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Credits

Lead Designer: Jake Hilton


Impending Doom
Adventuring is an endeavor fraught with danger, fear, and
Managing Editor: Ryan Rose inevitable death, filled with blood thirsty monsters that
Content Development: Shiloh Berscheid, Miles Dávila, inflict curses and harmful effects upon their victims. Below
Rob Gunningham, Jake Hilton, Ryan Rose you can find a new condition that your players might
encounter or utilize in their travels: doomed. This condition
Editing: Miles Dávila
excels at bringing creatures to an inexorable end, stopping
Graphic Design: Brennan Sisson them from healing, and forcing them to succumb to harm
Art Director: Jake Hilton more often.
Cover Illustration: Sam Burley
Interior Illustration: Adam Paquette, Andrew Mar, Caoi Doomed
Moneiro, Chippy, David Auden Nash, Denman Rooke, A doomed creature can't regain hit points, or have
Erica Yang, Grzegorz Rutkowski, Jesper Ejsing, John temporary hit points.
Avon, Martina Pilcerova, Mathias Kollros, Paul Scott The creature has disadvantage on saving throws
Canavan, Victor Adame Minguez against effects that deal damage.
Disclaimer: This is unofficial Fan Content permitted under
the Open Gaming License. It is not approved/endorsed by
Incorporating Doom
Wizards of the Coast. Portions of the material used may be Conditions in 5E come with intrinsic support within most
property of Wizards of the Coast. Copyright Wizards of the major facets of the game's mechanics: class options, spells,
Coast LLC. items, monster abilities, etc. To provide similar support for
the doomed condition, in the following sections you'll find a
Table of Contents number of suggestions and options you can include in your
games that incorporate it.
Impending Doom ........................................................1
Who Can Be Doomed?
Incorporating Doom ...................................................................... 1
Like many conditions, some creatures are naturally immune
Class Options ..................................................................2 to being doomed. You can decide for yourself if you think it
makes sense for a creature to be immune, but Undead and
Path of the Doomcaller ................................................................. 2 Constructs are immune to it as a general rule.
Fateweaver ....................................................................................... 3

Magic Items ....................................................................... 4 How Do I Cure It?


Typically, effects that inflict doomed come with the ability to
Anvil of the Doomsmith ................................................................4 end the condition or inflict the condition for a limited
Praetor Helm ....................................................................................4 duration. For those who want to get rid of it quickly, or are
Ring of Ruin's Bane ........................................................................ 4 afflicted with a permanent form of it, the greater restoration
spell or similar magic can remove doomed.
Spells ............................................................................................5
Countdown ....................................................................................... 5
Dire Omen ........................................................................................ 5
Dread Mist ........................................................................................ 5 Doom Approaches
Gift of the Grave ..............................................................................6 Doom is intended to be a particularly
Judgment ........................................................................................... 6 supernatural condition, akin to petrification. It
Protection from Darkness ............................................................ 6 typically accompanies frightful monsters,
Zone of Disaster ..............................................................................6 apocalyptic events, and magic that threatens
to tear the world asunder.
Monsters ............................................................................... 7 When contemplating the inclusion of doom,
try to imagine the atmosphere surrounding it.
Additional Abilities .........................................................................7 Are the players encountering doom for the first
Doomshade ...................................................................................... 8 time as a cataclysm looms on the horizon? Is
Gremlin .............................................................................................. 9 the world itself a dreary and dark place with
doom around every corner? You could include
Ruin Dragon ...................................................................................10 it as part of a particular quest or story arc or
Environmental Doom ......................................... 12 adopt it as just another possible tool in your
GM arsenal.
Blighted Land ................................................................................ 12
Ill-Wishing Well .............................................................................13

Art Credits .........................................................................13


Class Options Mouth of Oblivion
10th-level Path of the Doomcaller feature
The following class options are available to players, the
Primal Path: Path of the Doomcaller, and the Arcane The whispers of doom speak to you. You know the direction
Tradition: Fateweaver. and distance to any creature within 1 mile of you that is
doomed, or has no more than half of its hit points left, and
Path of the Doomcaller such a creature gains no benefit against you from being
hidden or invisible.
Like oracles, doomcallers are barbarians blessed with the Additionally, as an action you can lock eyes with a
gift of prophecy; a gift limited in scope to themselves and creature within 30 feet of you and force it to make a saving
their enemies. Through a supernatural event, the death of a throw against your Visions of Violence DC. On a failed save,
loved one, or divine boon, these warriors can utilize visions hushed voices speak of the creature's greatest fear, audible
of death and destruction to evade their own demise, or to any creature within 60 feet of it. A creature that can't be
ensure the demise of others. At the height of their powers, doomed or frightened is unaffected, and a creature that
doomcallers are angels of death on the battlefield. In succeeds on its saving throw is immune to this effect for 24
combat, their gaze is avoided at all costs, lest a creature see hours.
its death, and know it is helpless to stop it.
Doom's Call
Imminent Destruction 14th-level Path of the Doomcaller feature
3rd-level Path of the Doomcaller feature
Once on each of your turns when you hit a doomed creature
While a creature you can see is within 30 feet of you, you that has no more than half of its hit points left with a melee
know if it currently intends to do you physical harm in the weapon attack, you can have the attack become a critical hit.
next minute.

