One creature or object of your choice that the target can see when the spell is cast appears to be different to all its senses. The target does not notice the transformation itself, only that things have changed Its mind may invent incorrect explanations for the change. If you chose a creature, then the creature - including its clothing, armor, weapons, and other belongings on its person - can be made to appear different to the target's senses. You can have it seem 1 foot shorter or taller and have it appear thin, fat, or in between. You can't change its body type, so you must choose a form that has the same basic arrangement of limbs. You can even change the sound of the creature's voice. This does not alter what the chosen creature appears to do or say, only how it looks and sounds while it does those things. If you chose an object, you may have it appear as any creature or object of the same size category, but it will not appear to move or act as a living creature unless the object itself already moves in the same way. The target makes an Intelligence saving throw at the end of each of its turns. On a success, it realizes that its senses have been deceived, and the effect ends for it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them, and they all experience the same sensory alterations to the same creature or object. DESOLATION 9th-level necromancy (Sorcerer, Wizard) Casting Time: 1 action Range: 150 feet Components: V, S, M (a hollowed out crystal skull) Duration: Concentration, up to 2 rounds You weave negative energy in the form of black smoke and hurl it towards one target you can see within range. Make a ranged spell attack against the target. You have advantage on this attack roll On a hit, the target takes 1 0d8 + 60 necrotic damage, or half as much damage on a miss. Hit or miss, the spell ends, and each creature within 10 feet of the target must succeed on a Dexterity saving throw or else take half of the spell 's damage. Alternatively, you can choose to gather extra energy before releasing it for the attack. On your next turn, if the spell has not ended, you can use an action to gather even more energy or to make the attack. On your following turn, until the spell ends when the turn ends, you can still use your action to make the attack. CHAPTER TWO I SPELLS D&D UNLEASHED (vl.01) Each time you gather energy in this way, wild beams of negative energy spill out and strike at five creatures or objects within 60 feet of you. Each target must make a Dexterity saving throw. On a failed save, a target takes 12d6 + 15 necrotic damage. The spell's damage increases by 25 for each turn that you gathered energy. If you gathered energy for two turns and you used your action to make the attack, you also gain advantage on the attack. If the spell ends and you haven't made the attack yet, you can use your reaction to do so with disadvantage, but if you miss, the target takes no damage from the spell This spell damages objects within the area of the attack. Any creatures killed or objects reduced to 0 hit points by this spell are reduced to dust. DETECT SOULS 5th-level divination (Bard, Cleric, Paladin, Ranger, Casting Time: 1 action Warlock, Wizard) Range: Self Components: V, S Duration: Concentration, up to 10 minutes Your eyes cloud over completely and glow with a fierce silver light for the duration. Until the spell ends, you can see souls like colorful auras around each creature that has one. You can see a creature's soul through barriers and obstacles, even if that creature is invisible. If you can see a creature's souL you can't be surprised by it, it can't hide from you, and you have advantage on attack rolls made against it and on Wisdom (Insight) checks made to understand it. You can see it even if it is invisible. You can see its alignment, its type, its challenge rating or leveL and whether it is charmed, frightened, or unconscious. You can also tell whether the creature is hostile, friendly, or neutral towards you, and you can discern its true emotional state regardless of its actions. In addition, when a creature with a soul dies, you can see its soul leave its body, and you can see incorporeal undead, such as ghosts, wraiths, or souls that have been removed from their bodies, even if they are invisible or on the Ethereal plane. The spell can penetrate most barriers, but it is blocked by 3 feet of stone, 6 inches of any metaL a thin sheet of lead, or 6 feet of wood or dirt. •


DIREjINX 7th-level divination (Bard, Cleric, Warlock, Wizard) Casting Time: 1 action Range: 60 feet Components: V, S, M (a shard of a shattered mirror) Duration: Concentration, up to 1 minute You incant and point at one creature you can see within range, cursing it with a premonition of fatally bad luck. The target must succeed on a Charisma saving throw or else be cursed until the spell ends. While cursed by the speli it suffers the following ailments: • It takes the maximum possible damage from any traps, environmental hazards (such as a pit of lava), falls, and collisions, instead of rolling dice. • It has disadvantage on all saving throws, ability checks, and attack rolls that it makes. • All attacks made against it have advantage and score a critical hit on a roll of 16-20. A creature cursed by this spell must make another Charisma saving throw at the end of each of its turns. If it successfully saves against the spell two times, the spell ends. If it fails saves three times, it stops making saving throws against the spell In addition, if you keep your concentration on this spell for the entire possible duration, the spell ends and the target becomes affected by a new curse with different effects, lasting for 30 days. While affected by this new long-lasting curse, the DM must roll a 1 d20 for the target at each sunrise. On a 1, the target will meet with a dangerous encounter that day. The encounter must have an effective experience value equal to or greater than an encounter with a creature of a particular challenge rating. That challenge rating is equal to the target's level or challenge rating + your spellcasting ability modifier (minimum rating of 6} The encounter need not grant any actual experience. After 30 days, the target repeats the Charisma saving throw. On a failure, the long-lasting curse remains for another 30 days and then the target repeats the saving throw again. On a success, the curse is removed DISGUISED BLAST 1st-level illusion (Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: 90 feet Components: V, S, M (a glass eye) Duration: Instantaneous You send a missile of magical force, camouflaged and disguised by illusion, hurtling at one creature that you can see within range. The target makes an Intelligence saving throw, taking Sd4 force damage on a failure, or half as much damage on a success. A target automatically succeeds on its save against the spell if it doesn't rely on sight, as with blindsight, or if it can see through illusions, as with truesight. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st. DIRE JINX: EXAMPLE DEADLY ENCOUNTERS The dire jinx spell can force its unlucky target to face deadly encounters. Examples include: • Falling off a steep cliff into choppy rapids • Meeting drunken angry bandits when out alone • Encountering a rare and dangerous monster • Stumbling into the way of a ruthless assassin • Being mistaken for a horrid wanted criminal and taken for swift execution • Experiencing a terrible magical accident in an academy or laboratory


DISGUISE OTHER 2nd-level illusion (Artificer, Bard, Sorcerer, Wizard) Casting Time: 1 action Range: Touch Components: V, S, M (a disguise kit) Duration: Concentration, up to 1 hour You touch one willing creature and make it - including its clothing, armor, weapons, and other belongings on its person - look different for the duration. The target can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change the target's body type, so you must select a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a cloak to the target's outfit, objects pass through the cloak, and anyone who touches it would feel nothing or would feel the target's real clothing beneath it. To discern that the target is disguised, a creature can use its action to inspect the target's appearance and must succeed on an Intelligence (Investigation) check against your spell save DC. The spell ends if you're more than 150 feet away from the target, if the target makes an attack or casts a spelL or if the target uses its action to dismiss the illusion. DRAINING SMITE 3rd-level (Blood) necromancy (Paladin only) Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The first time you hit with a melee weapon attack during this spell's duration, your weapon pulses with crimson energy, and the attack deals an extra 3d6 necrotic damage to the target. Additionally, if the target is a creature that isn't a construct or undead, you regain hit points equal to the necrotic damage taken by the target, or half as many hit points if the target doesn't have blood, and the target must make a Constitution saving throw. On a failed save, the target can't regain hit points until the spell ends. It can repeat the saving throw at the end of each of its turns, ending the spell on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by ld6 for each slot level above 3rd DUPLICATION 9th-level illusion (Wizard only) Casting Time: 1 action Range: 60 feet Components: V, S, M (a mirrored sphere) Duration: Concentration, up to 10 minutes You create a powerful illusion to copy the appearance and abilities of one willing humanoid that you can see within range. If the target can't be charmed, the spell fails. Otherwise, the illusion appears in an unoccupied space you can see within range, and it lasts until it is reduced to O hit points or the spell ends. The illusion looks and sounds exactly like the target did when the spell was cast, including any equipment it was carrying or wearing. Roll initiative for the illusion, which has its own turns. Its statistics are identical to the statistics that the target had when the spell was cast, except that it can't cast spells, activate magic items, use features or traits that recharge on a short or long rest, or restore hit points to a creature or object. It gains the benefits from any magic items the target had equipped, but the items are illusions and disappear if removed The illusion is under your control: it acts the same as how the target would act, except it is charmed by you and treats you as a close friend The illusion can't move more than 150 feet away from you. If it ends its turn more than 300 feet away from you, the spell ends. A creature that uses an action to examine the illusion can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. Creatures that don't rely on sight, as with blindsight, or that can see through illusions, as with truesight, can automatically discern the illusion's true nature, and they have resistance to damage caused by the illusion as well as advantage on attack rolls against the illusion. THE IMPERMISSICON


