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THE

DARK
ARCHETYPES
Author: NIKOLAS TOTIEF
Artist: ALEXANDER KAMI

Corrupted by:
Contents
The Dark Archetypes
Barbarian Path of the Deathsworn 3
.............................................................................................................................................

Items for a Deathsworn 4


....................................................................................................................................................................................

Bard College of the Scream 5


..................................................................................................................................................................................

College of the Scream Spells 6


.......................................................................................................................................................

Cleric Demon Cult Domain 8


.....................................................................................................................................................................................

Demon Cult Spells 9


..............................................................................................................................................................................................................

Druidic Circle of the Fungus ....................................................................................................................................................................... 11


Circle of the Fungus Spells .......................................................................................................................................................... 12
Fighter Tormentor ............................................................................................................................................................................................................................ 14
Items for a Tormentor .................................................................................................................................................................................... 15
Monk Way of the Oni .............................................................................................................................................................................................................. 16
Items for a Monk of the Oni ....................................................................................................................................................... 17
Paladin of the Seven Deadly Sins ............................................................................................................................................ 18
Tenets of the Sin ................................................................................................................................................................................................................. 18
Envy ................................................................................................................................................................................................................................................................ 18
Gluttony ............................................................................................................................................................................................................................................ 19
Greed ......................................................................................................................................................................................................................................................... 19
Lust................................................................................................................................................................................................................................................................... 20
Pride ............................................................................................................................................................................................................................................................. 21
Sloth .............................................................................................................................................................................................................................................................. 21
Wrath ......................................................................................................................................................................................................................................................... 22
Items for a Paladin of the Seven Deadly Sins ......................................................... 23
Ranger Archetype of the Devilhound ........................................................................................................................... 24
Devilhound Ranger Spells ............................................................................................................................................................... 25
Rogue Shadowborn ...................................................................................................................................................................................................................... 26
Items for a Shadowborn .......................................................................................................................................................................... 27
Sorcerer of Sanguimancy ...................................................................................................................................................................................... 28
Sanguimancy Spells ............................................................................................................................................................................................... 29
Warlock of the Hive Mind ....................................................................................................................................................................................... 31
Pact Boon of the Hive Mind ....................................................................................................................................................... 32
Hive Mind Eldritch Invocations .................................................................................................................................... 32
Wizard School of Inversion ............................................................................................................................................................................. 34
Nullification Spells & Features ...................................................................................................................................... 35
School of Inversion Spells ............................................................................................................................................................... 36

Paths of Malice 38

Appendix 40

Final Word & Legal Stuff 52

Introduction
EMONS AND DEVILS HAVE INFESTED THE LAND. THE
light cannot extinguish this shadow. The heroes
cannot bear the burden of the sin one must commit
to drive them back. Only those tainted by the
darkness can stand against them. Only the Dark
Archetypes.
Death, Demons and Devils are a major part of D&D.
However, there are only a few options that delve around
those areas. In this supplement you will find a collection of
subclasses that have to do with the aforementioned topics; a
darker side for each class.
Barbarian Path of the Undying
Also at 3rd level, when you are unconscious, if you were

Deathsworn raging, you make death saving throws with advantage. You
can only benefit from Undying once per long rest.
The Deathsworn are Barbarians that dedicate their whole
lives to Death and how to best balance on the thin line that Dead Tongue
separates the living from...the rest. At 6th level, you gain the ability to cast the Speak with Dead
Deathsworn Barbarians form small tribes. They cherish and Animate Dead spells, but only as rituals, as described in
Undeath and believe it is the ultimate state of being. They chapter 10 of the Player's Handbook. Additionally, you can
often worship a Lich, a Dracolich or other similar creatures. only raise the dead as a Minion of the Deathsworn and not as
a Zombie or a Skeleton as the spell describes even if you
Death's Embrace used the spell from a Spell Scroll or through a magic item.
At 3rd level, when a Deathsworn comes close to death, they
become stronger. While raging, when your hit points are less Rotten Army
than half of your maximum hit points (rounded down), you At level 10, you imbue your undead army with the strength of
are embraced by Death; you add your proficiency bonus to the Deathsworn. When you activate your rage, any undead
your damage rolls. creature within 30 feet radius gains your Strength modifier
Whenever you reduce a creature to 0 hit points you can as Temporary hit points. The undead can get temporary hit
choose to gain temporary hit points equal to your Barbarian points through Rotten Army once per day (resets the next
level. After you get temporary hit points from this trait a dawn).
number of times equal to your proficiency bonus, you need a
long rest to be able to benefit from this again.
Legion of the Deathsworn
When you reach level 14, while you are raging you can cast
Animate Dead as part of your Attack action by replacing one
of your attacks with casting the spell, or as an action up to a
number of times equal to your proficiency bonus per long
rest. You can only cast it this way if you cast it on a creature
that has been killed within the past round.
Each time you use War Paint you have to attune to it. You
must choose a shape from the ones described below to gain a
benefit. The benefits last until you take a long rest. You can
only have one shape on you and only once. Only one person
can benefit from the War Paint at a time. The bucket that you
find the War Paint has enough paint for 4d10 uses.
Claws: When you drop down to half of your maximum hit
points (rounded up), your Unarmed Strikes deal damage
equal to 1d6 + your Strength modifier. If you have made an
Unarmed Strike using your attack action you can use your
bonus action to make another Unarmed Strike.
Helmet: When you succeed on your death saving throws,
you regain 1 hp at the start of your turn. This can only be
used once per long rest.
Shield: When you drop down to half of your maximum hit
points (rounded up), you gain a +2 to your AC.

Shield of Thorns
Shield, uncommon
Grants +2 to AC like a normal shield.
Whenever a creature deals melee weapon damage to you,
they suffer 1d4 piercing damage.

Crown of the Mad King


Crown, very rare (requires attunement)
This crown is rumored to have been forged in the hottest
fires of the Nine Hells and everyone that has worn it met with
a horrible end…coincidentally.
Add your Charisma modifier on the attack or damage
rolls of all creatures (your choice for each creature) that you
control and are within a 30-foot-radius distance from you on
each of their attacks.

Sword of the Deathgod


Sentient sword, legendary (requires attunement)
The loyal sword of the last Deathgod. It has controlled armies
of undead for centuries. It is said to have driven its last owner
mad.
The sword is sentient (chaotic evil) and has an
Intelligence score of 12, a Wisdom score of 8 and a Charisma
score of 20. It communicates telepathically with its wielder
and insists on being carried at all times. If the wielder does
Items for a Deathsworn Barbarian not abide, they must make a Charisma saving throw with a
This section consists of some magical items that a DM can DC of 18. On a success, the sword cannot influence its
include in a campaign which are to be used (or best suited to wielder's mind until the next dawn. On a failure, the wielder
be used) by a Barbarian who has chosen the Path of the must carry the item or use it in battle.
Deathsworn. Whenever you reduce a creature to 0 hit points, the sword
automatically casts Animate Dead. The sword controls the
War Paint creatures that spawn from the Animate Dead Spell.
If the wielder fails on a total of 10 Charisma saving
Wondrous item, common (requires attunement)
throws against the sword's will, the sword will attempt to
This War Paint was created by a legendary orcish take over its wielder. The wielder must then make a DC 15
wardrummer that used to enhance the abilities of his Charisma saving throw. On a failure, the sword completely
comrades. controls the wielder as if a Curse was bestowed upon them.
Unholy Sound
Bard College of the At 14th level, when you use Metallic Scream, you can roll a

Scream Performance check. The result is the DC of your Spell Save


for the Metallic Scream effects.

Bards of the College of the Scream put passion above


everything else. Calm music is not their style. Instead, they
prefer going louder and perform intense pieces. They hinder
all other colleges and only exchange stories and songs with
bards from the same college.
The dark nature of their songs and arts has associated
them with demonic influence, but that is false; it is obviously
devilish! Bards from this college have a deep connection with
Devils and mostly Imps. They search for partners that they
can enter in contracts with and support each other on their
mutual (or not so mutual) cause.

Hellish Origins
When you reach level 3, you add the spell Find Familiar to
your spell list, but can only summon an Imp through it. The
spell counts as a bard spell for you, but doesn't count against
the number of bard spells you know.
Additionally, you can enter in contract with a willing
creature. The Imp summoned from Find Familiar must be
present for the contract. For the next 7 days you both gain +2
to your rolls regarding helping each other. For example,
potions heal for 2 extra points, healing spells heal for 2 extra
points, when one of you uses Help for each other the creature
making the roll has an additional +2, etc.
The contract must be in the form of a deal, meaning that
both of you have to set terms and follow them. The Imp (from
your Find Familiar spell) dictates if the contract has broken.
If a contract breaks at any point, the creature that broke it is
cursed to have -2 to any of their rolls for 7 days.
You can only have 1 active contract at a time and by the
end of it the terms must be met by both parties. If not, you
both suffer -2 to any of your rolls for 7 days.
The Imp can carry one musical instrument for you. It can
disappear with it when you dismiss it and appear with it
when you summon it. It also has proficiency with it.

Metallic Scream
Also at 3rd level, you learn to use your voice to harm
creatures. You can use a Bardic Inspiration as an action to
produce a Metallic Scream. Creatures in a 15-foot-radius
around you must make a Wisdom saving throw against your
spell save DC. On a failure, they suffer 2d6 force damage and
are frightened of you. On a success, nothing happens. Deaf
creatures are immune to the effects of Metallic Scream.
The damage increases to 3d6 at 6th level, 4d6 at 11th
level and 5d6 at 16th level.

Breakdown
At 6th level, when a creature that you are in contract with
makes a successful attack, you can use your reaction and
expend a Bardic Inspiration to add your bard level to the
damage roll. You can use your reaction after the attack is
deemed successful but before damage is rolled.
College of the Scream Spells
This section consists of some spells (from a cantrip to level 9) Rotten Lips
for a Bard that has chosen the College of the Scream. 3rd-level transmutation (ritual)
Casting Time: 10 minutes
Cheering Shout Range: Self
Enchantment cantrip Components: V, S, M (two humanoid skulls)
Duration: Until the spell is Dispelled
Casting Time: 1 bonus action
Range: 30 feet You enchant two humanoid skulls to be linked with two
Components: V willing creatures. As long as both creatures and both skulls
Duration: Until the start of your next turn are in the same plane of existence, as a bonus action the
Choose a willing creature within range. For the duration, you creatures can speak words to their skulls and the linked skull
lend them your proficiency bonus. Your proficiency bonus will repeat the words out loud. This works as a back-and-forth
becomes 0 and the willing creature's proficiency bonus way to communicate with creatures from a long distance.
increases by a number equal to your original proficiency
bonus. Muzzled Freak
4th-level enchantment
Violent Ringing
1st-level evocation Casting Time: 1 action
Range: 60 feet
Casting Time: 1 action Components: V
Range: 5 feet Duration: Concentration, up to a minute
Components: V
Duration: Instantaneous Choose a creature that can hear within range. The creature
has to make a Wisdom saving throw against your spell save
You unleash a scream that hurts every creature around you DC. On a failure, they attack a target of your choice within
within range. The creatures must make a Constitution saving their melee range and cannot speak. The creature decides
throw against your spell save DC. On a failure, they suffer how they will attack, but they will attempt to cause max
2d6 force damage and suffer the effects of Deafness until the damage. On a success, they are immune to the effects of
end of their next turn. On a success, they suffer half damage. Muzzled Freak for the next 24 hours. If there is no creature
Creatures that cannot hear are not affected by this spell. within their melee range, they will act normally as they would
At Higher Levels: When you cast this spell on a higher if they weren't under the effects of Muzzled Freak.
level, the damage increases by 1d6 and the Deafness They can reattempt the Wisdom saving throw at the start
duration increases by 1 turn for each spell slot higher than of each of their turns.
level 1. At Higher Levels: When you cast this spell on a higher
level, you can influence an extra creature for each spell slot
Internal Voices higher than level 4.
2nd-level illusion
Casting Time: 1 action Rest for the Wicked
Range: 60 feet 5th-level evocation
Components: V
Duration: Concentration, up to 1 minute Casting Time: 1 bonus action
Range: 60 feet
You whisper a sentence that keeps repeating on the mind of a Components: V
creature within range. The creature must make a Wisdom Duration: Instantaneous
saving throw against your spell save DC. On a failure, they
You unleash a shout that heals allies and damages enemies.
are distracted and have disadvantage on their skill checks
You designate any number of creatures within range as allies
and attack rolls for the duration. On a success, nothing
and enemies. Your allies heal for 2d6 + your Constitution
happens. The creature can repeat their saving throw at the
modifier. Your enemies suffer 2d6 + your Constitution
end of their next turn.
modifier force damage.
Absolute Truth
6th-level enchantment
Casting Time: 1 action
Range: 5 feet
Components: V
Duration: Concentration, up to 1 hour
You whisper a sentence to a creature. They make a Wisdom
saving throw against your spell save DC. On a failure, they
regard the sentence you whispered as the absolute,
unquestionable truth and act accordingly. On a success,
nothing happens. The target can attempt a saving throw
again only after they suffer damage.

Revelations
7th-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S, M (an eyeball)
Duration: Up to 1 hour
Every creature within 30 feet of you must make a Wisdom
saving throw against your spell save DC. A creature can fail
willingly. You can read the surface thoughts of any creature
that has failed. For instance, you can ask a question and what
the creatures believe is the truth will be revealed to you and
only you.

Dome of Lies
8th-level illusion
Casting Time: 1 hour
Range: 300 feet
Components: V, S, M (diamond dust worth 1000 gp and ruby
dust worth 1000 gp that the spell consumes)
Duration: 1 week
You designate a 300-foot radius area within range that is not
occupied by any living creatures. For the duration, you can
manipulate the events in this area in any manner you like.
Creatures inside will react realistically, for example if you
decide that the Dome is on fire, a creature will take fire
damage if they enter.
Creatures that can see through Illusions are not affected
in any way.

Power Word: Obey


9th-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Eternity
You shout a commanding word at a creature. If their
Charisma score is less than yours, they have to obey each and
every one of your commands until you decide to end the spell.
The spell can also end by a Wish or a Divine Intervention. If
the creature’s Charisma score is equal to or higher than
yours, the spell fails.
Scent of Death
Cleric Demon Cult Also at 1st level, after you roll for Initiative, your damage and

Domain healing rolls increase by 1 (maximum your proficiency bonus)


for every creature that is reduced to 0 hit points during the
encounter within 120 feet of you. After the encounter is over,
Some Clerics are devoted priests that cure men and women you lose these bonuses.
for free throughout the land. Some preach in the name of
their holy Gods. Others sacrifice babies to demons.
Clerics of the Demon Cult are distant, disturbed and
Channel Divinity: Summon
dangerous members of society. Most societies would shun Demonoids
them on sight. That's why most Demon Cult Clerics keep Starting at 2nd level, you can use your Channel Divinity to
their lifestyle hidden in plain sight. They worship Demons summon Demonoids that disrupt your enemies.
and, depending on the type of the demon, they make As an action, you stab yourself with your holy symbol
sacrifices to gain otherworldly powers. suffering 1d4 piercing damage. Demonoids are gathered
around by the smell of your blood. You designate a target
within 120 feet of you. The Demonoids do their best to mess
with the target. Consult the Demonoid Effects table below to
determine which effect takes place at the start of each of your
turns based on the damage you suffered. The Demonoids
remain on the target for one minute and have an AC of 10 +
your proficiency bonus and 5 + your Wisdom modifier hit
points. They are considered a Swarm. If they die, the effects
of your Channel Divinity end.

Blessing of the Wicked


At 1st level, you know Abyssal and gain proficiency in the
Religion skill. Whenever you make a Religion check
regarding demons, you double your proficiency bonus for that
check.

Decaying Magic
At 6th level, when a cantrip or a spell of yours damages a
creature, you can use your bonus action to half their feet of
movement until the end of their next turn.

Desecrated Ground
At 8th level, you can desecrate a 30-foot radius area around
you. The process takes up to 1 hour and you need to be
Concentrating on it. Creatures within the area are immune to
radiant damage. Additionally, Demonoids in the area from
the Summon Demonoids Channel Divinity, have 2 effects
instead of 1. You suffer 1d4 damage again to determine
the extra effect. If you roll the same effect twice, reroll unless
the effect stacks naturally like the 2nd and 3rd effect.
You can use Desecrated Ground once per long rest.

