Druskenvald Species Overview
Druskenvald Species Overview
SPECIES
!usken'()d +s ,-.e /- (n -/,e!0-!)d)1 '(!+e/1 -2 3e-3)es, ())
D reborn from the spirits of the departed who found their ways to this land
of moon and mists. Most of these souls arrived on the Ghostlight Express,
but other Strangers bring wayward souls safely through the mists to
live again under the Crooked Moon. The species presented in this chapter are those
who arise in the 13 provinces of Druskenvald. While each are most plentiful in the
province of their origin, many folks of these species have migrated and drifted to
other provinces and could be found in every corner of Druskenvald.
ASHBORN TRAITS
Creature Type: Fiend
Size: Small (about 2–3 feet tall)
Speed: 30 feet
As an ashborn, you have these special traits.
Ashen Legacy. You know the Minor Illusion cantrip.
Additionally, starting at character level 3 you always
have the Charm Person spell prepared, and starting at
character level 5 you always have the Invisibility spell
prepared. You can cast them each once without a spell
slot, and you regain the ability to cast it that way
when you 5nish a Long Rest. You can also cast them
using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your
spellcasting ability for the spells you cast with this trait
(choose the ability score when you select this species).
Darkvision. You have Darkvision with a range of 60
feet.
Fiendish Fortune. When you’re hit by an attack
roll that isn’t a Critical Hit, you can take a Reaction to
magically cause the attack to miss you, and a creature of
your choice within 5 feet of you takes Force damage equal
to your Pro5ciency Bonus. Once you use this trait, you
can’t do so again until you 5nish a Short or Long rest.
Scorpion Sting. You have a tail stinger you can use to
make Unarmed Strikes using your Strength or Dexterity
(your choice) for attack and damage rolls. On a hit, you
deal 1d4 Piercing damage, and you can deal an extra 1d6
Poison damage. You can deal this extra damage a number
of times equal to your Pro5ciency Bonus. You regain
one expended use when you 5nish a Short Rest, and all
expended uses when you 5nish a Long Rest.
When you reach character level 10, this extra damage
increases to 2d6.
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AZUREBORN
Azureborn (A-zher-born) are a harpy-like species native
to Astramar, often materializing in the bright blue night
sky 5lled with twinkling stars and winds of arcane
power. Bearing a connection to the mana that courses
through the air and land of the province, they are an
inherently prescient folk that can divine the future by
looking to the cosmos. They have built a society of
magical wonder through grand vision, endless wonder,
and dedication to study.
Sprouting feathers across their entire body and wings
attached to each of their arms, this diverse folk can
resemble all manner of avian creatures, from raptors
with earthy tones to tropical birds of vibrant and
colorful plumage. They typically live 100 years, although
many of the wisest among them have lived up to 400.
AZUREBORN TRAITS
Creature Type: Humanoid
Size: Medium (about 4–7 feet tall)
Speed: 30 feet, Fly Speed equal to your Speed.
As an azureborn, you have these special traits.
Azure Legacy. You know the Guidance cantrip.
Starting at character level 3, you always have the
Augury spell prepared and can cast it once without
a spell slot or Material components, and you regain
the ability to cast it that way when you 5nish a
Long Rest. You can also cast it using any spell
slots you have of the appropriate level.
Darkvision. You have Darkvision with a range
of 60 feet.
Foresight. When you roll Initiative, if you
aren’t surprised you can choose a number
of creatures that you can see equal to
your Pro5ciency Bonus. The targets have
Advantage on their Initiative rolls. Once you
use this trait, you can’t do so again until you
5nish a Short or Long rest.
Intelligence, Wisdom, or Charisma is your
spellcasting ability for the spells you cast with this
trait (choose when you select this species).
Winds of Magic. As a Bonus Action, you take
the Dash action and increase your Fly Speed by 10 feet
for the movement of that action. You can use this trait a
number of times equal to your Pro5ciency Bonus, and
you regain all expended uses when you 5nish a Long
Rest.
56
specIes
BOGBORN
Bogborn are a troll-like species native to Zulrogg,
usually rising from the still, dark waters of the swampy
province. From the moment of rebirth, they are
guided by animalistic and ancestral spirits to 6ourish
in harmony with the wild and often treacherous mire.
Matters of strength and soul are held in equal respect
and reverence, allowing this hearty folk to face any trial
of nature, aided with natural regenerative biology.
They are one of Druskenvald’s largest species but
have a wide variety of physiques from hulking to
slender, often utilizing their athleticism in pursuits
of hunting and survival. Bearing prominent
noses and tusks, their tough hides are
generally shades of green or blue.
Bogborn typically live 100 years
before moving on to the spirit
world.
BOGBORN TRAITS
Creature Type: Giant
Size: Medium (about 7-8 feet
tall)
Speed: 30 feet
As a Bogborn, you have these
special traits.
Bog Bulk. You have Advantage on
any ability check you make to end the
Grappled condition. You also count as
one size larger when determining your
carrying capacity.
Darkvision. You have Darkvision
with a range of 60 feet.
Keen Senses. You have pro5ciency in
the Perception or Survival skill.
Regeneration. As a Bonus Action, you can expend
one of your Hit Point Dice, roll the die, and regain a
number of Hit Points equal to the number rolled plus
your Constitution modi5er (minimum of 1 Hit Point).
You can’t use this trait if you’ve taken Acid or Fire
damage since the start of your last turn.
Guiding Spirit. When you hit a creature with an
attack roll, you can cause your guiding spirit to mark
the creature for 1 minute. The 5rst time you damage
the marked creature during your turn, it takes an extra
1d4 Force damage. This extra damage increases when
you reach certain character levels: to 1d6 at level 5,
and to 1d8 at level 11.
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CURSEBORN
Curseborn are a werewolf-like species native to
Edwardia, often emerging from the dense, cursed
fog that rolls across the province. Sharing a strong
connection to a malediction called the Grey, which
demands balance at the threat of certain doom, they
have managed to build a civilization of advancement
and progress by balancing a wide variety of extremes in
equal measure.
Covered head to toe with thick fur and bearing sharp
teeth and claws, this lupine species evokes the hallmarks
and appearance of wolves but with clearly humanoid
physiology, their very form a balance represented
by their curse. If not brought to an early grave by
the Grey, they typically live to 100, although
technological advancement has led to certain
individuals living to 200.
CURSEBORN TRAITS
Creature Type: Humanoid
Size: Medium (about 5–6 feet tall)
Speed: 35 feet
As a curseborn, you have these special traits.
Cursed Claws. You have claws you can use to make
Unarmed Strikes, which deal 1d6 Slashing damage on
a hit. You can use Strength or Dexterity for attack and
damage rolls with your claws.
When you hit a creature with your claws, you
can curse the target until the start of your next turn.
While cursed, the target emits wisps of fog and has
Disadvantage on D20 Tests. You can use this curse a
number of times equal to your Pro5ciency Bonus, and
you regain all expended uses when you 5nish a Long
Rest.
Darkvision. You have Darkvision with a range of 60
feet.
Grey Balance. When you fail a saving throw, you can
take a Reaction to succeed instead. When you do, you
have Disadvantage on D20 Tests until the end of your
next turn. You can use this trait once, and you regain the
ability to do so when you 5nish a Long Rest.
Hunter Sense. You have pro5ciency in the
Investigation, Perception or Survival skill.
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specIes
DEEPBORN
Deepborn are a 5sh-like species native to Olmarsh,
typically rising up from the abyssal depths of the
province’s black sea that’s home to terrors beyond
imagining. Immersed in a near constant
eldritch presence that emerges from the
deep and descends from beyond the stars,
this folk manages a state of paranoia by
embracing and harnessing the uncanny and
cosmic.
While they are primarily piscine in their
anatomy, they can possess features found in a wide
variety of sea creatures, including cephalopods and
crustaceans. They typically live to 150, but certain
members of occult orders have been known to
live to 600 years.
DEEPBORN TRAITS
Creature Type: Aberration
Size: Medium (about 5–7 feet tall)
Speed: 30 feet, Swim Speed equal to your Speed
As a deepborn, you have these special traits.
Amphibious. You can breathe air and water.
Darkvision. You have Darkvision with a
range of 60 feet.
Eldritch Gibbering. Thanks to your
eldritch connection to the Hungering
Ones, you speak Deep Speech. As a Magic
action, you can gibber in that language.
Each creature of your choice in a 30-foot
Emanation originating from you must
succeed on a Wisdom saving throw (DC 8
plus your Pro5ciency Bonus and Intelligence,
Wisdom, or Charisma modi5er; choose when you select
this species) or roll a d6 and consult the table below.
The e4ect lasts until the start of your next turn. Once
any target fails its save against this trait, you can’t use it
again until you 5nish a Short or Long Rest.
1d6 Effect
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GNARLBORN
Gnarlborn (NAR-ull-born) are a tree-like species
native to Ardengloom, usually sprouting up from the soil
of the twisted, dark forest. Their home is forever haunted
by the souls of long-dead fey, which
inhabit the enormous, face-bearing
trees known as Elderwoods which
this folk commune with to
receive primordial wisdom.
Resembling gnarled,
haunted trees with glowing faces
hollowed into the bark, their
individual patterns of branches,
moss, and lichen provide a wide
diversity of appearances. Most
gnarlborn live to 500, but those with the
strongest connection to the Elderwoods have
been said to live for thousands of years.
GNARLBORN TRAITS
Creature Type: Plant
Size: Medium (about 5-8 feet tall)
Speed: 30 feet
As a gnarlborn, you have these special traits.
Deep Roots. You have Advantage on ability checks
and saving throws against being moved against your will,
or to avoid the Prone condition.
Elderwood Whispers. You can draw on the memory
of the Elderwood spirits. When you 5nish a Long Rest,
you gain pro5ciency with a skill, a tool, or learn one
language of your choice until you next 5nish a Long Rest.
Grasping Branches. As a Bonus Action, you can
magically unleash the binding power of the dark wood.
Choose a Large or smaller creature within 30 feet of
yourself. The creature must make a Strength saving
throw (DC 8 plus your Constitution modi5er and
Pro5ciency Bonus). On a failed save, the target has the
Grappled condition for 1 minute as branches appear and
ensnare it. On a success, its Speed is halved until the end
of its next turn. A Grappled creature repeats the save at
the end of each of its turns, ending the e4ect on itself on
a success. The branches vanish when the condition ends.
Once you use this trait, you can’t do so again until
you 5nish a Short or Long Rest.
Root Sense. As a Bonus Action, you gain
Tremorsense with a range of 60 feet for 10 minutes.
Once you use this trait, you can’t do so again until you
5nish a Short or Long rest.
Towering Size. You have Advantage on any ability
check you make to end the Grappled condition. You also
count as one size larger when determining your carrying
capacity.
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specIes
G R AV EBORN
Graveborn are a ghoul-like species native to Syndramas,
typically rising from one of the countless graves that
mark the frozen battle5elds of the province. Having
5rst been created in a kingdom-wide ritual that
twisted countless humans into new undead creatures
that barely resembled who they once were, they now
wage war endlessly and perpetuate a culture of martial
prowess, relentlessness, and grave honor. These people
are infused with the necrotic and draconic essence
of the powerful Drakkonite metal found throughout
the province, which has given them a strange taste for
spoiled 6esh of any variety.
Appearing as the corpses of twisted humanoids that
never actually lived, they have powerful snouts and
jaws with elongated teeth and tongue that assist in the
devouring of 6esh and bone. Their physiology is sturdy,
as if magically designed to be perfected for war. If not
killed in war, they usually live to 300 before decaying to
their end.
GRAVEBORN TRAITS
Creature Type: Undead
Size: Medium (about 4–6 feet tall)
Speed: 30 feet
As a graveborn, you have these special
traits.
Darkvision. You have Darkvision
with a range of 60 feet.
Devour Corpse. You can eat spoiled and
rotten food as if it were fresh. Additionally,
if you spend 1 minute eating 6esh from the
corpse of a Small or larger creature that isn’t
a Construct, roll one of your Hit Point Dice
without expending it (even if you have none
remaining). You regain a number of Hit
Points equal to the number rolled plus your
Constitution modi5er (minimum of 1 Hit
Point). Once you regain Hit Points using this
trait, you can’t do so again until you 5nish a
Short or Long rest.
Frozen Waste. You have Resistance to Cold
damage.
Infused Drakkonite. When you damage a
creature, you can ignore any Resistances it has,
and it takes extra Necrotic damage equal to
your Pro5ciency Bonus. Once you use this
trait, you can’t do so again until you 5nish a
Short or Long rest.
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HARVESTBORN
Harvestborn are a scarecrow-like species native to
Enoch, most often crafted by Methuselah, the lord of
the province, with great care. Infused with the vital,
green magic that surges through the immensely fertile
province, they have a strong connection to the cycle
of both the harvest and life, death, and rebirth. They
feed much of Druskenvald with the crops they grow
in a relatively peaceful society that puts a focus on
community, family, and fellowship.
As a constructed species resembling any manner of
scarecrow, their bodies are comprised of a mixture
of wood, metal, straw, and other implements.