EGO SHOCK Enchantment cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: 60 feet Components: V, S, M (an undecorated mask) Duration: 1 round You attempt to suppress the personality of a creature you can see within range. If the target can hear you, it must succeed on a Charisma saving throw or take ld8 psychic damage and suffer disadvantage on your choice of the next Intelligence, Wisdom, or Charisma check it makes before the end of your next turn. This spell's damage increases by ld8 when you reach 5th level (2d8), 11th level (3d8), and 17th level ( 4d8). ENVENOMED WEAPON 4th-level conjuration (Artificer, Druid, Ranger, Wizard) Casting Time: 1 bonus action Range: Touch Components: V, S, M (a vial of poison) Duration: Concentration, up to 1 hour You touch a weapon and wreathe it in magical venom. Until the spell ends, the weapon is magical if it wasn't already, and each time an attack using the weapon hits a creature, it must succeed on a Constitution saving throw or take 3d6 extra poison damage from the attack. ESSENCE SAP 6th-level (Blood) necromancy (Sorcerer, Warlock, Casting Time: 1 action Range: 60 feet Wizard) Components: V, S, M (a red pearl worth at least 500 gp) Duration: Concentration, up to 1 minute You siphon energy from the blood, body, and soul of one creature that you can see within range. The target must succeed on a Constitution saving throw or else it takes 4d10 necrotic damage, it gains one level of exhaustion, and a ghostly cord of necrotic magic connects you and the target for the duration. If the target ends its turn outside the range of the spelL the cord is severed and the spell immediately ends. While the cord connects you, the target is poisoned, and you can use your action on each of your turns to siphon from the target, causing it to take 4dl0 necrotic damage and gain one level of exhaustion. At the end of each of the target's turns, it must make a Constitution saving throw, ending the spell on a success. Whenever you deal necrotic damage with this spelL if the target has blood or unexpended spell slots, you can restore the use of one of your expended 1st-level spell slots or reduce your exhaustion level by 1. All exhaustion caused by this spell is removed from a creature when it finishes a short or long rest with food and water to snack on during the rest. The spell can't raise a creature's exhaustion level above five. THE IMPERMISSICON FANMAD EXAGGERATED DEMISE 6th-level illusion (Bard, Wizard) Casting Time: 1 reaction, which you take when you are dealt damage Range: 60 feet Components: M (a vial of red liquid that isn't blood) Duration: Concentration, up to 1 minute You create a hypnotic scene of your own death as the real you becomes invisible. You can depict your death and your corpse in any manner that you desire. Each creature of your choice within range must succeed on a Wisdom saving throw or else become charmed until the end of its next turn. While charmed in this way, it can't move and is incapacitated A creature that can't see you when you cast the spelL that can see through illusions, as with truesight, or that doesn't rely on sight, as with blindsight, automatically succeeds on the save. The illusion of your corpse lasts until the spell ends. Physical interaction with the corpse reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the corpse can determine that it is only an illusion if it succeeds on an Intelligence (Investigation) check against your spell save DC. Once a creature discerns the illusion for what it is, the creature can see through the illusory corpse as if it were partially transparent until the spell ends. You remain invisible until the spell ends or until you attack or cast a spell D&D UNLEASHED (vl.O


78 EXCITE EMOTIONS 3rd-level enchantment (Bard, Cleric, Warlock) Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration up to 1 minute You attempt to inflame strong emotions in a group of people. Each humanoid in a 15-foot-radius sphere centered on a point you choose within range must make a Wisdom saving throw. Choose one of the following options, which each target experiences on a failed save. You can make targets feel a sudden surge of a single emotion while the spell lasts. Each target feels either anger, uncertainty, sadness, joy, disgust shock, trust, anticipation, shame, lust, pity, or another emotion of your choice. The DM determines how each creature's actions are influenced by the emotion. Alternatively, you can choose for each target to be charmed, frightened, or hostile toward one creature of your choice that it can see or hear until the spell ends. Each creature still has control over its actions and is not forced to take any particular action such as fighting or fleeing, but this effect may still influence its actions. It repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. When the spell ends on a creature, it must make an Intelligence saving throw. On a success, it is aware that its emotions were influenced by the spell Otherwise, the creature remains unaware of the spell's effect. FRACTAL ARMAMENT 6th-level illusion (Bard, Sorcerer, Wizard) Casting Time: 1 bonus action Range: Touch Components: V, S Duration: Concentration, up to 1 hour You touch a weapon or shield and wrap it in a complex shifting illusion that appears to create duplicates of the object when wielded The illusion is so powerful that it feels real and can even block and harm those who aren't able to disbelieve it. Creatures that don't rely on sight, as with blindsight, or can see through illusions, as with truesight, are not affected by the spell Until the spell ends, if the target is a weapon, it gains the following benefits: CHAPTER TWO I SPELLS • Attacks made with the weapon have advantage and ignore cover, except against creatures that aren't affected by the spell If such an attack hits, it deals bonus bludgeoning, piercing, or slashing damage equal to the weapon's damage dice and type. • If it was nonmagicaL it is magical for the duration. If the target is a shield, it gains the following benefits: • The wielder gains a +2 bonus to AC, and creatures that attack the wielder do so with disadvantage, except attackers that aren't affected by the spell • The wielder gains advantage on Dexterity saving throws caused by creatures unless those creatures aren't affected by the spell If the object can be used simultaneously as a shield and a weapon, the wielder must choose at the start of each of their turns whether to gain the benefits as shield or a weapon that round, but not both at the same time. FRAILTY 9th-level necromancy (Cleric, Druid, Warlock, Wizard) Casting Time: 1 action Range: 30 feet Components: V, S, M (a turtle shell and smoke in a box) Duration: Concentration, up to 1 minute Your magic corrupts the health of one creature you can see within range. The target takes 8d6 necrotic damage and must make a Constitution saving throw. On a failed saving throw, the target's Strength score is reduced to 8 if it was higher, it deals half damage with weapon attacks that use Strength, its exhaustion level is increased to 4 and can't be reduced below 4, and it suffers disadvantage on any Constitution checks, Constitution saving throws, and death saving throws, all lasting for the duration. The target repeats the saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it stops making saving throws against the spell The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind If you maintain your concentration on this spell for the entire possible duration, this frailty becomes permanent. It can only be ended by greater restoration, heal, or wish cast as a 9th-level spell Undead and constructs are immune to this spell D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON


GLAMOUR VEIL 1st-level enchantment (Bard, Ranger, Sorcerer, Warlock, Casting Time: 1 action Wizard) Range: Self Components: V, S, M (a carving of an elephant worth at least 50 gp) Duration: Concentration, up to 10 minutes You surround yourself in distracting magic that shrouds you from those who haven't yet noticed you. You become invisible to each creature that you are hidden from. You remain invisible to each creature until you are no longer hidden from it or the spell ends. Undead and creatures that can't be charmed are unaffected by the spell The spell ends if you attack or cast a spell GoRE SPIKE (Blood) Necromancy can trip (Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You attempt to rip the blood from a foe's body. One creature that you can see within range must succeed on a Constitution saving throw or else take ldl0 necrotic damage. The target has disadvantage on any saving throws to maintain concentration caused by this spell This spell has no effect on creatures with no blood At 5th leveL the spell deals 2d10 necrotic damage. At 11th level it deals 3d10, and at 17th level it deals 4dl0. GRAVE SOIL 5th-level necromancy (Cleric, Druid, Sorcerer, Warlock, Casting Time: 1 action Wizard) Range: 90 feet Components: V, S, M (graveyard soil and bone marrow mixed together in a container worth at least 25 gp) Duration: Concentration, up to 1 minute You infuse the ground within an area you choose within range with necromantic energy. The area is a cube up to 50 feet on a side. This magic darkens the earth and causes spectral hands to rise and grasp for the living. Until the spell ends, each creature that starts its turn on the affected ground or moves onto it for the first time on a turn must make a Constitution saving throw. On a failed save, a creature takes 4d6 necrotic damage, or 4d8 necrotic damage if it is prone, and until the start of its next turn, it is restrained and can't regain hit points. On a success, it takes half as much damage and suffers no other effects. The spell treats creatures that cannot be prone as if they are always prone instead Creatures that are buried in or burrowing through the affected ground have disadvantage on the saving throw, and they are paralyzed while restrained by the spell The spell has no effect on undead or constructs. GRAVITY WELL 9th-level transmutation (Wizard only) Casting Time: 1 action Range: 150 feet Components: V, S, M (a meteorite worth at least 800 gp) Duration: Concentration, up to 1 minute You summon a melon-sized orb of pitch-black gravity in an unoccupied space you can see within range that lasts for the duration. The area within 100 feet of the orb is difficult terrain, and the area within 30 feet of the orb is difficult terrain that costs 3 feet of speed for every 1 foot of movement. The area spreads around corners. At the start of each of your turns, each creature within 100 feet of the orb must succeed on a Strength saving throw or else take 3d10 bludgeoning damage and be pulled 20 feet toward the orb. Creatures within 40 feet of the orb make the saving throw with disadvantage. The orb can pull creatures off the ground and into the air unless they can grab onto something which is firmly rooted to the ground When a creature that cannot fly is pulled into the air by this spelL it remains suspended there until it can make it back to the ground, escape the area of the spelL or the spell ends, at which point the creature falls if it can't fly. A suspended creature has disadvantage on Dexterity saving throws and weapon attacks, attacks against it have advantage, and it can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling1 which allows it to move as if it were climbing. A creature that enters the orb's space or ends its turn there takes 30d6 bludgeoning damage. This damage ignores resistance, and any creature or object that is reduced to 0 hit points by this damage is obliterated entirely, leaving no physical traces remaining. While it remains in the orb's space, it suffers the effects of being suspended in the air, and its speed is reduced to 0 feet. When you cast this spelL you may designate up to 6 other creatures that you can see within range as being protected from it. They automatically succeed on saving throws against the spell You are totally immune to the spell's effects, except that you still take damage if you enter the orb's space or start your turn there. The spell also affects and damages objects in the area that aren't being worn or carried CHAPTER TWO I SPELLS THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 79


