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Druskenvald Species Overview

Chapter 2 introduces various species from the 13 provinces of Druskenvald, including Ashborn, Azureborn, Bogborn, Curseborn, Deepborn, Gnarlborn, and Graveborn. Each species has unique traits and characteristics, often influenced by their origins and environments, such as Ashborn being infused with fiendish power and Azureborn having a connection to arcane magic. The chapter details their physical attributes, abilities, and the implications of their creature types on gameplay mechanics.

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0% found this document useful (0 votes)
690 views82 pages

Druskenvald Species Overview

Chapter 2 introduces various species from the 13 provinces of Druskenvald, including Ashborn, Azureborn, Bogborn, Curseborn, Deepborn, Gnarlborn, and Graveborn. Each species has unique traits and characteristics, often influenced by their origins and environments, such as Ashborn being infused with fiendish power and Azureborn having a connection to arcane magic. The chapter details their physical attributes, abilities, and the implications of their creature types on gameplay mechanics.

Uploaded by

noahsidles19
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

chapter 2:

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.

VARIANT: HUMANOID CREATURE TYPES


Several of the species presented here are creature types other than Humanoid, such as
the ghoulish, Undead graveborn. These type di4erences reinforce the unusual nature
of these species, but they also come with concerns that can make these species more
powerful than standard. Not being a Humanoid makes a character immune to the
Charm Person spell, for example. Conversely, it potentially makes them susceptible
to other things like Protection from Evil and Good spells. If the GM is uncomfortable
with these deviations from standard species, changing the creature type to Humanoid
solves the dilemma, while the species’ other traits preserve their narrative.
ASHBORN
Ashborn are an imp-like species native to Chernabos,
typically coalescing from the sulfuric ash of the province’s
volcanoes that erupt with hell5re and brimstone. Infused
with 5endish power of the Hells, this folk has managed to
survive and even prosper in the barrens and badlands of
the province through guile, boldness, and industriousness.
Said to be favored by Fortune itself, ashborn have an
inherent luckiness that they typically use to twist even
the most dire situations to their advantage.
As Druskenvald’s smallest species, their short
stature ranges from slight to stout but makes them no
less dangerous, for each ashborn has a venomous tail
resembling a scorpion’s always ready to strike. Typically
living 100 years, they also sport horns and skin tones of
varying shades of red and gray that re6ect their devilish
origin.

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.

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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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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

!–2 The target has Disadvantage on attack rolls.

3–4 The target’s Speed becomes 0.

&–' The target can’t take Reactions.

Endless Hunger. As a Bonus Action, you can embrace


your connection to the Hungering Ones. Until the start
of your next turn, you know the location of any creatures
that aren’t Constructs or Undead within 60 feet of
yourself, and your attack rolls against those creatures can’t
have Disadvantage. Once you use this trait, you can’t use
it again until you 5nish a Short or Long rest.

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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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specIes

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.

65
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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.

path’s grace. You cast the Bless spell, requiring no


Material components.
zealous charge. You take the Dash action. If you make
an attack roll before the end of your turn, on a hit or
miss the target takes an extra 2d8 Radiant damage.

Silver Bulwark. You can call upon the Silver Path


to protect you. When you take Bludgeoning, Piercing,
or Slashing damage, you can take a Reaction to gain
Resistance to those three damage types until the start of
your next turn. Once you use this trait, you can’t do so
again until you 5nish a Short or Long rest.
Watchful Senses. You gain pro5ciency in the Insight,
Perception, or Survival skill.

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specIes

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.

67
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.

Barbarian: Path of the Experiment. Course with alchemical fury.