Their heads with glowing eyes might be made from
a burlap sack or a crop such as a pumpkin or turnip.
Staying true to the cycle, they generally live 100 years
before accepting the next step of death before being
reborn once more.
HARVESTBORN TRAITS
Creature Type: Construct
Size: Medium (about 4–7 feet tall)
Speed: 30 feet
As a harvestborn, you have these special traits.
Gift of the Green. When a creature dies
within 30 feet of yourself, you can take a
Reaction to reap some of its escaping vital
essence. One creature you can see within
30 feet of the dead creature can expend and
roll one Hit Point Die. The target regains a
number of Hit Points equal to the number
rolled plus its Constitution modi5er.
Once you use this trait, you can’t do so again
until you 5nish a Short or Long rest.
Jack-O-Lantern. You know the Dancing Lights
cantrip. Intelligence, Wisdom, or Charisma is your
spellcasting ability for it (choose when you select
this species).
Scarecrow Nature. You don’t require air, food, or
drink.
Watchful Rest. You don’t need to sleep, and you can
5nish a Long Rest in 4 hours if you spend those hours
in an inactive, motionless state, during which you retain
consciousness.
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specIes
PL AGUEBORN
Plagueborn are a rat-like species native to Bubonia,
typically coalescing in the pestilent haze that hangs over
the province. They are deeply connected to the virulent
and deadly plague that a7icts and shapes their society
that persists through cunning, ruthlessness, and the
sheer will to live. They are the most adaptable species
of Druskenvald, quickly discovering the means to
survive even the harshest environments.
Appearing as large plague rats with humanoid
physiology, their short fur ranges from natural
colors to various shades of green. They bear jagged
teeth and claws that all carry a strain of plague to
which they are immune, but can prove deadly to others.
Usually living no longer than 100 years, their nimble tails
can vary greatly in length and thickness, often re6ecting
their family, clan, or guild.
PLAGUEBORN TRAITS
Creature Type: Humanoid
Size: Medium (about 4–6 feet tall)
or Small (about 2–4 feet tall),
chosen when you select this
species
Speed: 30 feet, Climb Speed equal to Speed
As a plagueborn, you have these special
traits.
Born in Filth. You have Advantage on
saving throws to avoid or end the Poisoned
condition or magical contagions.
Darkvision. You have Darkvision with a range
of 60 feet.
Infected Cunning. The plague you carry binds you
to rats and imparts their cunning. You gain pro5ciency
in the Deception or Stealth skill.
Plague Bearer. When you hit a creature with an
attack roll, you can spread your magical contagion
to the target. The creature must succeed on a
Constitution saving throw (DC 8 plus your
Constitution modi5er and Pro5ciency
Bonus) or become a7icted with your
plague for 1 minute.
While a7icted, the creature has
Disadvantage on attack rolls and ability
checks and takes 1d4 Poison damage
at the start of each of its turns. The
creature repeats the save at the end of
each of its turns, ending the plague on a
success.
Once you use this trait, you can’t do so again until
you 5nish a Long rest.
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RELICBORN
Relicborn are a skeleton-like species native to Kalero,
generally emerging from the numerous tombs and crypts
that line the canyon walls of the province. They thrive
in a culture of celebration and remembrance, which
infuses the very essence of every member of the species.
Dancing between the energy of a vivacious party and
the serenity of peaceful re6ection, this folk holds a deep
appreciation for both the living and the dead.
They appear as skeletons decorated with a wide
array of vibrant colors, patterns, and styles, their
bones encased in a translucent, glowing, substance
that provides them with a similar mass and shape to
other humanoid species, allowing them to comfortably
wear clothing and armor. They also have the ability to
grow hair from their skulls, which is often shaped into
bombastic styles.
RELICBORN TRAITS
Creature Type: Undead
Size: Medium (about 4–6 feet tall)
Speed: 30 feet
As a relicborn, you have these special traits.
Dance of Death. As a Bonus Action, you can make
a DC 15 Charisma check with the Performance skill
or with a Musical Instrument. If you succeed,
the next attack roll you make before the end
of the turn has Advantage. If you succeed on
the check by 5 or more, you can roll one of
your Hit Point Dice (without expending it)
and gain Temporary Hit Points equal to the
number rolled.
Eternal Party. You don’t need to sleep, and
you can 5nish a Long Rest in 4 hours if you spend
those hours enjoying revelry such as telling stories or
playing music.
Moment of Remembrance. When another creature
you can see within 30 feet of you fails a D20 Test, you
can take a Reaction to let the target add 1d4 to the
total, potentially causing it to succeed. Once this feature
changes a failed roll into a success, you can’t use it again
until you 5nish a Short or Long Rest.
Soul of Revelry. You gain pro5ciency in the
Performance skill or with one kind of Musical
Instrument.
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SILKBORN
Silkborn are a spider-like
species native to Nerukhet,
typically emerging from silken cocoons amidst
thick webbing that 5ll miles of tunnels throughout
the subterranean province. They have a deep kinship
and connection with the bejeweled arachnids and
insects that have assisted them in building the grandest
civilization in all Druskenvald. This folk also channels
the great gems that 5ll the caverns of the province
with light and power, bringing them
ever closer to the gods that spared their
kind from an ancient calamity.
While this species has humanoid
proportions, they have strong
arachnid features, their skin
being a hardened, bejeweled
carapace. They have numerous
eyes and additional segmented
limbs that grow from their
backs, as well as mouths that
resemble mandibles. They
generally live to 250, but those at the
higher echelons of their civilizations have been
known to live to 800.
SILKBORN TRAITS
Creature Type: Humanoid
Size: Medium (about 5–6 feet tall)
Speed: 30 feet, Climb Speed equal to Speed
As a silkborn, you have these special traits.
Darkvision. You have Darkvision with a
range of 60 feet.
Bejeweled Carapace. When you are hit
with an attack roll, you can take a Reaction to add
your Pro5ciency Bonus to your AC against that attack,
potentially causing it to miss. Once you use this trait, you
can’t do so again until you 5nish a Short or Long Rest.
Silken Legacy. You know the Thaumaturgy cantrip.
Starting at character level 3, you always have the Find
Familiar spell (the familiar takes the form of a jeweled
insect or arachnid) prepared, and starting at character
level 5, you always have the Web spell prepared, and
you can cast each once without a spell slot or Material
components. You regain the ability to cast them in that
way when you 5nish a Long Rest. You can also cast either
spell using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting
ability for the spells you cast with this trait (choose when
you select this species).Spider Climb. You can move up,
down, and across vertical surfaces and upside down along
ceilings, while leaving your hands free.
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STONEBORN
Stoneborn are a
gargoyle-like species
native to Pholsense, usually
meticulously carved by the
lord of the province, Archbishop
Danton Alexandre Renault. Blessed
by the divine power known as the
Silver Path, these people can call
upon the godliness that su4uses their
construction. In a domain of darkness,
they have looked to the light of
their god to build a civilization that
attempts to uphold what is good and
lawful at all costs.
This species appears as living
gargoyles with stony skin that have
the same hue and pattern as the stone
they were carved from. While all
of their kind have broad wings that
carry their dense, heavy bodies, their biology
can evoke a wide variety of creatures including
bats, 5ends, dragons, birds, angels, dogs, lizards, and
more, often combining a chimeric blend of features for
a widely diverse-looking people. They usually live to 300
before crumbling into rubble.
STONEBORN TRAITS
Creature Type: Construct
Size: Medium (about 4–7 feet tall) or Small (about 3–4
feet tall), chosen when you select this species
Speed: 30 feet
As a stoneborn, you have these special traits.
Argent Gleam. You can channel a mote of the Silver
Path’s light. As a Bonus Action, choose one of the
following options. Once you use this trait’s Bonus Action,
you can’t do so again until you 5nish a Long Rest.
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THREADBORN
Threadborn are a doll-like species native to Picco, most
often built with love by Blinski II, the master toymaker
and lord of the province. In a province that is mostly
fabricated and constructed to maximize the fun of all
who live there, the essence of joy, thrill, and friendship
are woven into their very nature. The threads that
keep their forms together also serve as the bonds made
between loved ones to share in a childlike wonder and
whimsy, no matter one’s age.
As living dolls, this folk is constructed with a wide
variety of material including cloth, wood, metal,
porcelain, stu8ng, yarn, and anything else a toy might
be made of. With the most varied body shapes of all
Druskenvald’s species, each member of the species
represents a unique representation of fun. They usually
live to 100 before falling apart and needing to be rebuilt.
THREADBORN TRAITS
Creature Type: Construct
Size: Medium (about 4–7 feet tall) or Small (about 2–4
feet tall), chosen when you select this species
Speed: 30 feet
As a threadborn, you have these special traits.
Ball-Jointed. You can move through a space as
narrow as 1 foot wide as if it were Di8cult Terrain.
Innocent Mind. You have Resistance to Psychic
damage.
Sewn Nature. You don’t require air, food, or drink.
Soothing Heart. You know the Guidance cantrip.
Starting at character level 3, you always have the
Sanctuary spell prepared, and starting at character level
5, you always have the Calm Emotions spell prepared and
you can cast each once without a spell slot. When you
cast Calm Emotions in this way, it can target creatures
of any type. You regain the ability to cast them using
this trait when you 5nish a Long Rest. You can also
cast either spell using any spell slots you have of the
appropriate level.
Intelligence, Wisdom, or Charisma is your
spellcasting ability for the spells you cast with this trait
(choose when you select this species).
You've Got a Friend. When a creature you can see
within 30 feet of yourself fails an ability check using a
skill, you can take a Reaction to cast Guidance on the
creature, ignoring the spell's normal range. The creature
can add the spell's 1d4 to its ability check, potentially
causing it to succeed, then the spell ends. You can use
this trait a number of times equal to your Pro5ciency
Bonus, and you regain all expended uses when you 5nish
a Long Rest.
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chapter 3:
SUBCL ASSES
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of the 12 core classes, weaving dark and ancient powers into new
subclasses (summarized below), spells, and class feature options.
We decided we could do better on this section, so a lot here has changed from
the alpha.
However, to accomodate the new layout, some text is needed which we've not
yet had the chance to write to our standards.
As such, there are still some placeholders here (including this page), which
will contain extra content in the final release.
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B ar b ar i an :
PAT H OF T H E E X PE R I ME N T
Augment the Body with Volatile Serums
Barbarians following the Path of the Experiment LEVEL 3: ALCHEMICAL EXPERIMENTS
supplement their rage with alchemical cocktails surging You gain a set of Alchemist’s Supplies, and you have
in their bodies through syringes and tubes of copper, pro5ciency with it. Additionally, you can use Alchemist’s
steel, and glass. These formulas enhance their ability Supplies instead of an Herbalism Kit to craft Potions of
to channel primal might, or perhaps—because of their Healing.
rage—they are the only people who can survive the
chemicals 6ooding their veins. A Barbarian may have LEVEL 3: VOLATILE SERUM
created the implants and serums through their own You have an implanted series of syringes and reservoirs
experimentation, or they could have been subjected to that hold and deploy alchemical serums into your body.
the insidious work of others. Whatever the origin, it When you enter your rage, choose one of your serums
could have been well-intentioned to enhance or preserve to inject and gain its bene5ts.
the Barbarian’s life, or it could have been unhinged The chosen serum lasts for the duration of your rage,
alchemical exploration. or until you choose a new serum as a Bonus Action. You
have the following serum options.
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subclAsses
Ferocity. This serum throws you into an energized LEVEL 10: REACTIVE CATALYST
frenzy. You ignore Di8cult Terrain, and when you Your implants are now sensitive to your response to
hit with a Melee weapon or Unarmed Strike, you can danger and 6ood you with stimulating chemicals. When
activate the Cleave mastery property in addition to any you take damage or when you gain one of the following
other masteries. conditions: Blinded, Deafened, Poisoned, or Stunned,
Monstrosity. The serum expands your body to you can take a Reaction to enter your rage before the
monstrous proportions and can change your appearance damage or conditions are applied. When you enter
in cosmetic ways such as facial features, skin tone, and your rage, you end any of those conditions on yourself,
hair length or color. Your reach increases by 5 feet, including any triggering conditions.
and once per turn when you miss with an attack roll Additionally, while your rage is active you have
that relies on Strength you can add your Rage Damage Advantage on Constitution saving throws.
bonus to the total, potentially causing the attack to hit.
If you are smaller than Large, you become Large, along LEVEL 14: BIOCHEMICAL ADMIXTURE
with anything you are wearing or carrying. If there isn’t Your body becomes a living crucible, focusing and
enough room to accommodate the size change, your size combining the strength of your serums. When you
doesn't change. activate an option of your Volatile Serum, you activate
Reconstruction. The serum dulls pain and forces two options instead of one.
wounds to rapidly knit. When you choose this serum, and Additionally, when a creature within 5 feet of you
at the start of each of your turns, you can expend and roll damages you with a melee attack while your rage is
a Hit Point Die. You regain a number of Hit Points equal active, the creature takes 1d12 Acid damage. A creature
to the number rolled plus your Constitution modi5er can take this damage only once per turn.