Visions of Violence
3rd-level Path of the Doomcaller feature
Your enemies shall know their doom, and the hand that calls
it. When you enter your rage, and as a bonus action on each
of your turns while raging, you can lock eyes with a creature
you can see within 30 feet of you. The creature must succeed
on a Charisma saving throw (DC equal to 8 + your
proficiency bonus + your Constitution modifier) or become
doomed until your rage ends, you can no longer see the
creature, or until you use this feature on a different creature.
A creature doomed in this way sees visions of its violent
and bloody death at your hands. At the end of each of its
turns, the creature must repeat its saving throw against this
effect. On a failed save, it takes 1d8 psychic damage, or half
as much damage on a successful one. This damage increase
to 2d8 beginning at 10th level.

Edge of Disaster
6th-level Path of the Doomcaller feature
You can accept your own doom for greater power. When you
start your turn while raging and below half your hit point
maximum, you can choose to become doomed until your
rage ends (no action required). While doomed in this way,
you have resistance to all damage, and you are immune to
being frightened.

2
Fateweaver Precognition
Tied into the fabric of the cosmos, magic permeates and 2nd-level Fateweaver feature
joins the fates of all creatures it touches. It's through this link Your mind is open to the futures of others. You learn the
that fateweavers channel their powers, plucking confidently guidance cantrip.
at the strings of destiny to rethread them to better serve Also, you can see a faint aura around any creature within
their own ends. Mastery of the tapestry of destiny grants a 30 feet of you. While you can see this aura, you know how
practitioner many abilities, most notable of which is close the creature is to dying of old age, natural causes, or
prophecy, as well as magic able to ensure a creature's any disease it is suffering from. You gain no special
destruction. knowledge of the cause.

Threads of Fate Doomsayer


2nd-level Fateweaver feature 6th-level Fateweaver feature
When you cast a spell that targets one or more creatures, Creatures can't gain advantage on saving throws they make
you can grasp threads of fate from your choice of any of against your spells or magical effects.
those creatures. Any threads fade from your grasp after you Also, when a creature you can see fails its saving throw
finish a short or long rest, the creature dies, or you become against a spell you cast of 1st level or higher, you can cause
unconscious. the creature to become doomed for 1 minute. The creature
While you grasp a creature's thread and it is on the same can make a Wisdom saving throw against your spell save
plane of existence as you, you know if it is below half of its DC at the end of each of its turns, ending the effect on a
hit point maximum, any conditions it is under the effects of, success. If the creature dies while doomed in this way, you
and you know if it dies. know what happens to its soul in the immediate future.
Additionally, when a creature whose thread you grasp in Once you attempt to doom a creature in this way, you
this way dies, you can choose to tie the thread of its fate into can't do so again until you finish a short or long rest.
your own, learning one of the following things of your
choice: Share Prophecy
You learn the creature's true name, and a basic 10th-level Fateweaver feature
understanding of its personality. You add the divination spell to your spellbook, and it counts
You learn what the creature had intended to achieve in as a wizard spell for you. If it is there already, you can
the next 24 hours if it had lived. instead add one divination spell of 5th level or lower from
You learn what happened to the
the wizard spell list to your spellbook. When you cast a
creature in the last hour of its
divination spell that allows you to receive an omen, or ask a
life. question of a higher power, you can touch another creature,
allowing them to ask any required questions, or receive any
omens. Doing so removes any chance for a random reading.
A chosen creature can't gain this benefit again for 24 hours.

Cut the Threads


14th-level Fateweaver feature
When a creature automatically fails its saving throw against
one of your spells, or makes its saving throw against one of
your spells with disadvantage, you can treat the spell as if
you had rolled the maximum possible damage for that
creature.
Additionally, when a creature whose thread you grasp
dies, you can sever its thread permanently (no action

    required). If you do so, the creature can't be brought back


      to life by any means short of a wish spell. A creature

      that can't be doomed is unaffected.

