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1549417-The Dark Archetypes v1.3
1549417-The Dark Archetypes v1.3
1549417-The Dark Archetypes v1.3
DARK
ARCHETYPES
Author: NIKOLAS TOTIEF
Artist: ALEXANDER KAMI
Corrupted by:
Contents
The Dark Archetypes
Barbarian Path of the Deathsworn 3
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Paths of Malice 38
Appendix 40
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.
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.
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.
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
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.
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.
• 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.
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.
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:
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).
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
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:
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.
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.
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
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.
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)
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.
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.
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
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