Demonic Litany
At level 17, you can use up your entire turn to summon a CR
7 Demon at the start of your next turn. To begin summoning
the Demon, you must not move, use an action, a bonus action
or a reaction until the start of your next turn. The Demon is
uncontrollable by you but will aid you and your allies in battle
as the DM sees fit. In the presence of a Demon from the
Demonic Litany, Demonoids from the Summon Demonoids
Channel Divinity cause all four effects every turn.
You can use Demonic Litany once per long rest.
Binding
2nd-level abjuration (ritual)
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 week
You designate a creature within range. The creature must
make a Wisdom saving throw against your spell save DC.
The creature can choose to fail the saving throw. On a failure,
you are linked with them and as an action know their exact
location and stronger feelings. If either you or the creature
are on different planes of existence the bond is severed and
the effects of Binding are no longer active.
At Higher Levels: If you cast Binding at level 3, the
duration increases to a month. If you cast Binding at level 4
or higher, the duration increases by a month for each spell
slot level higher than 3.
Demon Cult Spells
Dark Incantation
This section consists of some spells (from a cantrip to level 9)
3rd-level conjuration
for a Cleric that has chosen the Demon Cult Domain.
Casting Time: 1 action
Range: 30 feet
Touch of the Martyr Components: V, S
Abjuration cantrip Duration: Concentration, up to 1 minute
Casting Time: 1 action You designate a 10-foot-radius area within range. A swarm of
Range: Touch Quasits spawns and creatures within the area must make a
Components: V, S, M (Holy Symbol)
Dexterity saving throw against your spell save DC. On a
Duration: Concentration, up to 1 minute
failure, they suffer 3d8 piercing damage. On a success, they
You touch a willing creature and you shield it from harm but suffer half as much. If a creature starts their turn within the
suffer it yourself. You can stop the effects at any time but affected area, the effect repeats. You can move the swarm of
before you learn how much damage you would receive. Quasits 15 feet as a bonus action on your turn.

Will of the Dying Suffocation


1st-level necromancy 4th-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 15 feet
Components: S Components: V, S
Duration: 1 minute Duration: Concentration, up to 1 minute
You touch a creature that has died within the past 12 Choose a creature within range. You attempt to snuff the life
seconds. You can ask them a question that can be answered out of them by chocking them with an invisible force. At the
with one word (like yes, no, a name etc.) and you get your start of their turn, the creature must make a Constitution
answer. The dead creature will answer at the best of their saving throw against your spell save DC. On a failure, they
knowledge. suffer one level of exhaustion. On a success, they lose one
At Higher Levels: For every spell slot level higher than level of exhaustion. If they succeed and their level of
level 1, you can ask an additional question. exhaustion becomes zero or less, then the effects of
Suffocation end.
Restore the Broken
5th-level transmutation (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a creature or construct and help them recover. You
restore 8d8+8 hit points to it. Doing that on a creature that is
missing a limb will regrow it. It will also fix broken
constructs.

Sign of the Chosen Eyes Open


7th-level divination
6th-level abjuration
Casting Time: 1 action
Casting Time: 1 bonus action Range: Self
Range: Touch Components: V, S
Components: V, S, M (a droplet of your blood) Duration: Concentration, up to 10 minutes
Duration: Concentration, up to 10 minutes
You see through every illusion with 300 feet from you. You
You touch a creature and draw a sign on them using your
gain 150 feet blindsight. For the duration, you cannot be
blood. You suffer 1d8 damage. The creature then can use the
blinded. You have advantage on Insight (Wisdom) checks.
damage you suffered as one of the following options as a
bonus action on their turn:
Burn the Infidels
• Add it to their AC for the duration. 8th-level evocation
• Restore a number of hit points equal to the damage initially Casting Time: 1 action
suffered. Range: Self
• Add it to their damage rolls for the duration. Components: V, S, M (your Holy Symbol)
• Add it to their attack rolls for the duration. Duration: Instantaneous
Fire erupts from your hands to burn every infidel alive. Every
The number of effects that can be active at a time are
creature that does not share the same religion as you in a
equal to the Wisdom modifier of the caster. The affected
120-foot cone, must make a Wisdom saving throw against
creature can only activate one effect per turn. Effects can be
your spell save DC. On a failure, they suffer 15d6 fire
activated more than once.
damage. On a success, they suffer half the damage.

Salvation Damnation
9th-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S, M (your Holy Symbol)
Duration: Instantaneous
You choose the fate of a creature within range. The creature
must roll a percentile die. A creature may choose to fail the
roll. If they roll higher than their CR or level, you choose if
the creature instantly dies or is restored to their maximum hit
points.
Assume Control
Druidic Circle of the At 6th level, while in humanoid form, you can use your

Fungus Symbiotic Spores on your enemies. Make a ranged spell


attack. On a hit, the spores connect with the creature and can
only be removed if the creature takes a full action to make a
Fungus is life and death combined. Some druids prosper in Strength (Athletics) check (DC equals your spell save DC).
that circle and worship the fungi. They are considered evil by You can use your bonus action each turn to cast the spell
most people but in truth they just cherish both death and life.
Command to any enemy creature that is infected by your
For them, "passing away" is not a sad event, but a case for Symbiotic Spores. Each time you issue a command, the
celebration, since it is the cycle of life. creatures must make a Wisdom saving throw against your
spell save DC. On a success, they are not affected by
Symbiotic Spores Command this turn.
When you choose this circle at 2nd level, you have the ability
to infuse an ally within 5 feet of you with spores, as an action. Rotten Grasp
You can have a number of spores active at a time equal to At 10th level, you have always prepared the spell Grasping
your Wisdom modifier (minimum of 1). Through these spores Vine and it does not count against your prepared spells. You
you can communicate telepathically at any given time with can cast the spell for free if the point of origin of the spell is
anyone that is infected. You have to be within 60 feet from a from a dead creature.
target in order to exchange thoughts. You don't need to know
their exact location, as long as they are within 60 feet of you.
Also, the infected targets can communicate between Lord of the Flies
themselves but every infected creature (and you) can hear the At level 14, you always have the benefits of Fungus Skin,
exchange. As an action, you can remove a spore and add it even in your humanoid form. In addition, the number of fungi
back to your body. that cover your body are unlimited and the damage increases
to 2d6 + your Wisdom modifier.
Also, when you use Assume Control, instead of
Fungus Skin Command, you cast Suggestion.
Also at 2nd level, when you use your Wildshape, you can Finally, your Rotten Grasp deals damage equal to 2d6 +
choose to cover yourself with a number of fungi equal to your your Wisdom modifier.
Wisdom modifier (minimum of 1). The appearance of the
creature shifts accordingly and you gain Resistance to
poison damage. Also, whenever someone lands a
hit on you, one of your fungi explodes dealing
1d6 damage to everyone around you within
a radius of 5 feet.
When all of your fungi explode, you lose the
effects of the Fungus Skin.
Nature's Visage
2nd-level illusion
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 hour
You utter a word and instantly transform into one of the
following things (your choice). You can choose if your
equipment morphs into your new body, drops to the ground
or remains on you. If you lose concentration, you immediately
revert back to your normal form.

• A 30-foot tall tree with an AC of 8 and 12 hit points.


• A boulder with an AC of 12 and 10 hit points.
• A puddle with an AC of 5 and 2 hit points.

You are undisguisable from a natural tree, boulder or


puddle. If a creature can see through illusions, they can see
through Nature's Visage. If you are damaged during Nature's
Visage and the damage exceeds your form's hit points, the
damage carries over.

Deadlands
Circle of the Fungus Spells 3rd-level necromancy (ritual)
This section consists of some spells (from a cantrip to level 9) Casting Time: 1 minute
for a Druid that has chosen the Circle of the Fungus. Range: Self
Components: V, S, M (a rotten stick)
Duration: 24 hours
Decomposition
Transmutation cantrip You curse a piece of land within 100 feet around you. You can
choose an unlimited number of creatures that the spell does
Casting Time: 1 action
Range: Touch not affect. When a creature enters an area defiled by
Components: V, S, M (a mushroom) Deadlands, their Constitution modifier becomes 0 (if it is
Duration: Concentration, up to a minute lower than 0, it is not affected) and they have disadvantage on
their Constitution saving throws.
You touch a dead creature. You speed up its decomposition at Additionally, the plants in the area wither and die.
a rate in which you can see the decay within the first couple
of seconds. On a full duration the creature has no flesh, only
bones.
Mushroom Shroud
4th-level abjuration
Sprout Life Casting Time: 1 bonus action
1st-level transmutation (ritual) Range: Touch
Components: V, S
Casting Time: 1 minute Duration: Concentration, up to 10 minutes
Range: 30 feet
Components: S You touch a willing creature other than yourself and cover
Duration: Until dispelled them in mushrooms. Whenever they are damaged, the
mushrooms explode and deal 1d6 necrotic damage to any
You can raise a small tree from the land within moments. As creature within 5 feet of them (except from them) and the
long as you or your allies are within 30 feet of the tree, damage they received is reduced by 1d6.
whenever you roll to recover hit points during a short rest, If the shrouded creature suffers 10 attacks or more, the
you recover the maximum amount. After the tree maximizes shroud is dispelled.
five hit dice plus your Wisdom modifier, it is dispelled. At Higher Levels: For every spell slot level higher than
4th that this spell is cast, both values increase by 1d6. If you
cast the spell at a spell level higher than 6th, the shroud
remains even if the creature suffers 10 attacks, until the spell
is dispelled.
Acidic Storm Siphon Life
5th-level conjuration 8th-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: 200 feet Range: 120 feet
Components: V, S, M (an emerald worth 150gp that is Components: V, S, M (black tar and a metal orb)
consumed by the spell) Duration: Instantaneous
Duration: 1 minute
You suck the life out of every living creature within a 15-foot
A 25-foot-radius cloud forms within range. At the end of your radius area in range. The creatures in the area must make a
turn, drops of acid fall upon the creatures in the area. If a Constitution saving throw against your spell save DC. On a
creature starts its turn within Acidic Storm, they have to failure, they suffer 4d8+14 necrotic damage. On a success,
make a Constitution saving throw against your spell save DC. they suffer half as much.
On a failure they suffer 10d4+6 acid damage. On a success, You restore a number of hit points equal to half (rounded
they suffer half as much. If they wear armor made of iron or down) the damage you caused.
metal, their AC is reduced by 1d4 regardless if they saved or
not.
At Higher Levels: For every spell slot level higher than
Seed of Destruction
9th-level abjuration
5th that this spell is cast, the damage increases by 4d4. Also,
the AC reduction increases by 1d4. Casting Time: 1 action
Range: 90 feet
Components: V, S
Tree of Death Duration: Concentration, up to 1 minute
6th-level conjuration
You choose a number of creatures equal to your Wisdom
Casting Time: 1 action
modifier (minimum of 1) within range. Each of them is
Range: 5 feet
imbued with a seed. When your concentration breaks (you
Components: V, S
Duration: 1 hour can break your concentration at will), the seeds explode.
The creatures suffer 3d12 damage times X (where X is
A deformed tree spawns in a spot of your choice within range. the number of rounds that the seeds were inside them; the
You can choose which creature it affects. The tree has an AC damage maximizes at 5 rounds). If a creature dies from Seed
of 18 and 30 hit points. It also has resistance to bludgeoning, of Destruction, their corpse sprouts a dead tree.
piercing and slashing damage and vulnerability to fire
damage. The tree starts absorbing life from nearby creatures
of your choice.
While they are within 30 feet of the tree, they make a
Constitution saving throw against your spell save DC. On a
failure, they suffer 2d6 necrotic damage from the tree. The
damage that the tree causes is stored in a pool. As a bonus
action on your turn, you can redistribute the damage from the
pool to restore the hit points of a creature of your choice. On
a success, they suffer half as much damage and the tree does
not store the damage.

Rotting Touch
7th-level necromancy
Casting Time: 1 action
Range: 5 feet
Components: S
Duration: Instantaneous
You touch a creature or an object and imbue them with rot.
Make a melee spell attack against a target. If the target's feet
of movement are 0, the attack succeeds automatically. The
target suffers 10d6+10 necrotic damage and they get 1d100
years older. After the increase in their age, if the creature's
age is abnormal for their race, they die. If the target was an
object or a construct, they crumble to dust.
Master of the Needle
When you choose this archetype at 3rd level, you master the
ability to keep someone you damage alive. When you would
drop someone to 0 hit points, you can instead choose to let
them drop to 1 hit point, thus keeping them conscious and
alive.
Additionally, when you attack a Grappled enemy, you
have advantage on the attack rolls and you add your
proficiency bonus to your damage rolls.

Tormentor's Gaze
Also at 3rd level, you gain proficiency in the Intimidation skill.
If you are already proficient, you add double your proficiency
bonus on your checks. This does not stack with Expertise.

Ruiner
A Tormentor can apply effects that ruin a creature's body.

Fighter Tormentor When you reach 7th level, after landing two consecutive
attacks on a target, you can attempt to apply one effect to
The Tormentor Martial Archetype is for creatures that have them as a bonus action. The target must make a Constitution
dedicated their whole lives into ruining their opponents' saving throw against a DC equal to 8 + your proficiency
bodies. They specialize in hitting vital spots on a body and bonus + your Charisma modifier. On a success, they resist
torturing someone without killing them. the effect. On a failure, choose one of the following effects:
Tormentors are rough folks to travel with. They think of Go for the Eyes: The target suffers the effects of
their enemies as toys and can be an obstacle in finishing Blindness until the end of their next turn.
them off quite often, but can gather any information by every No Escape: The target's movement is halved until the
means possible. end of their next turn.
Numb Arms: The target's attacks that rely on their arms
are made with disadvantage until the end of their next turn.
Open Wounds: Attacks on the target deal a 1d4 extra
weapon damage until the start of their next turn.

Brutalizer
At 10th level, when you lethally reduce a creature to 0 hit
points, you can use Brutalizer as a bonus action to brutally
murder your target. Every enemy that can see the act within
30 feet must make a Wisdom saving throw against a DC
equal to 8 + your proficiency bonus + your Charisma
modifier. On a failure they are frightened of you. At the end of
their turn they can attempt the saving throw again.

Deeper Cuts
At 15th level when you attack a target that you have already
damaged, you can use your bonus action to add your Fighter
level to one of your damage rolls. You can do this once per
encounter.

Art of the Torture


At 17th level, you have reached the peak of the torture. You
are a master Tormentor.
When you attack a Grappled creature successfully, you
score a critical hit.
All of your Ruiner effects last until the encounter is over.
When you use Brutalizer, you can use Tormentor's Gaze
to set the DC instead of your normal DC.
You can use Deeper Cuts to add your Fighter level for
each of your damage rolls for one turn instead of one damage
roll.
Mask of Pain
Mask, uncommon (requires attunement)
Donning this Mask allows you to emit an ominous aura as a
bonus action, until you decide to stop the effects as a free
action. You gain advantage to Intimidation checks against
creatures that can see the mask but gain disadvantage to
stealth checks due to the fact that creatures can feel your
aura.
Additionally, if a creature wears the mask without
attuning to it, they have to make a DC 12 Wisdom saving
throw. On a failure, the mask attaches to their face and deals
1 damage to them at the start of their turn. This damage
cannot be reduced in any way. A creature can repeat the
saving throw at the end of their turn but the DC goes up by 2
every time they fail. On a success, they remove the mask.

Hand of Fate
Glove, very rare (requires attunement)
This glove is made of gold and has a single ruby upon it. Once
per long rest, you can activate it to completely nullify the
damage of an attack (as a reaction) or to double the damage
Items for a Tormentor of one of your attacks (as a bonus action).
This section consists of some magical items that a DM can
include in a campaign which are to be used (or best suited to Orb of Revelations
be used) by a Fighter who has chosen the Tormentor Martial Wondrous item, legendary
Archetype. This is said to be the eye of a Deva. When you hold it up
against a creature and ask a question, you can hear whispers
Needles of Agony giving you the answer that the creature knows to be correct
Darts, common even if the creature is unwilling to talk to you or dead. You
The Needles of Agony come with a small chest filled with can use this once per short rest. If you attempt to use it more
ornaments and intricate design. There are 10d4 needles in times, you roll a percentile die. If you roll higher than your
the chest. level, a Planetar descends from the sky to fight you to the
The Needles have the same properties as a Dart from the death for abusing the power of the Orb.
Player's Handbook, but deal magic damage. Each successful
hit with a Needle of Agony on the same target deals an extra
1d4 damage (for example, the first hit deals 1d4, the second
deals 2d4, the third 3d4, etc.).
Monk Way of the Oni
Monks that follow the Way of the Oni master the Guandao Oni Unchained
and the ability to call forth the power of the ancient demonic At level 11, as a bonus action, you can turn into an Oni.
beings called Oni. They can muster a destructive force Turning into an Oni gives you the benefits that are described
between their attacks as well as borrow the tenacity of an below. You cannot use your Guandao during Oni Unchained,
Oni. as it is merged with your body. Oni Unchained lasts for 10
minutes or until you become unconscious or until you
Guandao willingly end it as a free action.
At 3rd level, when you choose this Monastic Tradition, you
become proficient with a two-handed, heavy weapon with
reach of your choice. The chosen weapon now counts as a
Guandao for you.

Step of the Oni


Additionally, at level 3, when you successfully attack a
creature with your Guandao, you can expend 1 ki point as a
bonus action and become invisible until the start of your next
turn or until you move more than 5 feet away from the
works only in short bursts; you
creature you attacked, take an action, bonus action or fall if you end your turn in the air and nothing else is holding
reaction. you aloft.
Moving during Step of the Oni does not provoke attacks
of opportunity by targets that cannot perceive your presence.