3
Magic Items   After you finish a long rest, you must succeed on a DC 5
Wisdom saving throw or spend the next hour crafting a
The following magic items utilize the themes of doom, ruin, weapon, set of armor, or other object with the maul as best
and inevitability, and can be used as rewards for players, or you can. If you succeed on the saving throw, the DC
plot hooks in your games. increases by 5. After you fail the saving throw, the DC resets
to 5.
Anvil of the Doomsmith A greater restoration spell cast at 9th level or similar
magic can break the curse. If you use the maul to create a
Weapon (maul), legendary (requires attunement by a
magic item of legendary rarity, you can also choose to break
doomed creature)
the curse.
Carved and polished from a block of adamantine, and
adorned with coins of bad luck and misfortune from
numerous cultures, this maul doubles as an anvil thanks to
Praetor Helm
its design and heft. Wondrous item, very rare (requires attunement by a
While attuned to the maul, you are immune to the effects barbarian, fighter, or paladin)
of being doomed, frightened, and poisoned, and you have a This tarnished copper helm denies any attempt to be
+3 bonus to attack and damage rolls made with it, as well as cleaned or polished, and was once worn by a fierce warrior
to ability checks made to make or repair an object using the within the Lower Planes. While wearing the helm, you
maul. An object repaired or created this way is done so always know if a creature you can see is a fiend, and fiends
twice as fast. In addition, the maul has the following have disadvantage on saving throws to avoid being
properties: frightened while they can see you. It also has the following
Smith's Bounty. As an action, you can conjure a set of property:
smith's tools, as well as 100 gp of materials for their use. The Demon Slayer. When you attack a fiend that has less
tools and materials vanish if they are ever more than 10 feet than half its maximum hit points remaining, you score a
away from the maul, or after 24 hours. Materials used to critical hit against it on a roll of 18–20. Critical hits you score
create or repair an object don't vanish in this way. Once you in this way cause the creature to be doomed until the end of
use this property of the maul, it can't be used again until the your next turn.
next dawn.
Doomstrike. When you hit a creature with the maul, you Ring of Ruin's Bane
can deal an additional 4d6 necrotic damage to it and force it Wondrous item (ring), uncommon
to make a DC 19 Constitution saving throw. On a failed save, While wearing this ring, you always feel a sense of unease
the creature gains any of the following conditions you have as if something horrible looms in your not-too-distant
for the next minute: blinded, deafened, doomed, frightened, future. You can't be surprised while you are conscious. If this
or poisoned. This property of the maul can be used twice, ring ever protects you from being surprised, you gain
and it regains any expended uses daily at dawn. resistance to all damage for the first round of that combat.
Curse. This maul is cursed, and attempting to attune to As an action, you can point the ring at a creature and cast
the maul extends the curse to you. As long as you remain the dire omen ID spell targeting it (save DC 15).
cursed, you are unwilling to part with the maul, you are Once the ring has been used to cast the spell in this way,
doomed, and are compelled to smith with the maul to the it can't be used to do so again until the next dawn.
best of your ability.

4
Spells Dread Mist
7th-level Necromancy
The following spells use the doomed condition as a central
theme for their mechanics. Consider including some of these Casting Time: 1 minute
spells when running monsters with spellcasting as part of Range: 30 feet
their abilities. A mage of dark intent might very well inflict Components: V, S, M (a vial containing a creature's final
such spells on your players, introducing them dramatically breath before it died)
to the concept of doom. Duration: Concentration, up to 1 hour
Classes: Warlock, Wizard
Countdown You breathe out a 30-foot-radius sphere of thick smog that
9th-level Necromancy roils with the horror stricken faces of the damned centered
Casting Time: 1 action on a point you choose within range. The smog spreads
Range: 300 feet around corners. It lasts for the duration, and is unaffected by
Components: V, S, M (a pair of clock hands carved from wind. Its area is heavily obscured.
the bones of a lich worth 2,500 gp) When a creature enters the spell's area for the first time
Duration: Special on a turn or starts its turn there, that creature must make a
Classes: Wizard Wisdom saving throw. On a failed save, the creature is
doomed. A creature doomed in this way is also frightened,
You conjure the spectral face of a clock centered on a point and while it remains in the smog it takes 10 (3d6) necrotic
on a solid surface you can see within range. The clock's face damage at the start of each of its turns. When a doomed
projects a 50-foot radius, 100-foot-high cylinder of inevitable creature ends its turn outside of the smog, it can repeat its
energy, and appears showing as 12 o'clock. At the end of saving throw, ending the effect on a success.
each of your turns, roll a d4. The clock ticks backwards a If a humanoid dies while doomed and within the smog,
number of hours equal to the result, and each creature there is a 33 percent chance that a specter rises from its
within the area takes 1d12 thunder damage for each hour corpse at the start of your next turn. The specter pursues
ticked. whatever creature is closest to it. Statistics for the specter
A creature within the spell's area is doomed. If the time on are in the Monster Manual.
the clock shows as 8 o'clock or earlier, creatures within the The smog moves 10 feet away from you at the start of
spell's area have their speed halved. If the time on the clock each of your turns, rolling along the surface of the ground,
shows as 4 o'clock or earlier, creatures within the spell's after which its radius expands by 5 feet (to a maximum of
area can't take reactions, can use either an action or bonus 150 feet). The vapors, being heavier than air, sink to the
action, not both, and if they attempt to take an action, must lowest level of the land, even pouring down openings.
roll a d20. On an 11 or higher, the action doesn't take effect
until the creature's next turn.
If the clock would tick to 12 o'clock again, each corpse and
doomed creature within the spell's area is permanently
frozen in time. A target frozen in time this way is immune to
all damage, can't be moved, and can't be returned to normal
by any means short of a wish spell.