80 GRIM TERROR 5th-level (Blood) necromancy (Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: Self (30 feet) Components: S, M (your own blood, from a wound) Duration: Concentration, up to 1 minute Your blood projects a grisly image of primal terror. Each creature other than you within 30 feet of you must make a Wisdom saving throw. On a failed save, it takes 4d10 psychic damage and becomes frightened of you for the duration. On a successful saving throw, it takes half as much damage and isn't frightened While a creature is frightened by the spelL it is incapacitated, it can't move, and all attacks made against it have advantage. It makes a Wisdom saving throw at the end of each of its turns. On a successful saving throw, it is no longer frightened by the spell The spell fails if you don't have blood If you have less than half of your hit points remaining, you can choose to have the spell extend out to 45 feet instead of 30 feet. This spell has no effect on constructs and undead HAUNTING HOUR 8th-level necromancy (Cleric, Warlock, Wizard) Casting Time: 1 action Range: 60 feet Components: V, S, M (a chunk from a gravestone) Duration: Concentration, up to 1 hour You call out to all the restless souls in the world, and six specters rise from the ground and appear in unoccupied spaces that you can see within range. If you cast this spell on desecrated ground or in a location of spiritual upset or old death, such as a graveyard, a serial killer's home, a haunted castle, or the site of a dark rituaL you summon eight specters instead (The DM has game statistics for these creatures.) The specters are friendly to you and your companions for the duration. Roll initiative for the specters as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you} If you don't issue any commands to them, they defend themselves from hostile creatures and attack the nearest living creature. Each specter disappears when it drops to O hit points or when the spell ends. If your concentration is broken, the specters don't disappear. Instead, you lose control of the specters, they become hostile toward you and your companions, and they might attack. An uncontrolled specter can't be dismissed by you, but it disappears on its own 1 hour after you summoned it. CHAPTER TWO I SPELLS HEARTBREAK 8th-level (Blood) necromancy (Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: Touch Components: V, S, M (a broken wedding ring worth at least 250gp) Duration: Concentration, up to 1 minute You incant wicked words and try to touch a creature that you can see to tear the vitality out of its body. Make a melee spell attack against the target. On a hit, the target takes 4d10 necrotic damage and 4d10 piercing damage, and it can't regain hit points until the end of your next turn. Until the spell ends, on each of your turns after the first, you can use your action to repeat the attack against a creature that you can see. If the spell reduces a creature that has blood and vital organs to O hit points, your hand plunges into the target's body and tears out a vital organ (usually its heart1 leaving the wound strangely closed Until the organ is returned to its proper location, the creature is unconscious and dying, it can't be stabilized, and it can't regain hit points. If your concentration is broken or you decide to end the spell early, each organ that was removed by the spell immediately teleports back to its proper location in its owner's body. Once the spell has completed its full duration, each organ can only be returned to its proper location via surgery or magic. HEMOK.INESIS (Blood) Transmutation cantrip (Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: 60 feet Components: S Duration: Instantaneous or 1 hour (see below) You choose an area of liquid blood that you can see within range and that fits within a 5-foot cube. You cannot affect the blood in a creature unless it is dead You manipulate the blood in one of the following ways. • You cause the blood to froth, creating a strong scent of blood in the air. This smell reaches 120 feet out in all directions from the blood and lasts for 1 hour. • You cause the blood to form into simple shapes and animate at your direction. This change lasts for 1 hour. • You instantaneously move or otherwise change the flow of the blood as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage. Alternatively, you can target one creature of size Medium or smaller that you can see within range that has blood and attempt to push the blood in its body. The target must succeed on a Constitution saving throw or else you can push the target up to 5 feet in any direction. If you cast this spell multiple times, you can have no more than one of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON


HEMORRHAGE 4th-level (Blood) necromancy (Cleric, Sorcerer, Casting Time: 1 action Warlock, Wizard) Range: 60 feet Components: V, S, M (a clove of garlic) Duration: Concentration, up to 1 minute You attempt to release the blood of one creature that you can see within range. The target must make a Constitution saving throw. On a failed saving throw, it takes 4d8 necrotic damage and its blood becomes easier to spill Until the spell ends, it has disadvantage on saving throws to maintain concentration, and each time it takes bludgeoning, piercing, slashing, or necrotic damage, that damage is increased by 1d8. On a successful saving throw, the target takes half damage and is otherwise unaffected Creatures without blood are immune to the effects of this spell At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage dealt increases by ld8 for each slot level above 4th. HINDAL'S SHRINKING HEX 8th-level transmutation (Bard, Cleric, Druid, Sorcerer, Casting Time: 1 action Warlock, Wizard) Range: 60 feet Components: V, S, M (the husk of a pygmy louse) Duration: Concentration, up to 1 hour You incant a wicked curse, ensorcelling one creature that you can see within range. The target must make a Charisma saving throw. If it can't hear you, it succeeds automatically. On a failure, the target becomes cursed for the duration and instantly shrinks until it is size Tiny. It remains that size until the spell ends or the curse is removed If it wasn't already size Tiny, it experiences the following effects while shrunken: • Whenever it takes damage, the damage is doubled • Its speed is reduced to one-fifth of its normal speed • It cannot wield weapons except tiny weapons made to be wielded by Tiny creatures, and the damage it deals with weapon attacks is halved • Attacks made against it have disadvantage. • It automatically fails Strength saving throws and ability checks, and it has disadvantage on any ability checks made to grapple or to escape from a grapple. • It has advantage on Dexterity (Stealth) and Dexterity (Sleight of Hand) checks, as well on Dexterity checks to avoid being grappled This spell can be ended early by a remove curse, greater restoration, or wish spell cast on the target. If you concentrate on this spell for the full duration, the effect becomes permanent until the curse is dispelled THE IMPERMISSICON HOODWINK 4th-level illusion (Artificer, Bard, Wizard) Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 hour You wrap a creature, object, or location that you can see within range in an outward-facing illusion. If the target is an unwilling creature or an object being carried or worn by one, the creature must make a Charisma saving throw. On a successful saving throw, the spell fails and the creature becomes aware that magic was cast on it. Creatures that are too close to the illusion are unable to perceive it. You decide what the illusion looks and sounds like, as well as the minimum range away from the target at which the illusion can be perceived, which can't be shorter than 1 foot or longer than 15 feet. The illusion can create sound and can be as large as can fit inside the chosen range. It stays centered on the target even if the target moves. The illusion can trick the senses of sight and hearing, but not touch, smeli or other senses. Physical interaction with the illusion reveals it to be false, because things can pass through it. A creature that uses its action to examine the illusion can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. As long as you are within range of the illusion, you can use your action to cause the image to alter its appearance and sound The illusion lasts until the spell ends, at which point it vanishes.


HUSH 2nd-level illusion (Bard, Ranger, Wizard) Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 hour You shroud one creature that you can see within range in quieting magic. If the target is willing and you touch the target as part of casting the spel~ it is affected by the spell Otherwise, it must make a Charisma saving throw, becoming affected only on a failed saving throw, and then repeating the saving throw at the end of each of its turns, ending the spell on a success. Until the spell ends, the target and any objects that it is wearing or carrying can't produce sound of any kind The target can't speak and is unable to provide verbal components, but it has advantage on Dexterity (Stealth) checks and it can't suffer any disadvantage on Dexterity (Stealth) checks caused by armor. In addition, it can choose to use your spellcasting ability modifier instead of its Dexterity modifier for Dexterity (Stealth) checks. ILLUSORY REVERSAL 2nd-level illusion (Bard, Sorcerer, Wizard) Casting Time: 1 reaction, which you take when you or a willing creature in range is hit by an attack Range: 60 feet Components: V Duration: Instantaneous You weave a clever illusion at the right time, confusing the attacker as they strike. The attacker must make an Intelligence saving throw. It automatically succeeds if it doesn't rely on sight, as with blindsight, or if it can see through illusions, as with truesight. On a failed save, the attack does not hit the original target. You may also choose one creature within 5 feet of the original target other than the attacker, forcing the attacker to reroll the attack against that creature. If it is a melee attack, the new target must be within the reach of the attacker. On a successful save, the attack hits the original target, but the attack's damage is reduced by an amount equal to your spellcasting modifier (minimum 1} INCITE SELF-HARM 3rd-level enchantment (Bard, Sorcerer, Warlock, Casting Time: 1 action Wizard) Range: 60 feet Components: V, M (a double-edged razor) Duration: 1 round You magically beckon to one creature that can hear you within range. The target must make a Charisma saving throw. On a failed saving throw, the target takes 3d10 psychic damage, it can't take reactions until the end of your next turn, and it immediately makes one weapon attack with advantage against itself. On a successful saving throw, the target immediately makes one weapon attack with disadvantage against itself, but suffers no other effects from the spell You choose which weapon the target uses for its attack. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the psychic damage dealt increases by ldl0 for each slot level above 3rd INFUSE BLOOD 2nd-level (Blood) abjuration (Artificer, Cleric, Paladin, Casting Time: 1 action Sorcerer, Wizard) Range: Touch Components: V, S Duration: 8 hours You touch a willing creature with blood and infuse its blood with magic. The target has advantage on saving throws against nonmagical disease until the spell ends. The first time the target takes damage that reduces its hit points to less than half of its maximum hit points, light flashes from its veins, ending the spell early. The target gains 3d6 temporary hit points which last for 1 minute, and each creature of the target's choice within 10 feet of the target must succeed on a Constitution saving throw or else take 2d6 force damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the temporary hit points and the force damage both increase by ld6 for each slot level above 2nd


INVESTITURE OF BLOOD 6th-level (Blood) transmutation (Cleric, Druid, Sorcerer, Casting Time: 1 action Warlock, Wizard) Range: Self Components: V, S Duration: Concentration, up to 10 minutes Your body softens and appears like crimson jelly. Until the spell ends, you gain the following benefits: • You are immune to poison damage and you have resistance to necrotic damage. • You can move through a space as narrow as 1 foot wide without squeezing. • Your hit point maximum can't be reduced, and you can't be grappled, paralyzed, poisoned, or restrained • You can use your action to expel a cloud of noxious blood mist from your sanguine body. Each creature in a 15-foot cube emanating from you must make a Constitution saving throw. A creature takes 2d10 poison damage on a failed saving throw, or half as much on a successful one. A creature that fails the save is also poisoned until the end of your next turn. JINX 4th-level divination (Bard, Cleric, Warlock, Wizard) Casting Time: 1 action Range: 30 feet Components: V, S, M (a shard of a shattered mirror) Duration: Concentration, up to 1 minute You incant and point at one creature you can see within range, cursing it with a premonition of horrid luck. The target must make a Charisma saving throw. On a failed saving throw, the target is cursed until the spell ends. While affected by this curse, the target has disadvantage on attack rolls, ability checks, and saving throws. The cursed creature repeats the saving throw at the end of each of its turns, ending the spell on a success. MALADY 7th-level (Blood) necromancy (Cleric, Druid, Sorcerer, Casting Time: 1 action Warlock, Wizard) Range: Touch Components: V, S, M (a warty severed toe) Duration: Until dispelled You make a melee spell attack against one creature you can see within range. On a hit, the target takes 5d8 + 20 necrotic damage and must make a Constitution saving throw. On a failure, it gains two levels of exhaustion and is cursed with a dark malady. On a success, it is poisoned until the end of its next turn but suffers no other effects. While cursed by the spelL the target is afflicted by an ever-changing medley of diseases that can't be cured or ended, causing it to be poisoned, blinded, and unable to regain hit points or reduce its exhaustion level Also, if the target has blood, it has disadvantage on any saving throws it makes to maintain concentration. THE IMPERMISSICON At the end of every 7 days, if the curse remains, the target takes 5d8 necrotic damage and gains one level of exhaustion, and it can make a Constitution saving throw. On a success, it ends the curse on itself. Undead and constructs are immune to the spelL and it can't increase a creature's exhaustion level above five. MAss INVISIBILITY 9th-level illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: 1000 feet Components: V, S, M (a glass orb filled with glass eyes) Duration: Concentration, up to 12 hours Up to a number of willing creatures or objects equal to 50 x your spellcasting ability modifier (minimum of 50 targets) that you can see within range become invisible for the spell's duration. Anything an affected creature is wearing or carrying is invisible as long as it is on the creature's person. Each affected creature can see each other affected creature and object as if they were visible. The spell ends for any target that attacks or casts a spelL but remains on other targets. You can use a bonus action to end the spell's effect on any number of targets, no matter where they are. The spell cannot target objects that are being worn or carried by creatures that are not willing. MIDNIGHT 9th-level illusion (Cleric, Druid, Sorcerer, Warlock, Casting Time: 1 minute Wizard) Range: 5 miles Components: V, S, M (a black diamond worth at least 1 000gp and the feather of an owl or raven) Duration: 8 hours You call upon the dark of deepest midnight to cover the land, affecting the entire area within range of you. For the duration, nonmagical light can't enter the area, and nonmagical light within the area is suppressed, leaving the area in nonmagical darkness except for sources of magical light, which only reach to half of their normal radiuses within the area. The area extends through total cover, but twenty feet of rock or metal or one foot of lead will block it. In addition, you and up to six other creatures of your choice that you can see when you cast the spell have dark.vision out to a range of 120 feet while within the spell's area until the spell ends. -. .... ·


