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The Undying Collection

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Chapter 1: Races

T
he Undying Collection introduces a new Ability Score Increase
lineage option and three new races you can If you are replacing your current race with a lineage, replace
use in your campaign, alongside the races any Ability Score Increase you previously had with the rules
presented in the Player's Handbook and other stated earlier under Ability Score Increase.
official sourcebooks. These new races are:
Reanimated. Constructs that have been Languages
stitched together using body parts. If you are replacing your race with a lineage, you retain any
Boggart. A race of sentient Plant creatures that reside in languages you had and gain no new languages.
the murky swamps.
Phantom. An Undead spirit that has roamed the Material Reanimated
Plane for centuries, teetering between here and the afterlife.
Symbiote. An Aberration whose unassuming appearance A reanimated is created by a special type of wizard called a
belies a deadly, powerful weapon. stitcher. The stitcher will literally stitch together disparate
body parts taken from corpses, and then imbue the newly
Creating Your Character created body with magic in order to bring it to life. While
creating a reanimated is more time consuming and resource
At 1st level, you choose the race of your character from one of intensive than casting a spell, the resultant Construct is
the official D&D sources or from a race in this collection. typically much more resilient compared to a mindless ghoul.
When you select a race, follow these rules during character A reanimated is also much smarter, and the stitcher can
creation. bestow upon its creation sentience should it wish to, or keep
it mindlessly obedient. While many stitchers use reanimated
Ability Score Increase as slave labour, a few allow their reanimated creations to
When determining your character's ability scores, unless pursue their own way in the world.
stated otherwise, increase one score by 2 and increase a The race’s discoloured skin tones and visible stitches that
different score by 1, or increase three different scores by 1. criss-cross around its body are all clear signs of its own
Follow this rule regardless of the method you use to unnatural origins. A reanimated’s bodily appearance will
determine the scores, such as rolling or point buy. You can't often elicit disgust and fear, sometimes even violence.
raise any of your scores above 20. Villagers usually flee, and the occasional adventuring party
will attack on sight, mistaking it for a flesh golem. As such,
Languages expecting to encounter a reanimated is extremely rare, driven
to a solitary lifestyle by their own accursed nature.
Your character can speak, read, and write Common and one
other language that you and your DM agree is appropriate for
the character.
Creature Type
Every creature in D&D, including each player character, has a
special tag in the rules that identifies the type of creature they
are. Most player characters are of the Humanoid type. A race
in this chapter tells you what your character's creature type
is. These types don't have rules themselves, but some rules in
the game affect creatures of certain types in different ways.
For example, the cure wounds spell doesn't work on a
Construct or an Undead.
Lineage
In The Undying Collection, the Reanimated is a lineage
option available to you at character creation.
When you pick a lineage, you might have once been a
member of another race, but you aren’t any longer. A
character might choose this lineage during character
creation. Or, events might unfold during your adventures that
lead your character to replacing their race with this new
lineage. Work with your DM to establish if you're amenable to
such a development and how such stories unfold.
When choosing this lineage, follow these additional rules
during character creation.
CHAPTER 1 | RACES
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Reanimated Traits
Your reanimated character has the following traits.
Creature Type. You are a Construct.
Age. A reanimated’s lifespan is indefinite, able to continue
living as long as its own body holds.
Alignment. The procedure to create a reanimated can
leave one’s mind and body altered in unpredictable ways. A
creature that becomes a reanimated usually changes into a
chaotic alignment if it wasn’t one before.
Size. You are Medium or Small. You choose the size when
you gain this lineage.
Speed. Your walking speed is 30 feet.
Ancestral Legacy. If you replace a race with a reanimated,
you can keep the following elements of that race: any skill
proficiencies you gained from it and any climbing, flying, or
swimming speed you gained from it.
If you don't keep any of those elements or you choose a
reanimated at character creation, you gain proficiency in two
skills of your choice.
Lightning Absorption. You have resistance to lightning
damage. Additionally, when you take lightning damage, you
can use your reaction to instead regain a number of hit points Boggart Traits
equal to the lightning damage you would have taken. You can Your boggart character has the following traits.
use this trait a number of times equal to your proficiency Creature Type. You are a Plant.
bonus, and you regain all expended uses when you finish a Age. You are able to sustain yourself for around 150 years
long rest. given proper sunlight, water, and nutrition.
Living Machine. Your creator designed you to benefit from Alignment. A boggart will likely lean toward a neutral
several spells that preserve life but that normally don't affect alignment, focused on self-preservation first and foremost.
Constructs: cure wounds, healing word, mass cure wounds, Size. You are Medium.
mass healing word, and spare the dying. Speed. Your walking speed is 30 feet, and you have a
Reconstructed Nature. You were created from a swimming speed equal to your walking speed.
hodgepodge of different body parts, represented by the Amphibious. You breathe air and water.
following benefits: Darkvision. You can see in dim light within 60 feet of you
You have advantage on saving throws against poison, and as if it were bright light and in darkness as if it were dim
you have resistance against poison damage. light. You discern colours in that darkness only as shades of
You have advantage on death saving throws. grey.
You don't need to eat, drink, or breathe. Plant Camouflage. You have advantage on Dexterity
You are immune to magical ageing effects. (Stealth) checks made in any terrain with ample obscuring
vegetation.
Boggart Plant Speech. You have the ability to communicate in a
limited manner with Plants and vegetation. They can
Nestled away in murky swamps and gloomy forests lies a understand the meaning of your words, though you have no
race that considers it their home. A boggart is a sentient special ability to understand them in return.
Plant, theorised by druids to have been created by a god of Swampy Plumage. You know one of the following cantrips
the Nature Domain to guard against potential threats that of your choice: acid spray, infestation, or thorn whip. Starting
lurk in these shadowy environments. As such, the race has at 3rd level, you can cast one of the following spells of your
adapted to these dim, hostile conditions, evolving to spit choice: ensnaring strike, entangle, or ray of sickness. Starting
debilitating projectiles and conjure weapons out of vines and at 5th level, you can also cast one of the following spells of
thorns to protect itself and its surroundings. your choice: blindness/deafness, spider climb (self only), or
Due to their appearance, natural habitat, and tendency to spike growth.
strike first, a boggart is occasionally mistaken for a more You choose a cantrip when you select this race, and you
hostile Plant creature such as a shambling mound or tree choose one of the proceeding spells upon reaching the stated
blight. Skilled druids and rangers will be able to tell the level. If a spell requires a material component, you don’t
difference between a boggart and other non-sentient Plant require it to cast the spell. Once you cast the chosen 1st- or
creatures, and a boggart usually become one itself to further 2nd-level spell with this trait, you can't cast that spell with it
its purpose to protect its own environment. again until you finish a long rest. You can also cast either of
those spells using any spell slots you have of the appropriate
level.
Intelligence, Wisdom, or Charisma is your spellcasting
ability for these spells when you cast them with this trait
(choose when you select this race).
CHAPTER 1 | RACES
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Phantom Traits
Phantom Your phantom character has the following traits.
A phantom is an Undead spirit that has roamed the Material Creature Type. You are an Undead
Plane for centuries. This Undead spirit will typically start off Age. You are ageless, having already died centuries ago.
as a ghost or revenant, having unfinished business that it Your soul lingers in the Material Plane for reasons unknown.
seeks to resolve before passing on to the afterlife. However, it Alignment. A phantom’s alignment is dependent on the
isn't uncommon for the spirit to never successfully resolve its nature of its unfinished business. Strong enough to keep its
lingering affairs. presence in the Material Plane, a phantom is usually good or
As time passes, the spirit can easily forget the original evil.
reason behind not wanting to pass on. Many of these spirits Size. You are Medium or Small. You choose the size when
become spectres. However, with sufficient time and sanity, you select this race.
some instead turn into phantoms, sitting in limbo between Speed. Your walking speed is 30 feet.
this life and the next. Darkvision. You can see in dim light within 60 feet of you
This diminishing ability to exert itself in the physical world as if it were bright light and in darkness as if it were dim
is a phantom's main characteristic. It can't possess living light. You discern colours in that darkness only as shades of
creatures like a ghost can, only a corpse. In its spirit form, it grey.
can't speak or affect physical objects, nor can it move into the Ghostly Form. You are a wandering spirit, represented by
Ethereal Plane. The fate of a phantom is one of slow moving the following benefits:
entropy, where it can only wait until it fades into
nonexistence. You can move through solid matter that is no more than 5
feet thick, as well as through creatures and objects, as if
they were difficult terrain, but you take 1d10 force damage
if you end your turn inside solid matter, or a creature or
object. You can’t move through a sheet of lead or metal.
While walking, you can hover a couple inches off the
ground. This does not allow you to cross gaps, causing you
to fall unless you jump.
You have resistance to nonmagical bludgeoning, piercing,
and slashing damage. You are also immune to disease and
being poisoned, and you have immunity to poison damage.
You don't need to eat, drink, breathe, or sleep. You can
finish a long rest in 4 hours by entering an inactive,
motionless state, during which you retain consciousness.
In addition, you have a Strength score of 1 and
automatically fail all Strength (Athletics), Dexterity
(Acrobatics), and Dexterity (Sleight of Hand) checks. You also
can’t speak or interact with creatures and objects, and you
can’t use any class features.
Necrotic Immunity. You have immunity to necrotic
damage.
Possession. As an action, you can possess a Humanoid
corpse and bring it back to life. While possessing a body, you
lose the Ghostly Form trait. You are also considered a
Humanoid while possessing a body. You can choose to exit
the body as an action.
The state of the body you possess depends on the number
of hit points you have remaining. At full health, the body looks
no different than it did in life. At half health, signs of greying
and decomposition become visible. At close to 0 hit points,
the body looks no different than a zombie. Exiting the body
returns it to its decomposed state.
If you fail your death saving throws while possessing a
body, you exit the body while remaining unconscious. During
this state, your death saving throws are reset and you must
repeat them again. If you succeed, you also regain 1 hit point.

