1549417-The Dark Archetypes v1.5

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 54

THE

DARK
ARCHETYPES

Corrupted by:
Contents
The Dark Archetypes
Barbarian Path of the Deathsworn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Items for a Deathsworn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Bard College of the Scream . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
College of the Scream Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Cleric Demon Cult Domain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Demon Cult Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Druidic Circle of the Fungus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Circle of the Fungus Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Fighter Tormentor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Items for a Tormentor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Monk Way of the Oni . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Items for a Monk of the Oni . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Paladin of the Seven Deadly Sins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Tenets of the Sin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Envy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Gluttony . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Greed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Lust . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Pride . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Sloth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Wrath . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Items for a Paladin of the Seven Deadly Sins . . . . . . . . . . . . . . . . . 23
Ranger Archetype of the Devilhound . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Devilhound Ranger Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Rogue Shadowborn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Items for a Shadowborn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Sorcerer of Sanguimancy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Sanguimancy Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Warlock of the Hive Mind . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Pact Boon of the Hive Mind . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Hive Mind Eldritch Invocations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Wizard School of Inversion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Nullification Spells & Features . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
School of Inversion Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36

Paths of Malice 38

Appendix 40

Final Word & Legal Stuff 52

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

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

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

Crown of the Mad King


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

Sword of the Deathgod


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

Scream Performance check. The result is the DC of your spell save


for the Metallic Scream effects.

Bards of the College of the Scream put passion above


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

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

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

Breakdown
At 6th level, when a creature that you are in contract with
makes a successful attack, you can use your reaction and
expend a Bardic Inspiration to add your bard level to the
damage roll. You can use your reaction after the attack is
deemed successful but before damage is rolled.
College of the Scream Spells
Rotten Lips
This section consists of some spells (from a cantrip to level 9) 3rd-level transmutation (ritual)
for a bard that has chosen the College of the Scream.
Casting Time: 10 minutes
Range: Self
Cheering Shout Components: V, S, M (two humanoid skulls)
Enchantment cantrip Duration: Until the spell is Dispelled
Casting Time: 1 bonus action You enchant two humanoid skulls to be linked with two
Range: 30 feet willing creatures. As long as both creatures and both skulls
Components: V
are in the same plane of existence, as a bonus action, the
Duration: Until the start of your next turn
creatures can speak words to their skulls and the linked skull
Choose a willing creature within range. For the duration, you will repeat the words out loud. This works as a back-and-forth
lend them your proficiency bonus. Your proficiency bonus way to communicate with creatures from a long distance.
becomes 0 and the willing creature's proficiency bonus
increases by a number equal to your original proficiency
bonus. Muzzled Freak
4th-level enchantment
Violent Ringing Casting Time: 1 action
1st-level evocation Range: 60 feet
Components: V
Casting Time: 1 action Duration: Concentration, up to a minute
Range: 5 feet
Components: V Choose a creature that can hear within range. The creature
Duration: Instantaneous has to make a Wisdom saving throw against your spell save
You unleash a scream that hurts every creature around you DC. On a failure, they attack a target of your choice within
within range. The creatures must make a Constitution saving their melee range and cannot speak. The creature decides
throw against your spell save DC. On a failure, they take 2d6 how they will attack, but they will attempt to cause max
force damage and become deafened from until the end of damage. On a success, they are immune to the effects of
their next turn. On a success, they take half damage. Muzzled Freak for the next 24 hours. If there is no creature
Creatures that cannot hear are not affected by this spell. within their melee range, they will act normally as they would
At Higher Levels: When you cast this spell on a higher level, if they weren't under the effects of Muzzled Freak.
the damage increases by 1d6 and the deafened duration The target can reattempt the Wisdom saving throw at the
increases by 1 turn for each spell slot higher than level 1. start of each of their turns.
At Higher Levels: When you cast this spell on a higher level,
you can influence an extra creature for each spell slot higher
Internal Voices than level 4.
2nd-level illusion
Casting Time: 1 action
Range: 60 feet
Rest for the Wicked
Components: V
5th-level evocation
Duration: Concentration, up to 1 minute Casting Time: 1 bonus action
You whisper a sentence that keeps repeating on the mind of a Range: 60 feet
Components: V
creature within range. The creature must succeed on a
Duration: Instantaneous
Wisdom saving throw against your spell save DC, or they
become distracted and have disadvantage on all their attack You unleash a shout that heals allies and damages enemies.
rolls and skill checks for the duration. The creature can You designate any number of creatures within range as allies
repeat their saving throw at the end of each of their turns. and enemies. Your allies heal for 2d6 + your Constitution
modifier. Your enemies take 2d6 + your Constitution modifier
force damage.
Absolute Truth
6th-level enchantment
Casting Time: 1 action
Range: 5 feet
Components: V
Duration: Concentration, up to 1 hour
You whisper a sentence to a creature within range. The
creature must succeed on a Wisdom saving throw against
your spell save DC, or regard the sentence you whispered as
the absolute, unquestionable truth and act accordingly. The
target can attempt a saving throw again only after they take
damage.

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

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

Power Word: Obey


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

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


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

Blessing of the Wicked


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

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

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

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

Will of the Dying Suffocation


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

Sign of the Chosen Eyes Open


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

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

Fungus Symbiotic Spores on your enemies. Make a ranged spell


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

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


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

You are indistinguishable from a natural tree, boulder or


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

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

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

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

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

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

Brutalizer
At 10th level, when you lethally reduce a creature to 0 hit
points, you can use Brutalizer as a bonus action to brutally
murder your target. Every enemy that can see the act within
30 feet must make a Wisdom saving throw against a DC
equal to 8 + your proficiency bonus + your Charisma
modifier, or be frightened of you for 1 minute. They can
attempt the saving throw again at the end of each of their
turns.

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

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

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

Step of the Oni


Additionally, at level 3, when you successfully attack a
creature with your guandao, you can expend 1 ki point as a
bonus action and become invisible until the start of your next
turn or until you move more than 5 feet away from the
creature you attacked, take an action, bonus action or
reaction.
Moving during Step of the Oni does not provoke attacks of
opportunity by targets that cannot perceive your presence.

Stinger Barrage Become Oni


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

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

Beads of the Sixth Sense


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

Dynast's Guandao
Weapon, legendary (requires attunement)
The Dynast's Guandao has the same properties as the
halberd or the glaive. When you land a hit with this weapon,
you can attack again. You can attack a number of times equal
to your Dexterity or Strength modifier (your choice) per
round, as long as your attacks are successful.
Paladin of the Seven Also, if they move, they must move towards the target you
designated. If the distance between the two targets becomes
greater than 30 feet Hateful Enemy no longer takes effect.
Deadly Sins Additionally, the enemy can repeat their Charisma saving
throw at the end of each of their turns.
Paladins of the Seven Deadly Sins devote themselves into one
of the seven deadly sins. They are evil in nature and uphold Materialistic Aura
their chosen sin as the most sacred of actions. As they follow Additionally, when you reach level 7, any attempts made
the path of their chosen sin, their appearance may change. against you or your allies within 15 feet of you to steal
You can choose only one sin to follow. something from you are made with disadvantage, even if you
are not aware of the act.
Tenets of the Sin Also, if you notice a creature having something similar of
yours, but better (for example you have a Shortsword and
The tenets of the oath of the Seven Deadly Sins vary by the they have a Shortsword +1), you add your ability modifier
chosen sin. These paladins want people to indulge in their twice on your damage rolls against them.
chosen sin. At 18th level, the range of this aura increases to 30 feet.
Spread the Sin. The chosen sin must be spread throughout
the world. Sinning is not to be feared. It is to be embraced.
Protect the Sin. The paladin must protect the other
Ties of Envy
Beginning at 15th level, as a bonus action, you can create
paladins of the Sin even if their sins are not the same.
Ties of Envy in the battlefield. All creatures within 60 feet of
Become the Sin. The chosen sin must appropriately be
you are affected. If during the battle the creatures attack
represented by the paladin. Maybe a paladin of Gluttony is
anyone else except from the last non-incapacitated target they
enormous while a paladin of Wrath is prone to anger.
attacked (including with area of effect abilities), they have to
make a Wisdom saving throw against your spell save DC. On
a failure, they are stunned until the start of their next turn
Envy and they take 3d8 necrotic damage. On a success, they take
half as much damage. Ties of Envy can be only be used once
per long rest.