MIND FOG 7th-level enchantment (Bard, Druid, Sorcerer, Warlock, Casting Time: 1 action Wizard) Range: 150 feet Components: V, S, M (a smoking pipe and bits of grass) Duration: Concentration, up to 10 minutes You create a cloud of silver-white fog that fills a 40-foot radius sphere centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell The area of the fog is heavily obscured When the fog appears, each creature in the fog must make an Intelligence saving throw. A creature must also make this saving throw whenever it ends its turn within the fog. On a failed saving throw, a creature takes Sd8 psychic damage, and until the end of its next turn, it can't take reactions and its speed is halved On a successful saving throw, a creature takes half as much damage and isn't slowed or prevented from taking reactions. The spell deals no damage to unconscious creatures or to creatures with an Intelligence score of 2 or lower. Saving throws to maintain concentration caused by this spell have disadvantage. Any creature reduced to O hit points by the spell's damage is stable instead of dying, but it permanently loses its memory of what happened between when the spell was cast and the current time. If you're within range of the sphere, you can move the sphere up to 30 feet as a bonus action on your turn. MIRROR.ARMY 7th-level illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: Self (20 feet) Components: V, S Duration: Concentration, up to 1 minute You weave an army of illusory duplicates, which mirror the appearance and actions of you and each creature of your choice that you can see within 20 feet of you. Until the spell ends, each mirrored creature in the area has advantage on attack rolls, and attack rolls made against any of those creatures suffer disadvantage. In addition, whenever a mirrored creature is targeted by a spelL if the caster is a creature, it must succeed on an Intelligence saving throw or the spell has no effect on the target, affecting an illusory duplicate instead A mirrored creature can attempt to hide even when it can be seen, by blending into the crowd It must use a Charisma (Deception) or (Performance) check instead of a Dexterity (Stealth) check, and it can be detected by either a Wisdom (Insight) or (Perception) check, as well as by the passive versions of both skills. Creatures that don't rely on sight, as with blindsight, or that can see through illusions, as with truesight, can choose to ignore the negative effects of the spell MIRROR WEAPON 3rd-level illusion (Artificer, Bard, Sorcerer, Wizard) Casting Time: 1 bonus action Range: Touch Components: V, S Duration: Concentration, up to 1 hour You touch a weapon and wrap it in a clever illusion that creates phantom duplicates of the weapon during battle. Until the spell ends, attacks made with the weapon have advantage except against creatures that don't rely on sight, as with blindsight, or can see through illusions, as with truesight. Whenever a creature hits with an attack using the weapon, the spell no longer grants advantage for the rest of that turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell doesn't stop granting advantage when an attack hits.


MOONLIGHT 7th-level evocation (Druid, Wizard) Casting Time: 1 action Range: Self (60 feet) Components: V, S, M (a silver mirror) Duration: Concentration, up to 1 minute You are surrounded by a silvery sphere of moonlight. While the spell lasts, you are heavily obscured, your space is filled with bright light, and you have resistance to radiant damage. You also shed dim light in a 60-foot radius which dampens any bright light that it touches, reducing that bright light to dim light. When you cast this spel~ you can designate any number of creatures you can see to be unaffected by it. When an affected creature enters the dim light for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. On a failed saving throw, a creature takes 6d6 radiant damage and suffers disadvantage on any attack rolls it makes before the start of its next turn. On a successful saving throw, it takes half as much damage and suffers no other effects. A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light. Light created by this spell is moonlight. MORTIFY 3rd-level enchantment (Bard, Sorcerer, Warlock, Casting Time: 1 action Wizard) Range: 60 feet Components: V, S Duration: 1 round Your magic provokes a deep shame within one creature that you can see within range. The target must make a Charisma saving throw. On a failed saving throw, the target takes 6d6 psychic damage, and until the end of its next turn, it can't take reactions or concentrate, and any attack rolls against it have advantage. On a successful saving throw, the target takes half as much damage and suffers no other effects. The spell can't affect constructs, undead, creatures that can't be frightened, or creatures that can't be charmed At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd The creatures must be within 30 feet of each other when you target them. NOXIOUS GEYSER 5th-level conjuration (Artificer, Druid, Sorcerer, Wizard) Casting Time: 1 action Range: 90 feet Components: V, S, M (sulfur and water) Duration: Concentration, up to 1 minute You create pressurized geysers of poisonous acid that spray upward in a 15-foot-radius, 30-foot-high cylinder in a location you specify within range. Each creature in the cylinder or on the ground within 15 feet of it must make a Dexterity saving throw. On a failed saving throw, a creature in the cylinder takes 6d4 acid damage plus 2d8 poison damage, and it is hurled 30 feet up to the top of the cylinder and then falls unless it can fly or stop the fall On a successful saving throw, it takes half as much damage and isn't hurled upward A creature outside the cylinder that fails its saving throw takes 2d4 acid damage as it is pelted by acidic showers, and takes no damage on a success. The spell also creates a cloud of invisible noxious gas that fills a 25-foot radius sphere centered on the bottom of the cylinder. The cloud spreads around corners and lasts for the duration or until strong wind disperses the cloud, ending the spell Any creature that ends its turn in the cloud must succeed on a Constitution saving throw or take 2d8 poison damage and be poisoned until the end of its next turn. Creatures that don't need to breathe automatically succeed on tl;iis saving throw ... ""' RULES TIP: FALLING SPEED & DAMAGE If a creature is moved into the air (such as by the new noxious geyser spell), it falls if it does not have a flying speed. The rules for falling assume that a creature immediately drops the entire distance when it falls if the fall is 5 00 feet or shorter. At the end of a fall, a falling creature takes l d6 bludgeoning damage for every l 0 feet it fell, to a maximum of 20d6. The creature becomes prone unless it avoids taking damage from the fall.


86 ORDAINMENT OF DARKNESS 9th-level necromancy (Cleric, Sorcerer, Warlock, Casting Time: 1 action Wizard) Range: Self Components: V, S, M (an onyx, jet, black opai or black pearl worth at least S00gp) Duration: Concentration, up to 10 minutes Your body transforms entirely into magical darkness for the duration, granting you the following benefits: • You are immune to necrotic damage and you have resistance to all damage except radiant damage. • You ignore the effects of disease, exhaustion, and poisons. Any poisons or diseases already in your system are suspended, not neutralized • You cannot be grappled or restrained • You are invisible while fully within darkness. • You can see normally in darkness and dim light, even in magical darkness, out to a range of 120 feet. • You can use an action on your turn to expand your darkness like a cloud, creating a sphere of magical darkness that spreads beyond walls and obstacles, remains centered on you, and moves with you. You choose the radius of the sphere, which can't be more than 30 feet. No sound can be created within or pass through the darkness, except for sound you create. You can use another action on your turn to change the size of the darkness or make it disappear. • When a spell that you cast deals necrotic damage, it ignores resistance to necrotic damage, and it deals extra necrotic damage equal to 10 + twice the spell's level A spell can't deal this extra damage to any creature more than once per tum. ORDAINMENT OF SLIME 9th-level transmutation (Druid, Sorcerer, Warlock, Casting Time: 1 action Wizard) Range: Self Components: V, S, M (an emerald, jade, or peridot worth at least S00gp) Duration: Concentration, up to 10 minutes Your body transforms entirely into magical ooze for the duration. Choose either acid or poison damage. You gain the following benefits while transformed: • You are immune to poison damage and you have resistance to all damage except necrotic damage. • You ignore the effects of disease, exhaustion, and poisons. Any poisons or diseases already in your system are suspended, not neutralized • You cannot be grappled or restrained • You can use a bonus action on your turn to swell or shrink, changing your size to your choice of Smali Medium, Large, or Huge until the spell ends, or to return to your normal size. CHAPTER TWO I SPELLS • You can enter other creatures' spaces and stop there, and other creatures treat your space as difficult terrain that costs 4 feet of speed for every 1 foot of movement. You can also move through a space as narrow as 1 inch wide without squeezing. At the end of each of your turns, you choose for your slime to be either toxic or caustic, and each other creature within your space must make a Constitution saving throw. On a failed save, a creature takes 6d8 acid damage if you chose caustic slime, or it becomes poisoned and blinded until the end of your next turn if you chose toxic slime. • When another spell you cast deals damage of the chosen type, it ignores resistance to that damage type, and it deals extra damage of that type equal to 10 + twice the spell's level A spell can't deal this extra damage to any creature more than once per turn. ORDAINMENT OF VOID 9th-level illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: Self Components: V, S, M (an amethyst or pearl worth at least S00gp) Duration: Concentration, up to 10 minutes Your body transforms entirely into magical thought for the duration, granting you the following benefits: • You are immune to force damage and you have resistance to all damage except psychic damage. • You ignore the effects of disease, exhaustion, and poisons. Any poisons or diseases already in your system are suspended, not neutralized • You cannot be grappled, restrained, or touched You can touch others, but you cannot grapple creatures or hold objects. You can enter the spaces of other creatures and stop there. • All attacks against you are made with disadvantage. • You can use a bonus action on your turn to teleport up to 60 feet to an unoccupied space you can see. • You are invisible, make no sound, and leave no smell However, when you cast a spell that uses somatic components, light flashes in your space, and when you cast a spell that uses verbal components, a howling sound can be heard from your space. Any objects you are carrying are also invisible, silent, and undetectable so long as they fit within your space. • When a spell that you cast deals psychic damage, it ignores resistance to psychic damage, and it deals extra psychic damage equal to 10 + twice the spell's level A spell can't deal this extra damage to any creature more than once per turn. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON


OVERWHELM EMOTIONS 7th-level enchantment (Bard, Sorcerer, Warlock, Casting Time: 1 action Wizard) Range: 150 feet Components: V, S Duration: Concentration, up to 1 hour You cause an unseen storm of raw emotion in a 30-foot sphere within range. Up to four creatures of your choice that you can see within the area must make a Wisdom saving throw. On a failed saving throw, a creature takes 12d6 psychic damage and is both charmed by you and frightened of you until the spell ends. While charmed or frightened in this way, a creature is incapacitated as it blubbers, screams, sobs, or expresses emotion in some other way. On a successful saving throw, it takes half as much damage and isn't charmed or frightened An affected creature must repeat the saving throw at the end of each of its turns. On a success, it is no longer charmed or frightened by the spell Damage from the spell can't reduce a target to less than 1 hit point. Undead, constructs, and creatures that can't be charmed or frightened are immune to the spell At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can affect one extra creature within the area for each slot level above 7th. PESTILENCE 9th-level necromancy (Cleric, Druid, Warlock, Wizard) Casting Time: 1 hour Range: 30 feet Components: V, S, M (1000 gp worth of black diamond dust, which the spell consumes, mixed into a clay jar filled with dead vermin and poisonous fungus) Duration: Until Dispelled You summon the essence of pure disease and inflict it on up to five incapacitated creatures that you can see within range. Each target must make a Constitution saving throw. On a failed saving throw, the target is infected by the disease. On a successful saving throw, the target can't be infected by the disease for 24 hours. An infected creature repeats the saving throw every 24 hours, taking 8d6 necrotic damage and gaining ld4 levels of exhaustion on a failed save. The creature's hit point maximum is reduced by an amount equal to the necrotic damage taken until it is cured If it successfully saves three times in a row, it is cured of the infection. Any effect that removes a disease grants an infected creature one successful saving throw. Only spells of 6thlevel or higher can cure the infection immediately. Any creature that spends more than 10 total minutes within 15 feet of an infected creature since it finished its last long rest must make a Constitution saving throw if it isn't already infected On a failed save, the creature is infected by the disease, and on a success, it can't be infected by the disease for 24 hours. The time spent with an infected creature doesn't have to be all at once and doesn't have to be from a single infected creature. At the DM's option, you may choose an alternative disease effect, such as one of the diseases described in Chapter Three, but the alternative effect should be no more powerful than the effect described above (an effect equivalent to a tier three disease} The DM has final say on such a disease's effect. The DM determines how effectively the disease spreads over time. Alternatively, the DM can choose to use the following table to determine its spread Every 24 hours after casting, the DM rolls a dlO0 and adds your spellcasting modifier and your proficiency bonus to the result, then checks the table based on that result. No Mild Moderate Intense Location Spread Spread Spread Spread Remote 01-25 26-90 91-100 Rural 01-12 13-65 66-95 96-100 Town 01-25 26-85 86-100 City 01-12 13-60 61-100 Location. The spread of the disease is determined by whatever description best matches the location where the most infected creatures are. "Remote" means a place where almost no one lives. "Rural" means a place where a community lives, but the community is dispersed, with the largest concentrations being small villages. "Town" means a place where more than a thousand people live in relatively close proximity. "City" means a place where more than ten thousand people live in close proximity. Intense Spread The number of infected creatures is increased by up to 50% (minimum of one creature} Moderate Spread The number of infected creatures is increased by up to 20% (minimum of one creature} Mild Spread The number of infected creatures is increased by up to 5% (minimum of one creature} No Spread There are no additional creatures infected that day. The number of infected creatures might decrease, if the DM decides so. CHAPTER TWO I SPELLS THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 87


88 PETRIFY 3rd-level transmutation (Druid, Warlock, Wizard) Casting Time: 1 action Range: 30 feet Components: V, S, M (petrified bone or amber worth at least 75gp) Duration: Concentration, up to 1 minute A beam of amber earthen energy lances from your finger toward one creature that you can see within range. Make a ranged spell attack against the target. On a hit, it takes Sdl0 necrotic damage, and it must make a Constitution saving throw if it has any limbs. On a failed saving throw, you choose one of its limbs to affect. That limb is turned to stone until the spell ends, and cannot be used to make attacks. The effect of losing a limb can be found in the following table, based on the chosen limb: Affected Limb Effects of Petrification Arm The target can no longer hold anything with the affected arm. If it only has one functional arm remaining, it can't hold anything with two hands, and it can hold only a single object at a time. If no arms remain, it can't hold anything at all. Leg The target's speed on foot is halved. If half or more of its legs are not functional and not replaced by prostheses, it must use a cane or crutch to move, it falls prone after using the Dash action, and it has disadvantage on • Dexterity checks made to balance. If no legs remain, it can't walk at all, and must crawl. Wing The target's flying speed is halved. If half or more of its wings aren't functional or replaced by prostheses, it cannot fly without the aid of magic. Tail The target's swimming and climbing speeds are halved, except those granted by magic, unless the limb is replaced by a prosthesis. Fin The target's swimming speed is halved unless it is granted by magic or the limb is replaced by a prosthesis. For the duration, the target must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell two times, the spell ends. If it fails saves four times, it stops making saving throws for this spell The successes and failures • don't need to be consecutive; keep track of both until the target collects enough of either kind If you maintain your concentration on this spell for the entire possible duration, the limb stays petrified until the effect is dispelled or removed Any effect that can end the petrified condition or restore a missing limb can also end this effect. If the affected limb is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. Undead, constructs, and creatures that cannot be petrified are entirely immune to this spell At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage dealt increases by ldl0 for each slot level above 3rd CHAPTER TWO I SPELLS PHANTASMAL PLUNGE 5th-level illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: 150 feet Components: V, S Duration: 1 round Choose up to 6 creatures that you can see within range. You fabricate a vivid illusion that shows your magic breaking the ground in under the targets, complete with every sensation of a sudden horrible fall to the death, though it only lasts a moment or two. Each target must make an Intelligence saving throw. On a failed saving throw, a target takes 6d 10 psychic damage, falls prone, and cannot take reactions until the end of your next turn. On a successful saving throw, a target takes half as much damage and suffers no other effects from the spell Creatures that can't be frightened have advantage on the saving throw and resistance to the spell 's damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can choose an additional target for each slot level above 5th. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON


PHANTOM WORLD 9th-level illusion (Bard, Warlock, Wizard) Casting Time: 1 action Range: 60 feet Components: V, M (a dollhouse or glass orb containing tiny figures in a mimicry of life, worth at least 900 gp) Duration: Instantaneous One creature you can see within range must succeed on an Intelligence saving throw or else experience hallucinations that seamlessly overtake its reality. It experiences an entire hallucinatory day in a single moment of real time. You have full control over what it experiences, and you can describe the nature of the day that it lives (and can choose to make it as wonderful or nightmarish as you please} You and the DM may even act out some of the visions that it has. The illusion the target experiences is fully immersive, belied by none of the senses, and feels like unshakable reality. You know everything that the target experiences in this hallucination. For example, you know if it confesses to any horrible crimes or if it reveals its weaknesses or fears. The DM has final say over how the target reacts within the hallucination. At the end of the hallucination, you can choose to deal the target 30d8 psychic damage. After that, the target must make a Wisdom saving throw, with advantage on the roll if it succeeded on its Intelligence saving throw. On a failed saving throw, it is either frightened of you orcharmed by you (your choice) for a number of days equal to your spellcasting ability modifier. The effect is not magical and can't be dispelled except by the wish spell PLAGUE VECTOR 3rd-level necromancy (Cleric, Druid, Sorcerer, Warlock, Casting Time: 1 action Wizard) Range: 60 feet Components: V, S, M (the corpse of a rat) Duration: Concentration, up to 1 minute You attempt to turn one creature that you can see within range into a vector for magical disease. The target and each creature of your choice within 10 feet of the target must make a Constitution saving throw. On a failed saving throw, a creature takes 2d6 poison damage and ld8 necrotic damage and becomes poisoned until the spell ends. On a successful saving throw, it takes half as much damage and isn't poisoned A poisoned creature repeats the saving throw at the end of each of its turns, taking 2d6 poison damage and ld8 necrotic damage on a failure, and ending the effect on itself on a success. Each time the target fails its saving throw at the end of its turn, each other creature of your choice within 10 feet of the target that isn't already poisoned by the spell must make a Constitution saving throw, with the same effects as the spell's initial saving throw. {).,,(" e f Ao$e w l..o {e().,,f" n -f?;z.z.o.,K Creatures that are immune to disease are immune to the spell Once a creature has successfully saved against the spelL it is immune to that casting of the spell Any creature that is poisoned by this spell can be cured by any effect that cures diseases. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the necrotic damage dealt increases by ld8 for every two slot levels above 3rd POISON FANG 7th-level conjuration (Druid, Sorcerer, Warlock, Wizard) Casting Time: 1 bonus action Range: Self Components: V, S, M (bracelet woven with snake fangs) Duration: Concentration, up to 10 minutes You conjure a dagger made of emerald poison in your free hand that lasts for the duration. If you let go of the dagger, it disappears, but you can conjure it again as a bonus action. When it is thrown, it only disappears after it hits or misses a target, and it returns to your hand the next time you conjure it. You can use your action to make a melee spell attack using the dagger, or you can throw it to make a ranged spell attack against a target within 30 feet. On a hit, the target takes 7 d8 poison damage and becomes poisoned until the spell ends. It must make a Constitution saving throw at the end of each of its turns. On a success, it is no longer poisoned by the spell The spell attack also counts as a weapon attack made using a finesse weapon, and you can choose to use your Dexterity modifier instead of your spellcasting modifier for the attack roll At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by ld8 for every slot level above 7th. POISON FOOD OR DRINK 2nd-level necromancy (Artificer, Druid, Ranger, Sorcerer, Casting Time: 1 minute Warlock, Wizard) Range: Touch Components: V, S, M (herbal reagents worth at least 25gp, which the spell consumes) Duration: Concentration, up to 1 hour You lay your hands upon up to 10 lbs of food or up to 5 gallons of drink, infusing the target with poison for the duration. Any creature that consumes the poisoned food or drink must succeed on a Constitution saving throw after 1 minute or else take 3d8 poison damage and be poisoned until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the maximum duration increases by 1 hour, the damage dealt increases by ld8, and the amount of food or drink that can be infused doubles for each slot level above 2nd CHAPTER TWO I SPELLS THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 89