CHAPTER 1 | RACES
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Mind Hopping. When you reduce a Humanoid’s hit points
Symbiote to 0 with your Malignant Limb, you can use a bonus action to
transfer your brain to that creature, adopting its physical
A symbiote is a race that hails from a far, distant Wildspace appearance and having it become the race that uses your
system. This race’s true form is a small, tadpole shaped Indiscernible Appearance trait. The previous body you
creature that needs neither air nor food or water to survive. It inhabited then becomes headless.
is unknown if they have a homeworld, but colonies of Starting at 5th level, you also gain access to all information
symbiotes usually travel on gigantic celestial bodies, laying that the Humanoid would freely share with a casual
dormant until a suitable planet is found. These colonies acquaintance. Such information includes general details on
superficially resemble asteroids at first glance, but on closer its background and personal life, but doesn't include secrets.
inspection, one would be able to see the furry texture of this The information is enough that you can pass yourself off as
rock and its unnatural blackness as it absorbs light. A the person by drawing on its memories.
symbiote colony can hold up to thousands of symbiotes. Once you use this trait, you can't do so again until you
When this colony nears a planet with sentient life, the rock finish a long rest.
will change course and hurl itself toward the planet. As it
travels through the planet’s atmosphere, chunks of the rock
will break apart in different directions, waking the symbiotes
and scattering them across the planet’s surface. In this state,
a symbiote can’t survive for very long, typically no more than
a week. To stay alive, a symbiote must find one of the planet’s
inhabitants and insert itself into the creature’s body through
one of its orifices, travelling to its brain and devouring it from
within. The creature must be sentient to sustain the symbiote
and integrate itself with the host body.
While occupying a body, a symbiote will look and act no
different than its host. The sole physical difference is the
symbiote’s ability to alter the host body's limbs into a black
material that appear like wispy, smoking tendrils, but are
actually highly dense. A symbiote will usually use this
weapon to catch victims unaware. Though a symbiote will
usually adopt the host’s mannerisms and personality, it’s
unknown whether this is simply rote imitation, or a survival
tactic that hints at true intelligence. Reading its mind is
impossible due to the symbiote’s anomalous nature.
Symbiote Traits
Your symbiote character has the following traits.
Creature Type. You are an Aberration.
Age. Your lifespan is the remaining lifespan of the creature
you are inhabiting.
Alignment. You adopt the alignment of the
creature you are inhabiting. However, it is
unknown whether you truly adopt this
alignment or if it is simply mindless mimicry.
Size. Your size corresponds to the race
you have chosen with your Indiscernible
Appearance trait.
Speed. Your walking speed is 30 feet.
Aberrant Mind. Magic can't read your thoughts or put you
to sleep.
Indiscernible Appearance. Upon selecting this race, you
pick another Humanoid or Fey race, adopting its physical
appearance. You don’t gain any traits from that race, but you
are physically indistinguishable from another member of the
same race.
Malignant Limb. You are able to transform your limbs into
a dense, shadowy weapon, which you can use to make
unarmed strikes. When you hit with it, the strike deals 1d6 +
your Strength modifier bludgeoning damage, instead of the
bludgeoning damage normal for an unarmed strike.
A creature that sees you attack in this way immediately
knows you are not of the race you have chosen from your
Indiscernible Appearance trait.
CHAPTER 1 | RACES
4
Chapter 2: Subclass Options

N
ew subclass options are available for you to Occultist Spells
use in your campaigns in this chapter. 3rd-level Occultist feature
These additional options are designed to
work with the rules provided in the Player's You always have certain spells prepared after you reach
Handbook, Dungeon Master's Guide, and particular levels in this class, as shown in the Occultist Spells
Tasha's Cauldron of Everything. table. These spells count as artificer spells for you, but they
If you are a Dungeon Master, you can don't count against the number of artificer spells you prepare.
choose which options from this chapter your players can use
in your campaign. You can also modify or even replace Occultist Spells
certain features listed here if you believe a feature isn't Artificer Level Spell
balanced or isn't thematically relevant. If there is any
ambiguity regarding a subclass feature, the Dungeon Master 3rd cause fear, silent image
has the foremost say on how it would be addressed. 5th darkness, silence
The Subclass Options table lists the subclasses included in
this collection. The following pages in this chapter will 9th fear, speak with dead
illustrate each of them in more detail. 13th phantasmal killer, shadow of moil