Channel Divinity
When you choose this oath at level 3, you gain the following
two Channel Divinity options:
Copycat. As a reaction, you can attempt to copy the spell an
enemy just casted and cast it on any target of your choice.
You cannot copy a spell for which you do not have a spell slot
and you must cast it at the same level they casted it. Roll a
d20. If you roll 10 or above, you succeed and can cast the
spell within your reaction. On a failure, nothing happens.
Malice. As a bonus action, choose an enemy within 60 feet
of you. Your hatred for the particular enemy disrupts their
ability to do anything. As long as you do not damage another
target except for the chosen enemy, the target has
disadvantage to their attack rolls. At the end of their turn they
can make a Wisdom saving throw against your spell save DC
to remove this effect. Envy Incarnate
At level 20, you can use Hateful Enemy whenever you make a
Hateful Enemy successful attack roll against an enemy (no need for a Divine
At level 7, when you strike an enemy with Divine Smite you Smite). Additionally, as an action, you can designate an allied
can fuel them with jealousy for an ally of your choice within target for each hostile creature within 60 feet of you. The
30 feet of you and your enemy. The target must make a respective hostile creatures must succeed on a Charisma
Charisma saving throw against your spell save DC, or any saving throw against your spell save DC, or whenever they
action they take against a creature different from the target take an action against a creature that you did not designate
you designated is made with disadvantage. for them, the action is made with disadvantage. You can do
this once per long rest.
Gluttony Aura of Hunger
Also at level 7, people around you feel hungry all the time,
feeling that a normal meal will not satisfy them. Creatures of
your choice within 15 feet of you have disadvantage on
Constitution saving throws.
At 18th level, the range of this aura increases to 30 feet.

Mass Armor
At level 15, the fat around your body grants you resistance to
bludgeoning, piercing and slashing damage, but your feet of
Channel Divinity movement are reduced by 5.
When you choose this oath at level 3, you gain the following
two Channel Divinity options: Gluttony Incarnate
Starvation. You can use your Channel Divinity to make a At level 20, you become one size larger than your original
creature starve. As an action, you choose a creature within 30 permanently (if you were Small you become Medium and so
feet to make a Constitution saving throw against your spell on) and your Constitution score increases by 4 to a maximum
save DC. On a failure, the creature suffers a level of of 24. Additionally, your Channel Divinity’s Starvation adds
Exhaustion and your feeding needs are met for the day. On a two levels of exhaustion and your Channel Divinity’s
success, nothing happens. Forcefeed die becomes a d12 (the die of your Never-ending
Force-feed. You can use your Channel Divinity to fuel an Hunger attack becomes a d12, too).
ally with hunger. As a bonus action, choose an ally within 30
feet of you. If they want to resist the effect, they must succeed Greed
on a Wisdom saving throw against your spell save DC. On a
failure (or if they choose to fail the saving throw), they
immediately use their reaction to make a bite attack (+6 to
hit, deals 1d4 + their Strength modifier piercing damage) on
a target within 5 feet of them. On a success, they heal for as
much damage as they dealt with the bite attack. Neither the
attacker, nor the attacked can be a construct.

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

Touch of Midas
At level 7, you can use your Lay on Hands to hurt an enemy.
The pool for hurting and healing someone is the same. You
make a melee spell attack as part of your attack action
against a creature within 15 feet of you. You decide the
amount of damage you are going to use up before rolling an
attack. This attack cannot crit. On a miss you lose half the
Never-ending Hunger designated points from the Lay on Hands pool.
Beginning at 7th level, the sin of Gluttony starts taking its toll
on you. You can feed on anything that you can chew, from
Heart of Gold
At level 15, when you are damaged by the spell of a creature
grass to soft wood to corpses – and all of it tastes delicious.
within 30 feet of you, as a reaction, you can cover your body
As a bonus action, you can make a bite attack (as described in in a gold layer, gaining resistance to all magical damage until
Force-feed) a number of times equal to your Constitution the start of your next turn.
modifier per long rest. You can use Heart of Gold a number of times equal to your
Charisma modifier (minimum of 1) before needing a short or
long rest.
no longer charmed. The damage increases by 1d8 every time
your proficiency bonus increases.
Fragility. When a creature attacks you with a weapon, you
can use your reaction to impose disadvantage on one of their
attack rolls. You can cast Fragility after you learn that an
attack is successful, but before damage is rolled.

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

Blood of Avarice
Also at level 15, as a bonus action, you can designate a
creature within 60 feet of you. If the creature falls
unconscious, their spattered blood turns into gold coins. The
Aura of Desire
At level 7, you emit an Aura of Desire within 15 feet radius
number of gold coins equals the creature's Constitution
around you. Whenever an enemy within the radius attempts
score. You can use Blood of Avarice once per long rest. to attack an ally within the radius or you, they have to
Additionally, when you use Touch of Midas on a creature subtract a 1d6 from their attack roll or spell attack.
affected by Blood of Avarice, you deal double damage. At level 18, the radius increases to 30 feet and the die
increases to 1d8.
Greed Incarnate
When you reach level 20, you can use Blood of Avarice an
infinite number of times. Also, when you use Channel Divinity
Kleptomania you can attempt to steal up to 10 items within
range. The targeted creature may be different for each item.
Make a different Sleight of Hand check for every item.
Additional extended arms spawn from your body for the
duration of the Channel Divinity to allow you to steal the
items.
Finally, when you touch an item, you can turn it into its
value in gold, irreversibly. You can do this once per short rest.

Lust

Channel Divinity
When you choose this oath at level 3, you gain the following
two Channel Divinity options:
Last Kiss. When someone is charmed by you, as an action, Succubus
you can attempt to render them unconscious by giving them a Also at level 15, you can use a Charisma (Persuasion) check
kiss. A creature charmed by you within 5 feet of you makes a instead of a Strength (Athletics) check to grapple a creature
Constitution saving throw against your spell save DC. On a within 5 feet of you. As long as they are grappled you can
failure, they take 2d8 force damage and they remain attack them with advantage.
charmed. On a success, they take the same damage but are
Lust Incarnate Idol of Respect
Reaching level 20, your Charisma score increases by 4 with a Also at level 7, when you reduce a creature to 0 hit points,
maximum of 24. Additionally, when you grapple a creature you can attempt to impress another creature within 30 feet of
with Succubus, you can use Last Kiss on them even if they you. The creature must make a Wisdom saving throw against
are not charmed, without depleting your Channel Divinity your spell save DC. On a failure, they cannot take an action
uses. on their turn. On a success, nothing happens and the creature
is immune to this effect for 24 hours.
You can use Idol of Respect once per short rest.

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

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

Unfaltering
At 7th level, when you fail a skill check, you can
reroll it. You have to use the new roll. You can
do this a number of times equal to your
Charisma modifier (minimum of 1)
per long rest.
Divine Arrow
When you choose this oath at level 3, you can cast Divine
Smite with a ranged weapon.

Channel Divinity
Also at level 3, you gain the following two Channel Divinity
options:
Shackles of the Sloth. When you damage a creature, as a
bonus action, you can half their feet of movement for 1
minute.
Compulsion. As a bonus action, choose a creature within
30 feet of you. They must make a Wisdom saving throw
against your spell save DC. On a failure, they move closer to
you until they are within 5 feet of you or until they run out of
feet of movement. This can provoke attacks of opportunity.
On a success, the creature is immune to this effect for 24
hours.
Flesh of the Slug Channel Divinity
At level 7, as a reaction, when you take damage from a When you choose this oath at level 3, you gain the following
creature you can see, you can attempt to redirect some of it two Channel Divinity options:
back to a creature within 15 feet of you. You can use Flesh of Wrath Manifested. As a bonus action, you can ignite a
the Slug after the attack is deemed successful, but before weapon you are using with hellish fire. Your weapon deals
damage is rolled. Make a ranged spell attack against the 1d6 extra fire damage for 1 minute. At level 5, 9, 13 and 17
target. On a hit, they take half the damage (rounded down)
the fire damage increases by 1d6 respectively.
that was dealt to you.
Eyes of Hell. As a bonus action, you can attempt to
intimidate a target. Roll an Intimidation check. The result
Beacon of Apathy sets the DC. The target makes a Wisdom saving throw
At 15th level, as an action, you can attempt to fill each against the DC you set. On a failure, they are frightened of
creature within 60 feet of you that suffers a penalty to their you for 1 minute. They can repeat their saving throw at the
speed with apathy. The creatures must make a Constitution end of each of their turns. If they move more than 60 feet
saving throw against your spell save DC. On a failure, they away from you, they are no longer frightened.
cannot use reactions and on their turn they can either use an
action or a bonus action (not both) for 1 minute. A creature Pummeling Strikes
affected by Beacon of Apathy makes another Constitution At level 7, as part of your action, you can choose to double the
saving throw at the end of each of their turns. On a success, amount of attacks you can do with your Attack action but all
the effect ends for them. of the damage you deal with Pummeling Strikes is halved
You can attempt this once per (rounded down). If you use Pummeling Strikes while Fury of
long rest. the Sin is active, your attacks land a critical hit on a 19 or a
20 on the d20.