Dire Omen
2nd-level Divination
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a cracked mirror)
Duration: Concentration, up to 1 minute
Classes: Cleric, Sorcerer, Warlock, Wizard
You attempt to alter the fate of a creature you can see

within range, guiding them to destruction. The target must


succeed on a Charisma saving throw or be doomed for the
duration. At the end of each of its turns, the target can make
another Charisma saving throw. On a success, the spell ends
on the target.
At Higher Levels. When you cast this spell

using a spell slot of 3rd level or higher, you can

target one additional creature for each slot

level above 2nd. The creatures must be

within 30 feet of each other when you

target them.

5
Gift of the Grave
3rd-level Necromancy
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Warlock, Wizard
You touch a creature and attempt to inflict it with a death
curse. The target must succeed on a Wisdom saving throw
or become cursed for the duration. While cursed, the target
is doomed, and it must make a Wisdom saving throw at the Protection from Darkness
start of each of its turns. On a failed save, it takes 3d10 2nd-level Abjuration
necrotic damage. On a successful save, it takes half as much
damage and the spell ends. Casting Time: 1 action
A creature cursed in this way can use its action to touch Range: Touch
one of its allies and force it to make a Wisdom saving throw. Components: V, S, M (a strip of magnesium)
On a failed save, the curse ends for the creature and passes Duration: Concentration, up to 10 minutes
on instead to its ally. Classes: Cleric, Warlock, Wizard
If damage from this spell kills a target, it can't be raised
Until the spell ends, one willing creature you touch is
from the dead by any means short of a true resurrection
protected against darkness of all kinds. The target gains
spell or similar magic.
darkvision out to a range of 60 feet, and magical darkness
doesn't impede its darkvision. If the creature already had
Judgment darkvision, its darkvision instead increases by 60 feet.
5th-level Evocation Additionally, the target is immune to being doomed or
Casting Time: 1 action frightened, and its hit point maximum can't be reduced.
Range: 90 feet
Components: V, S, M (a set of silver scales and a feather Zone of Disaster
worth 300 gp) 6th-level Enchantment
Duration: Concentration, up to 1 minute Casting Time: 1 action
Classes: Cleric, Paladin Range: 120 feet
You call upon the heavens to decree a creature unworthy of Components: V, S
existence. A creature of your choice you can see within Duration: Concentration, up to 1 minute
range must succeed on a Wisdom saving throw or be Classes: Sorcerer, Warlock, Wizard
doomed for the duration. An Undead loses any immunity to
You generate overwhelmingly bad luck in a 30-foot cube
the doomed condition until the spell ends. While doomed in
within range. Creatures within the area are doomed, have
this way, a beam of divine light stretches endlessly above
disadvantage on attack rolls and ability checks, and can't
the creature, illuminating its space and the area above it
gain advantage on attack rolls, ability checks, or saving
with bright light.
throws. If a creature would take damage as a result of failing
Until the spell ends, a creature under the effects of this
a saving throw in the area, it takes an additional die of
spell takes 5d6 radiant damage at the end of each of its
damage.
turns. The damage increases by 1d6 for each subsequent
A creature within the area is aware of the spell, although it
turn past the first, to a maximum of 10d6.
doesn't have any special knowledge of its dimensions.

6
Damning Devourer
Requires a creature with the ability to swallow a target
The creature gains the following trait:
Damning Devourer. A target swallowed by the creature
is doomed until it escapes, and if it dies while doomed in
this way its soul is destroyed.

Herald of the End


Monsters The creature gains the following trait:
Herald of the End. The creature has immunity to curses,
The following section contains a number of creatures that as well as any other spell or effect that would influence its
use doom to the dismay and demise of their enemies, as
decisions. Additionally, when the creature reduces a target
well as several modular abilities that can be applied to pre- to 10 hit points or fewer, the target dies.
existing creatures to add variety and flavor.

Additional Abilities Raze


The creature gains the following action:
The following abilities, presented alphabetically, can be Raze. The creature chooses a nonmagical structure or
applied to a creature in addition to its normal traits and object that isn't being worn or carried that it can see within
actions. Keep in mind that some of these abilities can 60 feet of it and that fits within a 15-foot cube. The target
significantly alter the power of a creature, allowing it to takes an amount of force damage equal to 5 × the creature's
perform higher than its CR would normally indicate. CR.

Beast of Ruin Ruinous Weapons


Requires a creature with the beast type The creature gains the following trait:
The creature gains the following trait: Ruinous Weapons. When the creature hits with a melee
Beast of Ruin. The creature is immune to the doomed weapon attack, the target loses any resistance it has to the
condition, as well as the effects of blighted land. attack's damage types until the end of the creature's next
turn.
Calamitous
The creature gains the following trait:
Siege Magic
Calamitous. The creature is immune to the doomed Requires a creature with the ability to cast a spell
condition and the effects of blighted land, its size increases The creature gains the following trait:
by one category, and its maximum hit points increase by Siege Magic. The creature deals double damage to
half. objects and structures with spells it casts.