Subclass Options 17th contact other plane, danse macabre


Class Subclasses
Spirit Catcher
Artificer Occultist 3rd-level Occultist feature
Barbarian Path of the Damned
Your study into the supernatural has culminated in a unique
Bard College of Sorrows magic item that allows you to contain their essence. You can
Cleric Undead Domain
spend 1 hour using glassblower’s tools to create a spirit
catcher, which you become immediately attuned to. You can
Druid Circle of Death use the spirit catcher as a spellcasting focus for your artificer
Fighter Fanatic
spells. Once you create a spirit catcher, you can't do so again
until you finish a long rest. You can have only one spirit
Monk Way of Immortality catcher at a time.
Paladin Oath of Martyrdom
As a reaction, when a creature you can see dies within 30
feet of you, you can use your spirit catcher and capture its
Ranger Ferryman lingering spirit, which is then stored inside the catcher. You
Rogue Reaper
can hold a maximum number of spirits equal to twice your
proficiency bonus, and you can’t capture one while at your
Sorcerer Ancestral Soul maximum.
Warlock Puppeteer
You can use the captured spirits in the following ways:
Wizard Dread Magic Once per day when you finish a short rest, you can expend
a spirit and draw out its necrotic energy to recover
expended spell slots. The spell slots can have a combined
Artificer: Occultist level that is equal to or less than half your proficiency
An Occultist is an artificer with a fascination for the undead bonus (rounded up).
and the afterlife. They may hold long stakeouts in graveyards As a bonus action, you can expend a spirit and absorb its
and haunted sightings, or explore the ruins of an ancient remaining life force. You gain a number of temporary hit
tomb or burial site in order to learn more about the spirits of points equal to your artificer level.
the afterlife. An adept Occultist is able to capture these spirits As an action, you can expend a spirit by directing its
for use in their own inventions, and even commune with baleful aura onto a hostile creature you can see within 30
them. feet of you. That creature must succeed on a Wisdom
saving throw against your spell save DC or be frightened
Tools of the Trade of you until the end of its next turn. When frightened in
3rd-level Occultist feature this way, the creature must take the Dash action and move
away from you by the safest available route on each of its
You gain proficiency with glassblower’s tools. If you already turns, unless there is nowhere to move.
have this tool proficiency, you gain proficiency with one other
type of artisan's tools of your choice. If you are ever not attuned to the item, you create a new
spirit catcher, or if you die, the current spirit catcher
crumbles into glass shards and the spirits inside break free. A
spirit can also break free if it is recalled as a result of a spell
that raises it back to life (such as the raise dead spell).
CHAPTER 2 | SUBCLASSES
5
Necrotic Power Undead Commune
5th-level Occultist feature 9th-level Occultist feature
You can use your captured spirits to increase your spell’s You have spent so much time around the supernatural that
potency. When you cast a cantrip that deals damage, you can you have an instinctive bond with them. As an action, you can
expend a spirit and choose to change the damage type to expend one of your captured spirits to cast the summon
necrotic. You can also deal an extra 1d8 necrotic damage undead spell without using any material components. When
with the cantrip. When you reach 11th level in this class, the you do, you can only choose the Ghostly form, the spell
extra damage becomes 2d8. doesn’t require concentration, and it lasts for up to 1 minute,
or until you use this feature to cast the spell again.
In addition, you can expend one captured spirit and cast
the speak with dead spell, targeting the spirit. As your
captured spirits have travelled with you on your adventures, it
will have learned new information and would be able to
speculate about future events should it be inclined to do so.
Ghost Buster
15th-level Occultist feature
You have perfected the functionality of your spirit catcher.
When you see an Undead creature within 30 feet of you that
is a CR of 3 or lower, you can use an action to force the target
to make a Constitution saving throw against your spell save
DC. On a failed save, the target is reduced to 0 hit points and
its spirit is instantly captured. At 17th level, you can use this
feature on undead with a CR of 4 or lower.
In addition, you have resistance to necrotic damage and
advantage on saving throws against being frightened. You can
also cast the soul cage spell without expending a spell slot
and without material components, provided you use
glassblower’s tools as the spellcasting focus. Once you cast in
this way, you can't do so again until you finish a long rest.

6
When you enter your rage, your appearance changes to
signify its hellish nature. You can choose these attributes or
determine them by rolling on the Hell Brand table.
Hell Brand
d6 Brand
Ram horns grow on either side of your head and
1
your feet change into hooves.
Red, skeletal wings magically sprout from your
2 back, each one adorning a horn on its ends.
They are useless for flying.
A crown of thorns forms from the hair atop your
3
head, causing your scalp to bleed.
You grow a lion’s mane, the tail of a snake, and
4
your body becomes covered in the fur of a bear.
Your arms become bony and malnourished,
5
though you can still carry objects normally.
You grow a goat’s snout and your body becomes
6
covered in brittle scales that peel off on contact.

Devil's Sight
6th-level Path of the Damned feature
The nature of your rage affects even your senses. You gain
darkvision out to a range of 60 feet, and magical darkness
doesn't impede your darkvision.
Hell Companion
Barbarian: Path of the Damned 10th-level Path of the Damned feature
Your rage comes from the Nine Hells, the inhospitable plane Your association with the Nine Hells has granted you a
where devils reside. Perhaps you have created a pact with familiar. Once before the end of your next long rest, you can
one of its beings in hopes of serving them after death as a conduct a 1 hour ritual to summon an imp, which appears in
devil yourselves. Maybe you have always known that your an unoccupied space within 5 feet of you (see its stat block in
anger and resentment came from a nefarious source. Or it the Monster Manual). The imp is friendly only to you, and
may be the case that you hold a psychopathic disdain toward obeys your commands.
other Humanoids. Whatever its source, you know that your In combat, the imp acts during your turn. It can move and
rage has damned you in both this life and the next. use its reaction on its own, but the only action it takes is the
Cursed Tongue Dodge action, unless you take a bonus action on your turn to
3rd-level Path of the Damned feature command it to take another action. That action can be one in
its stat block or some other action. If you are incapacitated,
Your fiendish affinity allows you to comprehend the language the imp can take any action of its choice, not just Dodge.
of the Nine Hells. You can speak, read and write Infernal. You can communicate telepathically with the imp as long
as you are within 1 mile of it. You can also use an action to
Hellish Fury see and hear through its senses, and return to your own
3rd-level Path of the Damned feature senses as an action; you are blinded and deafened to your
surroundings while using the imp’s senses. While the imp is
You feel the hellish source of your rage consume your soul. within 10 feet of you, you share its Magic Resistance trait.
You gain resistance to fire damage while you are raging. The imp remains until it is reduced to 0 hit points, until
When you hit a target with a melee weapon attack while you use this feature to summon the imp again, or until you
raging, your bonus damage is determined by your proficiency die. Anything the imp was wearing or carrying is left behind
bonus rather than the Rage Damage table. when the imp vanishes.
In addition, you can use your reaction to cast the hellish
rebuke spell without expending a spell slot (DC equal to 8 + Crafty Killer
your proficiency bonus + your Constitution modifier). You can 14th-level Path of the Damned feature
cast this spell even while you’re raging. At 10th level in this
class, you can cast this spell as a 3rd-level spell. You can use You are not above employing dirty tactics to get the jump on
this reaction a number of times equal to your proficiency your foes. When you first enter your rage, you can magically
bonus, and you regain all expended uses when you finish a become invisible, along with any equipment you are wearing
long rest. or carrying, until the start of your next turn.
CHAPTER 2 | SUBCLASSES
7
Bard: College of Sorrows
Bards of the College of Sorrows spread about tales of
tragedies, sadness, and betrayal. Such bards may tell eulogies
of a figure that was dear to a community, or regale the
spectacular downfall of a once revered leader. However, they
don’t do so merely for cheap tears. Rather, those of this
college believe these stories serve as reminders that life is
not always about riding the highs, and that without the
sorrows that come about every once in a while, people would
not have the strength to push past such difficult times.
Traumatic Display
3rd-level College of Sorrows feature
You’re able to bring up a person’s repressed grief. You know
the dissonant whispers spell, and it doesn’t count against the
number of bard spells you know. You can cast this spell
without using a spell slot a number of times equal to your
Charisma modifier (minimum of once), and you regain all
expended uses when you finish a long rest.
Whenever you start casting the spell, you can expend a use
of Bardic Inspiration and modify the spell so that the creature
rolls with disadvantage, or you roll a Bardic Inspiration die
and add the number rolled to one damage roll of the spell
(your choice).
Disheartened Exchange
3rd-level College of Sorrows feature
Your words can make others feel dispirited. When a creature
adds one of your Bardic Inspiration dice to its ability check,
attack roll, or saving throw and the roll fails, it can deal
psychic damage equal to the number rolled on the die to any
number of creatures of its choice within 5 feet of it.
Disarming Words
6th-level College of Sorrows feature
You can start a melancholic performance that can make all
who hear it despondent. As an action, you can begin this
performance which lasts for up to 1 minute (as if you’re
concentrating on a spell). Each creature of your choice within
60 feet of you that can hear you must succeed on a Wisdom
saving throw against your spell save DC or be charmed by
you for the duration. While charmed in this way, the target
has disadvantage on ability checks and attack rolls, and its
speed is halved.
Once you use this action, you can't use it again until you
finish a short or long rest, unless you expend a use of Bardic
Inspiration to use it again.
Laborious Inspiration
14th-level College of Sorrows feature
Your tales tell the need to constantly fight through the
troughs of life. When a creature holding one of your Bardic
Inspiration dice is reduced to 0 hit points, it can use its
reaction to roll the die, expending it and dropping to a
number of hit points equal to 1 + the number rolled on the
die instead. As part of the same reaction, the creature can
move up to its speed and make one weapon attack, adding
the number rolled to its attack roll.