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

Brutal Heal
At level 15, when you reduce a creature to 0 hit points, you
gain temporary hit points equal to their Constitution modifier
(minimum of 1) + your Constitution modifier (minimum of 1).

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

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

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

Items for a Paladin of the Seven


Deadly Sins
This section consists of seven legendary magical items (one
Crest of Pride
Wondrous item, legendary (requires attunement)
for each Sin) that a DM can include in a campaign and can
only be used by a paladin of the Seven Deadly Sins. Donning the Crest of Pride grants you immunity to being
frightened. Your AC increases by 1 and as a reaction, when
Amulet of Envy you take damage from a creature that is within your melee
Wondrous item, legendary (requires attunement) range, you take half the damage (rounded down) and get an
attack of opportunity against them. You can use this effect
The Amulet of Envy has 10 charges. As a bonus action, you twice per long rest.
expend one charge and aim this amulet at a creature of your
choice within 60 feet of you. The target must be able to see
you in order for this to work. The creature must succeed on a
Corrupted Longbow of Sloth
Longbow, legendary (requires attunement)
DC 18 Wisdom saving throw, or use their reaction and rush
towards you following the fastest possible path. The Corrupted Longbow of Sloth enchants normal arrows to
If the creature comes within 5 feet of you, the amulet uses deal 1d8 necrotic or radiant damage (your choice) instead of
up one more charge and unleashes an explosion against piercing damage. If the damage of the arrow is amplified in
creatures within 5 feet of you (except for you) dealing 5d6 + any way, the arrow deals an extra 1d8 force damage and
12 force damage. causes a magical explosion. If the magical explosion is
The amulet regains 1d10 charges on each dawn. triggered, every creature within 5 feet of the original target
must succeed on a DC 18 Dexterity saving throw, or take 1d8
Box of Gluttony force damage.
Wondrous item, Legendary (requires attunement)
Black Armguard of Wrath
The Box of Gluttony looks like a simple box that is also Armguard, legendary (requires attunement)
withered on the outside. The Box of Gluttony can turn into a
mimic that is allied to the person it is attuned with. As a While wearing the Black Armguard of Wrath your AC
bonus action, you can give a general order to the Box of increases by 2, as if you are carrying a shield, but it does not
Gluttony and the box will follow it to its completion as best as occupy a hand. When an attack is made against you, you can
it can. While it is in its box form, it acts as a bag of holding, use your reaction to increase your AC by 3 until the start of
but will devour any type of food. your next turn.
If the box is not fed at least once daily, it turns into a bag of When you reduce a creature to 0 hit points, you can use a
devouring and the next time that it is summoned as a mimic, bonus action to absorb the life essence of the creature. This
it will be hostile to the person it is attuned with. will kill the creature. You gain temporary hit points equal to
the target's Constitution score (not modifier).
Ranger Archetype of The Hunt
At level 7, when you reduce a creature to 0 hit points, you can
the Devilhound initiate The Hunt at the start of your next turn. During The
Hunt, your senses are heightened and you receive the
Rangers of this archetype have a higher connection with a following benefits:
devilhound. They trade one of their eyes for the devilhound's
• When you land a critical hit with an attack, you roll damage
and they gain its senses at will as well as great control over
thrice instead of twice.
such a wild beast. They walk together through the land
• When you are damaged you can use a reaction to move up
hunting their targets and spreading fear.
to half your feet of movement without triggering attacks of
opportunity.
Eyes of the Devil • When you damage someone, every time they take damage,
At 3rd level, when you choose this Archetype you share your they take an extra 1d6 weapon damage.
vision with your devilhound by trading one of your eyes with • You have blindsight 30 feet against creatures that have
one of theirs. This is a pact you make when you first summon been damaged.
your devilhound. You gain the Summon Devilhound spell.
Summon Devilhound is described below and can be cast as a The Hunt lasts until the start of your next turn. Its duration
ritual. As a free action, you can look from the devilhound's extends for an extra round if you reduce a creature to 0 hit
eyes. points again.
Add your proficiency bonus to the beast's AC, attack rolls
and damage rolls, as well as to any saving throws and skills it Ascended Houndmaster
is proficient with. Starting at 11th level, your devilhound gains an extra attack.
Additionally, as a bonus action, you can swap places with
Summon Devilhound your devilhound. This bonus action provokes attacks of
1st-level conjuration (ritual) opportunity in both points (yours and the devilhound’s) after
Casting Time: 1 action the swapping is completed.
Range: 5 feet Finally, as a reaction, you can choose to share the damage
Components: V, S you or the devilhound took with each other (in case of a
Duration: Permanent decimal halved damage, you can choose which one of you
A portal from the Nine Hells opens and your devilhound receives the rounded down total and who receives the
arrives within 5 feet of you in an unoccupied space. The rounded up). If you are both targeted by the same damage
devilhound goes either exactly before you or exactly after source you cannot share the damage. You must decide if you
you (you decide). You can control the devilhound as long will share the damage after the attack is deemed successful,
as it is within 300 feet from you. You can still share its but before damage is rolled.
senses but you cannot control it if it is further than 300
feet away from you. You can have only one devilhound Master of The Hunt
summoned at a Beginning at 15th level, whenever you reduce a creature to 0
time. hit points, the effects of The Hunt apply to you for 1 minute.
Devilhound You stand still for the casting time and become one with the
environment. You are invisible as long as you do not move
more than 5 feet away from your initial position.

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

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

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


• Cause the area to attack all of your enemies. They make
Dexterity saving throws against your spell save DC. On a
failure, they take 2d6 + your Wisdom modifier bludgeoning
damage. On a success, they take half as much damage.
• Have tremorsense within the area.

Devilhound Ranger Spells Curse of the Hunt


This section consists of some spells (from a cantrip to level 5) 4th-level enchantment
for a ranger that has chosen the Devilhound archetype. Casting Time: 1 bonus action
Range: 120 feet
Split Arrow Components: V
Transmutation cantrip Duration: Concentration, up to 1 minute

Casting Time: 1 bonus action You designate a target within range. The target must succeed
Range: Self on a Wisdom saving throw against your spell save DC, or have
Components: V, S their feet of movement halved for the duration. Additionally,
Duration: Instantaneous you gain 30 feet blindsense against them and add your
proficiency modifier to your damage rolls against them.
You touch an arrow and change its properties. When you fire
the arrow at a target, choose another target within 15 feet of
the original target. The arrow splits in two and deals half Devilhound's Mark
weapon damage (rounded down) to each target. You roll 5th-level divination
attacks separately for each arrow. When the arrow splits, it Casting Time: 1 bonus action
loses any magical properties it might have. Range: 60 feet
Components: V, S
Chameleon's Skin Duration: Until the start of your next turn
1st-level illusion You mark a creature as prey. The creature must succeed on a
Casting Time: 1 minute Charisma saving throw against your spell save DC, or any
Range: Self successful attacks you or a creature that you control make
Components: S, M (dirt and a blank sheet) against the marked target count as critical hits for the
Duration: Concentration, up to 1 hour duration.
Pockets of the Shade
Starting at 9th level, you have the ability to store and
summon things from five pocket dimensions. As a bonus
action you can store or retrieve an item to one of the five
dimensions. Only one item fits every pocket no matter how
Rogue Shadowborn small it may be. Four of the pocket dimensions are small in
size and can only fit one object that is not bigger than 2x2
Shadowborn rogues are rare creatures. They delve deep into feet. The fifth pocket dimension is larger and can fit up to a
dark chambers under the ground and are tempered in the art Medium creature. There is no oxygen in the pocket
of mastering the shadows. They become one with them and dimensions.
they control them.
Arms of Ink
Shadow Deep Also at level 9, during your turn, you can increase your melee
Starting at 3rd level when you choose this archetype, you can weapon attack range by 10 feet until the end of your turn.
submerge yourself into your own shadow and reappear from
another shadow. Instead of moving somewhere, you can Dark Betrayer
choose to teleport to a distance up to your remaining feet of At 13th level, you can use your bonus action or your reaction
movement. This movement does not provoke attacks of to turn a creature's shadow against it within 30 feet of you.
opportunity. You must teleport within 5 feet of an object or a When used as a bonus action, you have advantage on your
creature that can cast a shadow. The range is not affected by attacks against the creature until the end of your turn. When
the use of Dash and you must be able to see your target. used as a reaction, an attacking enemy has disadvantage on
After the teleportation is complete, your next attack until their attack rolls until the end of their turn. You can use Dark
the end of your turn is a Sneak Attack if you have not already Betrayer once as a bonus action and twice as a reaction per
made a Sneak Attack this turn. encounter.
You can use Shadow Deep a number of times equal to your
proficiency bonus per encounter. Umbraspawn
Starting at 17th level, instead of Uncanny Dodge you can use
Shadowborn Shadow Deep and avoid all of the damage. Doing so, reduces
Also at 3rd level, you gain 60 feet of darkvision. If you already your feet of movement by the distance you teleported until the
have darkvision, the distance is doubled. end of your next turn.
Obsidian Gloves
Gloves, uncommon (requires attunement)
Pitch black gloves that resemble mitts. While wearing the
Obsidian Gloves you can touch an unwilling creature as an
action and silence them. The creature must succeed on a DC
14 Intelligence saving throw, or suffer the effects of silence
until the end of their next turn.