(minimum of 1 Hit Point). You gain any excess beyond
your Hit Point maximum as Temporary Hit Points. If you
take Acid or Fire damage, this serum doesn't function at
the start of your next turn.
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B ar d :
COLLEGE OF
WHISTLES
Wander with Wayward Spirits
Old tales speak of the dangers of whistling, how the
hollow, haunting pitches call to the spirits of the
departed and invite them back to the world of the living.
Bards of the College of Whistles take these stories
and set them to their own warbling tunes, whistling
up their bardic magic and summoning spirits to aid in
their travels. These bards wander even more than most
of their fellows, drawn to traveling and gathering both
stories and ghosts like patches in tattered clothing.
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LEVEL 3: WHISTLING WANDERER Each other creature in the Line must succeed on
You’ve shaped the superstition of whistling to the a Wisdom saving throw against your spell save DC
dead into a potent instrument. You gain the following or have the Deafened condition until the start of
bene5ts. your next turn, is pushed up to 10 feet straight away
Wanderer’s Bindle. When you 5nish a Long Rest, from the Line’s point of origin and takes an amount
you can touch a non-magical bag, sack, or similar of Psychic damage equal to three rolls of your Bardic
container and turn it into a magical container called a Inspiration die.
bindle. This container functions as a Handy Haversack. If Once you use this feature, you can’t do so again until
you create a second bindle, if your bindle is more than 1 you 5nish a Long Rest unless you expend a spell slot of
mile away from you, or when you die, the bindle loses its level 3+ (no action required) to restore your use of it.
magic and anything inside appears in unoccupied spaces
closest to the container. LEVEL 14: LAST STOP
Whistled Spells. You can whistle in place of Verbal The ghostly shrill of your whistle now draws the living
components for your Bard spells. Observers unfamiliar closer to the world of the dead. As a Magic action, you
with this tradition must succeed on a DC 15 Intelligence give a whistle that is audible up to 300 feet away. Up to
(Arcana) check to recognize your spellcasting for what it six creatures of your choice that you can see within that
is by whistled Verbal components alone. range must succeed on a Charisma saving throw against
your spell save DC or be cursed. When a cursed target
LEVEL 6: RIDE THE RAILS takes Psychic damage, it has the Frightened condition
You always have the Teleportation Circle spell fprepared. toward the source of that damage until the end of its
When you cast it, a ghostly train appears and whisks the next turn. The 5rst time a cursed target takes Psychic
spell’s targets away. damage, it has Vulnerability to Psychic damage. The
Additionally, you can whistle as a Magic action to target repeats the saving throw at the end of each of its
summon a spectral locomotive into existence. It hurtles turns, ending the e4ect on itself on a success. After 1
in a 120-foot-long, f10-foot-wide Line from you, and it minute, it succeeds automatically.
passes through objects and creatures. Once you use this feature, you can’t use it again until
You and up to six willing creatures of your choice you 5nish a Long Rest unless you expend a spell slot of
within 30 feet of you can hitch a ride on the train. You level 7+ (no action required) to restore your use of it.
teleport to an unoccupied space of your choice in the Once you use this feature, you can’t use it again until
Line, and any creatures who accompanied you appear in you 5nish a Long Rest unless you expend a spell slot of
the closest unoccupied spaces to you. level 7+ (no action required) to restore your use of it.
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C l e r ic :
HARVEST
DOMAIN
Sow, Grow, and Reap in the Harvest Cycle
The Harvest Domain draws from the cycle beginning
with creation, to abundance, and ending in culling
before repeating endlessly. Deities of the harvest can
focus on one of the harvest’s aspects, but most draw
from each phase of the cycle. Clerics of this domain are Harvest Domain Spells
drawn to the cyclical nature of existence, and often take Cleric Level Sowing Growing Reaping
on roles as shepherds of di4erent cycles.
3 Druidcraft, Guidance, Chill Touch,
LEVEL 3: COMMUNITY ALMANAC Goodberry, Entangle, Inflict Wounds,
You gain an Herbalism Kit, and you have pro5ciency Lesser Spike Growth Hold Person
with it. You also gain pro5ciency in the Nature or Restoration
Survival skill.
& Revivify Plant Growth Vampiric Touch
LEVEL 3: HARVEST DOMAIN SPELLS
Whenever you 5nish a Short or Long rest, choose ( Death Ward Freedom of Blight
an aspect of the harvest cycle: Sowing, Growing, or Movement
Reaping. Consult the Harvest Domain Spells table;
you have the spells listed in the column of your chosen ) Awaken Mass Cure Antilife Shell
aspect for your Cleric level and lower prepared. Wounds
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chApter 3
D r uid :
CIRCLE OF THE
OL D WAYS
Become One with the Ancient Forest
Favoring the heart of the darkest forests, Druids of the LEVEL 3: WOOD WOSE
Old Ways commune with ancient, forgotten entities that As a Bonus Action, or as part of
lurk within, calling forth truly primeval power to serve casting Shillelagh, you can expend
as defenders of the oldest and wildest of places. a use of your Wild Shape to su4use
yourself with the power of the old
LEVEL 3: BOUGH AND BRANCH forest, gaining the following bene5ts.
Even the humblest of your weapons channels the might Bark Bulwark. Your base Armor Class is 10 plus
of the old forest. You learn the Shillelagh cantrip if you your Dexterity and Wisdom modi5ers.
don’t already know it. When you cast the spell, you can Elderwood Sap. When you hit a creature with an
cause a Shield made of gnarled wood to grow into your attack roll, the target is coated in Elderwood sap until
free hand if you have one (no action required to don it), the start of your next turn. While coated, the target has
and it vanishes when the spell ends. You can't be forced Disadvantage on attack rolls against targets other than
to drop the a4ected weapon or Shield unless you have you.
the Incapacitated condition. Oaken Resolve. You have Advantage on Strength and
Additionally, for the duration of the spell, you ignore Constitution saving throws.
Somatic components of your Druid spells, and the This e4ect lasts for 10 minutes. It ends early if you
weapon enhanced by the spell becomes a Druidic Focus dismiss it (no action required), have the Incapacitated
for you. condition, or die.
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LEVEL 6: OAK AND THORN Rampant Growth. When you activate Wood Wose
The wrath of the ancient forest drives you and punishes and at the start of each of your subsequent turns, you
your foes. When you activate your Wood Wose, you gain a number of Temporary Hit Points equal to your
gain the following additional bene5ts for the duration. Wisdom modi5er plus your Pro5ciency Bonus.
Oaken!st. You can attack twice instead of once
whenever you take the Attack action on your turn. LEVEL 14: ANCIENT PROTECTOR
Gnarled Thorns. Once on each of your turns when When you awaken your connection to the Elderwood,
you hit a creature with a melee attack roll using a you now become an incarnation of its ancient might.
weapon, the target takes an extra 1d6 Piercing damage. When you activate your Wood Wose, you now gain
additional bene5ts for the duration.
LEVEL 10: DEEPWOOD ELDER Ancient Boughs. Your size increases to Large (along
Your connection to the Elderwood grows stronger. with anything you’re wearing or carrying) if there is
When you activate your Wood Wose, you now gain space to accommodate your growth, and your reach
additional bene5ts for the duration. increases by 5 feet.
Primeval Wrath. Once per turn, when you hit a Mighty Trunk. You gain Resistance to Bludgeoning
creature with a melee attack, you can force the target to and Piercing damage.
succeed on a Strength saving throw against your spell Vengeance of the Old. When a creature covered in
save DC or have the Prone condition. Elderwood Sap that is also within your reach makes
Bramblebark. When a creature within 5 feet of you an attack roll, you can take a Reaction to make a melee
hits you with a melee attack, the attacker takes 1d8 attack against that creature.
Piercing damage.
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D r uid :
CIRCLE OF WICKER
Craft Effigies of Sacrifice and Protection
Cunning in their ancient art, druids of the Circle of Immunity to Poison and Psychic damage). The e8gy
Wicker fashion twig dolls and e8gies, binding their vanishes after 1 minute, when reduced to 0 Hit Points,
magic into these crude forms. These creations often or when you use this feature again. It radiates one of the
resemble animals, rune shapes, natural symbols, or people. following auras (chosen when you create the e8gy) in a
Protective tokens and promises of retribution against 30-foot Emanation 5lled with Dim Light.
trespassers are these druids’ stock in trade. You can weave Sacri!ce. When a creature in the aura takes damage,
the magic of the land through your wicker creations, as you can take a Reaction to deal Fire damage to the
boons to your friends and banes to your foes. creature equal to 1d8 plus your Wisdom modi5er.
Soothe. When you create the e8gy, and as a Bonus
LEVEL 3: WEAVE EFFIGY Action on subsequent turns while the e8gy remains,
Your primal magic can manifest as a wicker e8gy and one creature that you can see within the aura regains
radiate out from it. As a Bonus Action, you can expend 1d8 Hit Points. The e8gy vanishes when you use
a use of your Wild Shape to create a wicker e8gy in an this healing a number of times equal to twice your
unoccupied space you can see within 30 feet of you. spellcasting ability modi5er.
The e8gy is a Small object (AC 15; HP equal to 5ve Ward. You and your allies within the aura gain a +1
times your Druid level; Vulnerability to Fire damage; bonus to AC.
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chApter 3
F ig ht e r :
BARROW GUARD
Command the Might of the Grave
The dead leave behind much of their knowledge—tomes,
texts, scriptures. This is what they learned in life, but it
stands apart from what can be learned in death. Barrow
Guards are warriors who harness the power of the dead,
taking upon themselves spectral energies normally
forbidden to the living. Some Barrow Guards are those
returned from the dead through magical miracles or
the whims of the gods. Others are those standing at the
doors of sacred crypts, ready to push back any who wish
to desecrate the dead. No matter their origin, these stoic Barrow Guard Draugr Dice
sentinels are unconcerned with matters of the living. Fighter Level Die Size Number
They are separate, other, and duty-bound to their role
as crypt-keepers ensuring the dead—heroes and villains 3 D' 4
alike in life—remain at rest.
& D8 '
LEVEL 3: DEATH KNIGHT
You house within you the lingering remnants of souls ) D8 8
long-departed, and their knowledge and experience
imbue you with necromantic power. It is represented !! D!0 8
by Draugr Dice, which fuel powers you have from this
subclass. The Barrow Guard Draugr Dice table shows !3 D!0 !0
the die size and number of these dice you have when
you reach certain Fighter levels. !( D!2 !2
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Some of your powers expend a Draugr Die, as speci5ed LEVEL 10: TOMB CASTELLAN
in a feature’s description, and you can’t use a power if it The powers of your Death Knight feature improve,
requires you to use a die when all your Draugr Dice are granting you the following bene5ts.
expended. Phantom Charger. Your spectral steed now always
You regain one expended Draugr Die when you 5nish ignores Di8cult Terrain. Additionally, when your steed
a Short Rest, and you regain all of them when you 5nish takes the Dash, Disengage, or Dodge action, you can
a Long Rest. expend and roll a Draugr Die. Your steed magically
The save DC for any of your powers is 8 plus your teleports (with you if you’re riding it) to an unoccupied
Constitution modi5er and Pro5ciency Bonus. space you can see within 60 feet of the steed. Each
Dark Rider. As a Bonus Action, you manifest a creature of your choice within 10 feet of the steed when
ghostly steed that only you can mount. The steed it appears must succeed on a Constitution saving throw,
uses the Warhorse stat block, but its creature type is taking Necrotic damage equal to the number rolled on
Undead, it has Resistance to Bludgeoning, Piercing, the Draugr Die plus your Constitution modi5er on a
and Slashing damage, and it can only take the Dash, failure, or half as much damage on a success.
Disengage, and Dodge actions. When the steed takes Death Knell. When you use your Grave Guard
the Dash action, you can expend and roll a Draugr Die. power in response to a creature damaging you, the
During the movement from that action, the steed’s creature takes Psychic damage equal to half the amount
Speed increases by a number of feet equal to 5 times the of damage the power reduced.
number rolled, and it can move through solid objects Spectral Shrieking. When a creature Grappled by
and creatures as if they were Di8cult Terrain (with you your Soul Reaper feature starts its turn, it takes Psychic
if you’re riding it). If the steed ends its turn inside a solid damage equal to your Pro5ciency Bonus. When it does,
object, it and (and any riders or equipment) is shunted you can take a Reaction to expend and roll a Draugr Die,
to the space it occupied when it entered the object. The adding the number rolled to the damage.
steed and rider take 1d6 Force damage for every 5 feet
shunted. The steed vanishes after 1 hour, if reduced to 0 LEVEL 15: GRAVE LORD
Hit Points, if you have the Incapacitated condition, or if You are no longer a mere vessel for spectral energy, but a
you die. lord of it. You gain the following bene5ts.