8
Cleric: Undead Domain Undead Domain Spells
Gods of the Undead Domain see mortals as an abomination; Cleric Level Spell
creatures whose gift of life is wasted on. Deities of this 1st false life, inflict wounds
domain seek to unshackle mortals from the burdens that
come with the survival of flesh and entice them with the 3rd blindness/deafness, ray of enfeeblement
promise of immortality. Gods of this domain have many 5th animate dead, speak with dead
powerful followers, from liches and dracoliches to
necromancers and vampires. 7th blight, shadow of moil
The Undead Domain is an outlier amongst clerics. They 9th danse macabre, negative energy flood
are shunned by all other clerics for serving gods that actively
look to exterminate life. However, like the deities they follow,
clerics of this domain passionately believe undeath to be the Necrotic Touch
ultimate form of life and are devoted to spreading them 1st-level Undead Domain feature
across the various realms. See the Undead Deities table for a You can channel the power of undeath onto others. You learn
list of some of the gods associated with this domain. the chill touch cantrip, which counts as a cleric cantrip for
Undead Deities you and doesn't count against the number of cleric cantrips
Example Deity Pantheon
you know. When you cast this cantrip, its range is doubled.
Chemosh Dragonlance Undead Emissary
Kiaransalee Drow
1st-level Undead Domain feature
Osiris Egyptian As a cleric for the Undead, the very same creatures hesitate
to harm you. When an Undead creature targets you with an
Velsharoon Forgotten Realms attack or harmful spell, you can use your reaction to force it
to make a Wisdom saving throw against your spell save DC (a
Domain Spells creature needn’t make this save if it includes you in an area
1st-level Undead Domain feature spell, such as the fireball spell). On a failed save, the creature
must choose another target or the attack or spell is wasted.
You gain domain spells at the cleric levels listed in the You can use this feature a number of times equal to your
Undead Domain Spells table. See the Divine Domain class Wisdom modifier (minimum of once), and you regain all
feature for how domain spells work. expended uses of it when you finish a long rest.

9
Channel Divinity: Indentured Undead Undead Nature
2nd-level Undead Domain feature 17th-level Undead Domain feature
You can use your Channel Divinity to force Undead to serve Serving your domain’s deity for so long has bestowed you
you, instead of having them be turned. with the following benefits:
When an Undead fails its Wisdom saving throw against
your Turn Undead feature, you can choose to have it fall You don't need to eat, drink, sleep, or breathe.
under your control for up to 1 minute (as if concentrating on You are immune to disease and the poisoned condition.
a spell), instead of having it be turned. A creature can repeat You gain immunity to necrotic damage and poison
this saving throw at the end of each of its turns and whenever damage, and resistance to nonmagical bludgeoning,
it takes damage, ending the effect on a success. piercing, and slashing damage.
As a bonus action, you can verbally command any creature You have a flying speed equal to your walking speed and
controlled by you if the creature is within 30 feet of you (if can hover. You can move through creatures and objects as
you control multiple creatures, you can command any or all if they were difficult terrain, but you take 1d10 force
of them at the same time, issuing the same command to each damage if you end your turn inside a creature or an object.
one). You decide what action the creature will take and where
it will move during its next turn. If you command a creature
to make an attack, it can only make one attack roll, regardless
of how many attacks it can normally make. If you issue no
commands, the creature will not move and only take the
Dodge action.
When you reach certain levels in this class, Undead of a
certain CR or lower will automatically fail its saving throw
against this Channel Divinity, as shown in the Destroy
Undead table. This Channel Divinity option counts as a
turned effect for the purposes of the Turn Immunity and Turn
Resistance trait.
Channel Divinity: Undead Propagation
6th-level Undead Domain feature
You are devoted to spreading undead wherever you go. If a
Beast or Humanoid that is Small or Medium dies within 30
feet of you, you can use your reaction to show your holy
symbol and animate it. The corpse stands up and becomes an
Undead, using the Undead Spirit stat block from the summon
undead spell, as if cast at a 3rd-level. You choose the
creature’s form: Ghostly, Putrid, or Skeletal, which
determines certain traits in its stat block. You can expend an
additional use of your Channel Divinity to add an additional
level to the Undead Spirit’s stat block.
The Undead Spirit shares your initiative count, but it takes
its turn immediately after yours. It obeys your verbal
commands (no action required by you). If you don't issue any,
it takes the Dodge action and uses its move to avoid danger.
The corpse remains animate for 1 minute, until it reaches
0 hit points, or until you use this Channel Divinity option
again.
Potent Spellcasting
8th-level Undead Domain feature
You add your Wisdom modifier to the damage you deal with
any cleric cantrip.