90 POLLUTING SLUDGE 6th-level conjuration (Druid, Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: 90 feet Components: V, S, M (mercury, swamp water, and tar) Duration: Concentration, up to 1 minute You conjure toxic gray sludge to coat the ground and all the liquid surfaces in a 60-foot cube within range. The sludge is 6 inches high and lasts until the spell ends. A creature moving through the sludge must spend 3 feet of movement for every 1 foot it moves. Each creature that starts its turn in the area or enters it for the first time on a turn must make a Constitution saving throw. On a failure, it takes 4dl0 poison damage, and it is poisoned and can't move until the start of its next turn. Creatures that are prone and creatures that can't be prone because of the shape of their body have disadvantage on the saving throw. RAISE ABOMINATION 9th-level necromancy (Cleric, Warlock, Wizard) Casting Time: 1 hour Range: 10 feet Components: V, S, M (a black diamond worth at least 7 50 gp and the heart of a fiend whose challenge rating was at least CR 9, both of which the spell consumes) Duration: Instantaneous You use magic and skill to combine at least four corpses of Medium humanoids within range, creating an undead abomination. You can use corpses of Small humanoids instead, but you need two for every Medium corpse you replace. At the end of casting, your magic animates the undead abomination you've created It has the statistics of a flesh golem, except that it doesn't have immunity to lightning damage or the Lightning Absorbtion trait, it is an undead instead of a construct, and it is chaotic eviL because its horrid existence fills it with hatred (The DM has game statistics for this creature.) As a bonus action on each of your turns, you can mentally command your abomination if it is within 120 feet of you (if you control multiple, you can command any or all of them at the same time, issuing the same command to each one} You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. If it goes berserk while under your controL you can choose to make a spellcasting ability check instead of the normal Charisma (Persuasion) check to calm the abomination. The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the abomination for another 24 hours, you must cast this spell on it before the current 24-hour period ends. This use of the spell reasserts your control over your abomination rather than animating a CHAPTER TWO I SPELLS new one. When you cast the spell in this way, it requires no material components, and its casting time is only 1 minute instead of the normal time. RAY OF FATIGUE 3rd-level necromancy (Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute A purple coil of energy streaks from your hand toward a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 5d8 necrotic damage and gains one level of exhaustion, and until the spell ends, the target suffers the penalties for at least 3 levels of exhaustion at all times unless it is immune to exhaustion. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. Exhaustion caused by this spell is removed from a creature when it finishes a short or long rest with food and water to snack on. The spell can't raise a creature's exhaustion level above five. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by ld8 for each slot level above 3rd D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON


REFLECT MONSTER 8th-level illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: 60 feet Components: V, S, M (a hand mirror) Duration: Concentration, up to 1 hour One creature you can see within range must succeed on a Charisma saving throw or else your magic reflects the target into the form of an illusion. The illusion appears in an unoccupied space you can see within range, and it lasts until it is reduced to O hit points or the spell ends. The illusion looks and sounds exactly like the target did when the spell was cast, including any equipment it was carrying or wearing. It acts on the initiative of the target, taking its turn immediately after each of the target's turns. Its statistics are identical to the statistics that the target had when the spell was cast, except that it can't cast spells, activate magic items, use features or traits that recharge on a short or long rest, or restore hit points to a creature or object. It gains the benefits from any magic items the target had equipped, but the items are illusions and disappear if they are removed Unless the target is dead or at O hit points, you aren't able to control the illusion. Instead, the illusion spends each of its turns attempting to reduce the target to O hit points. Otherwise, the illusion is under your control: it acts the same as how the target would act, except it is charmed by you and treats you as a close friend If the illusion can't be charmed, it can't be controlled A creature that uses an action to examine the illusion can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. Creatures that don't rely on sight, as with blindsight, or that can see through illusions, as with truesight, can automatically discern the illusion's true nature, and they have resistance to damage caused by the illusion as well as advantage on attack rolls against the illusion. The illusion can't move more than 150 feet away from you. If it ends its turn more than 300 feet away from Yc;>U, the spell immediately ends. / REFLECT PERSON 5th-level illusion (Artificer, Bard, Sorcerer, Warlock, Casting Time: 1 action Wizard) Range: 30 feet Components: V, S, M (a hand mirror) Duration: Concentration, up to 1 minute One humanoid you can see within range must succeed on a Charisma saving throw or else your magic reflects the target into the form of an illusion. The illusion appears in an unoccupied space you can see within range, and it lasts until it is reduced to O hit points or the spell ends. The illusion looks and sounds exactly like the target did when the spell was cast, including any equipment it was carrying or wearing. It acts on the initiative of the target, taking its turn immediately after each of the target's turns. Its statistics are identical to the statistics that the target had when the spell was cast, except that it can't cast spells, activate magic items, use features or traits that recharge on a short or long rest, or restore hit points to a creature or object. It gains the benefits from any magic items the target had equipped, but the items are illusions and disappear if they are removed Unless the target is dead or at O hit points, you aren't able to control the illusion. Instead, the illusion spends each of its turns attempting to reduce the target to O hit points. Otherwise, the illusion is under your control: it acts the same as how the target would act, except it is charmed by you and treats you as a close friend If the illusion can't be charmed, it can't be controlled A creature that uses an action to examine the illusion can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. Creatures that don't rely on sight, as with blindsight, or that can see through illusions, as with truesight, can automatically discern the illusion's true nature, and they have resistance to damage caused by the illusion as well as advantage on attack rolls against the illusion. The illusion can't move more than 120 feet away from you. If it ends its tu_rn more than 150 feet away from you, the spell immediately end~ . .


92 RULES TIP: STARVATION Characters who don't eat or drink suffer the effects of exhaustion. Exhaustion caused by lack of food or water can't be removed until the character eats and drinks the full required amount. A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food. Any character can go without food for a number of days equal to 3 + their Constitution modifier (minimum l ). At the end of each day beyond that limit, a character automatically suffers one level of exhaustion by starvation. A normal day of eating resets the count of days without food to zero. RIZZAK'S RAVENOUS STARVATION 6th-level necromancy (Druid, Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: 90 feet Components: V, S, M (vulture liver and stale bread) Duration: Concentration, up to 1 minute You strike up to four creatures that you can see within range with deadly magical hunger that threatens to devour them from the inside. Each target must make a Constitution saving throw. On a failed saving throw, a target takes 10d4 acid damage and it is poisoned until the spell ends. On a successful saving throw, it takes half as much damage and isn't poisoned A poisoned creature must repeat the saving throw at the end of each of its turns, ending the effect on itself on a success and taking 6d4 acid damage on a failure. A creature can use its action to eat as quickly as it can, if it has unspoiled food available to eat. As a result, it gains advantage on its next saving throw against the speii and it doesn't take damage if it fails that saving throw, but it gains no sustenance from the food A creature suffering from exhaustion by starvation has disadvantage on the saving throw. Any creature that does not need to eat is immune to the spell At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. CHAPTER TWO I SPELLS M7 fine1>i- w ~;i< ot • o./_/.. •• ... • -f?; z.z.0-I< RizzAK'S RED DEATH 9th-level (Blood) necromancy (Sorcerer, Warlock, Casting Time: 1 action Wizard) Range: 300 feet Components: V, S, M (six drops of fiend's blood) Duration: Concentration, up to 10 minutes You create a crimson cloud of toxic blood mist that fills a 150-foot radius sphere and lasts for the duration. The mist spreads around corners and is heavily obscured When the cloud appears, each creature within it must make a Constitution saving throw. A creature must also make this saving throw when it ends its turn in the area. On a failed saving throw, a creature takes 8d8 poison damage and 8d8 necrotic damage and is poisoned until the spell ends. A poisoned creature repeats the saving throw at the end of each of its turns while it isn't within the cloud, taking the spell's damage on a failed save, and ending the effect on itself on a success. Until the spell ends, at the start of each of your turns, the radius of the sphere increases by 30 feet, up to a maximum of a 300-foot radius. Any creature with blood that has no more than half of its hit points remaining has disadvantage on saving throws against the spell Extremely strong wind can disperse the cloud, such as wind from the wind wake spell or the strongest wind created by the control weather spell D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON


RIZZAK1S REEKING FILTH 2nd-level necromancy (Artificer, Cleric, Druid, Ranger Casting Time: 1 action Sorcerer, Warlock, Wizard) Range: 10 feet Components: V, S, M (a clump of some kind of filth) Duration: Concentration, up to 1 minute You spray foul-smelling filth in a swirl around you. Each creature other than you that is within range must make a Dexterity saving throw. On a failed saving throw, it is spattered by noxious filth and takes 3d6 poison damage, or half as much damage on a successful saving throw. Until the spell ends, you give off a potent stench. Each creature that starts its turn within range must succeed on a Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature automatically succeeds on any further saving throws against this casting of the spell Creatures of your choice are immune to this stench. If you are targeted by an effect that ends the poisoned condition, you must succeed on a DC 15 spellcasting ability check or else the spell ends immediately. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by ld6 and the range increases by 5 feet for each slot level above 3rd SANDMAN'S SLUMBER 8th-level enchantment (Bard, Sorcerer, Wizard) Casting Time: 1 action Range: Self (30 feet) Components: V, S, M (a bag of sand) Duration: Concentration, up to 10 minutes Your hands swirl with dreamlike sand and dust that sprays out in a 60-foot cone. Roll 1 0d8. Each creature in the area with hit points equal to or less than your total must make a Charisma saving throw. On a failed saving throw, a creature falls asleep and unconscious until the spell ends, the creature takes damage, or someone uses an action to shake or slap the creature awake. On a success, a creature becomes immune to this casting of sandman's slumber. Until the spell ends, you can use an action on each of your turns to release another cloud of dust, with the same effects as when the spell is initially cast. If you maintain your concentration on this spell for the entire possible duration, any creatures that are still sleeping do not wake up. Each creature remains asleep until it finishes a long rest, takes damage, or someone uses an action to wake the creature. Undead, contructs, and creatures that can't be charmed are immune to the spell SANGUINE WAVE 1st-level (Blood) necromancy (Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: 60 feet Components: V, S, M (a goblet or a humanoid skull) Duration: Instantaneous Choose either yourself, a willing creature within range that has less than half of its hit points remaining, or the body of a creature within range that was reduced to 0 hit points or killed within the last minute and that has not regained hit points since then. The target must have blood, or else the spell fails. A wave of crimson energy surges out from the target. Each creature other than the target within 5 feet of the target must make a Constitution saving throw, taking 2d8 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by ld8 for each slot level above 1st. SHADOW LANCE Illusion cantrip (Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: 60 feet Components: V, S Duration: 1 round You weave shadow into a solid spike and hurl it at a creature that you can see within range. The target must succeed on a Dexterity saving throw or else take ld8 piercing damage. If both you and the target are in dim light or darkness, the target instead takes ldlO piercing damage, and you are heavily obscured to it until the start of your next turn. The effect ends immediately if you or the target enter bright light. The spell's damage increases by one die when you reach 5th level (2d8 or 2d10), 11th level (3d8 or 3d101 and 17th level (4d8 or 4d10~


SHADOW SPIES 3rd-level necromancy (Bard, Cleric, Sorcerer, Wizard) Casting Time: 10 minutes Range: 100 miles Components: V, S, M (black sludge or tar inside a cauldron worth at least 300gp) Duration: Concentration, up to 8 hours While casting this spelL dark spectral smoke rises from the cauldron that you're using as a material component. The smoke reaches up to 300 feet upward, potentially revealing your dark magic to anyone nearby. When you finish casting the spelL you conjure three shadowy spirits to spy on your enemies. The spirits are Medium, and they appear in unoccupied spaces of your choice that you can see within 30 feet of you. Each spirit has the statistics of a specter, except that it has AC 10, 1 hit point, and it can't attack. When a spirit drops to 0 hit points or the spell ends, that spirit disappears. When the spirits appear, you give them a description of one creature you want them to seek. If you do not, the spirits languish and do nothing. Once you finish your description, the spirits fly into the sky and go in different directions, cackling gleefully as they leave. To determine how successfully the spirits search, the DM secretly rolls a number of dl 00s equal to the number of spirits conjured and consults the table for the results of each dl00 separately. Partial Total Distance Mishap Failure Success Success Less than 2 miles 01-50 51-100 Between 2 and 5 01 02-34 35-67 68-100 miles Between 5 and 01-03 01-50 51-80 81-100 l 0 miles Between l 0 and 01-05 06-65 66-85 86-100 20 miles Between 20 and 01-08 09-70 71-90 91-100 50 miles Between 50 and 01-12 13-80 81-95 96-100 100 miles Unreachable 01-15 16-95 96-100 Distance. The spirits' ability to locate the target is partially determined by the distance to the target. The DM should keep the distance a secret when they roll on the table. If the distance is between two entries, choose the entry for shorter distances. "Unreachable" means the target is somewhere that the spirits cannot reach under any circumstances. Some examples of situations where the spirit cannot reach the target include: • The target is more than 100 miles away or is on another plane of existence. • The target is in a consecrated location or within an antimagic field, or is protected by a circle of salt or the magic circle spell • The target is shrouded in a hidden location. • The target is disguised beyond the spirits' abilities. Total Success. The spirit returns just before 2d4 hours have elapsed It successfully located the target and tells you exactly where they were found The spirit also provides you with any additional information that could have been gathered from a Partial Success. Partial Success. The spirit returns just before 8 hours have elapsed It wasn't able to locate the target, but it did find traces of the target's existence that can aid in tracking or investigating the target. For the next 48 hours, you have advantage on ability checks made to locate, track, or investigate the target and their lifestyle. Failure. The spirit returns just before 8 hours have elapsed It found no traces of the target and can provide no additional information about the target. Mishap. The spirit might return after ld6 hours have elapsed, or it might not return at alL having been trapped or reduced to 0 hit points. Either way, the spirit did not locate the target, and instead encountered a new source of danger. Perhaps the spirit found information that will place you in harm's way for knowing. Alternatively, the spirit might have attracted attention or upset someone, leading a new threat to come after you. The DM decides how the mishap occurs. If multiple spirits get this result, the mishaps do not stack. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell conjures one additional spirit for each slot level above 3rd THE IMPERMISSICON


SIFT MEMORY 7th-level enchantment (Bard, Wizard) Casting Time: 1 minute Range: Touch Components: V, S, M (a blank tome or scroll worth at least 300 gp) Duration: Concentration, up to 1 hour You touch one incapacitated creature and attempt to enter its mind to view its memories. The target must make a Charisma saving throw, with advantage if it is conscious. On a failed saving throw, the target becomes unconscious until the spell ends, and for the duration, the material component becomes filled with new text and images, allowing you to peruse the target's mind like a library. So long as you are within 5 feet of the target and it is still unconscious, you can touch an entry on the material component to instantly experience the memory that entry represents. Choose two of the following options to determine what memories appear as images or entries: • Life Story. There are entries for the most important, pivotaL and personal memories of the target's entire life. Long periods of time are experienced as vague medleys of many similar memories, but singular events are vividly experienced with detail • The Past Day. There are entries for all the target's memories from the past 24 hours, experienced with detail This includes any dreams or hallucinations the target experienced during that time. • Worldly Knowledge. There are entries for all of the worldly information the target strongly remembers. This typically includes things such as the capitaL name, and history of its homeland, the routes and landmarks it has often recalled and remembers welL and the general information about people it knows and remembers from the world, like its family and friends or a favorite celebrity. However, this may also reveal more specific knowledge. For example, if the target is a wizard, this might reveal details of the books they often reference for their magical studies. In addition, you can search for the answers to up to three simple questions of your choice. Each question must be in the form of either a "yes/no" question or a simple question asking "who, what, when, where," or "how." Examples include: "Who does the target view as the worst enemy she's ever faced," and "How did the target break into the duke's enchanted bedroom?" For each of these questions, if the answer exists in the target's memory, you find an entry within the results that shows you the answer. For example if you asked "Did the target really intend to betray his allies?", you might find among the memories the target's strong recollection of when he made the decision. This spell may reveal memories to you that the target has repressed, which are consistent and unchanging, but often murky and unclear. Knowledge that you gain from this spell is subjective. If the target remembers things incorrectly, or if its memories have been changed, the spell does not reveal this to you. The process of sifting through the target's memory leaves it drained and confused The target gains one level of exhaustion, and it will take at least 1 hour after casting to regain consciousness, regardless of its hit points or other conditions. In addition, the target's head (or its body, if it has none) carries a faint magical aura for the next 24 hours which can be perceived using the detect magic spell or other similar effects. Whenever the target fails a saving throw against detect thoughts or a similar effect before the aura vanishes, the mindreader becomes aware that someone else has sifted through the target's memory in the past 24 hours. When the spell ends, if the target is still unconscious, you can have the target forget the last 1 minute of time before it became unconscious. CHAPTER TWO I SPELLS THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 95


SouLBLADE 6th-level necromancy (Cleric, Sorcerer, Warlock, Casting Time: 1 bonus action Wizard) Range: Self Components: V, S Duration: Concentration, up to 10 minutes You create a glowing blade of magical force in your free hand, made from a small piece of your soul The blade is similar in size and shape to a longsword, and it lasts for the duration. If you let go of the blade, it disappears, but you can summon the blade again as a bonus action. You can use your action to make a melee spell attack with the soul blade. On a hit, the target takes 6d6 force damage plus 3d10 radiant damage (if you are good or neutral) or 3d10 necrotic damage (if you are evil~ which ignores resistance. If the target is an incorporeal undead, such as a ghost, or a soul removed from its body, the attack deals maximum damage and ignores immunity. The attack also counts as a melee weapon attack made using a magic weapon, and you can choose to use your Strength modifier or your Dexterity modifier instead of your spellcasting modifier for the attack roll The blade sheds bright light in a 15-foot radius and dim light for an additional 15 feet. A creature killed by this spell has its soul injured, and cannot be restored to life except by a true resurrection or wish spell You add your spellcasting ability modifier as a bonus to saving throws to maintain concentration on this spell You can use a bonus action to end the spell early. If the spell ends for any other reason, you lose the fragment of your soul that was left in the blade, causing you to take 6d6 necrotic damage and gain one level of exhaustion. This damage cannot be prevented or reduced and it igno~es resistance and immunity. SOUL EXPULSION 8th-level necromancy (Cleric, Sorcerer, Wizard) Casting Time: 1 action Range: 150 feet Components: V, S, M (a piece of an ancient gravestone) Duration: Instantaneous You blast a foe's soul with magical power, causing it to glow with otherwordly light. Choose one creature that you can see within range, which must make a Charisma saving throw. On a failed saving throw, the target takes 1 ld8 necrotic damage and is stunned until the start of your next turn. On a successful saving throw, the target takes half as much damage and isn't stunned Each creature of your choice other than the target that is within 60 feet of the target must make a Wisdom saving throw. On a failed save, a creature takes 7 d8 radiant damage and has disadvantage on attack rolls until the end of your next turn. On a successful saving throw a creature takes half damage and nothing else. When this spell targets an incorporeal undead, such as a ghost, or a soul removed from its body, the spell ignores any resistance or immunity to necrotic damage, and the target has disadvantage on the saving throw. At Higher Levels. When you cast this spell using a spell slot of 9th leveL both the necrotic damage and radiant damage increase by 2d8. SPASM 1st-level necromancy(Cleric, Druid, Sorcerer, Warlock, Casting Time: 1 action Wizard) Range: 60 feet Components: V, S, M (a nose hair) Duration: 1 round One creature that you can see within range must make a Constitution saving throw. On a failed saving throw, the target drops whatever it is holding and begins sneezing, coughing, retching, or seizing until the end of its next turn. It can't take actions or reactions during that time. If it was concentrating, its concentration is broken. Any creature that is immune to disease, poison, or exhaustion is also immune to this spell At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.