Once you take this Bonus Action, you can’t do so On A Pale Horse. When you use your Dark Rider
again until you 5nish a Short or Long Rest, unless you power, you can allow one creature of your choice to
expend a Draugr Die (no action required) to restore mount the steed in addition to you.
your use of it. Sepulchral Shield. When you use your Grave Guard
Grave Guard. When you take damage, you can take power, choose one of the triggering damage types. You
a Reaction to expend and roll a Draugr Die. Reduce have Resistance to that damage type (including the
the damage you take by the number rolled plus your triggering damage) until the start of your next turn.
Constitution modi5er. Death Grip. A creature Grappled by your Soul
Soul Reaper. When you take the Attack action, Reaper power has the Restrained condition until the
you can forego one of your attacks to magically call grapple ends.
forth ghostly hands around a creature within 60 feet of
yourself. Expend and roll a Draugr Die. The target must LEVEL 18: MIGHT OF THE NECROPOLIS
make a Strength saving throw. On a failure, it has the Your command of the secrets imparted to you is
Grappled condition (escape DC = your Death Knight absolute. You gain the following bene5ts.
save DC) for 1 minute, and it takes Necrotic damage Eternal Vigil. You no longer su4er the e4ects of
equal to the number rolled on the Draugr Die plus your aging, you can't be magically aged, and you don’t die
Constitution modi5er. On a success, it takes half damage of old age. In addition, you no longer require air, food,
only. drink, or sleep.
Restless Dead. When you roll Initiative, if you have
LEVEL 7: SIPHONING SOULS fewer than 3 Draugr Dice, you regain expended dice
You can capture the 6eeing essence of departing souls until you have 3.
to glean knowledge and prowess. You gain the following
bene5ts.
Mortal Coil. When a creature that isn't a Construct
or Undead within 30 feet of you dies, you can take a
Reaction to regain one expended Draugr Die.
Whisper of the Departed. When you make an ability
check, you can expend and roll a Draugr Die and add
the number rolled to the total.
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chApter 3
Mon k :
WA RRIOR OF THE
PESTILENT HAZE
Spread Virulent Plague with a Touch
Warriors of the Pestilent Haze draw plague into their
very beings, folding it into their energy and becoming
one with the disease. Monks who follow this tradition
wander, often following or even preceding waves of Miasmic
plague. Some walk with caution, their touch measured, Plague. When you hit
unleashing sickness only where dense populations must a creature with an Unarmed
be culled. Others revel in the miasma spreading as far Strike, you can expend 1 Focus
and fast as possible. Point to force the creature to
succeed on a Constitution saving
LEVEL 3: CONTAGIOUS DISCIPLINE throw or be cursed for 1 minute.
You have brewed and concentrated disease within For the duration, the creature
yourself, and now can push manifestations of it outward. has the Poisoned condition. If you
You gain the following bene5ts: forego the extra damage granted
Claws of Pestilence. Your nails grow into a set of by Claws of Pestilence, you can use Miasmic Plague
vermin-like claws. You can deal Slashing damage when without paying its Focus Point cost. While cursed, once
you hit with an Unarmed Strike instead of Bludgeoning per turn the creature takes extra Necrotic damage from
damage. When you hit a creature with an attack granted your Unarmed Strikes equal to one roll of your Martial
by your Flurry of Blows, you deal extra Necrotic Arts die. The creature repeats the save at the end of
damage equal to one roll of your Martial Arts die. each of its turns, ending the e4ect on itself on a success.
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chApter 3
P a l a d in :
OATH OF
CASTIGATION
Seek Out and Burn Wickedness to Ash
Evil and wickedness are widespread and long-lived, but
not in5nite. Paladins who swear the Oath of Castigation
root evil out to burn it away utterly, giving light to all
that is innocent and good. Whether bound by the laws
of mortals, their deity, or their own personal code, they
relentlessly hunt down evil where it thrives. Paladins of
this oath know evil cannot hide in any festering place
once it burns.
These paladins share the following tenets:
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chApter 3
R ang e r :
GRIM HARBINGER
Seal Fate as an Omen of Doom
You form a bond with a symbol of doom, a spectral Grim Harbinger Spells
hound known as the grim. Your magic marks your foes Ranger Level Spells
and calls the grim down to harry your quarry unto the
grave. As your bond with the grim grows, you become a 3 Bane
relentless bearer of doom.
& Hold Person
LEVEL 3: GRIM HARBINGER SPELLS
When you reach a Ranger level speci5ed in the Grim ) Fear
Harbinger Spells table, you thereafter always have the
listed spell prepared. !3 Phantasmal Killer
!( Dream
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chApter 3
R og u e :
SINNER
Deal in Vice to Jinx Foes and Bend Luck
Vice clings to you like a second skin—cheating,
drunkenness, and games of chance are your bread and
blood. A scoundrel by nature, sin calls your name, and
when whispers of male5c powers reach your ears, you
heed them. Those powers o4er more than temptation—
they grant you the tools to deceive, steal, and even kill
with a precision you never dreamed of.
Perhaps it begins with a meeting in a seedy saloon,
a ritual under desert skies, or a cursed temple found
deep in the jungle. No matter the road, the end is always
the same. Jinxcraft. Through hexes, curses, and grim
magic, you entwine yourself with sin, casting aside
judgment and righteousness. The laws of man and gods
are nothing to you—only the cold comfort of the wicked
path remains.
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8-) Withered Arm. Until the end of its next turn, the
target has Disadvantage on d20 Tests that rely on
Strength.
!0-!! Bad Luck. Until the end of its next turn, when the
target makes an attack roll, or a saving throw it
subtracts !d' from the total.
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chApter 3
Sorcerer:
CRIMSON
SORCERY
Control the Vital Power of Your Lifeblood
The ancient power of blood courses through your body,
fueling your magic with primeval force and leaving you
with a growing hunger deep within. You can guide this
power to infuse the vitality of others, or to rip it away
and steal it for yourself.
As a Crimson sorcerer, you alone know how you
acquired your powers. Were you born with them? Did
some grim event infuse you with an insatiable hunger for
life force? Did you delve into dark learning?
Consult the Crimson Origins table for a possible
origin of your power.
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LEVEL 14: VITAL SIPHONING & You studied the secrets of life and death, perhaps
You can feed on your own life essence to fuel your to save yourself or a loved one. In so doing, you
magic. As a Bonus Action, you can expend a Hit Point unlocked the crimson power in your blood.
Die and choose one of the following bene5ts.
Blood Boil. You regain the use of your Blood Well. ' You died, and a cunning entity offered you a
Crimson Pulse. Expend your Blood Well to make second chance at life. You accepted and awoke
the next Metamagic option you use this turn cost no with ravenous sorcery coursing through your
Sorcery Points. veins.
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chApter 3
W ar lo c k :
GREAT FOOL
PAT RO N
Laugh in the Face of Danger with Foolish Antics
What horrors and sorrows can't be undone by maniacal
laughter? You have made a pact with a powerful being Great Fool Spells
of jolly revelry, but one whose humor is lost on mortal Warlock Level Spells
understanding. You are a mocking mirror to bring
low the arrogant and mighty, though the Great Fool’s 3 Disguise Self, Hideous Laughter, Rope Trick,
ultimate designs are often inscrutable. Spiritual Weapon, Vicious Mockery
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LEVEL 3: KILLING JOKE The curse lasts for 1 minute. The creature can repeat
You see the humor in everything—especially in the end the saving throw at the end of each of its turns, ending
of things. When a creature you can see within 60 feet of the curse on a success.
you takes damage or fails a saving throw, you can take a Once you use this feature, you can’t do so again until
Reaction to cast Vicious Mockery on that creature. You you 5nish a Short or Long rest.
can use this Reaction a number of times equal to your
Charisma modi5er (minimum of once). You regain one LEVEL 10: MOCKING BANTER
expended use when you 5nish a Short Rest, and all When a creature damages you, you can take a Reaction
expended uses when you 5nish a Long Rest. to force the creature to make a Wisdom saving throw
against your spell save DC. On a failed save, the
LEVEL 6: JESTER’S JAPES creature takes Psychic damage equal to the triggering
By calling down an aspect of the Great Fool, you can damage you took, or half as much damage on a
curse your foes. As a Magic action, you target a creature successful one.
you can see within 60 feet of you and force it to succeed Once you use this Reaction, you can’t use it again
on a Charisma saving throw against your spell save DC until you 5nish a Short or Long Rest.
or su4er one of the following curses (your choice).
Flower Spurt. You spray a strange liquid at the LEVEL 14: SEND IN THE CLOWNS
creature’s eyes, giving it the Blinded condition. You can call upon the laughing, jeering spirits of
Clown Shoes. The creature’s feet or similar appendages followers of the Great Fool to strike down your foes.
grow to awkwardly exaggerated proportions. The As a Magic action, you summon three ghostly fools.
creature is reduced to half Speed and has Disadvantage on The fools are translucent and intangible, and resemble
ability checks and saving throws that rely on Dexterity. clowns, jesters, or similar entertainers. Make up to three
Honk Honk. The creature emits sounds such as melee spell attacks against creatures within 60 feet of
honks, chimes, or squeaks audible out to 100 feet with you. On a hit, a target takes 2d10 Psychic damage and
every movement, no matter how slight. The creature has the Frightened condition until the end of its next
can’t bene5t from the Invisible condition. turn. You can use your action on subsequent turns to
Jolly Arms. Any weapon or Unarmed Strike the repeat the attacks.
creature attacks with, including natural weapons such The fools remain for 1 minute, or until you have the
as fangs and claws, take on a comical appearance as if Incapacitated condition, or you die. Once you use this
they were made of wood, stu4ed cloth, or balloons. feature, you can’t do so again until you 5nish a Long
The target deals half damage with weapon attacks and Rest.
Unarmed Strikes.
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chApter 3
W ar lo c k :
HORNED KING
PAT RO N
Live Deliciously with Bewitching Power
In desperation and cunning you have woven your
fate with the Horned King, a pact inked in blood and
corruption. No ordinary master of the wilds, this ancient
terror bends the moon’s crooked light to his will, lurking
not only in the deepest woods but within the twisted
marrow of fear itself. As his chosen, your very 6esh holds
forgotten sorceries, steeped in magic as old as time. The
gift he bestows is not power, but a curse—one that marks
you as more than mortal. Misfortune does not merely
loom over those who dare oppose you; it rots their
bones, their minds, their souls. It makes crooked their
fate. Few would dare to bargain with the Horned King,
himself, for those who emerge from his grasp do not do
so as themselves, but rather as something constructed
from shadow and fear.
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LEVEL 3: WITCH MARK King of All. You radiate an aura of power in a 20-foot
The Horned King teaches you to impart your magic Emanation that originates from you. When you activate
into a marked token. When you 5nish a Long Rest, you this feature, and at the start of each of your turns, you
can imbue magic into a nonmagical Tiny object you’re can choose a creature you can see in the aura. The target
holding. Choose one of your prepared Warlock spells must succeed on a Charisma saving throw against your
that has a casting time of an action. A creature holding spell save DC or su4er one of the following e4ects of
the marked object can use a Magic action to cast the your choice until the start of your next turn.
spell (using your Charisma modi5er, spell attack bonus,
or spell save DC). The mark fades when the spell is cast [Link].t. The creature has the Charmed condition.
from it, or when you 5nish a Long Rest. [Link]. The creature is cursed with Disadvantage
on attack rolls and ability checks.
LEVEL 3: MALEDICTION terror. The creature has the Frightened condition and
You can call upon the Horned King’s malice to must move away from you by the safest route during its
manipulate luck and fate. As a Magic action, you can turn unless there is nowhere to move.
curse a creature you can see within 60 feet of you.
Alternatively, when a creature within range targets you LEVEL 14: GATHER THE COVEN
with an attack roll or a spell, you can take a Reaction to You can now share the Horned King’s power with those
curse the creature with one of the curses below (your you deem worthy. You can perform a 1-hour ritual which
choice). You can use this feature a number of times equal can take place during a rest to form a magical bond with
to your Charisma modi5er (minimum of once). You up to six willing creatures. You can end the bond for any
regain all expended uses when you 5nish a Long Rest. number of the creatures (no action required), and the
Agony. The target’s next attack roll or Constitution bond ends when you die. The bond grants the following
saving throw to maintain Concentration (your choice) bene5ts.
has Disadvantage. Witchcraft. Choose one of the curses from your
Hate. The target’s next Intelligence, Wisdom or Malediction feature. The bonded creatures can now
Charisma saving throw (your choice) has Disadvantage. each use that option once, and they regain the ability to
Rot. The next time the target takes damage, it takes do so when they 5nish a Long Rest.
an extra 1d10 Necrotic damage and it can’t regain Hit Fly By Night. As a Bonus Action, choose one of the
Points until the end of its next turn. bonded creatures. If you and the target are on the same
plane of existence, you magically teleport to the nearest
LEVEL 6: SPITEFUL CURSE unoccupied space next to the creature. You can use this
When you use Malediction, you can now cast Bestow bene5t once, and you regain the ability to do so when
Curse once without a spell slot as the action or Reaction you 5nish a Short or Long Rest. If your Crown of Horns
for that feature, and you regain the ability to cast it that feature is active when you use this Bonus Action, the use
way when you 5nish a Long Rest. If the target succeeds isn’t expended.
on its saving throw against the spell, your use of this Hand of the King. While your Crown of Horns
feature isn’t expended. feature is active, the 5rst time a bonded creature
When you cast the spell in this way, its range becomes damages another creature during its turn, the target
60 feet, and it lasts 1 minute with no Concentration takes an extra 1d10 Necrotic damage.
required. If the target succeeds on its saving throw against
the spell, choose one of the Malediction curses, and the
target su4ers that curse instead.