Obscurial Ring
Wondrous item, very rare (requires attunement)
As a bonus action, you become invisible until the start of your
next turn. You can use this effect three times per long rest.
Alternatively, as an action, you can cast darkness once per
long rest, requiring no material components.

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

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

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


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

Iron Veins
Beginning when you choose this sorcerous origin at 1st level,
after a long rest you gain temporary hit points equal to your
sorcerer level + your Constitution modifier.

Bloodcraft
Also at 1st level, by tasting even a single drop of blood you
can tell the type of creature it belongs to (for example elf,
fiend, orc, monstrosity, etc.).
Additionally, you gain the cantrip Blood Shot, which is
described below:

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

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

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

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

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

Casting Time: 1 action For the duration, you can whisper a command once. The
Range: Self creature can hear the command if they are on the same plane
Components: V, S of existence as you. The command can be almost anything,
Duration: Instantaneous but cannot be harmful towards the creature, nor towards
You absorb the essence of anyone standing within a 5-foot- people that they would never harm. The creature then makes
radius area around you. Creatures within range must make a a Wisdom saving throw against your spell save DC. On a
Constitution saving throw against your spell save DC, or their failure, the creature must obey the command to its full
maximum hit points are reduced by 2d8 and your maximum extend. On a success, the creature cannot be commanded
hit points increase by 1d8 for every creature you affected. again for the duration.
Creatures that are unconscious automatically fail the saving
throw. Crimson Blast
Drain Essence’s effects are lost after a short or long rest. 5th-level sanguimancy
Casting Time: 1 action
Black Veins Range: 60-foot line, 5 feet wide
3rd-level sanguimancy Components: V, S, M (your blood)
Duration: Instantaneous
Casting Time: 1 action
Range: 120 feet You take 1d8 necrotic damage. Your blood turns to a thin,
Components: V, S deadly stream that can pierce the toughest armor. All
Duration: Concentration, up to 1 minute creatures in range must succeed on a Dexterity saving throw
A creature of your choice within range must make a Wisdom against your spell save DC. On a failure they take 8d8
saving throw against your spell save DC, or their veins are necrotic damage. On a success they take half damage.
clogged with black liquid. For the duration, they make attacks At Higher Levels: When you cast this spell using a spell
with disadvantage and also take 3d6 necrotic damage at the slot of 6th level or higher, you can increase the damage you
start of each of their turns. The creature can repeat the take by 1 die per level higher than 5th and increase the
saving throw at the end of each of their turns. damage you deal by the same amount.
Bloodless Carcass
8th-level sanguimancy
Casting Time: 1 action
Range: 60 feet
Hemorrhage Components: V, S
6th-level sanguimancy Duration: Concentration, up to 1 minute

Casting Time: 1 action You can use your action to make a creature start bleeding
Range: 120 feet uncontrollably. The creature must succeed on a Constitution
Components: V, S, M (your blood) saving throw against your spell save DC. On a failure, they
Duration: 1 minute get a failed Death saving throw and take 10d8 necrotic
damage. On a success, they only take half the damage. A
You take 1d8 necrotic damage. Your blood turns into a sharp
creature with no blood is not affected by this spell.
bullet that aims for one of the main arteries of a creature. You
must have encountered a creature of the same species before
to know where its main arteries may be unless they are Sanguinian End
humanoid. Make a ranged spell attack. On a hit, the creature 9th-level sanguimancy
suffers from Hemorrhage for the duration. If they try to move, Casting Time: 1 action
or if they are forced to move, they take necrotic damage equal Range: 300 feet
to the number of feet they travel. Components: V, S, M (your blood)
Duration: Concentration, up to 1 minute
Blood Rite You take 4d8 necrotic damage to unleash a devastating hail
7th-level sanguimancy of razor-sharp blood drops upon a 60-foot-radius area of your
Casting Time: 1 action designation. Creatures in the area must succeed on a
Range: 30 feet Dexterity saving throw against your spell save DC or take
Components: V, S, M (your blood) 12d8 necrotic damage and have their movement speed
Duration: 1 minute reduced to 0 for the duration. On a success, they take half the
damage and have their movement speed reduced to half for
You take 2d8 necrotic damage. Your blood is spattered on a
the duration.
40-foot radius within range marking the area. Creatures in
the area must make a Constitution saving throw against your
spell save DC. On a failure, they can move no more than 10
feet per round. They also take 8d8 necrotic damage if they
start their turn in the marked area. On a success, they still
take the damage, but their movement is not affected. If your
current hit points are less than half of your maximum hit
points, the damage the creatures take is maxed (64 necrotic
damage). A creature can repeat their saving throw at the start
of each of their turns.
Warlock of the Hive
Mind
WE ARE ONE. WE ARE MANY. THE HIVE IS THE ALPHA. THE HIVE
Consume
IS THE OMEGA. OBEY THE HIVE. WORSHIP THE HIVE. BECOME
Starting at 1st level, you can use your Intelligence as a
THE HIVE. CONSUME. EVOLVE. CONQUER. OBLITERATE.
spellcasting modifier instead of Charisma. When you reduce
a creature to 0 hit points, you can use a reaction to consume
Warlocks of the Hive Mind are among the most dangerous
them. This will kill the creature. Your Intelligence score
folks in existence. They can only be evil and describe
increases by a number of points equal to the creature's
themselves as collectors, gathering souls on their leisure.
Intelligence modifier (minimum of 1). Your total intelligence
They rarely travel within parties and even if they do, it is
cannot exceed 22. The bonus is lost after a short or a long
simply a means of reaching a goal. What is peculiar about
rest. Using Consume while already benefitting from its bonus
them is that they hold hatred even towards fellow Hive Mind
replaces the currently active bonus with the new one (they do
warlocks, as they consider them competitors.
not stack).

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

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

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


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

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

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

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


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

• Nightmare: The creature takes force damage equal to your


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

Unchained Familiar
Prerequisite: 5th level, Pact of the Chain
You can command the familiar to attack right after your turn
instead of taking up one of your attacks.

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

Nullifier
At 2nd level, when you choose the School of Inversion, you
gain the ability to counter other arcane traditions.
Choose two schools at 2nd level, then again at 6th level, at
10th level and finally at 14th level. You cannot choose the
same school twice. Each school grants you certain features or
spells that are detailed on the Nullification Table and the
Nullification Spells & Features section.
The spells and features gained from Nullifier can only affect
spells whose level is equal to or lower than the highest-level
spell you know, unless specified otherwise.
on an unoccupied location of your choice within 30 feet of
you.
You can use Antimatter a number of times equal to your
proficiency bonus per long rest.