• Bard: College of Whistles. Whistle up ghostly companions.
• Cleric: Harvest Domain. Channel the divine through harvest cycles.
• Druid: Circle of the Old Ways. Embody primeval forest power.
• Druid: Circle of Wicker. Weave primal magic through wicker e8gies.
• Fighter: Barrow Guard. Command prowess from beyond the grave.
• Monk: Warrior of the Pestilent Haze. Harness plague against your foes.
• Paladin: Oath of Castigation. Burn away wickedness with righteous 5re.
• Ranger: Grim Harbinger. Mark foes with a hound of doom.
• Rogue: Sinner. Bend fate through jinxcraft.
• Sorcerer: Crimson Sorcery. Fuel magic with vital force.
• Warlock: Great Fool Patron. Harness chaotic laughter to confound foes.
• Warlock: Horned King Patron. Forge a pact with a forgotten entity of wilds.
• Wizard: Occultist. Draw power from forbidden knowledge.
• Wizard: Philosopher. Master fundamental truths of creation through alchemy.
Hello!
Layout designer here.

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
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69
chApter 3

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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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.

LEVEL 6: AUGMENTATION COMPOUNDS


Through continued experimentation or your natural
adaptation to your implants, you can now activate
one of the compound options below in addition to a
serum when you enter your rage, or when you change
your chosen serum. The chosen compound lasts for
the duration of your rage, or until you choose a new
compound.
Stimulated Senses. The compound sharpens your
senses to a razor’s edge. You gain Blindsight out to a
range of 30 feet. If you already have Blindsight, its range
increases by 30 feet.
Maddening Fumes. The compound causes your skin
to emit aggression-spiking fumes in a 30-foot Emanation.
Each enemy that starts its turn in the area has its Speed
halved and must succeed on a Wisdom saving throw
(DC 8 plus your Constitution modi5er and Pro5ciency
Bonus) or have Disadvantage on attack rolls against
targets other than you until the start of its next turn.
Corrosive Expulsion. When you take the Attack
action on your turn, you can replace one of your attacks
with a spray of caustic chemicals from your implants
in a 15-foot Cone, or a 30-foot Line that is 5 feet wide
(choose the shape each time). Each creature in that area
must make a Dexterity saving throw (DC 8 plus your
Constitution modi5er and Pro5ciency Bonus). Roll a
number of d8s equal to your Rage Damage bonus. On a
failed save, a target takes Acid damage equal to the total
rolled, or half as much damage on a successful one.

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chApter 3

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.

LEVEL 3: HANDY HAINTS


You can call forth haints—vagabond spirits. When you
inspire a creature with Bardic Inspiration, you can
summon a ghostly apparition that drifts around the
inspired target.
The haint creates an aura in a 15-foot Emanation
from the target. The haint vanishes after 1 minute, when Sad Sack. The blueish, melancholic spirit saps the
you summon a new haint, when you use the Reaction fervor from your foes. Ranged attacks made against
it grants you, or when you have the Incapacitated the inspired creature and its allies within the aura have
condition. When you summon a haint, choose its form: Disadvantage. In addition, when a creature inside the
Grump, Sad Sack, or Scamp. aura takes damage, you can take a Reaction to reduce
Grump. This red-tinged, elderly spirit dressed in the damage taken by an amount equal to a roll of your
threadbare rags threatens your foes and harangues Bardic Inspiration die plus your Charisma modi5er.
your allies to do better. The inspired creature and its Scamp. The gold-hued, childlike spirit delights and
allies within the aura have Advantage on Charisma invigorates your allies. When the inspired creature or
(Intimidation) checks and Strength saving throws. In its allies starts a turn in the aura, that creature’s Speed
addition, when a creature inside the aura deals damage, increases by 10 feet until the end of its next turn. In
you can take a Reaction to increase the damage dealt to addition, when a creature inside the aura fails a saving
one target by a roll of your Bardic Inspiration die plus throw, you can take a Reaction to let the creature reroll
your Charisma modi5er. the d20.

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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.