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chApter 3
W iz ar d :
OCCULTIST
Seek Beyond the Stars for Forbidden Knowledge
Wizardry urges the relentless pursuit of knowledge
that pushes every boundary in search of greater power
and understanding. Some boundaries are never meant
to be crossed, though. As an occultist, you push your
understanding of spellcraft until reality itself tears open,
revealing alien realms from which you can draw even
greater power.
LEVEL 3: INTRUSION
Your search in the forbidden reaches beyond the
universe yields great power, but at the risk of letting
something from beyond intrude into your reality.
You have an Intrusion Die which starts at a d6,
that can change as you use your features. The die can
increase or decrease, along this progression of die sizes:
d2, d3, d4, d6, d8, d10, d12.
The size maximum for your Intrusion Die is its
starting size, which increases by one step when you Overwhelming Mind. Creatures have Disadvantage
reach Wizard levels 5 (d8), 11 (d10), and 17 (d12). on the 5rst saving throw they make against the spell.
When you use a feature that risks Intrusion, roll your Seeking Eye. You have Advantage on the 5rst attack
Intrusion Die. On a 2 or higher, no Intrusion occurs, roll you make for the spell.
and the Intrusion die reduces in size one step on the
progression. LEVEL 6: REALITY TEAR
On a roll of 1, the Intrusion Die rises in size one step, Choose a spell of level 3 or lower from the Warlock spell
and you roll on the Intrusion table to determine what list. You always have the spell prepared. You can change
happens as reality fractures. Intrusions use your spell your chosen spell when you 5nish a Long Rest. When
save DC. you cast the spell, you can risk Intrusion to remove the
The Intrusion Die increases in size by one step (up need to Concentrate on it, and the spell ends after 1
to its starting size) when you 5nish a Short Rest, and it minute or its normal duration, whichever is shorter.
resets to its starting size when you 5nish a Long Rest. Additionally, you can cause an automatic Intrusion
Additionally, you can focus alien potency into your (and increase the die’s size one step, up to its starting
spells. When you cast a spell using a spell slot, you can size) to cast the spell once without a spell slot, and you
risk Intrusion to choose one of the following. regain the ability to do so when you 5nish a Long Rest.
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subclAsses
Intrusion
1d12 Effect
! You feel a presence behind you that whispers incomprehensible things into your soul. Until the end of your next
turn you can only do one of the following on a turn: take an action, a Bonus Action, or move.
2 Space twists and melts in a 30-foot Emanation around you. All creatures (including you) in the area are reduced to
half Speed until the end of your next turn.
3 The nearest other creature within '0 feet of yourself must succeed on a Constitution saving throw or take Necrotic
damage equal to two rolls of your Intrusion Die (at its starting size), and you regain a number of Hit Points equal
to the damage dealt.
4 Reality tears in your space until the end of your next turn. You and each creature that can see the tear must succeed
on a Wisdom saving throw or have the Frightened condition while the tear exists.
& One of your arms warps into an alien appendage such as a distorted version of an arm, or a twisting tentacle for
! minute. You can melee spell attacks with the limb. On a hit, roll a number of your Intrusion dice (at its starting
size) equal to your Pro+ciency Bonus. The target takes Acid damage equal to the total rolled.
' Alien landscapes overlay your vision, giving you the Blinded condition until the end of your next turn.
( Unnatural thoughts disorient you, giving you the Incapacitated condition until the end of your next turn.
8 You experience an instant of terrible clarity. You take Psychic damage equal to two rolls of your Intrusion Die (at its
starting size), and for ! minute you increase your spell save DC by 2.
) You regain an expended spell slot of level & or lower (your choice), and you take Necrotic damage, which can't be
reduced or ignored in any way, equal to twice the slot's level.
!0 When you cause this Intrusion and at the end of each of your turns for ! minute, pulses in the fabric of space +ll a
!&-foot Emanation from you, giving you and each creature in it the Prone condition.
!! For ! hour, you hear whispered, disembodied thoughts of hateful scorn directed at you. While you can hear the
whispers, you have Disadvantage on ability checks and saving throws that rely on Wisdom.
!2 An Aberration or a Fiend with a CR equal to your Wizard level or lower (GM's choice) appears in an unoccupied
space within 30 feet of you. The GM decides the creature's attitude (Hostile/Indifferent/Friendly) and actions.
97
chApter 3
W iz ar d :
PHILOSOPHER
Distill the Essence of Creation
You have focused your study of wizardry on the LEVEL 3: QUINTESSENCE
fundamental nature of existence and reality. You seek You have learned the fundamental process of
to understand the most primal truths of creation dissolution. You know the Dissolution cantrip. A
and manipulate those forces and substances through creature or object you reduce to 0 Hit Points with the
alchemical practice. cantrip is destroyed. If the target was Small or larger, it
dissolves into a measure (about an ounce) of crystalline
LEVEL 3: ALCHEMICAL KNOWLEDGE powder called Quintessence. You can have total
You gain a set of Alchemist’s Supplies. You have Quintessence equal to twice your Pro5ciency Bonus
pro5ciency with it and can use it as an Arcane Focus. at one time. If you create more, the oldest measure
Additionally, you can use Alchemist’s Supplies instead of vanishes. You can use Quintessence you are touching in
the normal tool to craft a magic item. the following ways.
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subclAsses
Material Component. When you cast a spell, you Additionally, when you cast Creation, you can expend
can expend Quintessence to serve as the spell’s Material a number of Quintessence up to your Intelligence
components up to a value of 100 GP per Quintessence modi5er (minimum of 1) to multiply the spell’s duration
expended. by that amount plus 1.
Reagent. When you scribe a spell into your spellbook,
or when you use Alchemist’s Supplies to craft a magic LEVEL 14: RUBEDO
item, you can expend Quintessence to serve as 50 GP The culmination of your great work, you can now
worth of material for the task per Quintessence expended. distill your perfected knowledge of existence into
Vitriolic Enhancement. When you cast a spell that a physical form. When you 5nish a Short or Long
deals damage, you can expend 1 Quintessence as an Rest, you can expend 10 Quintessence to create a
additional Material component to change one damage philosopher’s stone—a translucent red crystal. The
type the spell deals to Force. stone is a Tiny magical object with AC 19, HP 20, and
Immunity to all damage except Force. If you create
LEVEL 6: ALBEDO a second philosopher’s stone, the 5rst one vanishes.
You can purify your Quintessence to amplify your spells. While you carry the stone, it grants you the following
When you cast a spell using a spell slot, you can expend bene5ts.
1 Quintessence as a Material component to increase the Ampli!cation. When you cast a spell, you can
level of the spell slot by 1, up to level 9. The maximum expend up to 2 Quintessence as an additional Material
Quintessence you can expend in this way on a given component to increase your spell save DC for that spell
spell is half of your Pro5ciency Bonus (rounded up). by the same amount.
Equivalent Exchange. When you fail a saving throw,
LEVEL 10: CITRINITAS you can take a Reaction to expend 5 Quintessence to
You can now manipulate Quintessence to create, not succeed on the save instead.
merely to purify. You always have the Creation and Longevity. You stop aging and don’t su4er any e4ects
Fabricate spells prepared, and you can cast each spell from old age, including dying from it.
once without expending a spell slot, regaining the ability Sympathy. The stone counts as part of your body
to do so when you 5nish a Long Rest. When you cast a for purposes of the Scrying spell, and for spells that
spell using this feature, you can cast the spell as an action restore you to life if you die. The stone itself serves
rather than its normal casting time. You can also cast the as the Material component for the spell (if any) and is
spells normally using spell slots of the appropriate level. destroyed when the spell is cast.
99
chapter 4:
BACKGROUNDS
,+s se9/+-n 3!esen/s ne0 :(9k;!-unds 2-! )e'e) 1 9,(!(9/e!s
T with strong ties to Druskenvald. If you select one of these backgrounds, you
gain the feat speci5ed in the description (new Origin feats are presented
later in the chapter). If the background you choose for a Druskenvald
campaign does not provide a feat, you gain a bonus Origin feat of your choice from those
presented in this book, or your choice of Origin feat from the 5th Edition core rules.
Some of the backgrounds presented here provide you with a rare language.
ABILITY SCORES
When creating a character using one of the new Backgrounds in this chapter, increase one
of your starting Ability Scores by 2 and another by 1, or increase three scores by 1 each.
These increases can’t raise a score above 20.
AMNESIAC
Some portion of your past has been swallowed by GM can insert existing nonplayer characters into the
nothingness. The missing time could be a short thread to strengthen these connections. The Amnesiac
interval—mere days or weeks gone from your memory— Story Threads table suggests events and people who can
or you might have only vague hints at best of who be the start of these threads.
you are and where you are from. Flashes of déjà vu
are common, taunting you with recollection, but they Amnesiac Story Threads
almost always slip away, as ungraspable as the mists of 1d6 Thread
Druskenvald. An injury, some traumatic experience,
or the magical workings of spell or curse could be the ! You have recurring dreams of someone you
culprit behind your amnesia. might recognize on your adventures.
feat: Memory Starved (see chapter 5) 2 You absent-mindedly doodle the same design or
s-i.. proficiencies: Choose two (see below) symbol over and over.
too. proficiency: Choose one (see below)
equipment: Choose A or B: (A) Book (personal notes), 3 A friend has been traveling the provinces of
Ink Pen, Ink, Traveler’s Clothes, 11 GP; or (B) 50 GP Druskenvald with a caravan, searching for any
hint of your past as they do.
SCATTERED MEMORIES
4 A rhyme or song you’ve never heard before
You don’t choose skill pro5ciencies, a language, or a tool comes to mind when your thoughts wander.
pro5ciency when you select this background—these are
parts of your past that you are missing. Instead, you can & Rainbow colors such as those on a soap bubble
choose one of those pro5ciencies or the language during or oil slick +ll you with unexplained terror.
play at any time. The knowledge might return in a
spontaneous 6ash, even as you make a roll that relies on ' You have fragmented recollection of traveling to a
the pro5ciency, or slowly emerge as you struggle to solve remote place in the mountains, and then nothing.
a problem. Once you choose one of these features, you
can’t choose another one until you gain a level. Amnesiac Trinkets. When you make your character,
The GM might rule that you can choose a new you can roll once on the Amnesiac Trinkets table,
recalled feature early if something reminds you of your instead of on the normal starting trinkets table.
past, such as 5nding a piece of evidence of your missing
memories or experiencing an event similar to one you Amnesiac Trinkets
have forgotten. Of particular value is an event relating to 1d6 Trinket
one of the story threads or trinkets presented below.
! Half of a tarnished silver ring with a partial
BUILDING AN AMNESIAC inscription in a language you don’t understand
Any character can face misfortune or choice that steals 2 A music box that plays a sad tune you recognize
their memory. Consider how your character came to but can’t identify
lose their memory. Was it injury or illness, or something
more sinister such as a toxin or curse? You might decide 3 A short note addressed to you signed with a
to keep yourself out of the know as to the cause and name you don’t recognize
leave that up to the GM to decide for you to discover as
a player along with the character. 4 A thin silk scarf with a fading scent that stirs
Suggested Story Threads. This background presents familiarity
a paradox when considering threads to weave through
a campaign, since the character may not remember & A toy horse with unfamiliar initials inked on it
them. Work with the GM to create some leading events
or people that can serve as constants to trace a path ' A locket whose portrait is burnt and
through the void of the character’s past, especially if the unrecognizable
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chApter 4:
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bAckgrounds
CROSSROADS GAMBLER
You’ve made your bones on games of chance, and one
day your games crossed the line into something far more
serious. You might have played for your soul against a
5end, matched wits with ancient forest fey in a riddle
contest or rolled dice with the fabled Mister Crossroads.
3 You only feel alive in the midst of a contest. 3 A torn journal page of a long-missing gambler
who was hopeful to win their fortune from a
4 You lost your bet, and you’re on the run from the being they describe but fail to name
thing surely coming to collect.
4 The preserved foot of a rabbit, owl, or weasel
& Someone close to you made a wager and lost.