Stinger Barrage Become Oni


Reaching the 14th level you are a true Oni. You gain the
Reaching level 6, you can attempt a barrage of strikes using
Change Shape ability which is detailed below.
your Guandao. As a bonus action, you can expend ki points
Additionally, you can use Oni Unchained for an infinite
and attack a number of times equal to the ki points you are
amount of time. You also gain the Ascended Oni benefits
willing to spend. During Stinger Barrage, you deal half
which are described below.
damage (rounded down, minimum of 1).
CHANGE SHAPE Items for a Monk of the Oni
You magically polymorph into a Small or Medium This section consists of some magical items that a DM can
humanoid as an action. Other than your size, your include in a campaign which are to be used (or best suited to
statistics are the same in each form. The only equipment be used) by a Monk that has chosen the Way of the Oni.
that is transformed is Guandao, which shrinks so that it
can be wielded in humanoid form and expands so that it Spirit Tag
can be wielded in giant form. If you die, you revert to your Wondrous item, common
true form and your Guandao reverts to its normal size.
The Spirit Tag is said to be able to hold magic in it and
release it in wild forms. The Spirit Tag's level is 1d4. When a
spell is cast against you, you can use your reaction to store its
power in the Spirit Tag. If the spell's level is equal to the
Spirit Tag's level or lower, the Spirit Tag absorbs the spell
and you can use it as an action. If the level of the spell is
higher, then the Spirit Tag turns into ashes, without affecting
• the spell.

• Oni Mask
Mask, uncommon (requires attunement)
When you wear Oni Mask, you can move up, down and
across vertical surfaces and upside down along ceilings. You
need both your hands and both your feet to climb. You have a
climbing speed equal to your walking speed.
Additionally, during a fight, you can use 1 hit die to
regenerate hit points as a bonus action. You can do this a
number of times equal to your proficiency bonus, as long as
you have hit dice to spare.

Beads of the Sixth Sense


Wondrous item, very rare
If you concentrate for 1 minute, as if you were concentrating
on a spell, you gain 60 feet blindsight for 10 minutes. You can
use this ability once per long rest.

Dynast's Guandao
Weapon, legendary (requires attunement)
The Dynast's Guandao has the same properties as the
Halberd or the Glaive. When you land a hit with this weapon,
you can attack again. You can attack a number of times equal
to your Dexterity or Strength modifier (your choice) per
round, as long as your attacks are successful.
Paladin of the Seven Also, if they move, they must move towards the target you
designated. If the distance between the two targets becomes
greater than 30 feet Hateful Enemy no longer takes effect.
Deadly Sins Additionally, at the end of their turns, the enemy can repeat
their Charisma saving throw.
Paladins of the Seven Deadly Sins devote themselves into
one of the Seven Sins. They are evil in nature and uphold Materialistic Entity
their chosen sin as the holiest of actions. As they follow the When you reach level 10, any attempts made against you or
path of their chosen sin, their appearance might change. your allies within 30 feet of you to steal something from you
You can choose only one sin to follow. are made with disadvantage, even if you are not aware of the
act.
Tenets of the Sin Additionally, if you notice a creature having something
similar of yours, but better (for example you have a
The tenets of the Oath of the Seven Deadly Sins vary by the Shortsword and they have a Shortsword +1), you add your
chosen sin. These paladins want people to indulge in their Ability Modifier twice on your damage rolls against them.
chosen sin.
Spread the Sin: The chosen sin must be spread
throughout the world. Sinning is not to be feared. It is to be
Ties of Envy
Beginning at 15th level as a bonus action you can create Ties
embraced.
of Envy in the battlefield. All creatures within 60 feet of you
Protect the Sin: The Paladin must protect the other
are affected. If during the battle, the creatures attack anyone
Paladins of the Sin even if their sins are not the same.
else except from the last non-incapacitated target they
Become the Sin: The chosen sin must appropriately be
attacked (including with Area of Effect abilities) they must
represented by the Paladin. Maybe a Paladin of Gluttony is
make a Wisdom saving throw against your spell save DC. On
enormous while a Paladin of Wrath is prone to anger.
a failure, they are Stunned until the start of their next turn
and they suffer 3d8 necrotic damage. On a success, they
suffer half as much damage. Can be used once per long rest.
Envy

Channel Divinity
When you choose this oath at level 3, you gain the following
two Channel Divinity Options:
Copycat: As a reaction, you can attempt to copy the spell
an enemy just casted and cast it on any target of your choice.
You cannot copy a spell for which you do not have a spell slot
and you must cast it at the same level they casted it. Roll a
d20. If you roll 10 or above, you succeed and you can cast the
spell within your reaction. On a failure, nothing happens.
Malice: As a bonus action, choose an enemy within 60
feet of you. Your hatred for the particular enemy disrupts
their ability to do anything. As long as you do not damage
another target except for the chosen enemy, the target has
disadvantage to their attack rolls. At the end of their turn they
can make a Wisdom saving throw against your spell save DC Envy Incarnate
to remove this effect. At level 20, you can use Hateful Enemy whenever you make a
successful attack roll against an enemy (no need for a divine
Hateful Enemy smite). Additionally, as an action, you can designate an allied
At level 7, when you strike an enemy with Divine Smite you target for each hostile creature within 60 feet of you. The
can fuel them with jealousness for an ally of your choice respective hostile creatures must succeed on a Charisma
within 30 feet of you and your enemy. The target must make saving throw against your spell save DC. On a failure,
a Charisma saving throw against your spell save DC. On a whenever they take an action against a creature that you did
failure, any action they take against a creature different from not designate for them, the action is made with disadvantage.
the target you designated, is made with disadvantage. You can do this once per long rest.
Gluttony Mass Armor
At level 10, the fat around your body grants you Resistance to
bludgeoning, piercing and slashing strikes but your feet of
movement are reduced by 5.

Aura of Hunger
At level 15, people around you feel hungry all the time, feeling
that a normal meal will not satisfy them. Creatures of your
choice within 30 feet of you have disadvantage on
Constitution saving throws.
Channel Divinity
When you choose this oath at level 3, you gain the following Gluttony Incarnate
two Channel Divinity Options:
At level 20, you become one size larger than you were,
Starvation: You can use your Channel Divinity to make a
permanently (if you were Small you become Medium and so
creature starve. As an action, you choose a creature within 30
on) and your Constitution score increase by 4 to a maximum
feet to make a Constitution saving throw against your spell
of 24. Additionally, your Channel Divinity: Starvation adds
save DC. On a failure, the creature suffers a level of
two levels of Exhaustion and your Channel Divinity:
Exhaustion and your feeding needs are met for the day. On a
Forcefeed's die becomes a d12 (the die of your Never-ending
success, nothing happens.
Hunger attack becomes a d12 too).
Force-feed: You can use your Channel Divinity to fuel an
ally with hunger. As a bonus action, choose an ally within 30
feet of you. If they want to resist the effect, they must succeed
on a Wisdom saving throw against your spell save DC. On a
Greed
failure (or if they choose to fail the saving throw), they
immediately use their reaction to make a Bite attack (+6 to
hit, deals 1d4 + their Strength modifier Piercing damage) on
a target within 5 feet of them. On a success, they heal for as
much damage as they dealt with the Bite attack. Neither the
attacker, nor the attacked can be a Construct.

Channel Divinity
When you choose this oath at level 3, you gain the following
two Channel Divinity Options:
Kleptomania: Your arms extend abnormally and attempt
to steal an item your opponent carries, like their weapon. As
an action, you can attempt to steal a creature's item. You
need at least one free hand. Choose a creature within 30 feet.
Make a Sleight of Hand check against the target's Athletics
or Acrobatics check. On a success, you steal the item.
Smell of Gold: If you concentrate for a minute, you can
feel the location of the most valuable item within a 300 feet
radius.

Touch of Midas
At level 7, you can use your Lay on Hands to hurt an enemy.
The pool for hurting and healing someone is the same. You
make a melee spell attack as part of your attack action. You
decide the amount of damage you are going to use up before
rolling an attack. This attack cannot crit. On a failure, you
lose half the designated points from the Lay on Hands pool.
Never-ending Hunger
Beginning at 7th level, the sin of Gluttony starts taking its toll
on you. You can feed on anything that you can chew, from Heart of Gold
grass to soft wood to corpses and all of it tastes delicious. As At level 10, when you are damaged by a spell, as a reaction,
a bonus action, you can make a Bite attack (as described in you can cover your body in a gold layer, gaining resistance to
Force-feed) a number of times equal to your Constitution magic damage until the start of your next turn.
modifier per long rest.
but are no longer charmed. The damage increases by 1d8
every time your proficiency bonus increases.
Fragility: When a creature attacks you with a weapon,
you can use your reaction to impose disadvantage on one of
their attack rolls. You can cast Fragility after you learn that
an attack is successful, but before damage is rolled.

Love Eternal
At 7th level, when a creature fails its saving throw against
your Last Kiss, they instantly fall unconscious if its challenge
rating is at or below a certain threshold as shown in the Love
Eternal table.

Blood of Avarice
Beginning at level 15, as a bonus action, you can designate a
creature within 60 feet of you. If the creature falls
unconscious, their spattered blood turns into gold coins. The Aura of Desire
number of gold coins equals the creature's Constitution When you reach level 10, you emit an Aura of Desire within
score. You can use Blood of Avarice once per long rest. 15 feet radius around you. Whenever an enemy within the
Additionally, when you use Touch of Midas on a creature radius attempts to attack an ally within the radius or you, they
affected by Blood of Avarice, you deal double damage. have to subtract a 1d6 from their attack roll or spell attack.
At level 18, the radius increases to 30 feet.
Greed Incarnate
When you reach level 20, you can use Blood of Avarice an
infinite number of times. Also, when you use Channel Divinity
Kleptomania you can attempt to steal up to 10 items within
range. The targeted creature may be different for each item.
Make a different Sleight of Hand check for every item.
Additional extended arms spawn from your body for the
duration of the Channel Divinity to allow you to steal the
items.
Lastly, when you touch an item, you can turn it into its
value in gold irreversibly. You can do this once per short rest.

Lust

Channel Divinity
When you choose this oath at level 3, you gain the following
two Channel Divinity Options:
Last Kiss: When someone is charmed by you, as an
action, you can attempt to render them unconscious by giving Succubus
them a kiss. A creature charmed by you within 5 feet of you Beginning at level 15, you can use a Persuasion check
makes a Constitution saving throw against your spell save instead of an Athletics check to Grapple a creature within 5
DC. On a failure, they suffer 2d8 force damage and they feet of you. As long as they are Grappled you can attack them
remain charmed. On a success, they suffer the same damage at an advantage.
Lust Incarnate Idol of Respect
Reaching level 20, your Charisma score increases by 4 with a At level 10, when you reduce a creature to 0 hit points, you
maximum of 24. Additionally, when you Grapple a creature can attempt to impress another creature within 30 feet of
with Succubus, you can use Last Kiss on them even if they you. The creature must make a Wisdom saving throw against
are not charmed, without depleting your Channel Divinity your spell save DC. On a failure, they cannot take an action
uses. on their turn. On a success, nothing happens and the creature
is immune to this effect for 24 hours.

Pride Blasphemy
When you reach level 15, each time a creature hits you with
an attack, the creature gains a -3 penalty to their attack roll
until the end of their turn.

Pride Incarnate
At 20th level, you gain wings and a flying speed of 60 feet.
Whenever you use Divine Pride you also deal the weapon
damage.
When you use Idol of Respect and the creature fails their
Channel Divinity saving throw, they are stunned.
When you choose this oath at level 3, you gain the following Each time a creature suffers a -3 penalty to their attack
two Channel Divinity Options: rolls from Blasphemy, they also suffer 1d6 fire damage.
Divine Pride: When you miss with a weapon attack, you
can use Divine Smite and the creature you were targeting
suffers the Divine Smite damage. Sloth
Full Awareness: As a bonus action, you gain 15 feet
blindsight for 1 minute.

Unfaltering
At 7th level, when you fail a Skill Check, you can
reroll it. You have to use the new roll. You can
do this a number of times equal to your
Charisma modifier per long rest.

Divine Arrow
At level 3, you can cast Divine Smite with a ranged weapon.

Channel Divinity
When you choose this oath at level 3, you gain the following
two Channel Divinities:
Shackles of the Sloth: When you damage a creature, as a
bonus action, you can half their feet of movement for 1
minute.
Compulsion: As a bonus action, choose a creature within
30 feet of you. They must make a Wisdom saving throw
against your spell save DC. On a failure, they move closer to
you until they are within 5 feet of you or until they run out of
feet of movement. This can provoke attacks of opportunity.
On a success, the creature is immune to this effect for 24
hours.

Aura of Lethargy
When you reach level 7, every creature of your choice within
60 feet around you have their maximum feet of movement
reduced by 10 (minimum of 10). Up to 10 creatures of your
choice within range have their AC reduced by 2, as well (this
applies before Shackles of the Sloth).
Flesh of the Slug Channel Divinity
At level 10, as a reaction, when you suffer damage from a When you choose this oath at level 3, you gain the following
creature you can see, you can attempt to redirect some of it two Channel Divinities:
back at them. You can use Flesh of the Slug after the attack is Wrath Manifested: As a bonus action, you can ignite a
deemed successful but before damage is rolled. Make a weapon you are using with hellish fire. Your weapon deals
ranged spell attack against the target. On a hit, they suffer 1d6 extra fire damage for 1 minute. At level 5, 9, 13 and 17
half the damage (rounded down) they dealt to you. the fire damage increases by 1d6.
Eyes of Hell: As a bonus action, you can attempt to
Beacon of Apathy Intimidate a target. Roll an Intimidation check. The result
sets the DC. The target makes a Wisdom saving throw
Beginning at 15th level, as an action, you can attempt to fill
against the DC you set. On a failure, they are frightened of
with apathy each creature that suffers penalties to their feet
you for 1 minute. They can repeat their saving throw at the
of movement. Every creature of your choice that had their end of their turn. If they move more than 60 feet away from
feet of movement reduced within 30 feet of you must make a you, they are no longer frightened.
Constitution saving throw against your spell save DC. On a
failure, during their next turn they can only use an action and Pummeling Strikes
nothing more (no reactions, bonus actions, move, etc.). On a At level 7, as part of your action, you can choose to double the
success, they are immune to apathy for the next 24 hours. amount of attacks you can do with your attack action but all
You can attempt this once per long rest. of the damage you deal with Pummeling Strikes is halved
(rounded down). If you do Pummeling Strikes while Fury of
the Sin is active, your attacks score a critical hit on a 19 or a
20 on the d20.

Anger Issues
Additionally, at 7th level, you have disadvantage on rolls to
resist someone taunting you but you have advantage on rolls
to resist effects that attempt to magically control you.

Brutal Heal
At level 10, when you reduce a creature to 0 hit points, you
gain temporary hit points equal to their Constitution modifier
(minimum of 1) + your Constitution modifier (minimum of 1).

Last Growl
When you reach level 15, and you are reduced to 0 hit points,
and are not dead, you can use your reaction to push through
going unconscious. You immediately take a whole turn. If you
reduce an opponent to 0 hit points during Last Growl, Brutal
Heal temporary hit points count as healing.
Sloth Incarnate You can use Last Growl once per short rest.
At 20th level, you can choose to take root in the ground, as a
bonus action. You have 0 feet of movement for as long as you Wrath Incarnate
are rooted and you cannot take the Dash or Disengage At 20th level, you can use Last Growl an infinite amount of
actions. It takes an action to unroot yourself. As long as you times when you have Fury of the Sin active. Additionally, your
are rooted, you gain +5 AC and whenever an enemy comes Pummeling Strikes deal normal damage instead of half.
within 30 feet of you, their feet of movement become 0 and
they cannot take the Dash or Disengage action.
Additionally, you can use Flesh of the Slug at will, without
using up a reaction.

Wrath
Fury of the Sin
At level 3, instead of Oath Spells you gain Fury of the Sin. As
a bonus action, you enter a state of madness for 1 minute.
You gain Temporary hit points equal to your Paladin level +
your Constitution modifier. You add your proficiency bonus to
your damage rolls. You can activate Fury of the Sin a number
of times equal to half your Paladin level (minimum of 1) per
long rest.
Golden Eye of Greed
Wondrous item, legendary (requires attunement)
For as long as the item is in your possession, you instinctively
know the exact amount of money creatures within 15 feet of
you carry.
Additionally, you can absorb the Golden Eye of Greed
within you. If you do so, as an action, you can cast
Disintegrate from your eye. The DC for the Dexterity saving
throw is 17. You can only cast Disintegrate against a hostile
target that is within 15 feet of you and holds the most gold. If
the creature carries no gold on them, the spell fails.
You can use Disintegrate through the Golden Eye of
Greed once per dawn.