SPECTRAL CALLING 5th-level necromancy (Cleric, Warlock, Wizard) Casting Time: 1 minute Range: 60 feet Components: V, S, M (a drum, chime, belL or gong worth at least 500 gp) Duration: Concentration, up to 1 hour Playing an eerie rhythm, you summon a ghastly spirit from the great beyond You choose the kind of spirit, which must be a fiend or undead of challenge rating 4 or lower that has the Incorporeal Movement trait, such as a banshee or a ghost. It appears in an unoccupied space you can see within range. The spirit disappears when it drops to O hit points or when the spell ends. The DM has the creature's statistics. The spirit is initially unfriendly toward you and your companions. Roll initiative for the spirit, which has its own turns. It is under the Dungeon Master's control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevaiL or seeking your assistance with unfinished business in return for limited service. On each of your turns, you can try to issue a verbal command to the spirit (no action required by you} The spirit obeys the command if the likely outcome is in accordance with its desires. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. If your check fails, the spirit becomes immune to your verbal commands for the duration of the spelL though it can still carry out your commands if it chooses. If your check succeeds, the spirit carries out your command - such as "attack my enemies," "explore the room ahead," or "bear this message to the queen"- until it completes the activity, at which point it returns to you to report having done so. If your concentration is broken and the spirit has become immune to your verbal commands, it doesn't disappear. Instead, the spirit acts in whatever manner it chooses for 3d6 minutes, and then it disappears. If you possess a piece from the corpse of an individual spirit and you either know its true name or are within 60 feet of where it originally died, you can summon that spirit if it is of the appropriate challenge rating plus 1, and you have advantage on Charisma checks made to command it. The specific spirit must have already been trapped in this plane as an apparition, such as a ghost bound by unfinished business or a banshee created by the new create apparition spell (pg. 72} At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th. STRANGULATE 4th-level illusion (Bard, Cleric, Paladin, Sorcerer, Casting Time: 1 action Warlock, Wizard) Range: 60 feet Components: S Duration: Concentration, up to 1 minute You clutch your hand into a fist, and a hand of invisible force grips the throat of one creature you can see within range. The target takes 4d6 bludgeoning damage, and it must succeed on a Strength saving throw or become restrained until the spell ends. While restrained, the target takes 4d6 bludgeoning damage at the start of each of its turns, and it can't speak or breathe. If it must breathe to survive, it has disadvantage on saving throws made for concentration, and you add your spellcasting ability modifier to the DC of those saving throws caused by the spell 's damage. The target can use an action on its tum to make a Strength saving throw against the spelL escaping the effect on a successful saving throw. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other. CHAPTER TWO I SPELLS THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 97


98 SUMMON OOZE 3rd-level conjuration (Artificer, Druid, Warlock, Wizard) Casting Time: 1 action Range: 90 feet Components: V, S, M (acid, blood, and poison mixed and sealed in a crystal vial worth at least 300gp) Duration: Concentration, up to 1 hour You call forth a spirit of ooze. It manifests as a creature made of slime in an unoccupied space that you can see within range. This corporeal form uses the Ooze Spirit stat block. When you cast the speli choose Corrosive, Diseased, or Toxic. Your choice determines certain traits in its stat block. The creature disappears when it drops to O hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger. At Higher Levels When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block. CHAPTER TWO I SPELLS OOZE SPIRIT Medium ooze Armor Class 7 + the level of the spell (natural armor) Hit Points 3 0 + l 0 for each spell level above 3rd Speed 20 ft., climb 20 ft. SlR DEX CON INT WIS CHA 16 (+3) 6 (-2) 16 (+3) 2 (-4) 8 (-1) 2 (-4) Damage Resistances piercing, slashing; acid (Diseased & Toxic only); poison (Corrosive only) Damage Immunities acid (Corrosive only); poison (Diseased and Toxic only) Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone; poisoned (Diseased and Toxic only) Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9 Languages understands the languages you speak Challenge - Proficiency Bonus equals your bonus Acid Backlash (Corrosive only). A creature that touches the ooze or hits it with a melee attack while within 5 feet of it takes acid damage equal to the spell's level. Amorphous. The ooze can move through a space as narrow as l inch wide without squeezing. Miasma Fumes (Diseased only). Creatures within l 0 feet of the ooze can't regain hit points. Constructs, undead, and creatures that are immune to disease are unaffected. Noxious Touch (Toxic only). When the ooze hits with an attack against a creature, the target must succeed on a Constitution saving throw against your spell save DC or else be poisoned until the end of its next turn. Spider Climb. The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack The ooze makes a number of attacks equal to half this spell's level (rounded down). Psuedopod Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: l d4 + 3 bludgeoning damage plus l d4 + the spell's level acid damage (Corrosive only), necrotic damage (Diseased only), or poison damage (Toxic only). Engu/{The ooze tries to wrap itself around a Medium or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw against your spell save DC or else become blinded and restrained as the ooze enters its space and engulfs it. While engulfed, the target takes acid damage (Corrosive only), necrotic damage (Diseased only), or poison damage (Toxic only) equal to the spell's level at the end of each of its turns. It can use an action on its turn to attempt to break free as if escaping from a grapple, ending the effect on a success and pushing the ooze 5 feet away; the escape DC is equal to your spell save DC. Unless the target is Tiny, the ooze can't move while the target is engulfed. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON


SUSPEND ANIMATION 7th-level necromancy (Cleric, Druid, Warlock, Wizard) Casting Time: 10 minutes Range: 10 feet Components: V, S, M (S00gp worth of rare Feywild or Underdark herbs, which the spell consumes, and a spinning wheel with spindle) Duration: Until dispelled You softly weave preserving magic around one willing creature that you can see within range, causing it to enter a state resembling recent death. Until the spell ends, the target is unconscious. While unconscious in this way, it does not age and doesn't need food, drink, air, or sleep. It is also immune to poison and disease, although any poison or disease already in its system is suspended, not neutralized During the casting of the spelL you must specify a condition that will cause the spell to end, and the target must willingly agree to this condition before casting is finished, or else the spell fails. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and that it has some likelihood of eventually occurring. Some examples include a kiss from a prince, a serenade from an angeL or the fall of an ancient royal lineage. When the spell ends, if the target was unconscious for more than 12 hours, it gains the benefits of a long rest, all its hit dice are restored, and its exhaustion level is reduced by one for every 12 hours that the spell lasted TETHER SOUL 2nd-level necromancy (Cleric, Warlock) Casting Time: 1 bonus action Range: 30 feet Components: V, S, M (a length of rope or chains) Duration: 1 hour Choose one creature that you can see within range. You use mysterious magic to temporarily reinforce the bond between the target's soul and its corporeal body. While the spell lasts, the target has advantage on all death saving throws and on any saving throws to resist being possessed, teleported, or sent to another plane. In addition, when it takes damage while it is at 0 hit points, it can roll a death saving throw instead of automatically suffering a failure. A success on this death saving throw doesn't count towards becoming stable. The target also suffers no extra failures for being critically hit. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range increases by 30 feet for each slot level above 2nd If you use a spell slot of 4th level or higher, you can target one additional creature for every two slot levels above 2nd THE IMPERMISSICON THEATRICS Illusion cantrip (Artificer, Bard, Sorcerer, Warlock, Casting Time: 1 action Wizard) Range: 60 feet Components: S Duration: Up to 10 minutes You silently weave a simple magic to aid in theatrical productions or tricks of misdirection and subtlety. You create one of the following magical effects within range: • You conjure illusory words or images in a 5 foot cube that you can see within range, lasting for 10 minutes. This illusion is invisible, but you can still see it as if it were not. You can touch up to two willing creatures as part of casting the spelL allowing those creatures to see the illusion as well • You create an invisible area of magic that fills a 10 foot radius sphere centered on a point you can see within range, lasting 10 minutes. Creatures within 300 feet of the area can hear any sounds generated within the area as loudly and clearly as if they were only 5 feet away from the area. • You create magical music that emanates from you for 10 minutes. The music must be continuous and non-lyrical; you can't replicate the sounds of voices or nature. You can control the music at-will while the spell lasts, but you cannot create music using this spell that is better than what you can create using your mind or using instruments, and you can't create music that is louder than you can shout. The music stays centered on you if you move. • Choose one creature or object within range. If you cannot see the target, you must instead touch it as part of casting the spell If the target is or is held by an unwilling creature, it can make a Dexterity saving throw to avoid your touch, causing the spell to fail on a successful save. The target's space is filled with your choice of bright or dim light for 10 minutes, as if by an overhead spotlight. The light moves with the target, remaining in its space at all times. • You conjure an illusion that stays upon your person. For 10 minutes, you look and sound as if you are not breathing, even if you are. This doesn't affect other senses, such as touch or smell If you cast this spell multiple times, you can have up to three of its effects active at a time, and you can dismiss such an effect as an action.


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