You made your deal to try and +nd them. & A six-sided die that somehow seems to have too
many 2s when closely examined
' You’ve been gambling for a long time, and you’re
tired. Now all you want is a way out. ' A silver-plated ivory chess rook
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chApter 4:
CULTIST
You have been inducted into a secret society that venerates BUILDING A CULTIST
or pursues power from some otherworldly source. The
cultists might serve as minions of an entity they worship Cultists are often lost souls, individuals severed from
or seek to understand and claim its might for their own. the fabric of society whose cult became a manipulative,
Depending on the malevolence of the cult’s patron or the surrogate family. Consider if your character agrees
male5c purposes they may serve, cultists could be a force with the aims of the cult, if they 6ed the group, or they
of wickedness, or a group of closely bonded and dedicated remain for in5ltration purposes.
people who pursue a common, if esoteric, goal. Suggested Story Threads. The Cultist Story Threads
table suggests events and people who can be the start of
feat: Cult Initiate (see chapter 5) story threads for your character that weave through the
s-i.. proficiencies: Arcana, choose one (the skill campaign.
associated with your cult recommended)
.anguage: Choose one (the language associated with Cultist Story Threads
your cult recommended) 1d6 Thread
too. proficiency: Calligrapher’s Supplies
equipment: Choose A or B: (A) Calligrapher’s Supplies, ! You learned that the cult that took you in
Traveler’s Clothes, Costume (cult garb), Holy Symbol manipulated you throughout your life.
(Amulet; cult insignia), 10 GP; or (B) 50 GP
2 A member of your cult betrayed and killed your
Cultist Affinities leader and mentor.
Cult Patron Skill Language
3 Your cult’s activities aroused the ire and
Aberration Perception Deep Speech superstition of locals, deserved or not.
Celestial Religion Celestial 4 You followed a loved one into joining the cult,
trying to +nd out what happened to them.
Fiend (Demon) Religion Abyssal
& You met someone who forced you to see the cult
Fiend (Devil) Religion Infernal you always venerated in a different light.
Fey Nature Sylvan ' You joined the cult to save you from an incurable
illness or other certain doom.
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bAckgrounds
D RUSK E N VA L D DW E L L E R
You hail from one of the thirteen baneful provinces of the home of most of your species. This decision itself
Druskenvald. You might be a member of the unique may determine truths about your character to be
species known to originate from those diverse biomes, experienced throughout your journeys in Druskenvald.
or of a di4erent heritage altogether. The skills and Suggested Story Threads. The Druskenvald Dweller
culture of your home (summarized below) shape your Story Threads table suggests events and people who
knowledge and early experiences. can be the start of story threads for your character that
weave through the campaign.
feat: Choose one Origin Feat
s-i.. proficiencies: Survival, choose one (the skill Druskenvald Dweller Story Threads
associated with your province recommended) 1d6 Thread
too. proficiency: Choose one (the tool associated
with your province recommended) ! You were left on a church doorstep as an infant
equipment: Choose A or B: (A) One set of tools (same with only a torn cloak used as a blanket as a clue
as above), Traveler’s Clothes, Map (Druskenvald’s to your origin.
provinces), 10 GP; or (B) 50 GP
2 You ;ed your home province after being accused
Province Affinities of a crime, whether justly or not.
Province Skill Tool
3 After hearing stories of other provinces you
Ardengloom History Herbalism Kit struck out to see more of Druskenvald.
Edwardia Investigation Tinker’s Tools ' A vicious bogborn bounty hunter trails you.
Enoch Nature Leatherworker’s Tools Druskenvald Dweller Trinkets. When you make
your character, you can roll once on the Druskenvald
Kalero Performance Musical Instrument Dweller Trinkets table, instead of on the normal starting
trinkets table.
Olmarsh Arcana Cartographer’s Supplies
Druskenvald Dweller Trinkets
Nerukhet Persuasion Weaver’s Tools 1d6 Trinket
Pholsense Religion Mason’s Tools ! A brass needle with a dangling bit of broken
thread
Picco Performance Woodworker’s Tools
2 A dull, rusty sickle with a bone handle
Syndramas Athletics Cook’s Utensils
3 A star chart etched onto a crystal plate
Zulrogg Survival Herbalism Kit
4 A wicker doll with bloodstained bead eyes
BUILDING A DRUSKENVALD DWELLER & A length of chain that sometimes rattles when
left unattended
Any sort of character can be a Druskenvald dweller.
When you make your character, decide if you belong ' A mummi+ed hand preserved in bog peat
to the species associated with your home province,
or if you are of another kind who was raised outside
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chApter 4:
EXPERIMENT
You are forever altered in some drastic, physical way, Experiment Story Threads
misshapen or even made monstrous. A blasphemous 1d6 Thread
fusion of science, alchemy, and magic changed you,
perhaps without your consent. Possibly it was to mend ! A particular song stirs feelings of sadness and
some unrecoverable malady. The process was a success, overwhelming anger in you, reminding you of the
at least to a point, but the change left its mark on you. process that changed you.
The indelible warping of your form can be a source of
fear for those who do not understand what they see. 2 A portion of your altered body is very clearly
grafted from a different person, and they might
feat: Altered (see chapter 5) want it back.
s-i.. proficiencies: Intimidation, Medicine
too. proficiency: Alchemist’s Supplies 3 Another person was changed alongside you. They
equipment: Choose A or B: (A) Alchemist’s Supplies, ;ed before you left, urging you to do the same.
Manacles, Perfume (to cover chemical smell), Traveler’s
Clothes (with hooded cloak), 5 GP; or (B) 50 GP 4 You have recurring nightmares of the procedure
you endured, sometimes seeing glimpses of
BUILDING AN EXPERIMENT faces in the dream that you don’t recognize.
An experiment can come from any class or walk of life. & Your physical difference invites curiosity and
Were you kidnapped and altered against your will, or attention, which for some reason is more
did you volunteer for a heinous procedure? Was the disturbing than disdain or fear.
experimenting done purely for discovery, to overcome
a worse fate, or for someone to play at being a god? ' A peculiar symbol is branded on or near your
Whatever the reason, the process is never pleasant, and alteration.
it always leaves scars—both those you can see and those
that have marked your very soul. Experiment Trinkets. When you make your
Suggested Story Threads. The Experiment Story character, you can roll once on the Experiment Trinkets
Threads table suggests events and people who can be table, instead of on the normal starting trinkets table.
the start of story threads for your character that weave
through the campaign. Experiment Trinkets
1d6 Trinket
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bAckgrounds
G HO S T L I G H T PA SSE N G E R
Once, even before your most recent travel to Ghostlight Passenger Story Threads
Druskenvald, you’ve ridden the deathly train known as 1d6 Thread
the Ghostlight Express. Your memories of that journey
might be hazy and dreamlike, or they could be sharp and ! Sometimes when you dream, you +nd yourself
jarring in their clarity. You learned some of the workings back on the Ghostlight Express in more than just a
of the ghostly engine and formed a connection with the dream image.
conductor and fellow travelers that has stayed with you.
At times you are even more comfortable with the dead 2 Your +rst journey to the lands of the dead was
than the living. confusing, but you realized you now may be able
to +nd the departed spirit of a loved one once
feat: Ghostlight Medium (see chapter 5) thought lost forever.
s-i.. proficiencies: Insight, Persuasion
too. proficiency: Smith’s Tools 3 A speci+c spirit returns to speak to and through
equipment: Choose A or B: (A) Smith’s Tools, Bullseye you repeatedly.
Lantern, Fine Clothes, Oil (3 6asks), 5 GP; or (B) 50
GP 4 People sometimes speak to you as if they
know you, but later have no recollection of
the conversation. During those moments
of recognition, they know details from your
Ghostlight visits.
107
chApter 4:
NIGHT STALKER
108
bAckgrounds
REFLEC T ED WANDERER
You were once whole, but part of you has been separated Reflected Wanderer Trinkets. When you make your
from your being and now also wanders the world. This character, you can roll once on the Re6ected Wanderer
aspect of you took your re6ection and shadow with it, Trinkets table, instead of on the normal starting trinkets
and it travels about as a mirage that looks identical to table.
you. You know this other self is out there—you can feel
it—but what it wants and why is lost on you. Sometimes Reflected Wanderer Trinkets
you encounter a stranger that knows you--for good or ill- 1d6 Trinket
-though you’ve never met them before, and you can’t help
but wonder if they met the other you. ! A shattered hand mirror
BUILDING A REFLECTED WANDERER 4 A short, derisive letter from yourself that you
don’t remember writing
Any character can be a re6ected wanderer. How was it
that your being came to be divided? How much do you & A brooch delivered to you that you didn’t
understand about your situation? Are you truly who purchase
you think you are, or are you, in reality, the very casto4
re6ection of your other self ? ' A piece of chalk that writes in a different color
Suggested Story Threads. The Re6ected Wanderer than it appears to be
Story Threads table suggests events and people who
can be the start of story threads for your character that
weave through the campaign.
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chApter 4:
REST WA R DEN
In a place closer to the lands of the dead than the Rest Warden Story Threads
living, those who tend the eternal rest and disposition 1d6 Thread
of the deceased are held in a mixture of high esteem
and apprehension. You have plied the trade of the ! A strange +gure commissioned you to carve a
gravedigger, the mortician, and the embalmer. There are headstone for someone who is very much in the
times when you have been the only one to say a kind prime of life.
word in honor of those who passed. The depredations of
the undead are well-known to you, and you don’t su4er 2 In a time of desperation, you once accepted
their meddling in the rest of your charges. a sizeable bribe to look the other way when
someone robbed a grave.
feat: Grave Keeper (see chapter 5)
s-i.. proficiencies: Religion, Survival 3 You spent time learning from Yorgrim,
too. proficiency: Mason’s Tools gravedigger and caretaker of the Maidenmist
equipment: Choose A or B: (A) Mason’s Tools, Hooded Cemetery.
Lantern, Oil (3 6asks), Shovel, Soap, Traveler’s Clothes
(with thick gloves and dark-colored hood), 10 GP; or 4 Someone violated graves under your watch and
(B) 50 GP stole away with the corpses.
BUILDING A REST WARDEN & You comforted a child at their parent’s funeral
and have taken a protective shine to them.
Rest Wardens tend to either be a dour and somber
lot, or—in contrast to their trade—are 5lled with the ' A loved one once rose from the grave as an
vibrance and joy of life. Those who understand the undead creature. You vowed to bring them to
thin thread between life and death, or who possess the their +nal rest.
strength to dig graves beneath moonlit skies and tend
the bone orchards where the dead sleep, are called to Rest Warden Trinkets. When you make your
serve as Rest Wardens. character, you can roll once on the Rest Warden
Suggested Story Threads. The Rest Warden Story Trinkets table, instead of on the normal starting trinkets
Threads table suggests events and people who can be table.
the start of story threads for your character that weave
through the campaign. Rest Warden Trinkets
1d6 Trinket
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bAckgrounds
REVELER
Reveler Story Threads
1d6 Thread
For a time, you traveled with the Lord of Fools’ strange & You have grown suspicious that another reveler
and unsettling revelry. Whether you are still welcome has a sinister motive concealed by their jester’s
in that company, or you’ve struck o4 on your own, your guise.
time with the troupe revealed some of its nature to
you—that the Lord of Fools serves some great entity ' You left the revel when you caught a glimpse of
who prizes humor and merriment, often at the expense the wickedness lurking beneath the Lord of Fool’s
of the mighty. But he is no mere jester. Beneath the jovial veneer.
mask of mockery and merriment is a mad creature who
demands sacri5ce. Reveler Trinkets. When you make your character,
you can roll once on the Reveler Trinkets table, instead
feat: Reveling Fool (see chapter 5) of on the normal starting trinkets table.
s-i.. proficiencies: Performance, Stealth
.anguages: Choose one (Abyssal recommended) Reveler Trinkets
too. proficiency: Choose one kind of Musical 1d6 Trinket
Instrument
equipment: Choose A or B: (A) Musical Instrument ! A small wind-up bell that you can conceal in the
(same as above), Ball Bearings, Costume (jovial palm of your hand with a button to activate it
character with a laughing mask), Hunting Trap,
Manacles, 3 Torches (for juggling), Traveler’s Clothes, 2 A dented metal spray bottle
10 GP; or (B) 50 GP
3 A string of colorful handkerchiefs tied together
BUILDING A REVELER
4 A tarnished silver, round bell that sometimes
The simultaneous beauty and uncomfortable truth of refuses to jingle
the revelers is that they can be anyone. Hidden by their
masks and costumes, one’s friends, family, servants, or & A pair of boots or slippers that squeak comically
lords could be capering about the ribbon-twined pole, with each step
and leading impressionable folk away when the revel
withdraws. How might a reveler behave di4erently in ' A short scepter or baton with a horn on the cap
each guise.
Suggested Story Threads. The Reveler Story
Threads table suggests events and people who can be
the start of story threads for your character that weave
through the campaign.
111
chApter 4:
SCHOLAR of t h e FORBIDDEN
Scholar of the Forbidden Story Threads
1d6 Thread
112
bAckgrounds
W ICK ER W E AV ER
You know the ancient rites kept alive by secretive druids Wicker Weaver Story Threads
and hedge practitioners in the shadowed groves of the 1d6 Thread
primordial forests. Remedies and hexes woven into
wicker charms can stave o4 misfortune and ward away ! One of the charms you created ensured a baby
evil. They could just as likely invite gloom and the ire of was born healthy, and their family sends you
the old spirits. small but heartfelt gifts.
feat: Charm Twister (see chapter 5) 2 Your mentor who taught you the craft
s-i.. proficiencies: Insight, Nature has become increasingly withdrawn and
.anguage: Sylvan uncharacteristically agitated.
too. proficiencies: Weaver’s Tools
equipment: Choose A or B: (A) Quartersta4, Weaver’s 3 An order of druids, the Circle of the Old, taught
Tools, Book (druid lore), Basket (with dry reeds ready to you their ways. You aren’t certain why.
weave), Iron Pot, Traveler’s Clothes, 19 GP; or (B) 50 GP
4 Someone offered you a shocking sum of coin to
BUILDING A WICKER WEAVER twist a wicker charm for them. You’re tempted
but unsettled by the unwarranted generosity.
