Professional Documents
Culture Documents
Impending Doom - GM Binder
Impending Doom - GM Binder
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.
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
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.
7
Doomshade
The fell light of a doomshade casts woe
8
Gremlin
Small Monstrosity, Typically Chaotic Neutral
Armor Class 13
Hit Points 7 (2d6)
Speed 30 ft., climb 30 ft.
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.
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
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
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
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.
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
Rutkowski
Monteiro
The well was once a true wishing well, but was Page 3: Chippy
Chippy
Kollros
7 desecrated by dark magic. Page 4: Erica Yang, Martina Page 10: Adam Paquette
Paquette
Ejsing
Minguez
Page 12: Paul Scott Canavan
Canavan
Rooke
13