73
chApter 3

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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LEVEL 3: CORNUCOPIA LEVEL 17: ETERNAL WHEEL


When you start a Short Rest, you can magically create When you use your Bountiful Harvest, you can invoke
a cornucopia 5lled with enough food for a number of the endless cycle of life, death, and rebirth to grant
creatures equal to twice your Pro5ciency Bonus who yourself and the creatures a4ected by your Channel
are also resting. When creatures that eat the food 5nish Divinity an additional bene5t based on your current
the Short Rest, (the cornucopia and uneaten food then aspect:
vanish), you can distribute a number of d4s equal to your Sowing. Gain the e4ects of the Regenerate spell.
Cleric level among creatures who ate the food. Each Growing. Creatures gain Advantage on saving throws
creature immediately rolls the dice they’re allotted and and ability checks for up to 1 hour, or until you lose
regains Hit Points equal to the total. Concentration (as if concentrating on a spell).
Once you use this feature, you can’t do so again until Reaping. Creatures gain Resistance to Necrotic,
you 5nish a Long Rest. Psychic, and Poison damage for 1 hour.
Once you use this feature, you can’t do so again until
LEVEL 3: BOUNTIFUL HARVEST you 5nish a Long Rest unless you expend a spell slot of
As a Magic action, you present your Holy Symbol and level 7+ (no action required) to restore your use of it.
expend a use of your Channel Divinity to invoke the
spirit of the harvest. Up to six creatures of your choice
within 60 feet of you gain Heroic Inspiration and
must 5nish a Long Rest before they can gain Heroic
Inspiration from this feature again.
Additionally, you grant the targets one of the
following bene5ts. If your current harvest aspect is a
di4erent one, it changes to match the choice.
Sowing. Targets gain a number of Temporary Hit
Points equal to your Pro5ciency Bonus plus your
Wisdom modi5er.
Growing. Until the start of your next turn, when the
targets make attack rolls or ability checks, they add 1d4
to the total.
Reaping. Targets deal additional Necrotic damage
equal to your Pro5ciency Bonus the 5rst time they
damage a creature before the start of your next turn.

LEVEL 6: BLESSING OF THE SEASONS


You can draw upon the powers of the harvest cycle to
potentially avert disaster. When a creature you can see
within 30 feet of you fails a saving throw of a particular
type determined by your current season, you can take
a Reaction to allow it to reroll the d20 and use the new
roll.
The type of saving throws you can a4ect are as
follows.

sowing. Dexterity and Charisma.


growing. Constitution and Intelligence.
reaping. Wisdom and Strength.

Additionally, after the saving throw succeeds or fails,


roll a number of d4s equal to your Pro5ciency Bonus.
The target regains Hit Points equal to the total rolled.
You can use this feature a number of times equal to
your Wisdom modi5er (minimum of once), and you
regain all expended uses when you 5nish a Long Rest.

75
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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LEVEL 3: WICKER KNOT TOKEN


You can weave wicker tokens that carry a touch of your
magic. When you 5nish a Long Rest, you can create
a number of tokens equal to your Pro5ciency Bonus.
The tokens are Tiny objects (AC 5; HP 1; Immunity to
Poison and Psychic damage). The tokens vanish when
you 5nish your next Long Rest.
You can cast spells with a range of touch on a
creature carrying one of your tokens as long as you are
on the same plane of existence, regardless of the distance
between you.

LEVEL 6: WICKER RISING


The power you channel through your wicker e8gy
grows stronger, gaining the following bene5ts.
Sacri!ce. The Fire damage increases to 2d8 plus your
Wisdom modi5er.
Soothe. When you target a creature with the e8gy,
you can expend 5 Hit Points from the e8gy to remove
one of the following conditions on the target: Charmed,
Frightened, Paralyzed, Poisoned, Stunned.
Ward. Choose a damage type other than Force. You
and your allies in the aura have Resistance to the chosen
type.

LEVEL 10: SOULBOUND POPPET


As a Magic action, you can expend a use of your Wild
Shape and choose a creature you can see within 60 feet
of yourself to create a wicker doll that vaguely resembles
the target. The doll is a Tiny object (AC 10, HP 10
Vulnerability to Fire damage; Immunity to Poison and
Psychic damage). The doll vanishes after 1 minute, or
when reduced to 0 Hit Points. While the doll exists, the
target has Disadvantage on attack rolls against a creature
carrying the doll, and when a creature carrying the doll
damages the target for the 5rst time during a turn, the
target takes an extra 2d10 Necrotic damage.