Call of the Beholder


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

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

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

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

Casting Time: 1 reaction


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

School of Inversion Spells Plasma Skin


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

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

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

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

Spells Duration: 1 week

You designate a creature within range. The creature must


Absolute Truth make a Wisdom saving throw against your spell save DC.
The creature can choose to fail the saving throw. On a failure,
6th-level enchantment
you are linked with them and as an action know their exact
Casting Time: 1 action location and stronger feelings. If either you or the creature
Range: 5 feet are on different planes of existence the bond is severed and
Components: V the effects of Binding are no longer active.
Duration: Concentration, up to 1 hour
At Higher Levels: If you cast Binding at level 3, the
You whisper a sentence to a creature within range. The duration increases to a month. If you cast Binding at level 4
creature must succeed on a Wisdom saving throw against or higher, the duration increases by a month for each spell
your spell save DC, or regard the sentence you whispered as slot level higher than 3.
the absolute, unquestionable truth and act accordingly. The
target can attempt a saving throw again only after they take Black Veins
damage. 3rd-level sanguimancy
Casting Time: 1 action
Range: 120 feet
Acidic Disruption Components: V, S
1st-level inversion Duration: Concentration, up to 1 minute
Casting Time: 1 action A creature of your choice within range must make a Wisdom
Range: 30 feet saving throw against your spell save DC, or their veins are
Components: V, S
clogged with black liquid. For the duration, they make attacks
Duration: Concentration, up to 1 minute
with disadvantage and also take 3d6 necrotic damage at the
Designate a 15-foot-radius area within range. Whenever a start of each of their turns. The creature can repeat the
creature attempts to cast a spell within the area, they must saving throw at the end of each of their turns.
make an Intelligence saving throw against your spell save
DC, or they take 2d6 acid damage and their AC permanently Blood Relatives
drops by 1. 4th-level sanguimancy
Casting Time: 1 action
Acidic Storm Range: Touch
Components: V, S
5th-level conjuration Duration: 1 day
Casting Time: 1 action When you cast this spell, you take 2d6 necrotic damage. If
Range: 200 feet
you touch a wounded creature, their blood is sucked inside
Components: V, S, M (an emerald worth 150gp that is
you. You then learn the following things about the creature:
consumed by the spell)
Duration: 1 minute • Their surface thoughts.
A 25-foot-radius cloud forms within range. At the end of your • Their name.
turn, drops of acid fall upon the creatures in the area. If a • Their feelings towards you.
creature starts its turn within Acidic Storm, they have to For the duration, you can whisper a command once. The
make a Constitution saving throw against your spell save DC. creature can hear the command if they are on the same plane
On a failure they take 10d4 + 6 acid damage. On a success, of existence as you. The command can be almost anything,
they take half as much. If they wear armor made of iron or but cannot be harmful towards the creature, nor towards
metal, their AC is reduced by 1d4 regardless if they saved or people that they would never harm. The creature then makes
not. a Wisdom saving throw against your spell save DC. On a
At Higher Levels: For every spell slot level higher than 5th failure, the creature must obey the command to its full
that this spell is cast, the damage increases by 4d4. Also, the extend. On a success, the creature cannot be commanded
AC reduction increases by 1d4. again for the duration.
Blood Rite Chameleon's Skin
7th-level sanguimancy 1st-level illusion
Casting Time: 1 action Casting Time: 1 minute
Range: 30 feet Range: Self
Components: V, S, M (your blood) Components: S, M (dirt and a blank sheet)
Duration: 1 minute Duration: Concentration, up to 1 hour
You take 2d8 necrotic damage. Your blood is spattered on a
You stand still for the casting time and become one with the
40-foot radius within range marking the area. Creatures in
environment. You are invisible as long as you do not move
the area must make a Constitution saving throw against your
more than 5 feet away from your initial position.
spell save DC. On a failure, they can move no more than 10
feet per round. They also take 8d8 necrotic damage if they
start their turn in the marked area. On a success, they still Cheering Shout
take the damage, but their movement is not affected. If your Enchantment cantrip
current hit points are less than half of your maximum hit Casting Time: 1 bonus action
points, the damage the creatures take is maxed (64 necrotic Range: 30 feet
damage). A creature can repeat their saving throw at the start Components: V
of each of their turns. Duration: Until the start of your next turn
Choose a willing creature within range. For the duration, you
Blood Shot lend them your proficiency bonus. Your proficiency bonus
Sanguimancy cantrip becomes 0 and the willing creature's proficiency bonus
increases by a number equal to your original proficiency
Casting Time: 1 action bonus.
Range: 30 feet
Components: S, M (your blood)
Duration: Instantaneous Circle of Negation
1st-level inversion
Blood erupts from your veins, violently escaping your body
and forms a number of needles that attack an enemy of your Casting Time: 10 minutes (Ritual)
choice within range. You take 1d4, 1d6, 1d8, 1d10 or 1d12 Range: Self
Components: V, S, M (chalk infused with a precious gem)
damage (your choice). You create a number of blood needles
Duration: 8 hours
equal to your proficiency bonus. Each needle deals as much
damage as you took when using Blood Shot. You roll one You magically draw an invisible circle in a 150-foot-radius of
ranged spell attack for all the blood needles. what you want its center to be. Any level 1 transmutation
You can only target one creature with Blood Shot. spells that are cast from inside that circle fail and any
creatures or objects that are affected by a level 1
Bloodless Carcass transmutation spell are no longer affected. A creature can
attempt an Intelligence (Investigation) check against your
8th-level sanguimancy
spell save DC to determine the exact foot-radius of the circle.
Casting Time: 1 action At Higher Levels: You can cast this spell at a higher level in
Range: 60 feet order to affect transmutation spells that are of higher level
Components: V, S than level 1.
Duration: Concentration, up to 1 minute
You can use your action to make a creature start bleeding Control Blood
uncontrollably. The creature must succeed on a Constitution 1st-level sanguimancy
saving throw against your spell save DC. On a failure, they
get a failed Death saving throw and take 10d8 necrotic Casting Time: 1 bonus action
damage. On a success, they only take half the damage. A Range: 60 feet
Components: V, S
creature with no blood is not affected by this spell.
Duration: 1 minute

Burn the Infidels For the duration, whenever a creature is damaged within
range, you can suspend the blood they have lost midair. You
8th-level evocation
can suspend a number of blood pools equal to your Charisma
Casting Time: 1 action modifier (minimum of 1). You can use an action to unleash a
Range: Self bolt made of the blood pools from the wounded creatures.
Components: V, S, M (your Holy Symbol) Make a ranged spell attack. On a hit you deal damage equal
Duration: Instantaneous
to 1d4 times the blood pools you had suspended.
Fire erupts from your hands to burn every infidel alive. Every At Higher Levels: When you cast this spell using a spell
creature that does not share the same religion as you in a slot of 2nd level or higher, the maximum blood pools you can
120-foot cone, must make a Wisdom saving throw against suspend increase by 1 for each level higher than level 1.
your spell save DC. On a failure, they take 15d6 fire damage.
On a success, they take half the damage.
Crackling Ground Dark Mirror
4th-level inversion 1st-level inversion
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 60 feet
Components: V, S, M (a glass ball that shatters when the Components: V, S
spell is cast) Duration: Instantaneous
Duration: Concentration, up to 1 minute
You have learnt to manipulate minds that are already under
You designate a 30-foot radius area within range. For the influence. You tap into the effect that a 1st level enchantment
duration, the area becomes difficult terrain and for every 5 spell has created and use it for your own benefit. As an action
feet of movement a creature makes within the terrain they you can manipulate a creature that is under the effects of a
take 1d4 piercing damage. 1st level enchantment spell, to do your bidding. You
command them to do one thing that does not immediately
harm them (for example attack a target, run away, drop your
Crimson Blast weapon).
5th-level sanguimancy At Higher Levels: You can cast this spell at a higher level in
Casting Time: 1 action order to affect enchantment spells that are of higher level
Range: 60-foot line, 5 feet wide than level 1.
Components: V, S, M (your blood)
Duration: Instantaneous Deadlands
You take 1d8 necrotic damage. Your blood turns to a thin, 3rd-level necromancy (ritual)
deadly stream that can pierce the toughest armor. All Casting Time: 1 minute
creatures in range must succeed on a Dexterity saving throw Range: Self
against your spell save DC. On a failure they take 8d8 Components: V, S, M (a rotten stick)
necrotic damage. On a success they take half damage. Duration: 24 hours
At Higher Levels: When you cast this spell using a spell You curse a piece of land within 100 feet around you. You can
slot of 6th level or higher, you can increase the damage you choose an unlimited number of creatures that the spell does
take by 1 die per level higher than 5th and increase the not affect. When a creature enters an area defiled by
damage you deal by the same amount. Deadlands, their Constitution modifier becomes 0 (if it is
lower than 0, it is not affected) and they have disadvantage on
their Constitution saving throws.
Curse of the Hunt Additionally, the plants in the area wither and die.
4th-level enchantment
Casting Time: 1 bonus action Decomposition
Range: 120 feet Transmutation cantrip
Components: V
Duration: Concentration, up to 1 minute Casting Time: 1 action
Range: Touch
You designate a target within range. The target must succeed Components: V, S, M (a mushroom)
on a Wisdom saving throw against your spell save DC, or have Duration: Concentration, up to a minute
their feet of movement halved for the duration. Additionally,
You touch a dead creature. You speed up its decomposition at
you gain 30 feet blindsense against them and add your
a rate in which you can see the decay within the first couple
proficiency modifier to your damage rolls against them.
of seconds. On a full duration the creature has no flesh, only
bones.
Dark Incantation
3rd-level conjuration Detain
1st-level inversion
Casting Time: 1 action
Range: 30 feet Casting Time: 1 reaction
Components: V, S Range: 60 feet
Duration: Concentration, up to 1 minute Components: V S
Duration: 1 round
You designate a 10-foot-radius area within range. A swarm of
quasits spawns and creatures within the area must make a A transparent, swirling aura appears on a creature that is the
Dexterity saving throw against your spell save DC. On a target of a 1st level abjuration spell within range. The effects
failure, they take 3d8 piercing damage. On a success, they of that spell take place at the start of the targeted creature's
take half as much. If a creature starts their turn within the next turn instead of immediately. If you attempt to counter a
affected area, the effect repeats. You can move the swarm of higher-level spell than your highest-level known spell, Detain
quasits 15 feet as a bonus action on your turn. fails.
At Higher Levels: You can cast this spell at a higher level in
order to affect abjuration spells that are of higher level than
Drain Essence
2nd-level sanguimancy
level 1.
Casting Time: 1 action
Range: Self
Components: V, S
Devilhound's Mark Duration: Instantaneous
5th-level divination You absorb the essence of anyone standing within a 5-foot-
Casting Time: 1 bonus action radius area around you. Creatures within range must make a
Range: 60 feet Constitution saving throw against your spell save DC, or their
Components: V, S maximum hit points are reduced by 2d8 and your maximum
Duration: Until the start of your next turn hit points increase by 1d8 for every creature you affected.
Creatures that are unconscious automatically fail the saving
You mark a creature as prey. The creature must succeed on a
Charisma saving throw against your spell save DC, or any throw.
successful attacks you or a creature that you control make Drain Essence’s effects are lost after a short or long rest.
against the marked target count as critical hits for the
duration.
Erasure
8th-level inversion