Ring of Lust
Wondrous item, legendary
A creature that wears this ring will suffer the Forever curse.

Items for a Paladin of the Seven


Deadly Sins Crest of Pride
This section consists of seven legendary magical items (one Wondrous item, legendary (requires attunement)
for each sin) that a DM can include in a campaign and can
Donning the Crest of Pride grants you immunity to the Fear
only be used by a Paladin of the Seven Deadly Sins.
condition. Your AC increases by 1 and as a reaction, when
you suffer damage from a creature that is within your melee
Amulet of Envy range, you suffer half the damage (rounded down) and get an
Wondrous item, legendary (requires attunement) attack of opportunity against them. You can use this effect
The Amulet of Envy has 10 charges. As a bonus action, you twice per long rest.
expend one charge and aim this amulet at a creature of your
choice within 60 feet of you. The target must be able to see Corrupted Longbow of Sloth
you in order for this to work. The creature makes a DC 18 Longbow, legendary (requires attunement)
Wisdom saving throw. On a failure, they must use their
The Corrupted Longbow of Sloth enchants normal arrows to
reaction and rush towards you following the fastest path.
deal 1d8 necrotic damage or radiant damage (your choice)
If the creature comes within 5 feet of you, the Amulet
instead of piercing damage. If the damage of the arrow is
uses up one more charge and unleashes an explosion against
amplified in any way, the arrow deals an extra 1d8 force
creatures within 5 feet of you (except from you) dealing
damage and causes a magical explosion. In case of the
5d6+12 force damage.
magical explosion, every creature within 5 feet of the original
The Amulet regains 1d10 charges on each dawn.
target must make a DC 18 Dexterity saving throw. On a
failure, they suffer 1d8 force damage. On a success, they
Box of Gluttony suffer none.
Wondrous item, Legendary (requires attunement)
The Box of Gluttony looks like a simple box that is also Black Armguard of Wrath
withered on the outside. The Box of Gluttony can turn into a Armguard, legendary (requires attunement)
Mimic that is allied to the person it is attuned with. As a
Your AC increases by 2, as if you are carrying a shield, but
bonus action, you can give a general order to the Box of
the Black Armguard of Wrath does not occupy a hand. When
Gluttony and the Box will follow it to its completion as best as
an attack is made against you, you can use your reaction to
it can. While it is in its Box form, it acts as a Bag of Holding,
increase your AC by 3 until the start of your next turn.
but will devour any type of food.
When you reduce a creature to 0 hit points, you can use a
If the Box is not fed at least once daily, it turns into a Bag
bonus action to absorb the life essence of the creature. This
of Devouring and the next time that it is summoned as a
will kill the creature. You gain temporary hit points equal to
Mimic, it will be hostile to the person it is attuned with.
the target's Constitution score (not modifier).
Ranger Archetype of The Hunt
the Devilhound At level 7, when you reduce a creature to 0 hit points, you can
initiate The Hunt at the start of your next turn. During The
Rangers of this archetype have a higher connection with a Hunt, your senses are heightened and you receive the
Devilhound. They trade one of their eyes for the Devilhound's following benefits:
and they gain its senses at will as well as great control over • When you score a critical hit with an attack, you roll
such a wild beast. They walk together through the land damage thrice instead of twice.
hunting their targets and spreading fear. • When you are damaged you can use a reaction to move up
to half your feet of movement without triggering attacks of
Eyes of the Devil opportunity.
At 3rd level, when you choose this Archetype you share your • When you damage someone, every time they suffer
vision with your Devilhound by trading one of your eyes with damage, they suffer an extra 1d6 weapon damage.
one of theirs. This is a pact you make when you first summon • You have blindsight 30 feet against creatures that have
your Devilhound. You gain the Summon Devilhound spell. been damaged.
Summon Devilhound is described below and can be cast as a
The Hunt lasts until the start of your next turn. Its
ritual. As a free action, you can look from the Devilhound's
duration extends for an extra round if you reduce a creature
eyes.
to 0 hit points again.
Add your proficiency bonus to the beast's AC, attack rolls
and damage rolls, as well as to any saving throws and skills it
is proficient with. Ascended Houndmaster
Starting at 11th level, your Devilhound gains an Extra Attack.
Summon Devilhound Additionally, as a bonus action you can swap places with
1st-level conjuration (ritual) your Devilhound. This bonus action provokes attacks of
opportunity in both points (yours and the Devilhound’s) after
Casting Time: 1 action
Range: 5 feet the swapping is completed.
Components: V, S Finally, you can choose as a reaction to share the damage
Duration: Permanent you or the Devilhound suffers, with each other (in case of a
decimal halved damage, you can choose which one of you
A portal from the Nine Hells opens and your Devilhound
receives the rounded down total and who receives the
arrives within 5 feet of you in an unoccupied space. The
rounded up). If you are both targeted by the same damage
Devilhound goes either exactly before you or exactly after
source you cannot share the damage. You must decide if you
you (you decide). You can control the Devilhound as long
will share the damage after the attack is deemed successful,
as they are within 300 feet from you. You can still share
but before damage is rolled.
its senses but you cannot control it if it is further than 300
feet away from you. You can have only one Devilhound up
at a time.
Master of The Hunt
Beginning at 15th level, whenever you reduce a creature to 0
hit points, the effects of The Hunt apply to you for 1 minute.
You stand still for the casting time and become one with the
environment. You are invisible as long as you do not move
more than 5 feet away from your initial position.

Ignite
2nd-level enchantment
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: 1 minute
For the next minute, your attacks deal a bonus 2d6 fire
damage.
At Higher Levels: For every spell slot level higher than
level 2 that you cast this spell, the damage increases by 1d6.

Dominate Land
3rd-level transmutation
Casting Time: 10 minutes
Range: Self
Components: V, S
Duration: 10 hours
You concentrate and your essence spills within a 50-foot
radius area around you. For the duration, as long as you are
within the area you have transmuted, you can control it. As a
bonus action on your turn, you can do one of the following:

• Cause the area to be difficult terrain for your enemies only.


• Cause the area to attack all of your enemies. They make
Dexterity saving throws against your spell save DC. On a
failure, they suffer 2d6 + your Wisdom modifier
bludgeoning damage. On a success, they suffer half as
much.
• Have tremorsense within the area.
Devilhound Ranger Spells
This section consists of some spells (from a cantrip to level 5)
Curse of the Hunt
4th-level enchantment
for a Ranger that has chosen the Devilhound Archetype.
Casting Time: 1 bonus action
Split Arrow Range: 120 feet
Components: V
Transmutation cantrip
Duration: Concentration, up to 1 minute
Casting Time: 1 bonus action
You choose a target within range. They make a Wisdom
Range: Self
Components: V, S saving throw against your spell save DC. On a failure, their
Duration: Instantaneous feet of movement are halved for the duration. You have 30
feet blindsense against them. You add your proficiency
You touch an arrow and change its properties. When you fire modifier to your damage attacks against them.
the arrow at a target, choose another target within 15 feet of
the original target. The arrow splits in two and deals half
weapon damage (rounded down) to each target. you roll
Devilhound's Mark
5th-level divination
attacks separately for each arrow. When the arrow splits, it
loses any magical properties it might have. Casting Time: 1 bonus action
Range: 60 feet
Chameleon's Skin Components: V, S
Duration: Until the start of your next turn
1st-level illusion
You mark a creature for death. They have to make a
Casting Time: 1 minute
Charisma saving throw against your spell save DC. On a
Range: Self
Components: S, M (dirt and a blank sheet) failure, for the duration, any successful attacks from you or a
Duration: Concentration, up to 1 hour creature that you control against the marked target count as
critical hits. On a success the spell fails.
Pockets of the Shade
Starting at 9th level, you have the ability to store and

Rogue Shadowborn summon things from five pocket dimensions. As a bonus


action you can store or retrieve an item to one of the five
dimensions. Only one item fits every pocket no matter how
Shadowborn rogues are rare creatures. They delve deep into
small it may be. Four of the pocket dimensions are small in
dark chambers under the ground and are tempered in the art
size and can only fit one object that is not bigger than 2x2
of mastering the shadows. They become one with them and
feet. The fifth pocket dimension is larger and can fit up to a
they control them.
Medium creature. There is no oxygen in the pocket
dimensions.
Shadow Deep
Starting at 3rd level when you choose this archetype, you can
submerge yourself into your own shadow and reappear from
Arms of Ink
Also at level 9, during your turn, you can increase your melee
another shadow. Instead of moving somewhere, you can
weapon attack range by 10 feet until the end of your turn.
choose to teleport to a distance up to your remaining feet of
movement. This movement does not provoke attacks of
opportunity. You must teleport within 5 feet of an object or a
Dark Betrayer
creature that can cast a shadow. The range is not affected by At 13th level, you can use your bonus action or your reaction
the use of Dash and you must be able to see your target. to turn a creature's shadow against it within 30 feet of you.
After the teleport is complete, your next attack until the When used as a bonus action, you have advantage on your
end of your turn is a sneak attack if you have not already attacks against the creature until the end of your turn. When
made a sneak attack this turn. used as a reaction, an attacking enemy has disadvantage on
You can use Shadow Deep a number of times equal to their attack rolls until the end of their turn. You can use Dark
your proficiency bonus per encounter. Betrayer once as a bonus action and twice as a reaction per
encounter.
Shadowborn
Additionally, at 3rd level you gain 60 ft of Darkvision. If you
Umbraspawn
already have Darkvision, the distance is doubled. Starting at 17th level, instead of Uncanny Dodge you can use
Shadow Deep and avoid all of the damage. Doing so, reduces
your feet of movement by the distance you teleported until the
end of your next turn.
Obsidian Gloves
Gloves, uncommon (requires attunement)
While wearing the Obsidian Gloves, by touching an unwilling
creature as an action, you can silence them. The creature
must succeed on a DC 14 Intelligence saving throw. On a
failure, they suffer the effects of silence until the end of their
next turn.

Obscurial Ring
Wondrous item, very rare (requires attunement)
As a bonus action, you become Invisible until the start of your
next turn. Alternatively, as an action, you can cast Darkness.
You can use the Invisibility effect three times per long rest.
You can cast the Darkness spell once per long rest.

Penumbral Dagger
Dagger, legendary
The Penumbral Dagger shares a normal dagger's properties.
Instead of a 1d4 piercing damage, you deal 2d4 necrotic
damage.

Antumbral Dagger
Dagger, legendary
Items for a Shadowborn Rogue
The Antumbral Dagger shares a normal dagger's properties.
This section consists of some magical items that a DM can Instead of a 1d4 piercing damage, you deal 2d4 radiant
include in a campaign, which are to be used (or best suited to damage.
be used) by a Rogue that has chosen the Shadowborn
archetype. Umbrasword
Shortsword, legendary
Cloak of Lies As a bonus action, you can combine the Penumbral Dagger
Wondrous item, common (requires attunement)
and the Antumbral Dagger and create the Umbrasword. The
The wearer of this cloak has the ability to produce magical weapon deals 2d6 necrotic damage and 2d6 radiant damage.
items of no value from its pockets. You create a nonmagical If you land a critical hit with the Umbrasword, as a free action
trinket or an illusory image that can fit in your hand and that you can cast Banishment to the target that you dealt the
lasts for a minute. If a creature other than you touches it, they critical hit on (with a DC of 18). You can use Banishment this
are aware that it is fake. way once per dawn.
Sorcerer of • You regain a spell slot. The spell slot's level is equal or less
than the creature's Charisma modifier. (minimum 1).

Sanguimancy • You regain hit points equal to the creature's Constitution


score (minimum 5).
• You can use the cantrip Blood Shot by using up the
Sanguimancy, is an ancient and dangerous form of sorcery.
creature's blood instead of yours. Every time you cast it, the
This mystical but forbidden theurgy is used to cast spells,
creature's blood is reduced. When the amount of blood that
enchantments and even curses through blood, the very bodily
is used up equals half of the creature's maximum hit points,
fluid which is the potent force, as well as the essence of life,
you can no longer cast Blood Shot by using the creature's
in the working of magic.
blood.

Iron Veins
Beginning when you select this Sorcerous Origin at 1st level,
after a long rest you gain Temporary Hit Points equal to your
sorcerer level + your Constitution modifier.

Bloodcraft
Beginning when you select this Sorcerous Origin at 1st level,
by tasting even a single drop of blood you can tell the type of
creature it belongs to (for example Elf, Fiend, Orc,
Monstrosity, etc.). You also gain the cantrip Blood Shot,
which is described below:

Blood Shot
Sanguimancy cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (your blood)
Duration: Instantaneous
Blood erupts from your veins, violently escaping your
body and forms a number of needles that attack an enemy
of your choice within range. You suffer 1d4, 1d6, 1d8,
1d10 or 1d12 damage (your choice). You create a number
of blood needles equal to your proficiency bonus. Each
needle deals as much damage as you suffered when using
Blood Shot. You roll one ranged spell attack for all the
blood needles.
You can only target one creature with Blood Shot.

Haematosphere
Starting at 6th level, you can use your reaction to create a
shield of blood around you when an attack is made against
you. You can choose to use Haematosphere after you find out
if an attack is successful, but before you find out how much
damage it dealt. You suffer 1d4 damage and add the damage
suffered to your Armor Class until the end of your next turn.
When you reach level 10, the Armor Class you get is doubled.

Blood Hunt
Beginning at 14th level, after a successful spell attack, you
can choose to absorb half the damage you dealt and gain it as
Temporary Hit Points. You can use Blood Hunt two times per
long rest. Also, you have advantage on any skill checks you
make to track down a creature that is wounded.

Sanguine Recovery
Starting at 18th level, when you kill a creature you can use a
reaction to absorb their blood. Doing so grants one (your
choice) of the following effects:
Sanguimancy Spells
This section consists of some spells (from level 1 to level 9)
for a Sorcerer that has chosen the Sanguimancy Origin.

Control Blood
1st-level sanguimancy
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S
Duration: 1 minute
For the duration, whenever a creature is damaged within Blood Relatives
range, you can suspend the blood they have lost midair. You 4th-level sanguimancy
can suspend a number of blood pools equal to your Charisma Casting Time: 1 action
modifier (minimum of 1). You can use an action to unleash a Range: Touch
bolt made of the blood pools from the wounded creatures. Components: V, S
Make a ranged spell attack. On a hit you deal damage equal Duration: 1 day
to 1d4 times the blood pools you had suspended.
When you cast this spell, you suffer 2d6 necrotic damage. If
At Higher Levels: When you cast this spell using a spell
you touch a wounded creature, their blood is sucked inside
slot of 2nd level or higher, the maximum blood pools you can
you. You then learn the following things about the creature:
suspend increase by 1 for each level higher than level 1.
• Their surface thoughts
Drain Essence • Their name
2nd-level sanguimancy • Their feelings towards you