Carnage Tremor Steps


The creature gains the following trait: The creature gains the following trait:
Carnage (Recharges after a Short or Long Rest). When Tremor Steps. The creature's movement is unaffected by
the creature would deal damage, it can take the maximum difficult terrain, and when the creature walks, the ground in
result instead of rolling. the area it moves through becomes difficult terrain.

7
Doomshade
The fell light of a doomshade casts woe

unto all those who encounter them. A spirit,

jealous of life, that mourns its remains for long

enough often transforms into a doomshade, driven to

malice by the tragedy of its existence. They seek only death,


and if they find a victim they pursue it without rest or mercy.
Unliving Lantern. The tell-tale sign of a doomshade is its
lantern: alive with the flames of undeath, and housing its
skull. The lantern can seem to act independently of the
doomshade, casting a baleful light on those unfortunate
enough to encounter it. The doomshade itself uses this
ability to distract its enemies and evade detection as it
slowly wears its victims down.
Merciful End. The only hope for a doomshade is its skull.
If a creature casts the gentle repose spell on the
doomshade's skull (requiring a successful DC 14 ability check
using the caster's spellcasting ability), the doomshade
vanishes, its spirit sent off to the afterlife.
Undead Nature. A doomshade doesn't require air, food,
drink, or sleep.

Doomshade Lifebane Lantern. The doomshade's lantern is


immune to all damage, and sheds dim light within
Medium Undead, Typically Neutral Evil
15 feet of it. A creature within this light is doomed.
Armor Class 14 (natural armor) Shade. The doomshade is invisible while it is in
Hit Points 78 (12d8 + 24) darkness.
Speed 0 ft., fly 50 ft. (hover) Actions
Multiattack. The doomshade makes two Chains
STR DEX CON INT WIS CHA attacks.
1 (-5) 16 (+3) 14 (+2) 10 (+0) 10 (+0) 16 (+3) Chains. Melee Weapon Attack: +6 to hit, reach 15
ft., one target. Hit: 10 (2d6 + 3) bludgeoning
Skills Stealth +6 damage plus 4 (1d8) necrotic damage. The target
Damage Resistances acid, cold, fire, lightning, is grappled (escape DC 14) if the doomshade isn't
thunder, radiant; bludgeoning, piercing, and already grappling a creature.
slashing from nonmagical attacks Move Lantern. The doomshade moves its lantern
Damage Immunities necrotic, poison to an unoccupied space it can see within 30 feet
Condition Immunities charmed, doomed, of it. The lantern remains there, hovering, until the
exhaustion, grappled, paralyzed, petrified, doomshade moves more than 30 feet away from
poisoned, prone, restrained, unconscious it, or until it chooses to return it to its space (no
Senses blindsight 60 ft., passive Perception 10 action required).
Languages understands all languages it knew in Siphon (Recharge 5–6). The doomshade forces each
life creature within the dim light of its lantern to make
Challenge 5 (1,800 XP) Proficiency Bonus +3 a DC 14 Constitution saving throw. On a failed
save, a creature takes 28 (8d6) necrotic damage,
Incorporeal Movement. The doomshade can move or half as much damage on a successful one. If
through other creatures and objects as if they this damage reduces a creature to 0 hit points, the
were difficult terrain. It takes 5 (1d10) force doomshade regains 10 (3d6) hit points.
damage if it ends its turn inside an object.

8
Gremlin
Small Monstrosity, Typically Chaotic Neutral

Armor Class 13
Hit Points 7 (2d6)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA


8 (-1) 17 (+3) 10 (+0) 7 (-2) 16 (+3) 13 (+1)

Skills Perception +7, Sleight of Hand +7, Stealth


+7
Senses blindsight 30 ft., passive Perception 17
Languages —
Challenge 1/4 (50 XP) Proficiency Bonus +2