10
Druid: Circle of Death
Druids of the Circle of Death acknowledge and embrace
death as a part of the natural cycle of life. These druids know
that all mortal life must end eventually, and that attempting to
prolong one’s life stifles the symbolic order of the Material
Plane. Old life must always die in order to make way for the
new to prevent stagnation and ensure all life can evolve and
thrive.
Circle Spells
2nd-level Circle of Death feature
Your status as a bringer of death has granted you the ability
to cast certain spells. You learn the chill touch cantrip. You
also gain access to additional spells when you reach certain
levels in this class, as shown on the Circle of Death spells
table.
Once you gain access to one of these spells, you always
have it prepared, and it doesn't count against the number of
spells you can prepare each day. If you gain access to a spell
that doesn't appear on the druid spell list, the spell is
nonetheless a druid spell for you.
Circle of Death Spells
Druid Level Spell
2nd inflict wounds, ray of sickness Decaying Deflection
3rd darkness, ray of enfeeblement 6th-level Circle of Death feature
5th phantom steed, vampiric touch You can channel the energy from being harmed back at the
attacker. When you are hit by an attack roll, you can use your
7th blight, vitriolic sphere reaction to force the attacker to make a Constitution saving
9th enervation, negative energy flood throw against your spell save DC. On a failed save, the
attacker takes necrotic damage equal to half the damage you
Shape of Death were dealt.
2nd-level Circle of Death feature You can use this feature a number of times equal to your
proficiency bonus, and you regain all expended uses of it
You can draw upon your connection to death to prepare for when you finish a long rest.
the reaping of souls. As a bonus action, you can expend one
use of your Wild Shape feature to take on this deathly Power of Death
persona, rather than assuming a beast form. While this 10th-level Circle of Death feature
feature is active, you gain the following benefits: Your proximity with death has given you a measure of
When you activate this form, and as a bonus action on protection from it. You gain resistance to necrotic damage.
your subsequent turns while it lasts, you can choose one If you are transformed using your Shape of Death, you
creature you can see within 30 feet of you and curse it become immune to necrotic damage. You are also able to add
with the mark of death for up to 1 minute (as if your Wisdom modifier to one damage roll of any necromancy
concentrating on a spell). Once on each of your turns, spell you cast, and when you curse a creature, the extra
while the target is cursed, you can add an extra 1d6 damage becomes a 1d8.
damage to the damage roll of one attack or spell you
make. This extra damage is necrotic damage. If you use a Siphon Essence
bonus action to mark a new creature, the current creature 14th-level Circle of Death feature
is no longer marked. You can absorb the life force of creatures around you. Once
When you deal necrotic damage, you can reroll any roll of during your turn, when you make an attack or cast a spell
1 on the damage dice, and you must use the new roll. that deals necrotic damage, you can choose one target of the
You can replace the damage type of your weapon attacks attack or spell within 30 feet of you. You regain a number of
with necrotic damage. hit points equal to half the damage dealt.
These benefits last for 10 minutes. It ends early if you You can use this feature a number of times equal to your
dismiss it (no action required), you die, or you use this feature Wisdom modifier (minimum of once), and you regain all
again. expended uses of it when you finish a long rest.

CHAPTER 2 | SUBCLASSES
11
Physical Might
3rd-level Fanatic feature
Your body has been honed for the rigors of the battlefield.
When you make a Strength (Athletics) check, you can treat a
d20 roll of 7 or lower as an 8.
Unrelenting Endurance
7th-level Fanatic feature
You are not easily downed. When you are reduced to 0 hit
points but not killed outright, you can use a reaction to drop
to 1d10 + your fighter level hit points instead. You can't use
this feature if the attack is a critical hit.
Once you use this feature, you can't do so again until you
finish a long rest.
Multiattack
10th-level Fanatic feature
You are able to strike down against multiple enemies at once
in the heat of battle. Once on your turn, when you take the
Attack action, you can replace one of your attacks with one of
the following features below:
Volley. You make a ranged attack against any number of
creatures within 10 feet of a point you can see within your
weapon's range. You must have ammunition for each target,
as normal, and you make a separate attack roll for each
target.
Whirlwind Attack. You make a melee attack against any
number of creatures within 5 feet of you, with a separate
attack roll for each target.
Fighter: Fanatic You can attack in this way a number of times equal to your
The Fanatic wishes nothing more than to take part in Constitution modifier (minimum of once), and you regain all
glorious battle. The only thing that matters to them is the expended uses of it when you finish a long rest.
adrenaline that comes from an awesome fight, surrounded Indomitable Body
shoulder-to-shoulder with other ferocious adversaries. Both 15th-level Fanatic feature
their mind and body have been honed for the thrill of battle,
and are at their fiercest when backed into a corner or on the You shrug off injuries with ease. When you use your
verge of death. To them, the battlefield is the only world that Indomitable feature to reroll a saving throw that has you take
matters. only half damage on a success, you instead take no damage if
you succeed on the saving throw, and only half damage if you
Fervid Strikes fail.
3rd-level Fanatic feature
Fanatical Swing
You thrive when pushed to the absolute limit of your physical 18th-level Fanatic feature
endurance. When you are at a quarter of your maximum hit
points or lower, you can make your weapon attack rolls with Your attacks defy logic, carried through sheer force of will.
advantage. When you hit a creature with a weapon attack, you can use a
bonus action to have that attack ignore the creature's
Brutal Blow resistance and immunities.
3rd-level Fanatic feature In addition, you don’t automatically fail your attack roll
The power of your strikes are vicious. Once during each of when you roll a 1 on the d20; you instead add your attack roll
your turns when you hit with an attack roll, you can deal extra modifier as normal.
damage to the target equal to your proficiency bonus

CHAPTER 2 | SUBCLASSES
12
Monk: Way of Immortality
Monks of the Way of Immortality are devoted to the concept
of eternal life. They use their ki to help extend their own
natural lifespan well past what would normally be possible
whilst still keeping their body in peak physical condition.
Monks of this monastic tradition will spend their entire
unending lives devoted to mastery of its techniques.
Recovering Strike
3rd-level Way of Immortality feature
You have learned techniques that allow you to quickly recover
your body. Once on each of your turns, when you hit a
creature with your unarmed strike or monk weapon, you can
recover a number of hit points equal to half the damage dealt.
When you reach 11th level in this class, you can use this
feature twice on your turn.
Ki Recovery
6th-level Way of Immortality feature
You are able to harness your ki’s energy to restore your life
force. Whenever you spend ki points, you regain a number of
hit points equal to the number of ki points spent.
Purity of Life
11th-level Way of Immortality feature
You can draw upon your ki to temporarily bolster your life
force. Immediately after you take the Attack action on your
turn, you can spend 2 ki points to cast false life as a bonus
action.
You can spend additional ki points to cast false life as a
higher-level spell. Each additional ki point you spend
increases the spell's level by 1. The maximum number of ki
points (2 plus any additional points) that you can spend on
the spell equals a third of your monk level.
Everlasting Body
17th-level Way of Immortality feature
You have gained the ability to use your ki to extend your life.
As an action, you can extend your lifespan by a number of
years equal to the amount of ki points spent. Ki points
expended in this way can’t be recovered until the end of a
long rest.
In addition, you ignore the time limit of spells that have the
sole effect of restoring you to life (but not undeath), such as
the raise dead spell. Once you are brought back to life in this
way, it can’t be replicated.
Untiring Physique
17th-level Way of Immortality feature
Your ki is able to passively heal your wounds. At the start of
each of your turns, you regain hit points equal to 5 + your
Wisdom modifier if you have no more than half of your hit
points left. You don't gain this benefit if you have 0 hit points.