Dome of Lies Casting Time: 1 action


Range: Touch
8th-level illusion Components: V, S, M (part of a mind flayer’s brain)
Casting Time: 1 hour Duration: 1 minute
Range: 300 feet A creature of your choice within range must make a saving
Components: V, S, M (diamond dust worth 1000 gp and ruby
throw of your choice against your spell save DC, or their
dust worth 1000 gp that the spell consumes)
Duration: 1 week ability score that was used for the saving throw is reduced by
5 at the start of each of their turns (minimum of 1). If the
You designate a 300-foot radius area within range that is not chosen ability score becomes 1, depending on the ability
occupied by any living creatures. For the duration, you can score you affected, the target suffers from the effects
manipulate the events in this area in any manner you like. described in the Erasure Table below.
Creatures inside will react realistically. For example, if you
decide that the area is on fire, a creature will take fire
damage if they enter.
Creatures that can see through illusions are not affected in
any way.

Dominate Land
3rd-level transmutation
Casting Time: 10 minutes
Range: Self
Components: V, S
Duration: 10 hours
You concentrate and your essence spills within a 50-foot At Higher Levels: If Erasure is cast at 9th level and the
radius area around you. For the duration, as long as you are target's ability score reaches 1, the effects become
within the area you have transmuted, you can control it. As a permanent.
bonus action on your turn, you can do one of the following:



Cause the area to be difficult terrain for your enemies only.
Cause the area to attack all of your enemies. They make
Eyes Open
7th-level divination
Dexterity saving throws against your spell save DC. On a
failure, they take 2d6 + your Wisdom modifier bludgeoning Casting Time: 1 action
damage. On a success, they take half as much damage. Range: Self
• Have tremorsense within the area. Components: V, S
Duration: Concentration, up to 10 minutes
You see through every illusion within 300 feet from you. You
gain 150 feet blindsight. For the duration, you cannot be
blinded. You have advantage on Insight (Wisdom) checks.
Hemorrhage
6th-level sanguimancy Mushroom Shroud
Casting Time: 1 action 4th-level abjuration
Range: 120 feet Casting Time: 1 bonus action
Components: V, S, M (your blood) Range: Touch
Duration: 1 minute Components: V, S
You take 1d8 necrotic damage. Your blood turns into a sharp Duration: Concentration, up to 10 minutes
bullet that aims for one of the main arteries of a creature. You You touch a willing creature other than yourself and cover
must have encountered a creature of the same species before them in mushrooms. Whenever they are damaged, the
to know where its main arteries may be unless they are mushrooms explode and deal 1d6 necrotic damage to any
humanoid. Make a ranged spell attack. On a hit, the creature creature within 5 feet of them (except from them) and the
suffers from Hemorrhage for the duration. If they try to move, damage they took is reduced by 1d6.
or if they are forced to move, they take necrotic damage equal When the shrouded creature receives 10 attacks or more,
to the number of feet they travel. the shroud is dispelled.
At Higher Levels: For every spell slot level higher than 4th
that this spell is cast with, both values increase by 1d6. If you
Ignite cast the spell at a spell level higher than 6th, the shroud
2nd-level enchantment remains even if the creature receives 10 attacks, until the
Casting Time: 1 bonus action spell is dispelled.
Range: Self
Components: V, S
Duration: 1 minute Muzzled Freak
For the next minute, your attacks deal a bonus 2d6 fire
4th-level enchantment
damage. Casting Time: 1 action
At Higher Levels: For every spell slot level higher than Range: 60 feet
level 2 that you cast this spell, the damage increases by 1d6. Components: V
Duration: Concentration, up to a minute
Choose a creature that can hear within range. The creature
Internal Voices has to make a Wisdom saving throw against your spell save
2nd-level illusion DC. On a failure, they attack a target of your choice within
Casting Time: 1 action their melee range and cannot speak. The creature decides
Range: 60 feet how they will attack, but they will attempt to cause max
Components: V damage. On a success, they are immune to the effects of
Duration: Concentration, up to 1 minute Muzzled Freak for the next 24 hours. If there is no creature
You whisper a sentence that keeps repeating on the mind of a within their melee range, they will act normally as they would
creature within range. The creature must succeed on a if they weren't under the effects of Muzzled Freak.
Wisdom saving throw against your spell save DC, or they The target can reattempt the Wisdom saving throw at the
become distracted and have disadvantage on all their attack start of each of their turns.
rolls and skill checks for the duration. The creature can At Higher Levels: When you cast this spell on a higher level,
repeat their saving throw at the end of each of their turns. you can influence an extra creature for each spell slot higher
than level 4.