Jinx. Any creature other than a gremlin within 15


feet of the gremlin makes attack rolls and
ability checks with disadvantage. Additionally,
when a creature other than a gremlin within
this area rolls a 1 on an attack roll, ability check,
or saving throw, roll 1d4:
  1. All of the below.
Gremlin   2. The creature is doomed for the next minute.
Small and violently mischievous, gremlins revel in chaos.   3. The creature falls prone.
Alone, a single gremlin can cause untold mayhem through   4. The creature drops one item it is holding.
its unique ability to hijack magic and generate bad luck, but
in groups they can ruin settlements if not immediately dealt
Vandal. The gremlin deals double damage to
objects, and has advantage on ability checks it
with. While physically they pose a small threat, gremlins use
makes to destroy, dismantle, or otherwise
stealth, cunning, and magical sabotage to achieve their sabotage them.
goals, wilting under more direct confrontation with their
victims. Fueled by negative emotions, gremlins are too weak Actions
to inspire fear, and so instead sate their appetites on
Claws. Melee Weapon Attack: +5 to hit, reach 5
dismay, anger, and frustration. Once sufficiently full, a
ft., one target. Hit: 5 (1d4 + 3) slashing damage.
gremlin hibernates, either hiding within its current feeding
ground or moving on to seek new victims. Pervade. The gremlin touches a magical object
Magical Possession. Other than their bad luck, one of that isn't being worn or carried, merging itself
the most infamous qualities of gremlins is their ability to and the equipment it is wearing or carrying into
inhabit magic items. By merging with a magical object, they the item. The gremlin can hear and see
can remain in wait of a victim for almost forever, and many normally while melded in this way, has total
gremlins carry a magic item around as a means of hiding, or
cover against attacks and other effects outside
to act as the bait for a trap. Once a victim acquires an item the object, and doesn't need to eat, drink,
breathe, or sleep. The gremlin can use an action
possessed in this way, the gremlin uses its luck magic to to exit the object and teleport to an unoccupied
slowly cause strife and ruin for it. space it can see within 15 feet of it.
It might negate the magical properties of the item at an
inopportune moment, cause a creature holding the item to Reactions
experience its Jinx ability for a time, or activate an item of its
Hijack Magic. When a creature within 30 feet of
own accord to cause discord and extreme bewilderment. A the gremlin casts a spell of 3rd level or lower,
gremlin's magic in this state is limited, however, and it can the gremlin attempts to steal it. The gremlin
only enact chaos in bursts. The identify spell can detect a must make a Wisdom check, with a DC equal to
gremlin's presence, and the dispel magic or remove curse 10 + the spell's level (minimum DC of 11). On a
spells cast upon the item can remove it. A gremlin removed success, the gremlin becomes the caster of the
in this way can't possess the same item again for 24 hours. spell, using the creature's spellcasting ability.
On a failure, the caster becomes immune to the
Hijack Magic ability of all gremlins for 1 minute.

9
A Ruin Dragon's Lair
Ruin dragons make their lairs almost exclusively in the ruins
of a town, city, or fortress. Typically these ruins are the result
Ruin Dragon of its own influence, the ruin dragon directly or indirectly
destroying or uprooting entire populations to sate its need
As rare as they are devastating, ruin dragons are always to bask in the inevitability of destruction.
considered a terrible omen. A ruin dragon represents chaos,
change, but most of all, destruction. They are heralds of Lair Actions
apocalypse, the clarion call of an oncoming calamity. When
On initiative count 20 (losing initiative ties), the dragon
magical upheaval is imminent, or reality is near to breaking,
takes a lair action to cause one of the following effects:
dragons close to its epicenter may very well find themselves
corrupted into servants of its chaos. A surge of spell breaking magic washes over a creature
Bad News. A ruin dragon is misfortune incarnate, rushing the dragon can see within 60 feet of it. The creature
ahead like the first wind of an oncoming storm. Their
must make a DC 15 Constitution saving throw. On a
disposition and tempers depend heavily on the form of
failed save, each spell affecting the creature of the
armageddon that they answer to. A natural magical disaster
dragon's choice ends. The creature takes 5 force
might cause a ruin dragon to rampage uncontrollably. An
apocalypse directed by an intelligence could alternatively damage for each spell ended this way.
rein in the dragon for a more specific purpose. Regardless of The dragon causes a pillar, section of wall, or a similar
the motives of their progenitor, ruin dragons seek only portion of a structure that fits within a 10-foot cube to
carnage and misery. collapse. Each creature within 10 feet of the target
Corrupted by Chaos. When exposed to pure chaos-- must make a DC 15 Dexterity saving throw or take 10
rathering than being annihilated--the power of a dragon (3d6) bludgeoning damage and be knocked prone.
allows it to adapt and overcome the overwhelming The dragon unleashes psychic waves of a possible
energies. Ancient dragons are typically immune to this apocalyptic future in 10-foot-radius sphere centered on
effect, the height of their power sufficient to resist it. Lesser a point within 120 feet of it. Each creature within that
dragons are instead transformed, twisting into a chaotic area must succeed on a DC 15 Wisdom saving throw or
mirror of their previous selves.
be frightened for 1 minute. A creature can repeat its
saving throw at the end of its turns, ending the effect
on a success.

S pellcasting V ariant Regional Effects


Some ruin dragons are capable spellcasters, The region containing a ruin dragon's lair is warped by the
Sorcerers whose power comes from the chaos dragon's magic, which creates one or more of the following
that rages within them. A ruin dragon with effects:
access to sorcery has the following additional
action: The area within 5 miles of the dragon's lair is blighted
Spellcasting. The dragon casts one of the
land (found on page 12).
following spells, requiring no components and
using Charisma as its spellcasting modifier Nonmagical weapons and ammunition within 5 miles
(spell save DC 22): of the lair rust and crumble rapidly. For every hour in
the area, such an object takes a permanent and
At will: bane
bane,, bestow curse,
curse, blight
blight,, call lightning,
lightning, cumulative -1 penalty to damage rolls. If its penalty
confusion,, dire omen ID, fear
cloudkill,, confusion
cloudkill
drops to -5, the object is destroyed.
1/day each: disintegrate
disintegrate,, earthquake
earthquake,, fire storm,
storm, Creatures within 5 miles of the dragon's lair gain 1
tsunami whirlwind,, zone of disaster ID
tsunami,, whirlwind additional level of exhaustion each time they would
gain any levels of exhaustion.