LEVEL 14: WICKER ZENITH


Your wicker e8gies reach the pinnacle of their power.
As a Bonus Action, you can change your e8gy’s aura to
a di4erent one. Additionally, all the auras grow stronger,
gaining the following bene5ts.
Sacri!ce. The Fire damage increases to 3d8 plus your
Wisdom modi5er.
Soothe. You and your allies in the aura gain the
following bene5t: When you start your turn, you can
end the Charmed or Frightened condition on yourself
(no action required).
Ward. Choose an ability. You and each of your allies
within the aura have Advantage on saving throws made
with the chosen ability.

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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.

81
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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LEVEL 3: GIFT OF PESTILENCE LEVEL 11: MIASMIC CONTAGION


Through your observation and meditation, you are attuned The strength of your Miasmic Plague has increased,
to the nature of pestilence and the creatures believed to granting you the following bene5ts.
carry it. You have Advantage on saving throws to avoid or Choking Miasma. Constitution saving throws against
end the Poisoned condition or magical contagions, and you your Miasmic Plague have Disadvantage.
have Resistance to Poison and Necrotic damage. Scurrying Spread. When you use your Step of the
Wind, until the end of the turn, when you enter a space
LEVEL 6: POTENT PLAGUE within 5 feet of any creature of your choice, it must
When you deal Necrotic or Poison damage, you ignore succeed on a Constitution saving throw or be cursed by
the target’s Resistance to those damage types, if any. your Miasmic Plague. A creature makes this save only
once per turn.
LEVEL 6: TOLLING CENSER
You can unleash a cloud of miasma upon your enemies. As LEVEL 17: EPIDEMIC
a Magic action, you can expend 2 Focus Points to unleash You Miasmic Plague ignores a target’s Immunity to
a cloud of miasma in a 20-foot Emanation originating from the Poisoned condition. Additionally, when you deal
you. Each creature of your choice in that area must make Necrotic damage to a target cursed by your Miasmic
a Constitution saving throw, taking Necrotic damage Plague, it takes extra Necrotic damage equal to one roll
equal to two rolls of your Martial Arts die and is cursed of your Martial Arts die.
by your Miasmic Plague on a failed save, or takes half as
much damage only on a successful one.

83
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:

• Burn away all doubt in pursuit of duty.


• Purge the wicked and corrupt; spare the innocent.
• Sin is forgiven through su4ering equal to the pain it
in6icted.
LEVEL 3: INCITE
LEVEL 3: CASTIGATE As a Magic action, you can expend one use of your
As a Magic action, you can expend one use of your Channel Divinity to better seek out wickedness
Channel Divinity to clap those you would bring to and corruption. For the next 10 minutes, you have
justice in 5ery shackles. Choose a number of creatures Advantage on Wisdom (Insight) and Intelligence
up to your Charisma modi5er (minimum of 1 creature) (Investigation) checks.
you can see within 30 feet of yourself. Each creature During that time, you can take a Bonus Action to
must succeed on a Strength saving throw or be wrapped choose a creature you can see within 10 feet of you.
in 5ery shackles and have its Speed reduced to 0. As The target must succeed on a Charisma saving throw or
a Bonus Action, you can cause the shackles to 6are. have the Frightened condition for 1 minute, and while
Each creature Restrained by the shackles takes 2d6 Fire Frightened in this way, the target can’t speak a deliberate
damage. A shackled creature repeats the saving throw at lie. The condition ends early if the target takes damage,
the end of each of its turns, ending the e4ect on itself on or you use this Bonus Action again.
a success. After 1 minute, it succeeds automatically.

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LEVEL 3: OATH OF CASTIGATION SPELLS


The magic of your oath ensures you always have certain
spells ready; when you reach a Paladin level speci5ed
in the Oath of Castigation Spells table, you thereafter
always have the listed spells prepared.

Oath of Castigation Spells


Paladin Level Spells

3 Divine Favor, Inflict Wounds

& Heat Metal, Hold Person

) Counterspell, Speak with Dead

!3 Locate Creature, Wall of Fire

!( Flame Strike, Hold Monster

LEVEL 7: KINDLING AURA


You and your allies within your Aura of Protection
ignore creatures’ Resistance to Fire and Radiant damage,
and when an a4ected creature hits with a weapon attack,
it can deal Fire damage instead of the weapon’s normal
damage type.
In addition, you and a4ected creatures in the aura
can add your Charisma modi5er (minimum of +1) to all
Wisdom (Insight) and Intelligence (Investigation) checks.