CHAPTER 2 | SUBCLASSES
13
Channel Divinity
3rd-level Oath of Martyrdom feature
You gain the following Channel Divinity options. See the
Sacred Oath class feature for how Channel Divinity works.
Unquestioning Shield. As a reaction, when a creature you
can see within 30 feet of you is hit by an attack roll, you can
magically take that damage, instead of the creature taking it.
The attack acts as if you were the intended target,
transferring any effects that might accompany the damage.
You can use this Channel Divinity even when you have
already taken a reaction before the start of your next turn, but
not on the same turn as another reaction.
Relentless Endurance. You're able to push yourself past
your physical limits in order to protect your allies. When you
are reduced to 0 hit points, you can use your Channel Divinity
as a reaction and drop to 1 hit point instead. You can use this
Channel Divinity even when you have already taken a
reaction before the start of your next turn, but not on the
same turn as another reaction.
Aura of the Defender
7th-level Oath of Martyrdom feature
You are able to leap into danger to save your allies at a
moment’s notice. When an attacker you can see targets any
creature of your choice within 10 feet of you other than
Paladin: Oath of Martyrdom yourself, it has disadvantage on the attack roll while you're
not incapacitated. If the attack still hits, you can use your
Paladins that take the Oath of Martyrdom lay down their reaction to take half the damage from the creature. This
bodies for the safety and wellbeing of others. Their own lives doesn't transfer any other effects that might accompany the
are nothing more than a means to this oath taken and as damage, and this damage can't be reduced in any way.
such, they won't hesitate to put their bodies on the line to At 18th level, the range of this aura increases to 30 feet.
fulfill their sole duty of the protection of others.
Steadfast Protector
Tenets of Martyrdom 15th-level Oath of Martyrdom feature
A paladin who assumes the Oath of Martyrdom is ready to lay
down their own life for the sake of others. Your unwavering ideals to lay down your life for others has
Protect. Use your body as a shield for the weak. Protect made you an untiring bulwark. You gain proficiency in
those who cannot protect themselves. Constitution saving throws. If you already have this
Defend. You must use your life to defend these ideals. All proficiency, you instead gain proficiency in Strength or
life, strong or weak, deserves a chance to live. Intelligence saving throws (your choice).
Shelter. Your body is a haven for those who try to find In addition, when you roll initiative and have no uses of
respite. Take them under your wing until you are no longer Channel Divinity remaining, you regain one use.
physically able to. Martyr Exemplar
Oath Spells 20th-level Oath of Martyrdom feature
3rd-level Oath of Martyrdom feature You draw upon the martyrs of your faith to strengthen your
You gain oath spells at the paladin levels listed in the Oath of powers. As a bonus action, you gain the following benefits for
Martyrdom table. See the Sacred Oath class feature for how 1 minute:
oath spells work. Your Aura of the Defender extends to 60 feet.
Oath of Martyrdom Spells You gain temporary hit points equal to half your hit point
maximum.
Paladin Level Spell You get a special reaction that you can take once on every
3rd compelled duel, shield of faith creature's turn, except your turn. You can only use this
special reaction to take half damage on behalf of another
5th prayer of healing, warding bond creature using your Aura of the Defender, and you can't
9th beacon of hope, life transference use it on the same turn as another reaction.
13th aura of life, freedom of movement Once you use this bonus action, you can't use it again until
you finish a long rest, unless you expend a 5th-level spell slot
17th cirlce of power, greater restoration to use it again.
CHAPTER 2 | SUBCLASSES
14
Ranger: Ferryman
A Ferryman is a ranger that seeks to protect the natural order
of life and death. They utilise their natural talents of tracking
and surviving in bleak environments to remove undead
threats. A Ferryman’s motivations might vary; some seek out
lost souls like revenants and specters to help them finish
their business, others actively hunt those who purposefully
violate and threaten the sacred cycle of life such as liches, evil
necromancers and hateful spirits.
Ferryman Magic
3rd-level Ferryman feature
You learn the spare the dying cantrip if you don’t already
know it. When you cast it, grass and other small flowers grow
around the body as you rejuvenate the immediate area with
life energy.
You also learn an additional spell of 1st-level or higher
when you reach certain levels in this class, as shown in the
Ferryman Spells table. Each spell counts as a ranger spell for
you, but it doesn't count against the number of ranger spells
you know.
Ferryman Spells
Ranger Level Spell Unwavering Nerve
3rd bless
7th-level Ferryman feature
5th gentle repose The unspeakable encounters you’ve had in your travels has
given you an unbreakable resolve few others possess. You are
9th speak with dead immune to being frightened.
13th death ward
Fated Severance
17th holy weapon 11th-level Ferryman feature
Soul Cutter Your ability to separate the soul from body has further
3rd-level Ferryman feature improved. Once on your turn, when you hit a creature that is
affected by your Soul Cutter feature with a weapon attack,
You’ve learned to sever soul from body in order to take down you can forgo rolling damage dice and deal maximum
undead threats. When you hit a creature with a weapon damage (this includes damage from spells or effects that deal
attack, you can force it to make a Constitution saving throw. damage on a hit, such as the hunter’s mark spell).
On a failed save, the creature takes an extra 1d6 psychic or Additionally, all damage dealt becomes psychic or radiant
radiant damage (your choice), and it takes this extra damage damage (your choice) as the weapon or ammunition glows
at the start of each of its turns. This effect lasts for 1 minute, with ethereal energy and passes through the target.
and a creature can only be affected by one instance of this Once you use this feature, you can’t do so again until you
feature at a time. It ends early if you become incapacitated. finish a long rest, unless you expend a spell slot of 3rd-level
The creature can also repeat the saving throw, ending the or higher to use it again.
effect on a success.
You can use this feature a number of times equal to your Undying Soul
proficiency bonus, and regain all expended uses when you 15th-level Ferryman feature
finish a long rest. Being on the precipice between life and death has allowed
Enhanced Life Force you to control your life states to a limited degree. You only
3rd-level Ferryman feature need to make 2 death saving throws instead of 3 in order to
stabilize yourself.
Your affinity with the life energy around you has bestowed In addition, when you are reduced to 0 hit points but not
upon you a stronger physique. Your hit point maximum killed outright, you can choose to immediately regain a
increases by 3 and then increases by 1 whenever you gain a number of hit points equal to 1d10 + your ranger level. You
level in this class. can regain hit points in this way a number of times equal to
your proficiency bonus, and you regain one expended use
when you finish a long rest.