10
Ruin Dragon Tail. Melee Weapon Attack: +14 to hit, reach 15 ft.,
one target. Hit: 20 (3d8 + 7) bludgeoning damage
Huge Dragon, Typically Chaotic Evil
plus 5 (1d10) force damage.
Armor Class 19 (natural armor) Ruin Breath (Recharge 5–6). The dragon exhales
Hit Points 319 (22d12 + 176) ruinous energy in a 60-foot cone. Each creature in
that area must make a DC 23 Constitution saving
Speed 30 ft., fly 120 ft.
throw. On a failed save, a creature takes 36 (8d8)
necrotic damage and 36 (8d8) force damage and
is doomed. On a successful save, it takes half as
STR DEX CON INT WIS CHA much damage and isn't doomed. A creature can
25 (+7) 13 (+1) 27 (+8) 13 (+1) 13 (+1) 25 (+7) repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.

Saving Throws Dex +8, Con +15, Wis +8, Cha +14   A structure or nonmagical object that isn't
being worn or carried also takes this damage.
Skills Perception +15
Damage Resistances bludgeoning, piercing, and Reaction
slashing damage from nonmagical attacks
Damage Immunities force, necrotic Ruin's Reprisal. When a creature the dragon can
Condition Immunities charmed, doomed, frightened see within 15 feet of it succeeds on an attack roll,
ability check, or saving throw it made with advan-
Senses truesight 120 ft., passive Perception 25
tage, the dragon makes one attack against it.
Languages All, telepathy 120 ft.
Challenge 23 (50,000 XP) Proficiency Bonus +7 Legendary Actions
The dragon can take 3 legendary actions, choo-
Aura of Ruin. Objects and structures within 120 feet sing from the options below. Only one legendary
of the dragon take twice as much damage, and action can be used at a time and only at the end
lose any damage thresholds. If a creature in this of another creature's turn. The dragon regains
area other than the dragon would make an attack spent legendary actions at the start of its turn.
roll, ability check, or saving throw with
disadvantage, it must roll an additional d20 and Claws. The dragon makes a claws attack.
take the lowest result.
Erupting Chaos (Costs 2 Actions). The dragon

Chaos Weapons. The dragon's attacks are magical.   creates a rift of raw chaos in the form of a

  15-foot-radius sphere centered on a point it can

Legendary Resistance (3/Day). If the dragon fails a   see within 30 feet of it. Each creature in the area

saving throw, it can choose to succeed instead.   must succeed on a DC 22 Constitution saving

  throw or take 28 (8d6) force damage. A doomed

Actions   creature takes an additional 14 (4d6) force

Multiattack. The dragon makes three attacks: one   damage.


with its Bite, one with its Claws, and one with its Herald of Ruin (Costs 3 Actions). The dragon gains

Tail.   30 temporary hit points, plus an additional 10


Bite. Melee Weapon Attack: +14 to hit, reach 10 ft.,   temporary hit points for each doomed creature

one target. Hit: 23 (3d10 + 7) piercing damage plus   within 60 feet of it (to a maximum of 60

5 (1d10) force damage.   temporary hit points). While it has any of these

  temporary hit points, attacks made against the

Claws. Melee Weapon Attack: +14 to hit, reach 5   dragon have disadvantage, and it has advantage

ft., one target. Hit: 17 (3d6 + 7) slashing damage   on attack rolls it makes. The temporary hit points
plus 5 (1d10) force damage.   fade at the end of the dragon's next turn.

11
Environmental Doom
The following options present GMs with means by which
players can interact with the doomed condition as a natural
extension of adventuring.
P rolonged D oom
Blighted land can be overwhelming when
Blighted Land exposed to for extended lengths of time. For a
game where blighted land is intended to be
While most effects of doom are reserved for creatures, present for a lengthy period of the campaign,
doom can also act as a symptom with a much larger scope. consider the following changes:
One such instance of this is blighted land, a corrupted area
of the world riven from the balance of order and chaos by On a successful save against Encroaching
dark magic, or a horrific event. Doom,, a creature is immune to it for 7 days.
Doom
Blighted land is a dark mirror of the environment that Encroaching Doom no longer becomes
preceded it. A forest dead and rotting. A lake turned to permanent after being under its effects for
swamp and poison. A city devoid of life and crumbling. 7 days.
Blighted land decays all it touches, slowly destroying it as a A creature under the effects of Encroaching
force of untempered chaos. Doom can repeat its saving throw at the end
of a long rest, ending the effect on a
Causes success.
When adding blighted land to your world, it's a good idea to
consider just why it exists. What created this terrible
ruination of the natural order of things? Below you can find a In addition to Encroaching Doom,
Doom, you can include other
table of possible causes, which you can roll for randomly, effects. Roll on the table below 1d4 times (rerolling
choose for yourself, or ignore entirely and construct your duplicates), or select any number of options of your
own origin for your take on blighted land. choosing.