Casting Time: 1 action For the duration, you can whisper a command once. The
Range: Self creature can hear the command if they are on the same plane
Components: V, S of existence as you. The command can be almost anything,
Duration: Instantaneous but cannot be harmful towards the creature, nor towards
You absorb the essence of anyone standing within a 5-foot- people that they would never harm. The creature then makes
radius area around you. Creatures within range must make a a Wisdom saving throw against your spell save DC. On a
Constitution saving throw against your spell save DC. failure, the creature must obey the command to its full
Creatures that are unconscious automatically fail the saving extend. On a success, the creature cannot be commanded
throw. On a failure, their maximum hit points are reduced by again for the duration.
2d8 and your maximum hit points increase by 1d8 for every
creature you affected. On a success, nothing happens. Crimson Blast
Drain Essence’s effects are lost after a short or long rest. 5th-level sanguimancy
Casting Time: 1 action
Black Veins Range: 60-foot line, 5 feet wide
3rd-level sanguimancy Components: V, S, M (your blood)
Duration: Instantaneous
Casting Time: 1 action
Range: 120 feet You suffer 1d8 necrotic damage. Your blood turns to a thin,
Components: V, S deadly stream that can pierce the toughest armor. All
Duration: Concentration, up to 1 minute creatures in Range must succeed on a Dexterity saving throw
A creature of your choice within range must make a Wisdom against your spell save DC. On a failure they suffer 8d8
saving throw against your spell save DC. On a failure, the necrotic damage. On a success they suffer half damage.
creature's veins are clogged with black liquid. They suffer At Higher Levels: When you cast this spell using a spell
disadvantage to their attacks for the duration and also suffer slot of 6th level or higher, you can increase the damage you
3d6 necrotic damage at the start of their turn. The creature suffer by 1 die per level higher than 5th and increase the
can repeat their saving throw at the end of their turn. damage you deal by the same amount.
Bloodless Carcass
8th-level sanguimancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Hemorrhage You can use your action to make a creature start bleeding
6th-level sanguimancy uncontrollably. The creature must succeed on a Constitution
Casting Time: 1 action saving throw against your spell save DC. On a failure, they
Range: 120 feet get a failed Death saving throw and suffer 10d8 necrotic
Components: V, S, M (your blood) damage. On a success, they only suffer half the damage. A
Duration: 1 minute creature with no blood is not affected by this spell.
You suffer 1d8 necrotic damage. Your blood turns into a
sharp bullet that aims for one of the main arteries of a Sanguinian End
creature. You must have encountered a creature of the same 9th-level sanguimancy
species before to know where its main arteries may be unless
Casting Time: 1 action
they are humanoid. Make a ranged spell attack. On a hit, the Range: 300 feet
creature suffers from Hemorrhage for the duration. If they try Components: V, S, M (your blood)
to move, or if they are forced to move, they suffer necrotic Duration: Concentration, up to 1 minute
damage equal to the number of feet they travel.
You suffer 4d8 necrotic damage to unleash a devastating hail
of razor-sharp blood drops upon a 60-foot-radius area of your
Blood Rite designation. Creatures in the area must succeed on a
7th-level sanguimancy Dexterity saving throw against your spell save DC or suffer
Casting Time: 1 action 12d8 necrotic damage and have their movement speed
Range: 30 feet reduced to 0 for the duration. On a success, they suffer half
Components: V, S, M (your blood) the damage and have their movement speed reduced to half
Duration: 1 minute for the duration.
You suffer 2d8 necrotic damage. Your blood is spattered on a
40-foot radius within range marking the area. Creatures in
the area must make a Constitution saving throw against your
spell save DC. On a failure, they can move no more than 10
feet per round. They also suffer 8d8 necrotic damage if they
start their turn in the marked area. On a success, they suffer
the damage but their movement is not affected. If your
current hit points are less than half of your maximum hit
points, the damage the creatures suffer is maxed (64 necrotic
damage). A creature can repeat their saving throw at the start
of their next turn.
Warlock of the Hive
Mind
WE ARE ONE. WE ARE MANY. THE HIVE IS THE ALPHA. THE HIVE
Consume
IS THE OMEGA. OBEY THE HIVE. WORSHIP THE HIVE. BECOME
Starting at 1st level, you can use your Intelligence as a
THE HIVE. CONSUME. EVOLVE. CONQUER. OBLITERATE.
spellcasting modifier instead of Charisma. When you reduce
a creature to 0 hit points, you can use a reaction to consume
Warlocks of the Hive Mind are among the most
them. This will kill the creature. Your Intelligence score
dangerous folks in existence. They can only be evil and
increases by a number of points equal to the creature's
describe themselves as collectors, gathering souls on their
Intelligence modifier (minimum of 1). Your total intelligence
leisure. They rarely travel within parties and even if they do, it
cannot exceed 22. The bonus is lost after a short or a long
is simply a means of reaching a goal. What is peculiar about
rest. Using Consume while already benefitting from its bonus
them is that they hold hatred even towards fellow Hive Mind
replaces the currently active bonus with the new one (they do
warlocks, as they consider them competitors.
not stack).

Evolve
When you reach the 6th level, you can allow your body to
evolve by using an enemy. When a creature within 5 feet of
you is reduced to 0 hit points, you can use your reaction to
Evolve. You gain a special characteristic of the creature. The
characteristics can be one of the following and must be
something that the creature you are using already has.

• Flying
• Darkvision
• Tremorsense
• Blindsight
• Claws
• Tail
• Natural Armor
• Ability to breathe underwater
• Resistance to a type of damage

You lose the characteristic on the next Short or long rest.


You can only have one active characteristic at a time. Using
Evolve while already benefitting from its effects replaces your
currently active characteristic.

Conquer
At 10th level, when a creature within 30 feet of you drops to 0
hit points, you can use your reaction to suspend their death.
During your next turn you can order them to take an Action,
as a bonus action. They can still use any ability, trait, spell,
magic item, legendary action they had when they were alive
but you must know that they possess it in order to use it.
They perish after they take an action or if they suffer any
Expanded Spell List amount of damage.
The Hive Mind lets you choose from an expanded list of
spells when you learn a warlock spell. The following spells Obliterate
are added to the Warlock spell list for you. Starting at 14th level, whenever you directly control a
creature's actions by using a spell from your Expanded Spell
List, you can violently severe your connection with them. As
an action, you can end your control over them. The target
1st command, Tasha's hideous laughter
must make an Intelligence saving throw against your spell
2nd crown of madness, detect thoughts
save DC. On a failure, they suffer 8d8 psychic damage. On a
3rd enemies abound, hypnotic pattern
success, they suffer half the damage.
4th compulsion, phantasmal killer
5th Rary's telepathic bond, modify memory
Hive Mind Eldritch Invocations
This section consists of some Eldritch Invocations that fit the
flavor of the Hive Mind Patron and the Pact of the Brand.

Eldritch Prestidigitation
You get the Prestidigitation cantrip if you don't already have
it. Its effects are altered by your Patron. Instead of the
original effects, you choose one of the following:

• You create an instantaneous, sensory effect that, if you


choose so, can only be perceived by the targeted creature.
You can impose disadvantage on their next sight-related
Perception check or hearing-related Perception check until
the end of their next turn.
• You are immune to minor fire damage (like from a candle
or a torch) until the start of your next turn. You are not
immune against magical fire or a medium and a major fire.
You can light or snuff out a candle, a torch or a small
campfire.
• You instantaneously clean or soil an object no larger than 1
cubic foot. You can also tear 1 cubic foot of fabric instantly.
• You make a color, a small mark, or a symbol appear on an
object or a surface for 1 hour. The mark is visible only to
creatures of your choice. Or you can just make it visible to
everyone.
• You create a nonmagical trinket that is obviously of no
worth that lasts for 10 minutes. You can transmute your
Pact Boon for the Hive Mind voice through this object if you are within 60 feet from it.
The following is an additional Pact Boon for the Warlock. If you cast this spell multiple times, you can have up to
three of its non-instantaneous effects active at a time, and you
Pact of the Brand can dismiss such an effect as an action.
Your Patron brands you with a magical symbol at a part of
your body of your choice. Through it, your Patron can know Find Nightmare
your location at any point, hear what you hear and see what Prerequisite: 5th level
you see without you knowing. The brand cannot be removed
You can cast Find Steed once per day with a casting time of
by anything less than a Wish or a Divine Intervention.
10 minutes without expending a spell slot to summon a
As a bonus action, you can Unleash the Brand. The brand
Nightmare (Monster Manual: page 235).
becomes visible on you even if it is under clothing and you
can either regain one Warlock Spell Slot or regain hit points
equal to your Warlock level plus your Constitution modifier. Dreamdweller
You can Unleash the Brand once per long rest. Prerequisite: 5th level, Pact of the Brand feature
You can enter the dreams of a sleeping creature within 15
feet of you. During this time, you are blind and deaf with
regard to your own senses. Once you are there, you can try to
manipulate their dream to a nightmare or a deep sleep. The
creature must make a Wisdom saving throw against your
spell save DC. On a failure they are under the effects of
Nightmare or Deep Sleep as they are described below. On a
success, they wake up. You can do this once per short rest.

• Nightmare: The creature suffers force damage equal to


your Charisma score (not modifier) and wakes up. This
damage cannot be reduced in any way.
• Deep Sleep: The creature cannot wake up by sound or
touch for at least the next hour. If they are damaged, they
wake up.
Memoirs of the Living Shatter Will
Prerequisite: 5th level, Pact of the Tome feature Prerequisite: 9th level
There is a section in your Book of Shadows that describes You choose a creature within 30 feet of you as an action. That
your everyday experiences since you chose this Eldritch creature has disadvantage to a saving throw of your choice
Invocation. The descriptions are detailed and are written for 1 minute.
down as you perceived them at the time, they include names,
events, allies and enemies and more. Shackles of the Doomed
Prerequisite: 12th level, eldritch blast cantrip
Reality Schism When you hit a creature with Eldritch Blast, they have to
Prerequisite: 5th level, Pact of the Blade feature
make a Wisdom saving throw against your spell save DC. On
You can rip reality with your sword to attack enemies that are a failure, the creature becomes restrained until the end of
within 30 feet of you with your sword as if they were right in their next turn. You can only use Shackles of the Doomed
front of you. once per long rest on the same creature. You cannot target
more than one creature with Shackles of the Doomed.
Unchained Familiar
Prerequisite: 5th level, Pact of the Chain
You can command the familiar to attack right after your turn
instead of taking up one of your attacks.

Sealed Fate
Prerequisite: 7th level
After a creature is fatally reduced to 0 hit points within 45
feet of you, you can suspend their death using your reaction.
You can control the creature as a bonus action to move
wherever you command it to (you can command them to
cross great distances) or to do minor chores like carry light
things or open an unlocked door etc. The creature cannot
Otherworldly Doors
Prerequisite: 15th level
attack, cannot speak and cannot regain hit points. Any
amount of damage to them stops your control over them. You can cast Teleportation Circle as an action by expending
However, if the creature is not damaged it will attempt to go one warlock spell slot. When you choose this Eldritch
where you command it to. At any point you can decide to Invocation, you learn the sigil sequences for two destinations
severe your connection and allow it to die. The effect can last on the material plane, chosen by the DM. You can learn
up to 1 week. additional sequences by studying them for 1 minute.
Wizard School of
Inversion
The School of Inversion teaches its students to counter all
the other Arcane Traditions, through a mystical force that
utilizes the Void; an interdimensional plane that is thought to
erase any existence. Wizards that follow these teachings
highly revere Beholders, as they consider them one of the
purest forms of magic, believing they were born from the
Void and carefully studying their nature and capabilities.

Nullifier
At 2nd level, when you choose the School of Inversion, you
gain the ability to counter other Arcane Traditions.
Choose two schools at 2nd level, then again at 6th level,
at 10th level and finally at 14th level. You cannot choose the
same school twice. Each school grants you certain features or
spells that are detailed on the Nullification Table and the next
section.
The spells and features gained from Nullifier can only
affect spells whose level is equal to or lower than the highest-
level spell you know, unless specified otherwise.
They reappear on an unoccupied location of your choice
within 30 feet of you. On a success, nothing happens.
You can use Antimatter a number of times equal to your
proficiency bonus.

Call of the Beholder


At 14th level, you have the ability to call forth a Beholder. As
an action, you open a portal to the Void and a Beholder will
answer your call. When the portal opens, roll a d20. On an
odd number the Beholder acts as an ally to you and your
allies. On an even number the Beholder acts as an enemy to
you and your allies.
Once you use Call of the Beholder, you can use it again
Know thy Enemy after seven days have passed.
Beginning at 2nd level, you know the school of a spell that is
cast within 120 feet around you as long as it is of a level equal
or lower than the highest-level spell you know. By using
Know thy Enemy you can only recognize spells from schools
that you have picked from the Nullification table.

Beholder's Glimpse
At level 6th, studying the Beholders for all your life, you have
managed to decipher part of their Antimagic Cone mechanics
so that you can use it for your benefit. As an action, you can
suspend the effects of a spell or magic item until the start of
the next round, within 30 feet of you.
You can use Beholder's Glimpse once per long rest.

Antimatter
Beginning level 10th, you have the ability to cease the
existence of a creature for a moment. As an action, you can
touch a creature within your melee range. The creature must
make a Charisma saving throw against your spell save DC.
On a failure, they disappear until the end of their next turn.
Nullification Spells & Dark Mirror
1st-level inversion
Features Casting Time: 1 action
Range: 60 feet
Detain Components: V, S
1st-level inversion Duration: Instantaneous

Casting Time: 1 reaction You have learnt to manipulate minds that are already under
Range: 60 feet influence. You tap into the effect that a 1st level enchantment
Components: V S spell has created and use it for your own benefit. As an action
Duration: 1 round you can manipulate a creature that is under the effects of a
1st level enchantment spell, to do your bidding. You
A transparent, swirling aura appears on a creature that is the
command them to do one thing that does not immediately
target of a 1st level Abjuration spell within range. The effects
harm them (for example attack a target, run away, drop your
of that spell take place at the start of the targeted creature's
weapon).
next turn instead of immediately. If you attempt to counter a
At Higher Levels: You can cast this spell at a higher level
higher-level spell than your highest-level known spell, Detain
in order to affect Enchantment spells that are of higher level
fails.
than level 1.
At Higher Levels: You can cast this spell at a higher level
in order to affect Abjuration spells that are of higher level
than level 1. Imagery Resistance
While conscious, you are covered by a transparent force that
grants you resistance to damage from Evocation spells of a
Nihiling Educt lower or equal level than the highest-level spell you know.
1st-level inversion
Casting Time: 1 reaction
Range: 120 feet
Components: V M (a vial of black tar)
Duration: Concentration, up to 1 minute
Whenever a creature attempts to cast a 1st level Conjuration
spell that requires concentration, a Nihiling is extracted from
their mind essence and placed right above them in an
unoccupied space. The Nihiling has 20 AC and 1 hit point. At
the start of the creature's turn that the Nihiling is affecting,
the creature must make a Concentration check against your
spell save DC. On a failure, they lose Concentration over the
Conjuration spell. The Nihiling disappears after that. On a
success, the Nihiling remains until it is killed or until your
Concentration is broken.
At Higher Levels: You can cast this spell at a higher level
in order to affect Conjuration spells that are of higher level
than level 1. Awakened Vision
Wizards of the School of Inversion have trained their minds
Misconception to not be tricked by illusions. You have the innate ability to
1st-level inversion see through any illusion within 30 feet of you.

Casting Time: 1 reaction


Range: 30 feet Necrotic Absorption
Components: V 1st-level inversion
Duration: Instantaneous Casting Time: 1 reaction
School of Inversion teaches that any form of divinity is false Range: Self
and, thus, tutors its students on how to force their enemies to Components: S
realize the same. Whenever an enemy attempts to cast a 1st Duration: Instantaneous
level Divination spell against you, you force them to make a Whenever you take Necrotic Damage, you feel a power
Concentration check against your spell save DC. On a failure, surging through your veins. After damage calculation, you
the spell fails. On a success, the spell proceeds as normal. regain half of the Hit Points you lost (minimum of 1, rounded
At Higher Levels: You can cast this spell at a higher level down). If an attack renders you unconscious or outright kills
in order to affect Divination spells that are of higher level you, you do not heal.
than level 1.
Circle of Negation
1st-level inversion Void Strikes
2nd-level inversion
Casting Time: 10 minutes (Ritual)
Range: Self Casting Time: 1 reaction
Components: V, S, M (Chalk infused with a precious gem) Range: 10 feet
Duration: 8 hours Components: V, S, M (sawdust)
Duration: Instantaneous
You magically draw an invisible circle in a 150-foot-radius of
what you want its center to be. Any level 1 transmutation When a creature lands a melee weapon attack against you,
spells that are cast from inside that circle fail and any you can use your reaction to reduce the damage dealt and
creatures or objects that are affected by a level 1 counter attack. You reduce the damage by 2d8 + your
transmutation spell are no longer affected. A creature can Intelligence modifier and the creature must make an
attempt an Intelligence (Investigation) check against your Intelligence saving throw against your spell save DC. On a
spell save DC to determine the exact foot-radius of the circle. failure, they suffer 2d8 + your Intelligence modifier points of
At Higher Levels: You can cast this spell at a higher level force damage. On a success, they suffer half as much. If you
in order to affect Transmutation spells that are of higher level reduce the damage to 0, you deal maximum damage instead.
than level 1. At Higher Levels: For every spell level higher than 2nd
that the spell is cast, the die increases by 1d8 (both for the
damage reduction and the damage dealt).