CHAPTER 2 | SUBCLASSES
15
Umbral Cloak
Rogue: Reaper 3rd-level Reaper feature
A Reaper is a rogue that is under the employ of a deity of You are adept at evading creatures in the dark. While in
death. When a creature is on death’s door, or if they have darkness, you can use a bonus action to become invisible to
outlived their prescribed life in the threads of fate, these any creature that relies on darkvision to see you in that
rogues will enact the will of their god to end their target’s life darkness until the start of your next turn. You can use this
with extreme prejudice. As such, rogues of this archetype are bonus action a number of times equal to your proficiency
primed for killing and nothing more. bonus, and regain all expended uses when you finish a long
rest.
Necrotic Scythe You also gain darkvision out to a range of 60 feet. If you
3rd-level Reaper feature already have darkvision from your race, its range increases by
30 feet.
Your role as the harbinger of death has granted you a special
weapon you can summon to aid in your endeavours. As a Soul Harvesting
bonus action, you can gather wisps of shadow to manifest a 9th-level Reaper feature
scythe in your free hand. This magic weapon is a martial
melee weapon with which you are proficient in and has the Harvesting souls is second nature to you. When a creature is
finesse and reach properties. On a hit, it deals necrotic reduced to 0 hit points as a result of being hit by your
damage equal to 1d8 plus the ability modifier you used for Necrotic Scythe, you can make one weapon attack with it as a
the attack roll. You can't be disarmed of the weapon unless bonus action. When you do, you can also target another
you are incapacitated, and you can make it disappear as a creature within 5 feet of the original target that is also in
bonus action. range, making a separate attack roll for each one. The second
Once on each of your turns, when you make an attack with target takes 1d4 necrotic damage on a hit (you don't add your
this weapon, you can target another creature within 5 feet of ability modifier to the damage of the second target).
the original target that is also in range, making a separate
attack roll for each one. On a hit, the weapon deals 1d4 Unseeing Shroud
necrotic damage to the second target (you don't add the 13th-level Reaper feature
ability modifier used for the attack roll to the second target). You are able to make yourself disappear in a pinch. When you
If your Sneak Attack applies to both creatures, you can are damaged by an attack or spell, you can use your reaction
choose to divide the Sneak Attack damage equally between to magically become invisible until the start of your next turn.
them. Once you use this feature, you can't do so again until you
Wailing Exchange finish a long rest.
3rd-level Reaper feature Life Ender
You're able to interrogate the souls you reap. When a 17th-level Reaper feature
creature dies as a result of being hit by your Necrotic Scythe,
you can use an action to ask its spirit one question, You are able to tear apart the life essence of other creatures.
answering in a language it knew in life. It's under no Once during your turn, when you roll extra damage for your
obligation to be truthful, and it answers as concisely as Sneak Attack, you can forgo rolling and deal maximum
possible. The spirit knows only what it knew in life, as damage.
determined by the DM. It lingers for up to 10 minutes in the Once you use this feature, you can't do so again until you
space it was killed, after which it passes on. finish a long rest.

CHAPTER 2 | SUBCLASSES
16
Sorcerer: Ancestral Soul
You have inherited your power from the spirits of your
ancestors. Your ancestors, in one way or another, are closely
tied to a source of magic, likely for generations. As an
Ancestral Soul, the strong ties you foster with your forebears
not only empower your own magic, but allow you to be aided
by them directly by tapping into their wellspring of
knowledge and wisdom.
How has your own bloodline cultivated this innate magical
power? Was it through careful preservation of your family’s
lineage? Did you enlist the help of a necromancer so you
could commune with your forefathers? Consult the Ancestral
Origins table for a possible origin of your power.
Ancestral Origin
d6 Origin
Your great ancestor was an archmage of great
1 power and carefully enlisted traditions to Ancient Wisdom
preserve their magic bloodline. 1st-level Ancestral Soul feature
Historically, your family has always had a strong Through communing with your ancestors, you are able to tap
2
connection to the spirits of the afterlife, into their experiences. Whenever you finish a long rest, you
allowing one to communicate with a passed can choose one skill or tool proficiency that you lack and gain
family member. it, as one of your ancestors shares its knowledge with you.
Through rigorous meditation, you are able to You lose this proficiency when you use this feature to choose
3
commune with your ancestors. a different proficiency that you lack.
You had a cleric teach you ways for communing
At 10th level in this class, you can choose up to two skills
4 with the afterlife, and have refined those
or tool proficiencies, and can change one or both of them at
techniques past what the faith finds acceptable.
the end of a long rest.
Your ancestors have forged their name in your Empowering Knowledge
5 country’s history books, and their presence has 6th-level Ancestral Soul feature
manifested in you as magic.
You tap into the depths of your forefathers’ knowledge to aid
You have actually received this boon recently your allies. You can spend 1 sorcery point to use the Help
6
through a fortuitous encounter with a celestial, a action as a bonus action, and you can choose a creature
fey, or some other being deeply attuned to the within 30 feet of you that you can see to benefit from this
spirits.
action, rather than within 5 feet of you, as long as the target
can both see and hear you.
Magic Heirloom
1st-level Ancestral Soul feature Concentrated Mana
14th-level Ancestral Soul feature
As your magic is greatly tied to the connection you have with
your ancestors, you possess an heirloom, a Tiny object Your magical bloodline is so refined that it requires less
passed down from generation to generation which you have magical energy for you to manipulate spells. When you use
with you at all times. While you are alive, the heirloom can’t your Font of Magic feature, you can do one of the following:
be destroyed. You can use your Magic Heirloom as a
spellcasting focus for your sorcerer spells. If you die and have You regain one extra sorcery point when expending a spell
no direct family members, the heirloom crumbles into dust. slot.
Additionally, from 3rd level in this class, while the heirloom You spend one less sorcery point to create a spell slot of
is on your person, you can regain a number of sorcery points the chosen level.
at the end of a short rest equal to half your proficiency bonus. You can use each benefit once, and you regain the ability to
You still can’t have more sorcery points than shown on the do so when you finish a long rest.
table for your level, as normal, and you must finish a long rest
before using this benefit again. Magical Overload
18th-level Ancestral Soul feature
You draw upon the collective magic of your ancestors to
empower your spells. Whenever you cast a spell that deals
damage and you use a Metamagic Option on that spell, you
add a number of d8 to one damage roll of the spell equal to
the number of sorcery points used.
CHAPTER 2 | SUBCLASSES
17
Warlock: Puppeteer Great Machinations
14th-level Puppeteer feature
You have signed away your free will in a pact with a being of
great intellect and control. They might be an elder brain, the Your patron is able to observe and influence other people
horrifying greater form of a star spawn emissary, or some through you. As an action, you can choose one Humanoid you
other Elder Evil or hivemind. Whoever or whatever your can see within 30 feet of you to make an Intelligence saving
patron, you are now completely under their control, your will throw against your spell save DC. On a failed save, you plant
completely subsumed by it. You may feel as if your actions are a sliver of your consciousness inside the target’s mind, which
still your own and respond to things like your old self, but it is unaware of, that lasts for up to 30 days or until you
each decision you make is that of your patron’s to further its harmlessly remove it as an action. You can have only one
own goals. You no longer exist. Humanoid under the effect of this feature at a time. Once a
creature fails its saving throw against this feature, you can’t
Expanded Spell List use it again until you finish a long rest.
1st-level Puppeteer feature Once a day, while this sliver exists, you can do one of the
following as an action:
The Puppeteer lets you choose from an expanded list of
spells when you learn a warlock spell. The following spells You can see and hear through the target’s senses for up to
are added to the warlock spell list for you. 1 minute, ending early if you dismiss it (no action
required). You gain the benefits of any special senses
Puppeteer Expanded Spells possessed by the creature, though you are blinded and
Spell Level Spells deafened to your own surroundings.
You can read the target’s surface thoughts for up to 1
1st command, dissonant whispers minute. If you choose to probe the target’s mind, it must
2nd detect thoughts, tasha’s mind whip make an Intelligence saving throw. If it fails, you gain
insight into its reasoning (if any), its emotional state, and
3rd sending, nondetection something that looms large in its mind (such as something
4th divination, phantasmal killer it worries over, loves, or hates). If it succeeds, you stop
reading its mind.
5th modify memory, rary’s telepathic bond You can take limited control of the target for up to 1 hour,
ending the control early as a bonus action. While you are
Subtle Nudge controlling the target, your own body is unconscious. You
1st-level Puppeteer feature gain access to enough information that you can pass
yourself off as the person by drawing on its memories. You
Your patron is able to discreetly interfere in your affairs to retain your Intelligence, Wisdom, and Charisma scores, as
further its own agenda. When you make an ability check, well as any existing proficiencies, but otherwise adopt the
attack roll, or saving throw, you can choose to add your target's statistics. If you enact an action that would be
Charisma modifier to the roll. directly harmful to the target, the effect instantly ends.
Once you use this feature, you can't use it again until you When your control ends, the sliver disappears and the
finish a long rest. target knows it was being controlled by you.
Aberrant Shield
1st-level Puppeteer feature
Your patron’s vast intellect shields you from prying minds.
Magic can't read your thoughts or put you to sleep.
Implant Trigger
6th-level Puppeteer feature
You’re able to discreetly manipulate others. You learn the
suggestion spell, and it doesn't count against the number of
spells you know. Additionally, when you choose a target that
is incapacitated, you can use a bonus action to make it
automatically fail its saving throw against the spell. You must
finish a long rest before you can use this bonus action again.
Ego Fortress
10th-level Puppeteer feature
Your patron’s vast intellect makes it difficult for others to
penetrate your psyche. You gain advantage on Intelligence,
Wisdom, and Charisma saving throws against spells, as long
as you aren’t charmed or frightened.