Misconception Nature's Visage


1st-level inversion
2nd-level illusion
Casting Time: 1 reaction
Casting Time: 1 bonus action
Range: 30 feet
Range: Self
Components: V
Components: V
Duration: Instantaneous
Duration: Concentration, up to 1 hour
School of Inversion advocates that any form of divinity is
You utter a word and instantly transform into one of the
false and, thus, teaches its students on how to force their
following things (your choice). You can choose if your
enemies to realize the same. Whenever an enemy attempts to
equipment morphs into your new body, drops on the ground
cast a 1st level divination spell against you, you force them to
or remains on you. If you lose concentration, you immediately
make a Concentration check against your spell save DC. On a
revert back to your normal form.
failure, the spell fails. On a success, the spell proceeds as
normal. • A 30-foot tall tree with an AC of 8 and 12 hit points.
At Higher Levels: You can cast this spell at a higher level in • A boulder with an AC of 12 and 10 hit points.
order to affect divination spells that are of higher level than • A puddle with an AC of 5 and 2 hit points.
level 1.
You are indistinguishable from a natural tree, boulder or
puddle. If a creature can see through illusions, they can see Pendulum
through Nature's Visage. If you are damaged during Nature's 7th-level inversion
Visage and the damage exceeds your form's hit points, the
damage carries over Casting Time: 1 action
Range: Self
Components: V, S, M (explosive powder, dust from a crushed
amethyst)
Necrotic Absorption Duration: Concentration, up to 1 minute
1st-level inversion For the duration, creatures with a 30-foot radius area around
Casting Time: 1 reaction you are afflicted by the Pendulum. The Pendulum has two
Range: Self effects. It heals your allies and damages your enemies.
Components: S Choose which of the two effects takes place first at the end of
Duration: Instantaneous your turn. The effect that you did not choose will take place
Whenever you take necrotic damage, you feel a power at the end of your next turn. The effects alternate with each
surging through your veins. After damage calculation, you other at the end of each of your turns.
regain half of the hit points you lost (minimum of 1, rounded The healing effect restores 6d8 + 6 hit points to a number
down). If an attack renders you unconscious or outright kills of creatures equal to your Intelligence modifier within the
you, you do not heal. area.
The damaging effect deals 6d8 + 6 bludgeoning damage to
a number of creatures equal to your Intelligence modifier
within the area. The damage is considered magical.
Negative Energy
Inversion cantrip
Casting Time: 1 reaction
Range: 60 feet Phasing Existence
Components: V 6th-level inversion
Duration: Instantaneous
Casting Time: 1 action
For the duration, whenever a spell is cast within range, you Range: Touch
can use your reaction to damage its caster. Make a ranged Components: S
spell attack against the creature. On a hit, the creature takes Duration: 1 minute
1d8 force damage.
You make a melee spell attack against a creature within
The cantrip's potency increases when you reach higher
range. On a hit, the creature is cursed to phase in and out of
levels: you deal 2d8 force damage at level 5th, 3d8 at level
existence. For the duration, they must roll a d20 at the start
11th and 4d8 at level 17th.
of each of their turns. On a 1-9 they phase out of existence
until the start of their next turn and take 2d10 bludgeoning
damage. On an 11-19 they do not phase out of existence. On
Nihiling Educt a 10 or 20 they reroll.
1st-level inversion At Higher Levels: For every spell level higher than 6th that
the spell is cast, the damage increases by 2d10.
Casting Time: 1 reaction
Range: 120 feet
Components: V M (a vial of black tar)
Duration: Concentration, up to 1 minute
Whenever a creature attempts to cast a 1st level conjuration Plasma Skin
spell that requires concentration, a Nihiling is extracted from 3rd-level inversion
their mind essence and placed right above them in an Casting Time: 1 bonus action
unoccupied space. The Nihiling has 20 AC and 1 hit point. At Range: Self
the start of the creature's turn that the Nihiling is affecting, Components: V, S
the creature must make a Concentration check against your Duration: Concentration, up to 10 minutes
spell save DC. On a failure, they lose Concentration over the For the duration, your skin is covered in an alien-like liquid
conjuration spell. The Nihiling disappears after that. On a material. When you cast this spell and as a bonus action on
success, the Nihiling remains until it is killed or until your subsequent turns you can choose to have resistance to all
Concentration is broken. bludgeoning, piercing and slashing damage or to all damage
At Higher Levels: You can cast this spell at a higher level in dealt by magical means.
order to affect conjuration spells that are of higher level than
level 1.
Power Word: Obey Revelations
9th-level enchantment 7th-level divination (ritual)
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Self
Components: V Components: V, S, M (an eyeball)
Duration: Eternity Duration: Up to 1 hour
You shout a commanding word at a creature. If their Every creature within 30 feet of you must make a Wisdom
Charisma score is lower than yours, they have to obey each saving throw against your spell save DC. A creature can fail
and every one of your commands until you decide to end the willingly. You can read the surface thoughts of any creature
spell. The spell can also end by a wish, a divine intervention that has failed. For instance, you can ask a question and what
or The Fates card effect from the Deck of Many Things. If the the creatures believe is the truth will be revealed to you and
creature’s Charisma score is equal to or higher than yours, only you.
the spell fails.

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

Rest for the Wicked Rotting Touch


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

Restore the Broken Salvation Damnation


5th-level transmutation (ritual)
9th-level evocation
Casting Time: 1 action
Range: Touch Casting Time: 1 action
Components: V, S Range: Touch
Duration: Instantaneous Components: V, S, M (your Holy Symbol)
Duration: Instantaneous
You touch a creature or construct and help them recover. You
restore 8d8 + 8 hit points to it. Doing that on a creature that You choose the fate of a creature within range. The creature
must roll a percentile die. A creature may choose to fail the
is missing a limb will regrow it. It will also fix broken
roll. If they roll higher than their CR or level, you choose if
constructs. the creature instantly dies or is restored to their maximum hit
points.
Sanguinian End Siphon Life
9th-level sanguimancy 8th-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: 300 feet Range: 120 feet
Components: V, S, M (your blood) Components: V, S, M (black tar and a metal orb)
Duration: Concentration, up to 1 minute Duration: Instantaneous
You take 4d8 necrotic damage to unleash a devastating hail You suck the life out of every living creature within a 15-foot
of razor-sharp blood drops upon a 60-foot-radius area of your radius area in range. The creatures in the area must make a
designation. Creatures in the area must succeed on a Constitution saving throw against your spell save DC. On a
Dexterity saving throw against your spell save DC or take failure, they take 4d8 + 14 necrotic damage. On a success,
12d8 necrotic damage and have their movement speed they take half as much.
reduced to 0 for the duration. On a success, they take half the You restore a number of hit points equal to half (rounded
damage and have their movement speed reduced to half for down) the damage you dealt.
the duration.

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

Tree of Death
6th-level conjuration Wall of Nothing
5th-level inversion
Casting Time: 1 action
Range: 5 feet Casting Time: 1 action
Components: V, S Range: 120 feet
Duration: 1 hour Components: V, S, M (drop of black ink)
Duration: Concentration, up to 1 minute
A deformed tree spawns in a spot of your choice within range.
You can choose which creature it affects. The tree has an AC A luminous black wall springs into existence at a point you
of 18 and 30 hit points. It also has resistance to bludgeoning, choose within range. The wall appears in any orientation you
piercing and slashing damage and vulnerability to fire choose as a horizontal or vertical barrier or at an angle. It can
damage. The tree starts absorbing life from nearby creatures be free floating or resting on a solid surface. You can form it
of your choice. into a hemispherical dome or a sphere with a radius of up to
While they are within 30 feet of the tree, they make a 10 feet, or you can shape a flat surface made up of ten 10-
Constitution saving throw against your spell save DC. On a foot-by-10-foot panels. Each panel must be contiguous with
failure, they take 2d6 necrotic damage from the tree. The another panel. In any form, the wall is 1/4 inch thick. It lasts
damage that the tree causes is stored in a pool. As a bonus for the duration. If the wall cuts through a creature’s space
action on your turn, you can redistribute the damage from the when it appears, the creature is pushed to one side of the
pool to restore the hit points of a creature of your choice. On wall of your choice. Any creatures that attempt to pass
a success, they take half as much damage and the tree does through the wall or are forced to pass through it must make a
not store the damage. Charisma saving throw against your spell save DC. On a
failure, they blink out of existence and appear on a plane of
existence of your choice (that you have knowledge of). On a
Violent Ringing success, they are pushed back from where they tried to enter
1st-level evocation the wall. If the spell ends before 1 minute has passed, the
target reappears in the space it left or in the nearest
Casting Time: 1 action
unoccupied space if that space is occupied. Otherwise, the
Range: 5 feet
Components: V target doesn’t return.
Duration: Instantaneous The wall is immune to all damage and can’t be dispelled by
dispel magic. However, a disintegrate spell destroys the wall
You unleash a scream that hurts every creature around you instantly.
within range. The creatures must make a Constitution saving
throw against your spell save DC. On a failure, they take 2d6
force damage and become deafened from until the end of Will of the Dying
their next turn. On a success, they take half damage. 1st-level necromancy
Creatures that cannot hear are not affected by this spell.
At Higher Levels: When you cast this spell on a higher level, Casting Time: 1 action
the damage increases by 1d6 and the deafened duration Range: Touch
Components: S
increases by 1 turn for each spell slot higher than level 1.
Duration: 1 minute
You touch a creature that has died within the past 12
Void Strikes seconds. You can ask them a question that can be answered
2nd-level inversion with one word (like yes, no, a name, etc.) and you get your
answer. The dead creature will answer at the best of their
Casting Time: 1 reaction
knowledge.
Range: 10 feet
Components: V, S, M (sawdust) At Higher Levels: For every spell slot level higher than
Duration: Instantaneous level 1, you can ask an additional question.
Items Cloak of Lies
Wondrous item, common (requires attunement)