d8 Cause d10 Effect


1 The death of a powerful spirit or demigod. Mist reduces visibility outdoors. A creature can
1 see no further than 30 feet away from itself
2 A dark ritual with foul consequences. while in the mist.
3 A failed spell that corrupted the area. The area is difficult terrain for walking and
2 climbing.
4 A portal to one of the Lower Planes.
5 The presence of a powerful Undead. Plants and water found in the area are
3 poisonous and provide no nourishment.
6 A curse placed upon a location.
A creature that casts a spell in the area must roll
7 The aftermath of a violent battle. 4 a d20. On a 1, the spell fails.
8 The influence of a magical object. 5 Animals in the area are automatically hostile.
A creature that attempts to sleep in the area
Effects 6
must make a DC 15 Wisdom saving throw. On a
Blighted land can have a variety of different effects upon the failure, it can't sleep for 1 hour as terrible
environment it is found in, but they universally have the visions plague its mind.
following trait: 7 Unearthly screams and roars echo randomly.
Encroaching Doom. A creature that spends at least 4
hours in an area of blighted land must succeed on a DC 15 8 Blood rains from the sky periodically.
Constitution saving throw or be doomed until it spends 24 When a humanoid dies in the area there is a 50
hours outside of blighted land. A creature that isn't doomed 9 percent chance that the creature rises after 1
and remains in the area must repeat this saving throw once hour as a zombie
zombie..
a day for each day it spends there. If a doomed creature The air itself is corrosive. Objects in the area
remains in the area for longer than 7 days, the effect can't wear and decay ten times faster than normal,
be removed except by the greater restoration spell or 10 and creatures take 1d4 acid damage at the end
similar magic. of each hour they spend in the area.

12
Ill-Wishing Well Worthy Sacrifice
Appearing in the form of a jaggedly sculpted fountain of
A curse does not usually come cheap, and an ill-wishing well
black stone and bloody mortar, or even a nondescript hole
always takes its toll. To earn a wish, the wisher must
in the ground that radiates an aura of foreboding and evil
sacrifice something dear to them. Such a sacrifice can be
intent, an ill-wishing well is the vile sibling of a true wishing
flesh and blood, a possession of great power or value, or
well.
even a loved one. If acceptable, the wish is granted.
An ill-wishing well is used for a simple but malevolent
practice, specifically to call upon a dark power for the goal
of causing harm or death to a creature you harbor hatred or
A Doom Upon Thee
disdain for. Such an endeavor requires three things: strong A creature cursed by an ill-wishing well is doomed, but the
intent, a worthy sacrifice, and a target. Once accomplished, curse may not stop there. Depending on the weight of the
whatever hateful entity inhabits or watches the well accepts sacrifice, the intent of the wish maker, and the vindictiveness
the sacrifice and delivers a particular curse to its victim. of the entity that delivers it, the curse may be even more
If you'd like some ideas for a possible source of the magic fiendish than expected. Such possibilities include but are not
of an ill-wishing well, look no further! Below you'll find a limited to disease, a twisted visage, or the slow erosion of
table of possible creatures or origins behind its power. their life, drip by drip. They might be cursed with bad luck
for the rest of time, or with a curse that passes on to their
d8 Well's Origin family upon their death.
While typically a greater restoration or remove curse spell
1 A devil is sealed within the well.
would remove most curses, a curse from an ill-wishing well
2 The well acts as a place of power for a local hag. may even defy such magic. A particularly strong curse might
3 A genie's lamp lies stuck at the well's bottom. require such a spell to be cast at a higher level, or only be
able to be removed via the wish spell.
The well draws from an underground lake
4

5
inhabited by an aboleth.
An evil unicorn regularly drinks at the well.
Art Credits
Cover: Sam Burley

Burley

Page 7: Grzegorz Rutkowski

Rutkowski

6 The well is an entrance to a powerful mage's lair. Page 2: Caio Monteiro

Monteiro

Page 8: Andrew Mar

The well was once a true wishing well, but was Page 3: Chippy

Chippy

Page 9: Mathias Kollros

Kollros

7 desecrated by dark magic. Page 4: Erica Yang, Martina Page 10: Adam Paquette

Paquette

Pilcerova, Victor Adame Page 11: Jesper Ejsing

Ejsing

An unnoticed portal in the well leads to an


8 uncharted layer of the Abyss. Minguez

Minguez
Page 12: Paul Scott Canavan

Canavan

Page 5: Denman Rooke

Rooke

Page 13: John Avon


Page 6: David Auden Nash

13

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