18
Dreadful Disposition
6th-level Dread Magic feature
Your magic is laced with unsettling energy, making it easier
to bend others to your will. A creature that is frightened by
you can’t attack you, or target you with harmful spells or
effects. You can also use a bonus action to make a creature
that is frightened by you use its reaction to make one weapon
attack against a target you can see. The creature does not
have disadvantage on its attack roll when attacking in this
way.
In addition, while you are wearing your Accursed Amulet,
you are immune to being frightened.
Fear Made Real
10th-level Dread Magic feature
You are able to bring nightmarish illusions to life. You add the
phantasmal killer spell to your spellbook if it is not there
already. You always have this spell prepared, and it doesn't
Wizard: Dread count against the number of spells you can prepare each day.
Wizards that practice Dread Magic devote themselves to When a target is frightened by this spell, you can physically
understanding one of the most primal emotions humanoids manifest its fears, having it appear in an unoccupied space
possess: fear. Through the study of fear, wizards of this you can see within 30 feet of the target. The target is
arcane tradition are able to lace their spells with insidious frightened of the manifestation and will rationalize any
energy to unsettle their adversaries. A battle is first decided illogical outcomes from interacting with it. You can conjure
by a war of the minds, and assaulting one’s mind with fear this manifestation once per casting of the spell.
strong enough to immobilize the body will have one already As a bonus action on each of your turns, you can command
win the battle. the manifestation to move and make one weapon attack
against the target. The manifestation uses the Shadow Spirit
Accursed Amulet stat block from the summon shadowspawn spell at a 4th-level
2nd-level Dread Magic feature with the following changes (you choose the manifestation’s
type when you summon it):
Your studies into the inner workings of fear have led you to
produce a magical amulet. While you’re wearing this amulet, It has 1 hit point and is immune to all damage and
you gain the following benefits: conditions not dealt by the target.
It does not have its Dreadful Scream action.
When a creature you can see hits you with an attack, you Its Chilling Rend deals psychic damage.
can use your reaction to force it to succeed on a Wisdom It can move through creatures and objects as if they were
saving throw against your spell save DC, or have it be difficult terrain, but will disappear if it ends its turn inside
frightened of you until the start of your next turn. a creature or an object (this does not end the spell).
When you cast a spell that has the target make a saving
throw against being frightened, you can have the target The manifestation disappears if it is reduced to 0 hit
roll with disadvantage. Once you use this benefit, you can't points, it is more than 120 feet away from you, or if the spell
do so again until you finish a short or long rest. ends.
If you lose the amulet, you can expend a spell slot of 1st- All-Consuming Fear
level or higher and perform a 1 hour ritual to conjure a 14th-level Dread Magic feature
replacement. This ceremony can be performed during a short
or long rest, and it destroys the previous amulet. The amulet Your magic is so heavily laced with fearful energy that
turns to ash when you die. enemies instinctually cower. When a creature fails its saving
throw against being frightened by you, you can also have it be
Frightful Casting incapacitated or restrained (your choice). If the spell targets
2nd-level Dread Magic feature multiple creatures, you choose one creature to be affected
with the extra condition. When the target is no longer
You’ve imbued your spells with the essence of primal fear. frightened, it is also no longer affected by the extra condition.
Once on each of your turns, when you make a spell attack roll
using a wizard spell and hit, you can force the target to
succeed on a Wisdom saving throw against your spell save
DC or have it be frightened of you until the end of its next
turn.

CHAPTER 2 | SUBCLASSES
19
Art Credits

Ready to live Front cover - Undying Heart by Andrew Sonea.


Reanimated art - Undead 2.0 by aquilai.
Boggart art - Gnarled Professor (MtG) by

forever? Simon Dominic Brewer.


Phantom art - Characters - Pathfinder Society
by scunah.
Symbiote art - Butcher King by Chang Woo
Lee.
Occultist art - Thundersmith Artificer! by
Made by /u/Stuffies_12 (#Stuffies12#7807). KibblesTasty and Graveyard by Arb Paninken.
Path of the Damned art - Nihil, Tiefling
Created in GM Binder. Barbarian by WingBuffet.
College of Sorrows art - New Pathfinder
Character! by Joshua Boden.
Death is never the end. For some, it is an Undead Domain art - Kaya's Wrath by Victor
Adame Minguez and Liliana, the Necromancer
accursed beginning, one that was never asked by Livia Prima.
Circle of Death art - The Formorian King: Balor
for. For others, it is a continuation of
by Leanna Hillen
accumulated experiences that may culminate in Fanatic art - Gharr-osh of the Black Lion Tribe -
For the Clan! by Krzysztof Porchowski Jr
an ultimate ambition. This is the extreme Way of Immortality art - 武者 -haotai-jiaojiefeng
by htar t
dichotomy faced when dealing with those that Oath of Martyrdom art - Dwarfhold Champion
embrace undeath. The question is: where do you by Miguel Mercado
Ferryman art - Ice by Angelina Sennoma
stand? Reaper art - League of Legends Kayn by
RHAASTY
Ancestral Soul art - Syncopate, Dominaria by
Tommy Arnold.
Puppeteer art - Elder Brain - (MTG:
Reanimated - Boggart - Phantom - Symbiote Commander Legends: Battle for Baldur's Gate)
by Nino Is.
Dread Magic art - Dorian Pavus by Giulia
Occultist - Path of the Damned Valentini
Background splotches by Jared Ondricek.
College of Sorrows - Undead Domain
Circle of Death - Fanatic
Notes and Disclaimer
Way of Immortality - Oath of Martyrdom The Undying Collection is unofficial Fan Content
Ferryman - Reaper - Ancestral Soul permitted under the Fan Content Policy. Not
approved/endorsed by Wizards. Portions of the
Puppeteer - Dread materials used are property of Wizards of the
Coast. ©Wizards of the Coast LLC. Other art
used belongs to its respective owners.
Special thanks to exoduspie, Inkayaku, Juan Bot,
x_grimsky, and Sniffledrop for their feedback and
support.
Like my work? Check out my links by clicking on
the icon at the bottom of this page!

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