School of Inversion Spells Plasma Skin


The following cantrip and spells can be normally acquired, 3rd-level inversion
but are accessible only to a Wizard that has chosen the Casting Time: 1 bonus action
School of Inversion. Range: Self
Components: V, S
Negative Energy Duration: Concentration, up to 10 minutes
Inversion cantrip For the duration, your skin is covered in an alien-like liquid
Casting Time: 1 reaction material. When you cast this spell and as a bonus action on
Range: 60 feet subsequent turns you can choose to have resistance to all
Components: V bludgeoning, piercing and slashing damage or to all damage
Duration: Instantaneous done by magical means.
For the duration, whenever a spell is cast within range, you
can use your reaction to damage its caster. Make a ranged Crackling Ground
spell attack against the creature. On a hit, the creature takes 4th-level inversion
1d8 force damage. Casting Time: 1 action
The cantrip's potency increases when you reach higher Range: 60 feet
levels: you deal 2d8 force damage at level 5th, 3d8 at level Components: V, S, M (a glass ball that shatters when the
11th and 4d8 at level 17th. spell is cast)
Duration: Concentration, up to 1 minute
Acidic Disruption For the duration, you designate a 30-foot radius area within
1st-level inversion range. The area becomes difficult terrain and for every 5 feet
of movement a creature makes within the terrain they suffer
Casting Time: 1 action
Range: 30 feet 1d4 piercing damage.
Components: V, S
Duration: Concentration, up to 1 minute Wall of Nothing
Designate a 15-foot-radius area within range. Whenever a 5th-level inversion
creature attempts to cast a spell within the area, they must Casting Time: 1 action
make an Intelligence saving throw against your spell save Range: 120 feet
DC. On a failure, they suffer 2d6 acid damage and their AC Components: V, S, M (drop of black ink)
permanently drops by 1. On a success, nothing happens. Duration: Concentration, up to 1 minute
A black wall of nothing springs into existence at a point you The damaging effect deals 6d8+6 bludgeoning damage to
choose within range. The wall appears in any orientation you a number of creatures equal to your Intelligence modifier
choose as a horizontal or vertical barrier or at an angle. It can within the area. The damage is considered magical.
be free floating or resting on a solid surface. You can form it
into a hemispherical dome or a sphere with a radius of up to Erasure
10 feet, or you can shape a flat surface made up of ten 10- 8th-level inversion
foot-by-10-foot panels. Each panel must be contiguous with
another panel. In any form, the wall is 1/4 inch thick. It lasts Casting Time: 1 action
Range: Touch
for the duration. If the wall cuts through a creature’s space
Components: V, S, M (part of a Mind Flayer brain)
when it appears, the creature is pushed to one side of the Duration: 1 minute
wall of your choice. Any creatures that attempt to pass
through the wall or are forced to pass through it must make a A creature of your choice within range must make a saving
Charisma saving throw against your spell save DC. On a throw of your choice against your spell save DC. On a failure,
failure, they blink out of existence and appear on a plane of a creature's ability score that was used for the saving throw is
existence of your choice (that you have knowledge of). On a reduced by 5 at the start of each of their turns (minimum of
success, they are pushed back from where they tried to enter 1). If the chosen ability score becomes 1, depending on the
the wall. If the spell ends before 1 minute has passed, the ability score you affected, the target suffers from the effects
target reappears in the space it left or in the nearest described in the Erasure Table below.
unoccupied space if that space is occupied. Otherwise, the
target doesn’t return.
The wall is immune to all damage and can’t be dispelled
by dispel magic. However, a disintegrate spell destroys the
wall instantly.

Phasing Existence
6th-level inversion
Casting Time: 1 action
Range: Touch
Components: S
Duration: 1 minute
You make a melee spell attack against a creature within
range. On a hit, the creature is cursed to phase in and out of At Higher Levels: If Erasure is cast at 9th level and the
existence. For the duration, they must roll a d20 at the start target's ability score reaches 1, the effects become
of each of their turns. On a 1-9 they phase out of existence permanent.
until the start of their next turn and suffer 2d10 bludgeoning
damage. On an 11-19 they do not phase out of existence. On
a 10 or 20 they reroll.
Power Word: Protect
9th-level inversion
At Higher Levels: For every spell level higher than 6th
that the spell is cast, the damage increases by 2d10. Casting Time: 1 action
Range: Touch
Pendulum Components: V, S
Duration: Concentration, up to 1 minute
7th-level inversion
A willing creature of your choice becomes completely
Casting Time: 1 action
immune to any amount of damage and harmful effects for the
Range: Self
Components: V, S, M (explosive powder, dust from a crushed duration. Every time an effect or damage is cancelled, you
amethyst) have to make a DC 10 Concentration saving throw.
Duration: Concentration, up to 1 minute
For the duration, creatures with a 30-foot radius area around
you are afflicted by the Pendulum. The Pendulum has two
effects. It heals your allies and damages your enemies.
Choose which of the two effects takes place first at the end of
your turn. The effect that you did not choose will take place at
the end of your next turn. The effects alternate with each
other at the end of each of your turns.
The healing effect restores 6d8+6 hit points to a number
of creatures equal to your Intelligence modifier
within the area.
Horde of Desecration
Paths of Malice
The Horde of Desecration holds nothing holy. They will break
The Paths of Malice is an optional reward system for players and ruin everything that signifies faith or religion. The very
roleplaying evil characters. The way the Paths of Malice work existence of a temple is an insult to a Desecrator and they
is that each player can choose a path. If the DM deems that will vow its destruction.
their actions suit the path they chose, then they can award Pawn of the Horde (Level 1): When you enter a sacred
them a level in that path. place or walk on consecrated ground, your own body reacts
The Paths of Malice should be handled with great care by negatively and you suffer from a minor fever and headaches.
both Dungeon Masters and players. While the benefits are The sight of holy symbols disturbs you and sickens you,
not powerful enough to break the balance of the game, they forcing you to slightly avert your gaze.
can still be viewed as "trophies" from the players and they Warrior of the Horde (Level 2): Your very existence is an
may go out of their way to achieve them. That is not the way insult to people of the cloth. Whenever you deal damage with
they are meant to be used, but rather a way to reward honest, a melee weapon attack against a creature that wears or
evil roleplaying in a way that it has not been explored by D&D carries a holy symbol, you deal an extra amount of necrotic
before. damage equal to half your Strength or Dexterity modifier
A non-restrictive rule you can follow to award these levels (whichever you used for the attack, rounded down).
is either when a player achieves something that embodies the Desecrator of the Horde (Level 3): If you walk into a
nature of the path or when they reach a certain level and the consecrated ground it slowly becomes desecrated at a rate of
player follows the path. The levels in which you 10 square feet per minute. Additionally, when you
can award a Path Level are level 5 for the deal necrotic damage, you ignore necrotic
first Level, level 10 for the second Level damage resistance. Also, your veins
and level 15 for the third Level. appear with a black taint and when you
bleed, its looks as if you bleed ink.

Order of Chaos
The Order of Chaos dictates you
Law of Power
are an agent of pandemonium. The Law of Power dictates that
You bring chaos wherever you only the strong can rule. The
go. You might act against the weak have no place on this
laws of a certain authority or world and they have to be
directly harm or even dethrone eradicated or left to rot. And
them and establish anarchy. you are the one who will carry
Unit of Chaos (Level 1): You this law and spread its words.
gain an obsession that expresses Bearer of the Law of Power
itself in a physical way. You bite (Level 1): Whenever you
your nails, scratch your skin or have overpower a creature you feel
an irregular breathing pattern whenever immense gratification, like a surge of
you are forced to obey anyone or anything. serotonin running through your veins.
Agent of Chaos (Level 2): Your obsession In contrast, whenever you are overpowered
manifests and takes the form of an invisible demon or are forced to flee you suffer far more than
or devil of your choice. The creature is Tiny in size, has anyone else. Your own body aches and you hold a
10 hit points, an Armor Class of 10 and no saving throws, grudge against anyone that defeats you.
skills, senses or actions. The creature will stay by your side at Knight of the Law of Power (Level 2): During combat,
all times and if it dies it will come back to life after 24 hours. your need to achieve victory overcomes you and fuels you.
The creature will do nothing to help you but neither harm You are pumped with adrenaline when you have to prove
you. The creature will whisper obvious ways for you to yourself. When you roll for initiative you ignore one level of
disrupt the authority of someone or some place. If you are exhaustion until you are out of the initiative order. If you are
forced to do something against your will, you must make a defeated or are forced to flee, you gain one level of
DC 10 Wisdom saving throw if the creature is alive. On a exhaustion, if you do not already have any levels of
failure, you do not follow the order even if its origin was from exhaustion.
a spell whose spell level was no higher than your proficiency Champion of the Law of Power (Level 3): When you fight
bonus. against a creature that is not an ally, you cannot deal non-
Beacon of Chaos (Level 3): Your unpredictable nature and lethal damage. Whenever you reduce a creature to 0 hit
your quest to disrupt authority has taken roots within your points you can take an additional bonus action in addition to
soul altering your very existence. Whenever you roll a 1 or a the normal one allotted to you. This can happen only once on
20, you can choose to roll on the Wild Magic Table. The your turn. Additionally, the words from the book of the Law of
effects take place as if you were a Wild Magic Sorcerer. Power appear on your skin like a tattoo, irremovable by any
Additionally, cracked runes appear all over your body. magical or mundane means short of a wish spell.
Sect of Treachery
Those that walk the path of the Sect of Treachery view
everyone around them as tools. There are no friends. There
are no allegiances. Only backs waiting to be stabbed. People
of the Sect find peace in solitude, for their minds must always
be racing to protect themselves and their secrets.
Worker of Treachery (Level 1): You are used to lying
about everything. You tend to weave a web of lies so complex
that sometimes you lose track. You are a compulsive liar and
people that stay with you for a while can pick this up.
Carrier of Treachery (Level 2): You have mastered the art
of hiding your intentions. You can never forget a lie you have
told unless your memory is altered.
Embodiment of Treachery (Level 3): Your name is
probably a lie that you told your own mother. You barely ever
speak the truth even for minor things like how are you feeling
or what did you eat for breakfast. When creatures make a
Wisdom (Insight) check against your Charisma (Deception)
check, they suffer a penalty to their roll equal to half your
proficiency bonus (rounded down). Additionally, when you
smile, your mouth distorts into impossible proportions.
Finally, your body now casts neither a shadow, nor a
reflection.

Circle of Sadism
The Circle of Sadism is a path trod by the worst of people;
those that enjoy inflicting pain...those that are excited by
screams of agony...
Omega Sadist (Level 1): Whenever someone feels hurt
because of you, you feel ecstatic. If a long time passes without
you hurting someone, you start hurting your own self or
people that are close to you. If you fail to do so, you cannot
sleep right at night (this does not impede your ability to
complete a long or a short rest), nightmares haunt you until
you make someone suffer.
Sigma Sadist (Level 2): Every time you hurt someone you
feel the need to push more. You roll with disadvantage when
you roll against effects that will force you to hurt someone
else and with advantage against effects that attempt to calm
you down or sedate you.
Alpha Sadist (Level 3): You are addicted to causing pain.
Whenever you hit someone with an attack that does not
reduce them to 0 hit points, your damage roll against them
deals 1 extra cumulative point of weapon damage.
Additionally, a tally of the number of people you have killed
appears on your body as scars and your teeth become pointy
and sharp allowing you to make a bite attack as an action that
deals 1d4 + your Strength or Dexterity modifier piercing
damage.
Binding
Appendix 2nd-level abjuration (ritual)
Casting Time: 1 action
Range: 30 feet
Components: V, S

Spells Duration: 1 week

You designate a creature within range. The creature must


Absolute Truth make a Wisdom saving throw against your spell save DC.
The creature can choose to fail the saving throw. On a failure,
6th-level enchantment
you are linked with them and as an action know their exact
Casting Time: 1 action location and stronger feelings. If either you or the creature
Range: 5 feet are on different planes of existence the bond is severed and
Components: V the effects of Binding are no longer active.
Duration: Concentration, up to 1 hour
At Higher Levels: If you cast Binding at level 3, the
You whisper a sentence to a creature. They make a Wisdom duration increases to a month. If you cast Binding at level 4
saving throw against your spell save DC. On a failure, they or higher, the duration increases by a month for each spell
regard the sentence you whispered as the absolute, slot level higher than 3.
unquestionable truth and act accordingly. On a success,
nothing happens. The target can attempt a saving throw Black Veins
again only after they suffer damage. 3rd-level sanguimancy
Casting Time: 1 action
Range: 120 feet
Acidic Disruption Components: V, S
1st-level inversion Duration: Concentration, up to 1 minute
Casting Time: 1 action A creature of your choice within range must make a Wisdom
Range: 30 feet saving throw against your spell save DC. On a failure, the
Components: V, S
creature's veins are clogged with black liquid. They suffer
Duration: Concentration, up to 1 minute
disadvantage to their attacks for the duration and also suffer
Designate a 15-foot-radius area within range. Whenever a 3d6 necrotic damage at the start of their turn. The creature
creature attempts to cast a spell within the area, they must can repeat their saving throw at the end of their turn.
make an Intelligence saving throw against your spell save
DC. On a failure, they suffer 2d6 acid damage and their AC Blood Relatives
permanently drops by 1. On a success, nothing happens. 4th-level sanguimancy
Casting Time: 1 action
Acidic Storm Range: Touch
Components: V, S
5th-level conjuration Duration: 1 day
Casting Time: 1 action When you cast this spell, you suffer 2d6 necrotic damage. If
Range: 200 feet
you touch a wounded creature, their blood is sucked inside
Components: V, S, M (an emerald worth 150gp that is
you. You then learn the following things about the creature:
consumed by the spell)
Duration: 1 minute • Their surface thoughts
A 25-foot-radius cloud forms within range. At the end of your • Their name
turn, drops of acid fall upon the creatures in the area. If a • Their feelings towards you
creature starts its turn within Acidic Storm, they have to For the duration, you can whisper a command once. The
make a Constitution saving throw against your spell save DC. creature can hear the command if they are on the same plane
On a failure they suffer 10d4+6 acid damage. On a success, of existence as you. The command can be almost anything,
they suffer half as much. If they wear armor made of iron or but cannot be harmful towards the creature, nor towards
metal, their AC is reduced by 1d4 regardless if they saved or people that they would never harm. The creature then makes
not. a Wisdom saving throw against your spell save DC. On a
At Higher Levels: For every spell slot level higher than failure, the creature must obey the command to its full
5th that this spell is cast, the damage increases by 4d4. Also, extend. On a success, the creature cannot be commanded
the AC reduction increases by 1d4. again for the duration.
Blood Rite
7th-level sanguimancy Chameleon's Skin
Casting Time: 1 action 1st-level illusion
Range: 30 feet Casting Time: 1 minute
Components: V, S, M (your blood) Range: Self
Duration: 1 minute Components: S, M (dirt and a blank sheet)
You suffer 2d8 necrotic damage. Your blood is spattered on a Duration: Concentration, up to 1 hour
40-foot radius within range marking the area. Creatures in
You stand still for the casting time and become one with
the area must make a Constitution saving throw against your
the environment. You are invisible as long as you do not move
spell save DC. On a failure, they can move no more than 10
more than 5 feet away from your initial position.
feet per round. They also suffer 8d8 necrotic damage if they
start their turn in the marked area. On a success, they suffer
the damage but their movement is not affected. If your Cheering Shout
current hit points are less than half of your maximum hit Enchantment cantrip
points, the damage the creatures suffer is maxed (64 necrotic Casting Time: 1 bonus action
damage). A creature can repeat their saving throw at the start Range: 30 feet
of their next turn. Components: V
Duration: Until the start of your next turn
Blood Shot Choose a willing creature within range. For the duration, you
Sanguimancy cantrip lend them your proficiency bonus. Your proficiency bonus
becomes 0 and the willing creature's proficiency bonus
Casting Time: 1 action
increases by a number equal to your original proficiency
Range: 30 feet
bonus.
Components: S, M (your blood)
Duration: Instantaneous
Circle of Negation
Blood erupts from your veins, violently escaping your body
1st-level inversion
and forms a number of needles that attack an enemy of your
choice within range. You suffer 1d4, 1d6, 1d8, 1d10 or 1d12 Casting Time: 10 minutes (Ritual)
damage (your choice). You create a number of blood needles Range: Self
equal to your proficiency bonus. Each needle deals as much Components: V, S, M (Chalk infused with a precious gem)
Duration: 8 hours
damage as you suffered when using Blood Shot. You roll one
ranged spell attack for all the blood needles. You magically draw an invisible circle in a 150-foot-radius of
You can only target one creature with Blood Shot. what you want its center to be. Any level 1 transmutation
spells that are cast from inside that circle fail and any
Bloodless Carcass creatures or objects that are affected by a level 1
8th-level sanguimancy transmutation spell are no longer affected. A creature can
attempt an Intelligence (Investigation) check against your
Casting Time: 1 action spell save DC to determine the exact foot-radius of the circle.
Range: 60 feet At Higher Levels: You can cast this spell at a higher level
Components: V, S
in order to affect Transmutation spells that are of higher level
Duration: Concentration, up to 1 minute
than level 1.
You can use your action to make a creature start bleeding
uncontrollably. The creature must succeed on a Constitution Control Blood
saving throw against your spell save DC. On a failure, they
1st-level sanguimancy
get a failed Death saving throw and suffer 10d8 necrotic
damage. On a success, they only suffer half the damage. A Casting Time: 1 bonus action
creature with no blood is not affected by this spell. Range: 60 feet
Components: V, S
Duration: 1 minute
Burn the Infidels
8th-level evocation For the duration, whenever a creature is damaged within
range, you can suspend the blood they have lost midair. You
Casting Time: 1 action can suspend a number of blood pools equal to your Charisma
Range: Self modifier (minimum of 1). You can use an action to unleash a
Components: V, S, M (your Holy Symbol)
bolt made of the blood pools from the wounded creatures.
Duration: Instantaneous
Make a ranged spell attack. On a hit you deal damage equal
Fire erupts from your hands to burn every infidel alive. Every to 1d4 times the blood pools you had suspended.
creature that does not share the same religion as you in a At Higher Levels: When you cast this spell using a spell
120-foot cone, must make a Wisdom saving throw against slot of 2nd level or higher, the maximum blood pools you can
your spell save DC. On a failure, they suffer 15d6 fire suspend increase by 1 for each level higher than level 1.
damage. On a success, they suffer half the damage.
Crackling Ground Dark Mirror
4th-level inversion 1st-level inversion
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 60 feet
Components: V, S, M (a glass ball that shatters when the Components: V, S
spell is cast) Duration: Instantaneous
Duration: Concentration, up to 1 minute
You have learnt to manipulate minds that are already under
For the duration, you designate a 30-foot radius area within influence. You tap into the effect that a 1st level enchantment
range. The area becomes difficult terrain and for every 5 feet spell has created and use it for your own benefit. As an action
of movement a creature makes within the terrain they suffer you can manipulate a creature that is under the effects of a
1d4 piercing damage. 1st level enchantment spell, to do your bidding. You
command them to do one thing that does not immediately
harm them (for example attack a target, run away, drop your
Crimson Blast weapon).
5th-level sanguimancy At Higher Levels: You can cast this spell at a higher level
Casting Time: 1 action in order to affect Enchantment spells that are of higher level
Range: 60-foot line, 5 feet wide than level 1.
Components: V, S, M (your blood)
Duration: Instantaneous Deadlands
You suffer 1d8 necrotic damage. Your blood turns to a thin, 3rd-level necromancy (ritual)
deadly stream that can pierce the toughest armor. All Casting Time: 1 minute
creatures in Range must succeed on a Dexterity saving throw Range: Self
against your spell save DC. On a failure they suffer 8d8 Components: V, S, M (a rotten stick)
necrotic damage. On a success they suffer half damage. Duration: 24 hours
At Higher Levels: When you cast this spell using a spell You curse a piece of land within 100 feet around you. You can
slot of 6th level or higher, you can increase the damage you choose an unlimited number of creatures that the spell does
suffer by 1 die per level higher than 5th and increase the not affect. When a creature enters an area defiled by
damage you deal by the same amount. Deadlands, their Constitution modifier becomes 0 (if it is
lower than 0, it is not affected) and they have disadvantage on
their Constitution saving throws.
Curse of the Hunt Additionally, the plants in the area wither and die.
4th-level enchantment
Casting Time: 1 bonus action Decomposition
Range: 120 feet Transmutation cantrip
Components: V
Duration: Concentration, up to 1 minute Casting Time: 1 action
Range: Touch
You choose a target within range. They make a Wisdom Components: V, S, M (a mushroom)
saving throw against your spell save DC. On a failure, their Duration: Concentration, up to a minute
feet of movement are halved for the duration. You have 30
You touch a dead creature. You speed up its decomposition at
feet blindsense against them. You add your proficiency
a rate in which you can see the decay within the first couple
modifier to your attacks against them.
of seconds. On a full duration the creature has no flesh, only
bones.
Dark Incantation
3rd-level conjuration Detain
1st-level inversion
Casting Time: 1 action
Range: 30 feet Casting Time: 1 reaction
Components: V, S Range: 60 feet
Duration: Concentration, up to 1 minute Components: V S
Duration: 1 round
You designate a 10-foot-radius area within range. A swarm of
Quasits spawns and creatures within the area must make a A transparent, swirling aura appears on a creature that is the
Dexterity saving throw against your spell save DC. On a target of a 1st level Abjuration spell within range. The effects
failure, they suffer 3d8 piercing damage. On a success, they of that spell take place at the start of the targeted creature's
suffer half as much. If a creature starts their turn within the next turn instead of immediately. If you attempt to counter a
affected area, the effect repeats. You can move the swarm of higher-level spell than your highest-level known spell, Detain
Quasits 15 feet as a bonus action on your turn. fails.
Drain Essence
At Higher Levels: You can cast this spell at a higher level
2nd-level sanguimancy
in order to affect Abjuration spells that are of higher level
than level 1. Casting Time: 1 action
Range: Self
Components: V, S
Duration: Instantaneous
Devilhound's Mark You absorb the essence of anyone standing within a 5-foot-
5th-level divination radius area around you. Creatures within range must make a
Casting Time: 1 bonus action Constitution saving throw against your spell save DC.
Range: 60 feet Creatures that are unconscious automatically fail the saving
Components: V, S throw. On a failure, their maximum hit points are reduced by
Duration: Until the start of your next turn 2d8 and your maximum hit points increase by 1d8 for every
creature you affected. On a success, nothing happens.
You mark a creature for death. They have to make a
Charisma saving throw against your spell save DC. On a Drain Essence’s effects are lost after a short or long rest.
failure, for the duration, any successful attacks from you or a
creature that you control against the marked target count as Erasure
critical hits. On a success the spell fails. 8th-level inversion
Casting Time: 1 action
Range: Touch
Dome of Lies Components: V, S, M (part of a Mind Flayer brain)
Duration: 1 minute
8th-level illusion
A creature of your choice within range must make a saving
Casting Time: 1 hour
throw of your choice against your spell save DC. On a failure,
Range: 300 feet
Components: V, S, M (diamond dust worth 1000 gp and ruby a creature's ability score that was used for the saving throw is
dust worth 1000 gp that the spell consumes) reduced by 5 at the start of each of their turns (minimum of
Duration: 1 week 1). If the chosen ability score becomes 1, depending on the
ability score you affected, the target suffers from the effects
You designate a 300-foot radius area within range that is not described in the Erasure Table below.
occupied by any living creatures. For the duration, you can
manipulate the events in this area in any manner you like.
Creatures inside will react realistically, for example if you
decide that the Dome is on fire, a creature will take fire
damage if they enter.
Creatures that can see through Illusions are not affected
in any way.