Amulet of Envy The wearer of this cloak has the ability to produce magical
Wondrous item, legendary (requires attunement) items of no value from its pockets. You create a nonmagical
trinket or an illusory image that can fit in your hand and that
The Amulet of Envy has 10 charges. As a bonus action, you lasts for a minute. If a creature other than you touches it, they
expend one charge and aim this amulet at a creature of your are aware that it is fake.
choice within 60 feet of you. The target must be able to see
you in order for this to work. The creature must succeed on a
DC 18 Wisdom saving throw, or use their reaction and rush
Corrupted Longbow of Sloth
towards you following the fastest possible path. Longbow, legendary (requires attunement)
If the creature comes within 5 feet of you, the amulet uses
up one more charge and unleashes an explosion against The Corrupted Longbow of Sloth enchants normal arrows to
creatures within 5 feet of you (except for you) dealing 5d6 + deal 1d8 necrotic or radiant damage (your choice) instead of
12 force damage. piercing damage. If the damage of the arrow is amplified in
The amulet regains 1d10 charges on each dawn. any way, the arrow deals an extra 1d8 force damage and
causes a magical explosion. If the magical explosion is
triggered, every creature within 5 feet of the original target
Antumbral Dagger must succeed on a DC 18 Dexterity saving throw, or take 1d8
Dagger, legendary force damage.
The Antumbral Dagger shares a normal dagger's properties.
Instead of a 1d4 piercing damage, you deal 2d4 radiant Crest of Pride
damage. Wondrous item, legendary (requires attunement)
Donning the Crest of Pride grants you immunity to being
Beads of the Sixth Sense frightened. Your AC increases by 1 and as a reaction, when
Wondrous item, very rare you take damage from a creature that is within your melee
range, you take half the damage (rounded down) and get an
If you concentrate for 1 minute, as if you were concentrating
attack of opportunity against them. You can use this effect
on a spell, you gain 60 feet blindsight for 10 minutes. You can
twice per long rest.
use this ability once per long rest.

Black Armguard of Wrath Crown of the Mad King


Armguard, legendary (requires attunement) Crown, very rare (requires attunement)
This crown is rumored to have been forged in the hottest
While wearing the Black Armguard of Wrath your AC
fires of the Nine Hells and everyone that has worn it met with
increases by 2, as if you are carrying a shield, but it does not
a horrible end… coincidentally.
occupy a hand. When an attack is made against you, you can
While equipped with the Crown of the Mad King, you add
use your reaction to increase your AC by 3 until the start of
your Charisma modifier on the attack or damage rolls of all
your next turn.
creatures (your choice for each creature) that you control and
When you reduce a creature to 0 hit points, you can use a
are within 30 feet away from you on each of their attacks.
bonus action to absorb the life essence of the creature. This
will kill the creature. You gain temporary hit points equal to
the target's Constitution score (not modifier). Dynast's Guandao
Weapon, legendary (requires attunement)
Box of Gluttony The Dynast's Guandao has the same properties as the
Wondrous item, Legendary (requires attunement) halberd or the glaive. When you land a hit with this weapon,
you can attack again. You can attack a number of times equal
The Box of Gluttony looks like a simple box that is also
to your Dexterity or Strength modifier (your choice) per
withered on the outside. The Box of Gluttony can turn into a
round, as long as your attacks are successful.
mimic that is allied to the person it is attuned with. As a
bonus action, you can give a general order to the Box of
Gluttony and the box will follow it to its completion as best as Golden Eye of Greed
it can. While it is in its box form, it acts as a bag of holding, Wondrous item, legendary (requires attunement)
but will devour any type of food.
For as long as the item is in your possession, you instinctively
If the box is not fed at least once daily, it turns into a bag of
know the exact amount of money creatures within 15 feet of
devouring and the next time that it is summoned as a mimic,
you carry.
it will be hostile to the person it is attuned with.
Additionally, you can absorb the Golden Eye of Greed within
you. If you do so, as an action, you can cast disintegrate from
your eye, requiring no material components. The DC for the
Dexterity saving throw is 17. You can only cast disintegrate
against a hostile target that is within 15 feet of you and holds
Oni Mask
Mask, uncommon (requires attunement)
the most gold. If the creature carries no gold on them, the
spell fails. You can cast disintegrate through the Golden Eye When you wear Oni Mask, you can move up, down and
of Greed once per long rest. across vertical surfaces and upside down along ceilings. You
need both your hands and both your feet to climb. You have a
Hand of Fate climbing speed equal to your walking speed.
Glove, very rare (requires attunement) Additionally, during a fight, you can use 1 hit die to
regenerate hit points as a bonus action. You can do this a
This glove is made of gold and has a single ruby socketed on number of times equal to your proficiency bonus, as long as
it. Once per long rest, you can activate it to completely nullify you have hit dice to spare.
the damage of an attack (as a reaction) or to double the
damage of one of your attacks (as a bonus action).
Orb of Revelations
Wondrous item, legendary
Mask of Pain
This is said to be the eye of a deva. When you hold it up
Mask, uncommon (requires attunement)
against a creature and ask a question, you can hear whispers
Donning this Mask allows you to emit an ominous aura as a giving you the answer that the creature knows to be correct
bonus action, until you decide to stop the effects as a free even if the creature is unwilling to talk to you or dead. You
action. You gain advantage to Intimidation checks against can use this orb once per short rest. If you attempt to use it
creatures that can see the mask but gain disadvantage to more times, you roll a percentile die. If you roll higher than
stealth checks due to the fact that creatures can feel your your level, a planetar descends from the sky to fight you to
aura. the death for abusing the power of the orb.
Additionally, if a creature wears the mask without attuning
to it, they have to make a DC 12 Wisdom saving throw. On a Penumbral Dagger
failure, the mask attaches to their face and deals 1 damage to
Dagger, legendary
them at the start of each of their turns. This damage cannot
be reduced in any way. A creature can repeat the saving The Penumbral Dagger shares a normal dagger's properties.
throw at the end of each of their turns but the DC goes up by Instead of a 1d4 piercing damage, you deal 2d4 necrotic
2 every time they fail. On a success, they remove the mask. damage.

Needles of Agony Ring of Lust


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

Obscurial Ring
Wondrous item, very rare (requires attunement)
As a bonus action, you become invisible until the start of your Shield of Thorns
next turn. You can use this effect three times per long rest. Shield, uncommon
Alternatively, as an action, you can cast darkness once per
Grants +2 to AC like a normal shield.
long rest, requiring no material components.
Whenever a creature deals melee weapon damage to you,
they take 1d4 piercing damage.
Obsidian Gloves
Gloves, uncommon (requires attunement) Spirit Tag
Pitch black gloves that resemble mitts. While wearing the Wondrous item, common
Obsidian Gloves you can touch an unwilling creature as an
The Spirit Tag is said to be able to hold magic in it and
action and silence them. The creature must succeed on a DC
release it in wild forms. The Spirit Tag's level is 1d4. When a
14 Intelligence saving throw, or suffer the effects of silence
spell is cast against you, you can use your reaction to store its
until the end of their next turn.
power in the Spirit Tag. If the spell's level is equal to the
Spirit Tag's level or lower, the Spirit Tag absorbs the spell
and you can use it as an action. If the level of the spell is
higher, then the Spirit Tag turns into ashes, without affecting
the spell.

Sword of the Deathgod


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

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

War Paint
Wondrous item, common (requires attunement)
This war paint was created by a legendary orcish
wardrummer that used to enhance the abilities of their
comrades.
Each time you use War Paint you have to attune to it. You
must choose a shape from the ones described below to gain a
benefit. The benefits last until you take a long rest. You can
only have one shape on you and only once. Only one person
can benefit from the War Paint at a time. The bucket that you
find the War Paint has enough paint for 4d10 uses.
Claws. When you drop down to half of your maximum hit
points (rounded up), your Unarmed Strikes deal damage
equal to 1d6 + your Strength modifier. If you have made an
Unarmed Strike using your Attack action you can use your
bonus action to make another Unarmed Strike.
Helmet. When you succeed on your death saving throws,
you regain 1 hp at the start of your turn. This can only be
used once per long rest.
Shield. When you drop down to half of your maximum hit
points (rounded up), you gain a +2 to your AC.
Final Word & Legal Stuff
There are 3 Easter Eggs inside this pdf. If you find them, you will win secret goodies. Send your answers at nikolastotief@gmail.com
with the subject “The Dark Archetypes Easter Eggs” listing the page and the location you found each one, as well as describing them.

If you liked this supplement you can check more by clicking here.

NOTE FROM THE ARTIST


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

Software used: Adobe Photoshop | Adobe InDesign | Microsoft Word


Digitizer: Wacom Intuos M

is a Visual Arts group project


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

Special thanks to:


Nikos Michailidis
DM Dango
Homebrew Crew
Miłosz Gaweçki
Hiten Dave

You might also like