Compassionate characters driven by a deep connection
to the land and a passion to protect it become wicker & You traded a wicker charm for a child’s toy that
weavers. Druids of other circles might trade knowledge bound misfortune to its owner. You must keep it
with the Circle of the Old. healers and guardians alike until you can sell it, it’s stolen, or you lose it.
may seek out the old ways for remedies and protective
charms to ward o4 evil. Not all who come to the wicker ' You wove a hex into a wicker charm to punish a
craft do so with noble intent—some, broken by spite and criminal, and they nurse that grudge still.
twisted by their pain—wield the power of the wicker
into malicious revenge, lashing out with curses bound in Wicker Weaver Trinkets. When you make your
twig and bone, the wrath of the forest upon those who character, you can roll once on the Wicker Weaver
wronged them. Trinkets table, instead of on the normal starting trinkets
Suggested Story Threads. The Wicker Weaver Story table.
Threads table suggests events and people who can be
the start of story threads for your character that weave Wicker Weaver Trinkets
through the campaign. 1d6 Trinket
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FE ATS
,+s se9/+-n +n/!-du9es 2e(/s /,(/ 9-nne9/ /- /,e ne0
T backgrounds, though any character could take one of these with the
GM’s permission.
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feAts
GENERAL FEATS
DEATH DEFIER EFFICIENT SPELLCASTER
General Feat (Prerequisite: Level 4+) General Feat (Prerequisite: Level 4+, Spellcasting or Pact
Magic Feature)
When the hand of death reaches for your soul, you have
found a way to reject its call. You gain the following You have become skilled in the art of your
bene5ts. rituals and have an e8ciency that can
Ability Score Increase. Increase your Constitution aid you in times of need. You gain the
score by 1, to a maximum of 20. following bene5ts.
Cling to Life. You add your Constitution modi5er Ability Score Increase. Increase your
(minimum of 1) to Death Saving Throws. Intelligence, Wisdom, or Charisma score
Enduring Vitality. If an e4ect would by 1, to a maximum of 20.
kill you outright without Death Saving Swift Invocation. When you start
Throws or would reduce you directly to 0 casting a spell with a casting time of
Hit Points without dealing damage, you are 1 minute, you can change the casting
instead reduced to a number of Hit Points time into an action. Once you use this
equal to your level. You can’t use this feature bene5t, you can’t do so again until you
again until you 5nish a Long Rest. 5nish a Long Rest.
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DA RK BA RG AI NS
(!k :(!;(+ns 0e('e d!usken'()d’s essen9e +n/- /,e 9,(!(9/e!s
D who dare to strike them. These ancient agreements bind the land, its
magical energies, its creatures... and you. The e4ects bring boon and bane
alike. It may be best for some sinister characters to o4er their bargains
plainly, letting the lurking curses reveal themselves only when the time is right.
Beware your entry into these iniquitous accords.
A GIFT IS A GIFT, RIGHT ?
Any bargain o4ered by an utterly unknowable, DURING PLAY
unfathomable power such as those that position Dark Bargains can also come about during play in a
themselves within the realm of Druskenvald must be campaign. There might be times where inscrutable
carefully considered by you, your character, and the powers have their own designs and see an opportunity
GM. These gifts are not to be o4ered lightly and should for a character to further those ends in exchange for
not be accepted lightly; their mere presence should gifts. Others might be willing to negotiate a bargain as
herald signi5cant roleplaying opportunities now and in an alternative price to death or worse in the event the
the future. heroes are defeated.
In these cases, the GM might alter terms of the
ENTERING A DARK BARGAIN bargains, such as increasing, lessening, or even waiving
the prices of the bargains entirely—though perhaps only
In nearly all cases, the power that is proposing a for a short time, or as long as some other condition is
Dark Bargain is uninterested in negotiating the met.
duration or eventual cost of this gift. However, there
may be extenuating circumstances. There could be UNIQUE BARGAINS
roleplaying scenarios or simply the current events in Each Dark Bargain is unique, and a character can enter
the adventure’s narrative that could cause the power into a given bargain only once. A character could be
to brie6y – brie6y – consider negotiating. The GM bound to multiple di4erent Dark Bargains at one time,
has the 5nal say on whether a given bargainer has the but each one only once.
inclination to haggle. Generally, characters need the
Dark Bargain far more than the powers need to grant REMOVING DARK BARGAINS
it.
In any event, Dark Bargains re6ect the entity Dark Bargains are binding once sealed. There
imparting them, as well as the circumstances and any are tales and legends of those who have
prices asked in exchange. You and the GM should tailor outwitted a bargainer or
the cosmetic details of the bargain to the character’s found a way to break a
situation. bargain’s hold on them,
There are multiple ways a character might be but the truth of such
tempted with power in Druskenvald. stories is left to the
GM to decide.
CHARACTER CREATION
With the GM's permission, you can choose a Dark
Bargain when you make your character. Work
with the GM to determine the circumstances
of your character entering into the bargain,
who o4ered it, and what terms your character
had to ful5ll—or is still expected to ful5ll—to make
good on the deal.
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120
dArk bArgAIns
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dArk bArgAIns
WINGS OF WHISPERS
You have been gifted with secrets that you can call upon
in the form of ravens and crows to bear you aloft, but at
the risk of revealing your own secrets in turn.
Murderous Flight. As a Bonus Action, you can
magically gain a Fly Speed equal to your Speed (and you
can hover) for 10 minutes. During this time, a mass of
UNQUENCHABLE FURY shadows takes the shape of a murder of crows and ravens
(but they aren’t truly creatures). The birds appear in a
Anger is a powerful tool. This bargain stokes yours 20-foot-radius Emanation originating from you and take
into a formidable inferno, but it threatens to consume 6ight and whirl around you when you 6y. Once you use
everything in its path. this feature, you can’t do so again until you 5nish a Short
Furious Onslaught. As a Bonus Action, or when or Long Rest, unless you gain 1 Exhaustion level to use
you take the Attack action on your turn, you can it again early.
choose to enter a fury. While in this fury, you can make Whispered Secrets. The birds that appear when you
one additional melee attack when you take the Attack activate Murderous Flight remain and continue to follow
action on your turn, and you reduce all damage you you until you 5nish a Short or Long Rest. While the
take by your Pro5ciency Bonus. The fury ends if you birds are present, you have Disadvantage on Dexterity
have the Incapacitated condition, if you die, or if you (Stealth) checks and the birds whisper your secrets into
end your turn and there are no creatures within 60 the minds of other creatures, granting them Advantage
feet of you that you can see or hear. Once you use this on Wisdom (Insight or Perception) checks made against
feature you can’t use it again until you 5nish a Long you.
Rest. You regain the use of this feature when you kill a
Humanoid.
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c h a p t e r 7:
SPELLS
,+s 9,(3/e! +n/!-du9es 2-!/1 s3e))s s/ee3ed +n /,e essen9e -2
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Sorcerer Spells
Level Spell School Special Level Spell School Special
0 Blood Bolt Necromancy — 3 Isolation Enchantment C, M
0 Mysterious Presence Illusion C 3 Mist of Mourning Enchantment C, M
! Ancestral Communion Divination C 3 Scarlet Dawn Evocation —
! Command Undead Necromancy C, M 3 Shadow Drain Necromancy C
! Devil’s Due Necromancy M 4 Buried Alive Transmutation M
2 Blood Sacrifice Necromancy M 4 Call of the Wild Enchantment C, M
2 Chorus of the Lost Necromancy C, M 4 Consuming Pyre Evocation C
2 Harrowing Ballad Enchantment C 4 Intrusive Despair Enchantment C, M
2 Sanguine Secrets Divination M 4 Murder of Crows Conjuration M
2 Unraveling Whisper Enchantment — 4 Puppet Master Enchantment C, M
2 Veil of the Reaper Illusion C, M 4 Sacrificial Siphon Necromancy C
3 Creeping Rot Necromancy — & Lucky Charm Transmutation C, M
3 Crimson Harvest Necromancy M & Field of Reaping Necromancy C, M
3 Culling Sickle Necromancy C ' Ghastly Charge Necromancy M
3 Cursed Cacophony Enchantment C, M, R
Wizard Spells
3 Mist of Mourning Enchantment C, M
3 Shadow Drain Necromancy C Level Spell School Special
4 Buried Alive Transmutation M 0 Blood Bolt Necromancy —
4 Intrusive Despair Enchantment C, M 0 Dissolution Transmutation —
4 Murder of Crows Conjuration M 0 Eye Burn Transmutation M
4 Puppet Master Enchantment C, M ! Command Undead Necromancy C, M
& Mirrored Agony Abjuration M ! Devil’s Due Necromancy M
' Ghastly Charge Necromancy M 2 Blood Sacrifice Necromancy M
2 Chorus of the Lost Necromancy C, M
Warlock Spells
2 Harrowing Ballad Enchantment C
Level Spell School Special 2 Sanguine Secrets Divination M
0 Blood Bolt Necromancy — 2 Unraveling Whisper Enchantment —
0 Eye Burn Transmutation M 2 Veil of the Reaper Illusion C, M
0 Hungering Blade Necromancy — 3 Creeping Rot Necromancy —
! Command Undead Necromancy C, M 3 Crimson Harvest Necromancy M
! Devil’s Due Necromancy M 3 Crooked Ward Abjuration C, M
2 Blood Sacrifice Necromancy M 3 Culling Sickle Necromancy C
2 Chain of Conviction Conjuration — 3 Isolation Enchantment C, M
2 Chorus of the Lost Necromancy C, M 3 Martyr Necromancy M
2 Sanguine Secrets Divination M 3 Mist of Mourning Enchantment C, M
2 Unraveling Whisper Enchantment — 3 Scarlet Dawn Evocation —
2 Veil of the Reaper Illusion C, M 3 Shadow Drain Necromancy C
3 Creeping Rot Necromancy — 4 Buried Alive Transmutation M
3 Crimson Harvest Necromancy M 4 Intrusive Despair Enchantment C, M
3 Crooked Ward Abjuration C, M 4 Murder of Crows Conjuration M
3 Culling Sickle Necromancy C 4 Puppet Master Enchantment C, M
3 Cursed Cacophony Enchantment C, M, R 4 Sacrificial Siphon Necromancy C
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spells
SPELL DESCRIPTIONS
ANCESTRAL COMMUNION BURIED ALIVE
Level 1 Divination (Cleric, Druid, Ranger, Sorcerer) Level 4 Transmutation (Druid, Sorcerer, Warlock, Wizard)
Casting Time: Action Casting Time: Action
Range: Self Range: 60 feet
Components: V, S Components: V, S, M (a pinch of grave dirt)
Duration: Concentration, up to 1 minute Duration: Instantaneous
You invoke the wisdom of your ancestors to gain insight You send your enemies to their graves even if they aren’t
into your trials. When you cast the spell, and at the start dead yet. A creature that you can see within range that
of each of your turns for the duration, you gain Heroic is standing on the ground must make a Strength saving
Inspiration if you don’t already have it. throw. On a failed save the ground opens and swallows
the target, burying it up to 10 feet deep. While buried,
BLOOD BOLT the target has Total Cover, has the Restrained and
Blinded conditions, and can’t breathe. On a successful
Necromancy Cantrip (Sorcerer, Warlock, Wizard)
save, the target has the Prone condition, and its Speed
Casting Time: Action is 0 until the end of its next turn. A buried creature can
Range: 90 ft. dig out of the grave by using its action to make a DC
Components: V, S 15 Strength (Athletics) check. On a success, it digs 5
Duration: Instantaneous feet closer to the surface. If it succeeds by 5 or more,
You hurl a twisting bolt of blood at a creature within it reaches the surface. When the creature reaches the
range. Make a ranged spell attack against the target. On a surface, it exits the ground with the Prone condition.
hit, it takes 1d6 Necrotic damage, and you gain a number The target automatically succeeds on its saving throw
of Temporary Hit Points equal to your Pro5ciency if it’s standing on any thickness of stone or metal, or at
Bonus. least 2 inches of wood.