LEVEL 15: FERVENT INQUISITOR


Whenever a creature damages you or one of your allies
within 30 feet of yourself that you can see, you can take
a Reaction to gain Advantage on your next attack roll
against the creature that dealt the damage.
Additionally, whenever you deal Fire or Radiant
damage to a Bloodied creature, you become aware of any
lies the creature has willingly and knowingly spoken to
you in the past 24 hours.

LEVEL 20: FIRE AND BRIMSTONE


As a Bonus Action, you embody cleansing 6ame and gain
the bene5ts below for 10 minutes or until you end them
(no action required). Once you use this feature, you can’t
use it again until you 5nish a Long Rest. You can also
restore your use of it by expending a level 5 spell slot
(no action required).
Blazing Ardor. You gain Immunity to Fire damage.
Relentless Judgment. Lashes of divine 6ame increase
your reach by 10 feet, and your melee attacks ignore
Half and Three-Quarters Cover.
Punish the Wicked. When you hit a creature with an
Opportunity Attack, or when a hostile creature ends its
turn within your reach, it must succeed on a Charisma
saving throw or have the Prone condition and its Speed
is reduced to 0 until the start of its next turn.

85
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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LEVEL 3: OMEN OF DOOM LEVEL 15: SEALED FATE


As a Bonus Action, you target a creature you can see The strength of your Omen of Doom reaches its peak,
within 90 feet of you and magically seal the target’s granting the following bene5ts while it is active.
doom for 1 hour. Once per turn when you hit the Jaws of Doom. The Grim’s Ominous Rend action
doomed target with an attack, it takes an extra 1d6 deals an extra 1d6 damage (for a total of 2d6 extra
Necrotic damage. damage).
In addition, a ghostly creature called the grim appears Marked for Death. When you use Omen of Doom,
in an unoccupied space within 30 feet of the target. Grims you can force the target to succeed on a Charisma saving
most often appear as black, ghostly hounds, but you can throw against your spell save DC or until the current
choose its appearance appropriate to the stat block. Omen of Doom ends, the target has Vulnerability to
The grim is friendly to you and your allies, and it damage dealt by the grim, and to the extra damage you
obeys your commands. It vanishes if you die, when deal with Omen of Doom. Once you use this bene5t,
the doomed creature dies, when it is reduced to 0 Hit you can’t use it again until you 5nish a Long Rest. You
Points, or when you use this feature again. can also restore your use of it by expending a level 4+
You can use this feature a number of times equal to spell slot (no action required).
your Wisdom modi5er (minimum of once), and you
regain all expended uses when you 5nish a Short or
Long Rest. You can also expend a spell slot to restore an GRIM
expended use (no action required). Medium Undead, Neutral
The Grim in Combat. In combat, the grim acts AC 13 plus your Wisdom modi+er
during your turn. It can move and use its Reaction on HP 5 plus +ve times your Ranger level (the Grim has a
its own, but the only action it takes is the Dodge action number of Hit Dice [d8s] equal to your Ranger level)
unless you take a Bonus Action to command it to take an Speed 40 ft.
action in it stat block or some other action. You can also ,-. /012 ,-. /012 ,-. /012
command it as part of the Bonus Action to use Omen S34 16 +3 +3 D26 16 +3 +3 C-5 14 +2 +2
of Doom, or you can sacri5ce one of your attacks when I53 14 +2 +2 W7/ 10 +0 +0 C80 10 +0 +0
you take the Attack action to command the grim to take
Immunities Necrotic; Frightened, Grappled, Petri+ed,
the Ominous Rend action. If you have the Incapacitated
Poisoned, Prone, Restrained
condition, the grim acts on its own and is not limited to
the Dodge action. Senses Darkvision 60 ft., Passive Perception 12
Languages Understands the languages you know
LEVEL 7: HARBINGER OF DOOM CR None (XP 0; PB equals your Pro+ciency Bonus)
Your control over doom grows stronger, granting the
T4073/
following bene5ts.
Graveyard Hunter. The Grim’s Ominous Rend Incorporeal Movement. The grim can move through
action deals an extra 1d6 damage on a hit. other creatures and objects as if they were Di9cult
Mortal Reminder. When you deal damage to a Terrain. The grim takes 1d10 Force damage if it ends its
creature doomed by your Omen of Doom, you can turn inside an object.
change the damage type to Necrotic. Shared Fate. Add your Pro+ciency Bonus to any ability
Mounting Dread. When you or the grim deal check or saving throw the grim makes.
damage, it ignores Resistance to Necrotic damage. A:37-5/
LEVEL 11: GRAVE BOND Ominous Rend. Melee Attack Roll: Bonus equals your
spell attack modi+er, reach 5 ft. Hit: 1d6 + 3 plus your
You draw deeper strength from the grave. You gain the Wisdom modi+er in Necrotic damage and the target
following bene5ts. has the Frightened condition until the start of your next
Ghastly Hound. The grim gains Resistance to turn.
Bludgeoning, Piercing, and Slashing damage.
Grave Fortitude. You gain Resistance to Necrotic R20:37-5/
damage. Baleful Howl. Trigger: A creature moves out of the grim’s
Inescapable Fate. When the target of your Omen reach. Response—Wisdom Saving Throw: Your spell save
of Doom succeeds on a saving throw, you can take a DC, the triggering creature. Failure: The target’s Speed is
Reaction to force it to reroll the save with Disadvantage 0 until the end of the turn.
and use the new roll. Once you cause a save to fail with
this bene5t, you can’t use it again until the current
Omen of Doom ends.