Dominate Land
3rd-level transmutation
Casting Time: 10 minutes
Range: Self
Components: V, S
Duration: 10 hours At Higher Levels: If Erasure is cast at 9th level and the
target's ability score reaches 1, the effects become
You concentrate and your essence spills within a 50-foot
permanent.
radius area around you. For the duration, as long as you are
within the area you have transmuted, you can control it. As a
bonus action on your turn, you can do one of the following:
Eyes Open
7th-level divination
• Cause the area to be difficult terrain for your enemies only.
Casting Time: 1 action
• Cause the area to attack all of your enemies. They make Range: Self
Dexterity saving throws against your spell save DC. On a Components: V, S
failure, they suffer 2d6 + your Wisdom modifier Duration: Concentration, up to 10 minutes
bludgeoning damage. On a success, they suffer half as
much. You see through every illusion with 300 feet from you. You
• Have tremorsense within the area. gain 150 feet blindsight. For the duration, you cannot be
blinded. You have advantage on Insight (Wisdom) checks.
Hemorrhage Mushroom Shroud
6th-level sanguimancy 4th-level abjuration
Casting Time: 1 action Casting Time: 1 bonus action
Range: 120 feet Range: Touch
Components: V, S, M (your blood) Components: V, S
Duration: 1 minute Duration: Concentration, up to 10 minutes
You suffer 1d8 necrotic damage. Your blood turns into a You touch a willing creature other than yourself and cover
sharp bullet that aims for one of the main arteries of a them in mushrooms. Whenever they are damaged, the
creature. You must have encountered a creature of the same mushrooms explode and deal 1d6 necrotic damage to any
species before to know where its main arteries may be unless creature within 5 feet of them (except from them) and the
they are humanoid. Make a ranged spell attack. On a hit, the damage they received is reduced by 1d6.
creature suffers from Hemorrhage for the duration. If they try If the shrouded creature suffers 10 attacks or more, the
to move, or if they are forced to move, they suffer necrotic shroud is dispelled.
damage equal to the number of feet they travel. At Higher Levels: For every spell slot level higher than
4th that this spell is cast, both values increase by 1d6. If you
Ignite cast the spell at a spell level higher than 6th, the shroud
2nd-level enchantment remains even if the creature suffers 10 attacks, until the spell
is dispelled.
Casting Time: 1 bonus action
Range: Self
Components: V, S Muzzled Freak
Duration: 1 minute 4th-level enchantment
For the next minute, your attacks deal a bonus 2d6 fire Casting Time: 1 action
damage. Range: 60 feet
At Higher Levels: For every spell slot level higher than Components: V
level 2 that you cast this spell, the damage increases by 1d6. Duration: Concentration, up to a minute
Choose a creature that can hear within range. The creature
Internal Voices has to make a Wisdom saving throw against your spell save
2nd-level illusion DC. On a failure, they attack a target of your choice within
their melee range and cannot speak. The creature decides
Casting Time: 1 action
how they will attack, but they will attempt to cause max
Range: 60 feet
Components: V damage. On a success, they are immune to the effects of
Duration: Concentration, up to 1 minute Muzzled Freak for the next 24 hours. If there is no creature
within their melee range, they will act normally as they would
You whisper a sentence that keeps repeating on the mind of a
if they weren't under the effects of Muzzled Freak.
creature within range. The creature must make a Wisdom
They can reattempt the Wisdom saving throw at the start
saving throw against your spell save DC. On a failure, they
of each of their turns.
are distracted and have disadvantage on their skill checks
At Higher Levels: When you cast this spell on a higher
and attack rolls for the duration. On a success, nothing
level, you can influence an extra creature for each spell slot
happens. The creature can repeat their saving throw at the
higher than level 4.
end of their next turn.

Misconception Nature's Visage


2nd-level illusion
1st-level inversion
Casting Time: 1 bonus action
Casting Time: 1 reaction Range: Self
Range: 30 feet Components: V
Components: V Duration: Concentration, up to 1 hour
Duration: Instantaneous
You utter a word and instantly transform into one of the
School of Inversion teaches that any form of divinity is false
following things (your choice). You can choose if your
and, thus, tutors its students on how to force their enemies to
equipment morphs into your new body, drops to the ground
realize the same. Whenever an enemy attempts to cast a 1st
or remains on you. If you lose concentration, you immediately
level Divination spell against you, you force them to make a
revert back to your normal form.
Concentration check against your spell save DC. On a failure,
the spell fails. On a success, the spell proceeds as normal. • A 30-foot tall tree with an AC of 8 and 12 hit points.
At Higher Levels: You can cast this spell at a higher level • A boulder with an AC of 12 and 10 hit points.
in order to affect Divination spells that are of higher level • A puddle with an AC of 5 and 2 hit points.
than level 1.
You are undisguisable from a natural tree, boulder or
puddle. If a creature can see through illusions, they can see
through Nature's Visage. If you are damaged during Nature's
Visage and the damage exceeds your form's hit points, the
Pendulum
7th-level inversion
damage carries over.
Casting Time: 1 action
Range: Self
Components: V, S, M (explosive powder, dust from a crushed
Necrotic Absorption amethyst)
1st-level inversion Duration: Concentration, up to 1 minute

Casting Time: 1 reaction For the duration, creatures with a 30-foot radius area around
Range: Self you are afflicted by the Pendulum. The Pendulum has two
Components: S effects. It heals your allies and damages your enemies.
Duration: Instantaneous Choose which of the two effects takes place first at the end of
Whenever you take Necrotic Damage, you feel a power your turn. The effect that you did not choose will take place at
surging through your veins. After damage calculation, you the end of your next turn. The effects alternate with each
regain half of the Hit Points you lost (minimum of 1, rounded other at the end of each of your turns.
down). If an attack renders you unconscious or outright kills The healing effect restores 6d8+6 hit points to a number
you, you do not heal. of creatures equal to your Intelligence modifier
within the area.
The damaging effect deals 6d8+6 bludgeoning damage to
a number of creatures equal to your Intelligence modifier
Negative Energy within the area. The damage is considered magical.
Inversion cantrip
Casting Time: 1 reaction
Range: 60 feet
Components: V
Duration: Instantaneous
Phasing Existence
6th-level inversion
For the duration, whenever a spell is cast within range, you
Casting Time: 1 action
can use your reaction to damage its caster. Make a ranged Range: Touch
spell attack against the creature. On a hit, the creature takes Components: S
1d8 force damage. Duration: 1 minute
The cantrip's potency increases when you reach higher
You make a melee spell attack against a creature within
levels: you deal 2d8 force damage at level 5th, 3d8 at level
range. On a hit, the creature is cursed to phase in and out of
11th and 4d8 at level 17th.
existence. For the duration, they must roll a d20 at the start
of each of their turns. On a 1-9 they phase out of existence
until the start of their next turn and suffer 2d10 bludgeoning
Nihiling Educt damage. On an 11-19 they do not phase out of existence. On
1st-level inversion a 10 or 20 they reroll.
At Higher Levels: For every spell level higher than 6th
Casting Time: 1 reaction that the spell is cast, the damage increases by 2d10.
Range: 120 feet
Components: V M (a vial of black tar)
Duration: Concentration, up to 1 minute
Whenever a creature attempts to cast a 1st level Conjuration
spell that requires concentration, a Nihiling is extracted from Plasma Skin
their mind essence and placed right above them in an 3rd-level inversion
unoccupied space. The Nihiling has 20 AC and 1 hit point. At Casting Time: 1 bonus action
the start of the creature's turn that the Nihiling is affecting, Range: Self
the creature must make a Concentration check against your Components: V, S
spell save DC. On a failure, they lose Concentration over the Duration: Concentration, up to 10 minutes
Conjuration spell. The Nihiling disappears after that. On a
For the duration, your skin is covered in an alien-like liquid
success, the Nihiling remains until it is killed or until your
material. When you cast this spell and as a bonus action on
Concentration is broken.
subsequent turns you can choose to have resistance to all
At Higher Levels: You can cast this spell at a higher level
bludgeoning, piercing and slashing damage or to all damage
in order to affect Conjuration spells that are of higher level
done by magical means.
than level 1.
Power Word: Obey Revelations
9th-level enchantment 7th-level divination (ritual)

Casting Time: 1 action Casting Time: 1 action


Range: 60 feet Range: Self
Components: V Components: V, S, M (an eyeball)
Duration: Eternity Duration: Up to 1 hour

You shout a commanding word at a creature. If their Every creature within 30 feet of you must make a Wisdom
Charisma score is less than yours, they have to obey each and saving throw against your spell save DC. A creature can fail
every one of your commands until you decide to end the spell. willingly. You can read the surface thoughts of any creature
The spell can also end by a Wish or a Divine Intervention. If that has failed. For instance, you can ask a question and what
the creature’s Charisma score is equal to or higher than the creatures believe is the truth will be revealed to you and
yours, the spell fails. only you.

Rotten Lips
3rd-level transmutation (ritual)
Power Word: Protect Casting Time: 10 minutes
9th-level inversion Range: Self
Casting Time: 1 action Components: V, S, M (two humanoid skulls)
Range: Touch Duration: Until the spell is Dispelled
Components: V, S
You enchant two humanoid skulls to be linked with two
Duration: Concentration, up to 1 minute
willing creatures. As long as both creatures and both skulls
A willing creature of your choice becomes completely are in the same plane of existence, as a bonus action the
immune to any amount of damage and harmful effects for the creatures can speak words to their skulls and the linked skull
duration. Every time an effect or damage is cancelled, you will repeat the words out loud. This works as a back-and-forth
have to make a DC 10 Concentration saving throw. way to communicate with creatures from a long distance.

Rotting Touch
7th-level necromancy
Rest for the Wicked
5th-level evocation Casting Time: 1 action
Range: 5 feet
Casting Time: 1 bonus action Components: S
Range: 60 feet Duration: Instantaneous
Components: V
Duration: Instantaneous You touch a creature or an object and imbue them with rot.
Make a melee spell attack against a target. If the target's feet
You unleash a shout that heals allies and damages enemies.
of movement are 0, the attack succeeds automatically. The
You designate any number of creatures within range as allies
target suffers 10d6+10 necrotic damage and they get 1d100
and enemies. Your allies heal for 2d6 + your Constitution
years older. After the increase in their age, if the creature's
modifier. Your enemies suffer 2d6 + your Constitution
age is abnormal for their race, they die. If the target was an
modifier force damage.
object or a construct, they crumble to dust.