Cantrip Upgrade. The damage increases by 1d6
when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6). CALL OF THE WILD
Level 4 Enchantment (Bard, Druid, Ranger, Warlock)
BLOOD SACRIFICE Casting Time: Action
Level 2 Necromancy (Sorcerer, Warlock, Wizard) Range: Self
Casting Time: Bonus Action Components: V, S, M (a bit of animal fur or hide)
Range: Self Duration: Concentration, up to 1 minute
Components: V, S, M (a drop of your own blood) You unleash a primal howl that calls lesser creatures to
Duration: 1 minute your command. Each Beast in a 100-foot-Emanation
You sacri5ce a portion of your life force to enhance your originating from you when you cast the spell must
magical power. When you cast this spell, you take 1d6 make a Wisdom saving throw. On a failed save, a target
Necrotic damage, which can't be ignored or reduced in has the Charmed condition and can understand your
any way. For the duration, when you cast a spell, one commands and follows them on its next turn to the best
target of the spell takes an extra 1d6 damage of the same of its ability. On your subsequent turns, you can take a
type as the spell’s normal damage. Magic action to issue a new command. On a successful
Using a Higher-Level Spell Slot. The damage you save, a target has the Charmed condition until the start
take and the extra damage your spells deal both increase of your next turn, but you have no additional ability to
by 1d6 for each spell slot level above 2. command it. The howl is audible within 300 feet.
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chApter 7
CONSUMING PYRE
Level 4 Evocation (Druid, Paladin, Warlock)
Casting Time: Action
CHORUS OF THE LOST Range: 90 feet
Components: V, S
Level 2 Necromancy (Bard, Cleric, Sorcerer, Warlock, Wizard) Duration: Concentration, up to 1 minute
Casting Time: Action You cause a creature that you can see within range to
Range: 60 feet burst into consuming, relentless 6ames. The target must
Components: V, S, M (a silver bell worth 10+ GP) make a Dexterity saving throw, taking 2d8 Fire damage
Duration: Concentration, up to 1 minute and 2d8 Necrotic or Radiant damage (choose when you
You summon the eerie song and wailing of lost souls cast the spell) and continue burning for the duration on
from a point you can see within range. Each creature a failed save, or half as much damage only on a successful
in a 15-foot-radius Sphere centered there must make a one.
Wisdom saving throw, taking 2d6 psychic damage and While burning, the creature takes the damage again
has the Frightened condition for the duration on a failed at the start of each of its turns. The target, or another
save, or half as much damage and has the Frightened creature within reach of the target, can use its action to
condition until the end of its next turn on a successful allow the target to repeat the saving throw, ending the
one. A target that failed can repeat the save at the end of spell on a success.
each of its turns, ending the spell on itself on a success. A creature killed by the damage from this spell is
Using a Higher-Level Spell Slot. The damage reduced to ash, along with any nonmagical equipment it
increases by 1d6 for each spell slot level above 2. is wearing or carrying.
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spells
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DISSOLUTION
Transmutation Cantrip (Wizard)
Casting Time: Action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a creature or nonmagical object and break
the target’s substance down into its most fundamental
components. Make a melee spell attack. On a hit, the
target takes 1d8 Force damage, and its AC is reduced by
1 against the next attack roll made against it before the
end of your next turn.
Cantrip Upgrade. The damage
increases by 1d8 when you reach
levels 5 (2d8), 11 (3d8), and 17
(4d8).
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spells
HARROWING BALLAD
Level 2 Enchantment (Bard, Sorcerer, Wizard)
Casting Time: Bonus Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
You in6ict a mind-eroding song on a creature that you
can see within range. If the creature has an Intelligence
of 4 or higher, it must succeed on an Intelligence saving
throw or have the Charmed condition for the duration.
While Charmed in this way, the target is struck with
a rapidly repeating ballad which only it can hear; it takes
GHASTLY CHARGE 1d6 Psychic damage at the start of each of its turns and
has Disadvantage on Wisdom (Perception) checks and
Level 6 Necromancy (Sorcerer, Warlock, Wizard)
on Constitution saving throws made to maintain its
Casting Time: Action Concentration. The creature can repeat the Intelligence
Range: Self saving throw at the end of each of its turns, ending the
Components: V, S, M (a scrap of a banner) spell on a success.
Duration: Instantaneous Using a Higher-Level Spell Slot. The damage
You call up the spirits of long-dead knights which charge increases by 1d6 for each spell slot level above 2.
forward from you in a Line 90-feet long and 20-feet
wide, and then vanish. Each creature of your choice in HUNGERING BLADE
the Line must make a Wisdom saving throw. On a failed
Level 1 Necromancy (Paladin, Ranger, Warlock)
save, a creature takes 51d12 Necrotic damage and has the
Frightened condition until the start of your next turn and Casting Time: Bonus Action
must immediately use its Reaction to move its full Speed Range: Self
directly away from you. On a successful save, the creature Components: V, S
takes half as much damage only. Duration: 1 minute
Using a Higher-Level Spell Slot. The damage You imbue a weapon you are holding, or your Unarmed
increases by 1d12 for each spell slot level above 6. Strikes, with ravenous negative energy. For the duration,
when you hit a creature with an attack using the empowered
HARVEST MOONGLOW weapon or Unarmed Strike for the 5rst time during a
turn, the creature takes Necrotic damage equal to your
Level 3 Evocation (Cleric, Druid, Ranger)
spellcasting ability modi5er, and you gain a number of
Casting Time: Action Temporary Hit Points equal to the Necrotic damage dealt.
Range: 60 feet
Components: V, S, M (a piece of moonstone)
Duration: 1 hour
INTRUSIVE DESPAIR
Level 4 Enchantment (Bard, Sorcerer, Warlock, Wizard)
You call upon the light of the harvest moon to
illuminate a 20-foot radius Sphere centered on a point Casting Time: Action
within range. The area is bathed in silvery Dim Light. Range: 90 feet
Creatures and objects with the Invisible condition in Components: V, S, M (a devil’s trumpet blossom)
the light become visible as translucent silver images. Duration: Concentration, up to 1 minute
When one of your allies is within the light, it can use a You curse a creature within range, 5lling its mind with
Bonus Action to absorb some of the light and gain 2d6 creeping paranoia and despair. When the target takes the
Temporary Hit Points. Attack or Magic action, it must succeed on a Wisdom
Using a Higher-Level Spell Slot. The Temporary Hit saving throw or waste its action. Once the target succeeds
Points increase by 1d6 for each spell slot level above 4. on three saving throws against this spell, the spell ends.
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MARTYR
Level 3 Necromancy (Cleric, Paladin, Wizard)
Casting Time: Action
Range: Touch
Components: V, S, M (a Dagger)
Duration: Instantaneous
You touch a dead creature that died within the last
minute and transfer your life essence into it. The target
returns to life with Hit Points equal to your current
ISOLATION Hit Point total. You immediately drop to 0 Hit Points
with two failed Death Saving Throws, and you must
Level 3 Enchantment (Warlock, Wizard)
immediately make a Death Save. You can’t regain Hit
Casting Time: Action Points until after you make this save.
Range: 120 feet
Components: V, S, M (a small metal cube)
Duration: Concentration, up to 1 minute
MIRRORED AGONY
Level 5 Abjuration (Bard, Sorcerer, Wizard)
One creature that you can see within range must succeed
on a Wisdom saving throw or have its mind shrouded in Casting Time: Reaction, which you take when a creature
the dread of total isolation. For the duration of the spell, you can see within 60 feet of you damages your ally
all other creatures have the Invisible condition toward Range: 60 feet
the target which the target can’t see through—even with Components: V, S, M (a pin or needle)
Blindsight, Truesight, or magic such as the See Invisibility Duration: Instantaneous
spell—and the target can’t perceive other creatures with When a creature damages one of your allies that you
any of its other senses. The target moves around other can see within 60 feet of you, the creature must make a
creatures, or otherwise rationalizes not moving through Wisdom saving throw. On a failure, it takes an amount
spaces occupied by them (such as perceiving a door as of Psychic damage equal to the damage it dealt to your
closed or as a wall if another creature is standing in the ally. On a success, it takes half the damage.
way). The target still feels pain but can’t identify the
source of any injury caused by another creature. The MIST OF MOURNING
target can repeat the saving throw at the end of each of its
Level 3 Enchantment (Sorcerer, Warlock, Wizard)
turns, ending the spell on itself on a success.
Casting Time: Action
LUCKY CHARM Range: 60 feet
Components: V, S, M (a vial of tears)
Level 5 Transmutation (Bard, Paladin, Ranger, Warlock) Duration: Concentration, up to 10 minutes
Casting Time: Action You summon a thin mist that saps joy and vigor in a 20-
Range: Touch foot radius Sphere centered on a point within range.
Components: V, S, M (a four-leaf clover and a shard of Each creature in the mist when it appears, or when it
broken mirror) starts its turn in the mist or moves into it for the 5rst
Duration: Concentration, up to 1 hour time on a turn, must succeed on a Charisma saving
You touch a Tiny, nonmagical object, infusing it with a throw or be 5lled with deep melancholy until the start
portion of your own luck for the duration. While another of its next turn. An a4ected creature’s Speed is halved,
creature carries the object, that creature has Advantage it has Disadvantage on attack rolls, and it subtracts 1d8
on D20 Tests, and you have Disadvantage on D20 Tests. from all its damage rolls.
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spells
SACRIFICIAL SIPHON
Level 4 Necromancy (Cleric, Paladin, Warlock, Wizard)
Casting Time: Action
Range: Touch
Components: S
Duration: Concentration, up to 1 minute
MYSTERIOUS PRESENCE You touch another creature and lay a curse that drains
the target’s vitality and transfers it to you. The target
Illusion Cantrip (Bard, Druid, Sorcerer)
must make a Charisma saving throw. On a failed save
Casting Time: Action the target is cursed for the duration. While cursed, the
Range: Touch target must subtract 1d4 from its attack rolls and ability
Components: V, S checks, and when the target takes damage, you can take
Duration: Concentration, up to 1 minute a Reaction to gain to gain 10 Temporary Hit Points. On
You touch a willing creature and shroud its presence. a successful save you gain 5 Temporary Hit Points, and
Until the spell ends, other creatures must subtract 1d4 the creature must subtract 1d4 from its ability checks
from any Wisdom (Insight or Perception) checks made until the start of your next turn.
against the target.
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134
spells
SUMMER WINDS
Level 2 Evocation (Cleric, Druid, Paladin, Ranger)
SCARLET DAWN Casting Time: Action
Range: Self
Level 3 Evocation (Cleric, Druid, Paladin, Ranger, Warlock, Components: V, S
Wizard) Duration: Instantaneous
Casting Time: Action You unleash a blast of light and wind in a 15-foot Cone.
Range: 120 feet Your allies in the Cone regain 2d6 Hit Points. Undead
Components: V, S within the Cone that are hostile to you must make a
Duration: Instantaneous Constitution saving throw, taking 2d6 Radiant damage
Crimson light shines down in a 20-foot-radius, 60-foot- on a failed save, or half as much damage on a successful
high Cylinder centered on a point within range. Each one.
creature in that area that isn’t a Construct or Undead Using a Higher-Level Spell Slot. The damage and
must make a Constitution saving throw, taking 4d10 healing increase by 2d6 for each spell slot level above 2.
Necrotic damage on a failed save, or half as much
damage on a successful one. Constructs and Undead in UNRAVELING WHISPER
that area regain 5d10 Hit Points.
Level 2 Enchantment (Bard, Sorcerer, Warlock, Wizard)
If any of this spell’s area overlaps with an area of
Darkness created by a spell of level 3 or lower, that other Casting Time: Bonus Action
spell is dispelled. Range: 30 feet
Using a Higher-Level Spell Slot. The damage Components: V, S
increases by 1d10 and the level of spell that can be Duration: 1 round
dispelled increases by 1 for each spell slot level above 3. Choose a creature that you can see within range and
whisper a frightful phrase which only the target can
SHADOW DRAIN hear. The target must make a Wisdom saving throw,
taking 2d6 Psychic damage and has the Frightened
Level 3 Necromancy (Sorcerer, Warlock, Wizard)
condition until the start of your next turn on a failed
Casting Time: Action save, or half as much damage only on a successful one.
Range: Self While Frightened in this way, the creature gains
Components: V, S Vulnerability to your choice of Bludgeoning, Piercing,
Duration: Concentration, up to 1 minute or Slashing damage.
You siphon away the vitality and sense of self through Using a Higher-Level Spell Slot. You can target one
the shadows of nearby creatures in a 15-foot Emanation additional creature for each spell slot level above 2.
originating from you.
When you cast this spell, you can designate creatures VEIL OF THE REAPER
to be una4ected by it. Whenever any other creature
Level 2 Illusion (Ranger, Sorcerer, Warlock, Wizard)
enters the Emanation or starts its turn there, or when
the Emanation enters a creature’s space, the creature Casting Time: Bonus Action
must make a Charisma saving throw. On a failed Range: Self
save, the creature takes 2d6 Necrotic damage and has Components: V, S, M (a dried corn husk or wheat straw)
Disadvantage on attack rolls and ability checks until the Duration: Concentration, up to 1 minute
end of its next turn. On a successful save, the creature You wrap yourself in shadows that veil you between
takes half as much damage only. A creature makes this strikes. At the end of any turn in which you hit a
save only once per turn. creature with an attack roll, you gain the Invisible
Using a Higher-Level Spell Slot. The damage condition until the start of your next turn.
increases by 1d6 for each spell slot level above 3.
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