Salvation Damnation
Restore the Broken 9th-level evocation
5th-level transmutation (ritual) Casting Time: 1 action
Casting Time: 1 action Range: Touch
Range: Touch Components: V, S, M (your Holy Symbol)
Components: V, S Duration: Instantaneous
Duration: Instantaneous You choose the fate of a creature within range. The creature
You touch a creature or construct and help them recover. You must roll a percentile die. A creature may choose to fail the
restore 8d8+8 hit points to it. Doing that on a creature that is roll. If they roll higher than their CR or level, you choose if
missing a limb will regrow it. It will also fix broken the creature instantly dies or is restored to their maximum hit
points.
constructs.
Sanguinian End Siphon Life
9th-level sanguimancy 8th-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: 300 feet Range: 120 feet
Components: V, S, M (your blood) Components: V, S, M (black tar and a metal orb)
Duration: Concentration, up to 1 minute Duration: Instantaneous
You suffer 4d8 necrotic damage to unleash a devastating hail You suck the life out of every living creature within a 15-foot
of razor-sharp blood drops upon a 60-foot-radius area of your radius area in range. The creatures in the area must make a
designation. Creatures in the area must succeed on a Constitution saving throw against your spell save DC. On a
Dexterity saving throw against your spell save DC or suffer failure, they suffer 4d8+14 necrotic damage. On a success,
12d8 necrotic damage and have their movement speed they suffer half as much.
reduced to 0 for the duration. On a success, they suffer half You restore a number of hit points equal to half (rounded
the damage and have their movement speed reduced to half down) the damage you caused.
for the duration.
Split Arrow
Transmutation cantrip
Seed of Destruction Casting Time: 1 bonus action
9th-level abjuration Range: Self
Components: V, S
Casting Time: 1 action Duration: Instantaneous
Range: 90 feet
Components: V, S You touch an arrow and change its properties. When you fire
Duration: Concentration, up to 1 minute the arrow at a target, choose another target within 15 feet of
the original target. The arrow splits in two and deals half
You choose a number of creatures equal to your Wisdom weapon damage (rounded down) to each target. you roll
modifier (minimum of 1) within range. Each of them is attacks separately for each arrow. When the arrow splits, it
imbued with a seed. When your concentration breaks (you loses any magical properties it might have.
can break your concentration at will), the seeds explode.
The creatures suffer 3d12 damage times X (where X is
the number of rounds that the seeds were inside them; the
Sprout Life
damage maximizes at 5 rounds). If a creature dies from Seed
1st-level transmutation (ritual)
of Destruction, their corpse sprouts a dead tree. Casting Time: 1 minute
Range: 30 feet
Components: S
Duration: Until dispelled
Sign of the Chosen You can raise a small tree from the land within moments. As
6th-level abjuration long as you or your allies are within 30 feet of the tree,
Casting Time: 1 bonus action whenever you roll to recover hit points during a short rest,
Range: Touch you recover the maximum amount. After the tree maximizes
Components: V, S, M (a droplet of your blood) five hit dice plus your Wisdom modifier, it is dispelled.
Duration: Concentration, up to 10 minutes
You touch a creature and draw a sign on them using your Suffocation
blood. You suffer 1d8 damage. The creature then can use the 4th-level necromancy
damage you suffered as one of the following options as a
Casting Time: 1 action
bonus action on their turn: Range: 15 feet
Components: V, S
• Add it to their AC for the duration. Duration: Concentration, up to 1 minute
• Restore a number of hit points equal to the damage initially
suffered. Choose a creature within range. You attempt to snuff the life
• Add it to their damage rolls for the duration. out of them by chocking them with an invisible force. At the
• Add it to their attack rolls for the duration. start of their turn, the creature must make a Constitution
saving throw against your spell save DC. On a failure, they
The number of effects that can be active at a time are suffer one level of exhaustion. On a success, they lose one
equal to the Wisdom modifier of the caster. The affected level of exhaustion. If they succeed and their level of
creature can only activate one effect per turn. Effects can be exhaustion becomes zero or less, then the effects of
activated more than once. Suffocation end.
Touch of the Martyr When a creature lands a melee weapon attack against you,
you can use your reaction to reduce the damage dealt and
Abjuration cantrip
counter attack. You reduce the damage by 2d8 + your
Casting Time: 1 action Intelligence modifier and the creature must make an
Range: Touch Intelligence saving throw against your spell save DC. On a
Components: V, S, M (Holy Symbol) failure, they suffer 2d8 + your Intelligence modifier points of
Duration: Concentration, up to 1 minute
force damage. On a success, they suffer half as much. If you
You touch a willing creature and you shield it from harm but reduce the damage to 0, you deal maximum damage instead.
suffer it yourself. You can stop the effects at any time but At Higher Levels: For every spell level higher than 2nd
before you learn how much damage you would receive. that the spell is cast, the die increases by 1d8 (both for the
damage reduction and the damage dealt).

Tree of Death
6th-level conjuration Wall of Nothing
5th-level inversion
Casting Time: 1 action
Range: 5 feet Casting Time: 1 action
Components: V, S Range: 120 feet
Duration: 1 hour Components: V, S, M (drop of black ink)
Duration: Concentration, up to 1 minute
A deformed tree spawns in a spot of your choice within range.
You can choose which creature it affects. The tree has an AC A black wall of nothing springs into existence at a point you
of 18 and 30 hit points. It also has resistance to bludgeoning, choose within range. The wall appears in any orientation you
piercing and slashing damage and vulnerability to fire choose as a horizontal or vertical barrier or at an angle. It can
damage. The tree starts absorbing life from nearby creatures be free floating or resting on a solid surface. You can form it
of your choice. into a hemispherical dome or a sphere with a radius of up to
While they are within 30 feet of the tree, they make a 10 feet, or you can shape a flat surface made up of ten 10-
Constitution saving throw against your spell save DC. On a foot-by-10-foot panels. Each panel must be contiguous with
failure, they suffer 2d6 necrotic damage from the tree. The another panel. In any form, the wall is 1/4 inch thick. It lasts
damage that the tree causes is stored in a pool. As a bonus for the duration. If the wall cuts through a creature’s space
action on your turn, you can redistribute the damage from the when it appears, the creature is pushed to one side of the
pool to restore the hit points of a creature of your choice. On wall of your choice. Any creatures that attempt to pass
a success, they suffer half as much damage and the tree does through the wall or are forced to pass through it must make a
not store the damage. Charisma saving throw against your spell save DC. On a
failure, they blink out of existence and appear on a plane of
existence of your choice (that you have knowledge of). On a
Violent Ringing success, they are pushed back from where they tried to enter
1st-level evocation the wall. If the spell ends before 1 minute has passed, the
Casting Time: 1 action target reappears in the space it left or in the nearest
Range: 5 feet unoccupied space if that space is occupied. Otherwise, the
Components: V target doesn’t return.
Duration: Instantaneous The wall is immune to all damage and can’t be dispelled
by dispel magic. However, a disintegrate spell destroys the
You unleash a scream that hurts every creature around you
wall instantly.
within range. The creatures must make a Constitution saving
throw against your spell save DC. On a failure, they suffer
2d6 force damage and suffer the effects of Deafness until the
end of their next turn. On a success, they suffer half damage.
Will of the Dying
Creatures that cannot hear are not affected by this spell.
1st-level necromancy
At Higher Levels: When you cast this spell on a higher Casting Time: 1 action
level, the damage increases by 1d6 and the Deafness Range: Touch
duration increases by 1 turn for each spell slot higher than Components: S
level 1. Duration: 1 minute
You touch a creature that has died within the past 12
seconds. You can ask them a question that can be answered
Void Strikes with one word (like yes, no, a name etc.) and you get your
2nd-level inversion answer. The dead creature will answer at the best of their
Casting Time: 1 reaction knowledge.
Range: 10 feet At Higher Levels: For every spell slot level higher than
Components: V, S, M (sawdust) level 1, you can ask an additional question.
Duration: Instantaneous
Items
Amulet of Envy Cloak of Lies
Wondrous item, legendary (requires attunement) Wondrous item, common (requires attunement)
The Amulet of Envy has 10 charges. As a bonus action, you The wearer of this cloak has the ability to produce magical
expend one charge and aim this amulet at a creature of your items of no value from its pockets. You create a nonmagical
choice within 60 feet of you. The target must be able to see trinket or an illusory image that can fit in your hand and that
you in order for this to work. The creature makes a DC 18 lasts for a minute. If a creature other than you touches it, they
Wisdom saving throw. On a failure, they must use their are aware that it is fake.
reaction and rush towards you following the fastest path.
If the creature comes within 5 feet of you, the Amulet
uses up one more charge and unleashes an explosion against
creatures within 5 feet of you (except from you) dealing Corrupted Longbow of Sloth
5d6+12 force damage. Longbow, legendary (requires attunement)
The Amulet regains 1d10 charges on each dawn.
The Corrupted Longbow of Sloth enchants normal arrows to
deal 1d8 necrotic damage or radiant damage (your choice)
Antumbral Dagger instead of piercing damage. If the damage of the arrow is
Dagger, legendary amplified in any way, the arrow deals an extra 1d8 force
damage and causes a magical explosion. In case of the
The Antumbral Dagger shares a normal dagger's properties.
magical explosion, every creature within 5 feet of the original
Instead of a 1d4 piercing damage, you deal 2d4 radiant
target must make a DC 18 Dexterity saving throw. On a
damage.
failure, they suffer 1d8 force damage. On a success, they
suffer none.

Beads of the Sixth Sense


Wondrous item, very rare Crest of Pride
If you concentrate for 1 minute, as if you were concentrating Wondrous item, legendary (requires attunement)
on a spell, you gain 60 feet blindsight for 10 minutes. You can Donning the Crest of Pride grants you immunity to the Fear
use this ability once per long rest. condition. Your AC increases by 1 and as a reaction, when
you suffer damage from a creature that is within your melee
range, you suffer half the damage (rounded down) and get an
Black Armguard of Wrath attack of opportunity against them. You can use this effect
Armguard, legendary (requires attunement) twice per long rest.
Your AC increases by 2, as if you are carrying a shield, but
the Black Armguard of Wrath does not occupy a hand. When
an attack is made against you, you can use your reaction to Crown of the Mad King
increase your AC by 3 until the start of your next turn. Crown, very rare (requires attunement)
When you reduce a creature to 0 hit points, you can use a
bonus action to absorb the life essence of the creature. This This crown is rumored to have been forged in the hottest
fires of the Nine Hells and everyone that has worn it met with
will kill the creature. You gain temporary hit points equal to
a horrible end…coincidentally.
the target's Constitution score (not modifier).
Add your Charisma modifier on the attack or damage
rolls of all creatures (your choice for each creature) that you
control and are within a 30-foot-radius distance from you on
Box of Gluttony each of their attacks.
Wondrous item, Legendary (requires attunement)
The Box of Gluttony looks like a simple box that is also
withered on the outside. The Box of Gluttony can turn into a Dynast's Guandao
Mimic that is allied to the person it is attuned with. As a Weapon, legendary (requires attunement)
bonus action, you can give a general order to the Box of
Gluttony and the Box will follow it to its completion as best as The Dynast's Guandao has the same properties as the
it can. While it is in its Box form, it acts as a Bag of Holding, Halberd or the Glaive. When you land a hit with this weapon,
but will devour any type of food. you can attack again. You can attack a number of times equal
If the Box is not fed at least once daily, it turns into a Bag to your Dexterity or Strength modifier (your choice) per
of Devouring and the next time that it is summoned as a round, as long as your attacks are successful.
Mimic, it will be hostile to the person it is attuned with.
Golden Eye of Greed Obsidian Gloves
Wondrous item, legendary (requires attunement) Gloves, uncommon (requires attunement)
For as long as the item is in your possession, you instinctively While wearing the Obsidian Gloves, by touching an unwilling
know the exact amount of money creatures within 15 feet of creature as an action, you can silence them. The creature
you carry. must succeed on a DC 14 Intelligence saving throw. On a
Additionally, you can absorb the Golden Eye of Greed failure, they suffer the effects of silence until the end of their
within you. If you do so, as an action, you can cast next turn.
Disintegrate from your eye. The DC for the Dexterity saving
throw is 17. You can only cast Disintegrate against a hostile
target that is within 15 feet of you and holds the most gold. If
the creature carries no gold on them, the spell fails.
You can use Disintegrate through the Golden Eye of Oni Mask
Greed once per dawn. Mask, uncommon (requires attunement)
When you wear Oni Mask, you can move up, down and
across vertical surfaces and upside down along ceilings. You
Hand of Fate need both your hands and both your feet to climb. You have a
Glove, very rare (requires attunement) climbing speed equal to your walking speed. Additionally,
during a fight, you can use 1 hit die to regenerate hit points
This glove is made of gold and has a single ruby upon it. Once
during the fight as a bonus action. You can do this a number
per long rest, you can activate it to completely nullify the
of times equal to your proficiency bonus, as long as you have
damage of an attack (as a reaction) or to double the damage
hit dice to spare.
of one of your attacks (as a bonus action).

Mask of Pain Orb of Revelations


Mask, uncommon (requires attunement) Wondrous item, legendary
Donning this Mask allows you to emit an ominous aura as a This is said to be the eye of a Deva. When you hold it up
bonus action, until you decide to stop the effects as a free against a creature and ask a question, you can hear whispers
action. You gain advantage to Intimidation checks against giving you the answer that the creature knows to be correct
creatures that can see the mask but gain disadvantage to
even if the creature is unwilling to talk to you or dead. You
stealth checks due to the fact that creatures can feel your
can use this once per short rest. If you attempt to use it more
aura.
Additionally, if a creature wears the mask without times, you roll a percentile die. If you roll higher than your
attuning to it, they have to make a DC 12 Wisdom saving level, a Planetar descends from the sky to fight you to the
throw. On a failure, the mask attaches to their face and deals death for abusing the power of the Orb.
1 damage to them at the start of their turn. This damage
cannot be reduced in any way. A creature can repeat the
saving throw at the end of their turn but the DC goes up by 2
every time they fail. On a success, they remove the mask.
Penumbral Dagger
Dagger, legendary
The Penumbral Dagger shares a normal dagger's properties.
Needles of Agony Instead of a 1d4 piercing damage, you deal 2d4 necrotic
Darts, common damage.

The Needles of Agony come with a small chest filled with


ornaments and intricate design. There are 10d4 needles in
the chest.
The Needles have the same properties as a Dart from the
Ring of Lust
Wondrous item, legendary
Player's Handbook, but deal magic damage. Each successful
hit with a Needle of Agony on the same target deals an extra A creature that wears this ring will suffer the Forever curse.
1d4 damage (for example, the first hit deals 1d4, the second
deals 2d4, the third 3d4, etc.).

Obscurial Ring
Wondrous item, very rare (requires attunement)
As a bonus action, you become Invisible until the start of your
next turn. Alternatively, as an action, you can cast Darkness.
You can use the Invisibility effect three times per long rest.
You can cast the Darkness spell once per long rest.
Shield of Thorns
Shield, uncommon
Grants +2 to AC like a normal shield.
Whenever a creature deals melee weapon damage to you,
they suffer 1d4 piercing damage.

Spirit Tag
Wondrous item, common
The Spirit Tag is said to be able to hold magic in it and
release it in wild forms. The Spirit Tag's level is 1d4. When a
spell is cast against you, you can use your reaction to store its
power in the Spirit Tag. If the spell's level is equal to the
Spirit Tag's level or lower, the Spirit Tag absorbs the spell
and you can use it as an action. If the level of the spell is
higher, then the Spirit Tag turns into ashes, without affecting
the spell.

Sword of the Deathgod


Sentient sword, legendary (requires attunement)
The loyal sword of the last Deathgod. It has controlled armies
of undead for centuries. It is said to have driven its last owner
mad.
The sword is sentient (chaotic evil) and has an
Intelligence score of 12, a Wisdom score of 8 and a Charisma
score of 20. It communicates telepathically with its wielder
and insists on being carried at all times. If the wielder does
not abide, they must make a Charisma saving throw with a
DC of 18. On a success, the sword cannot influence its
wielder's mind until the next dawn. On a failure, the wielder
must carry the item or use it in battle.
Whenever you reduce a creature to 0 hit points, the sword
automatically casts Animate Dead. The sword controls the
creatures that spawn from the Animate Dead Spell.
If the wielder fails on a total of 10 Charisma saving
throws against the sword's will, the sword will attempt to
take over its wielder. The wielder must then make a DC 15
Charisma saving throw. On a failure, the sword completely
controls the wielder as if a Curse was bestowed upon them.

Umbrasword
Shortsword, legendary
As a bonus action, you can combine the Penumbral Dagger
and the Antumbral Dagger and create the Umbrasword. The
weapon deals 2d6 necrotic damage and 2d6 radiant damage.
If you land a critical hit with the Umbrasword, as a free action
you can cast Banishment to the target that you dealt the
critical hit on (with a DC of 18). You can use Banishment this
way once per dawn.

War Paint
Wondrous item, common (requires attunement)
This War Paint was created by a legendary orcish
wardrummer that used to enhance the abilities of his
comrades.
Final Word & Legal Stuff
There are 3 Easter Eggs inside this pdf. If you find them, you will win secret goodies. Send your answers at nikolastotief@gmail.com
with the subject “The Dark Archetypes Easter Eggs” listing the page and the location you found each one, as well as describing them.

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NOTE FROM THE ARTIST


The DM’s Guild database is filled with many spectacular works, both in content and visual interpretation. Many supplements include
full-fledged and colorful artworks; others utilize a minimal approach. My aim was to create something unique that lets the readers
explore their minds and decide what they ultimately see. Feel free to contact me via email at alexander_kami@hotmail.com for any
questions regarding this supplement’s art and layout or for business inquiries.

Software used: Adobe Photoshop | Adobe InDesign | Microsoft Word


Digitizer: Wacom Intuos M

is a Visual Arts group project


specializing in animation, motion
graphics, video production, graphic
design, illustrations & 3D graphics.
.
.

Special thanks to:


Nikos Michailidis
DM Dango
Homebrew Crew
Miłosz Gaweçki
Hiten Dave

(REALM OF DEMENTIA™)

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