87
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.

LEVEL 3: HEX SLINGER


When you deal damage to a creature with your Sneak
Attack, you can unleash the power of your Jinxcraft.
When you roll your Sneak Attack dice, designate two of
the dice before the roll (such as rolling them separately LEVEL 3: GET JINXED
or using di4erent colored dice). The total rolled on You have learned the secret art of Jinxcrafting—drawing
these dice determines the e4ect of your Jinxcraft as magical power from the dark deeds and deals of sin. You
noted on the Hex Slinger Jinxes table. You can use this gain the following bene5ts.
feature a number of times equal to your Pro5ciency Roll the Bones. You gain pro5ciency with two
Bonus, and you regain all expended uses when you 5nish Gaming Sets of your choice (playing cards and dice
a Short Rest. recommended).

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Hex Weapon. As a 1-hour ritual using a Gaming LEVEL 9: BORROWED LUCK


Set, you magically create a weapon that channels your When you use Hex Slinger feature, you siphon away a
Jinxcraft. This weapon takes the form of a Pistol or sliver of the target’s luck. You gain Heroic Inspiration
a Gaming Set. For you, the hex weapon is a Simple if you don't already have it. If you do have it, you can
Ranged weapon with range 30/90, and deals 1d10 Force expend your Heroic Inspiration instead of expending a
damage on a hit. In this form you throw cards, dice, or use of Hex Slinger.
other gaming set pieces, or use them to unleash bolts
of hex magic. Alternatively, you can infuse a Simple or LEVEL 13: PICK YOUR POISON
Martial weapon you have pro5ciency with, turning it When you use Hex Slinger, you can roll the designated
into your hex weapon. The infused hex weapon deals Sneak Attack dice twice and choose which total to use.
Force damage instead of its normal type. If you create a If the roll you choose is the same number on both
second hex weapon, the 5rst vanishes or its bond to you dice, the target takes Psychic damage equal to half your
breaks. level.
Parlor Trick. You learn one of the following cantrips If the roll you choose is a 2 or a 12, you don’t expend
of your choice: Dancing Lights, Mage Hand, Minor that use of Hex Slinger.
Illusion, or Prestidigitation. Charisma is your spellcasting
ability for it. LEVEL 17: THE OTHER SIDE
You can call on your otherworldly friends in low places
Hex Slinger Jinxes to change the odds of anything you do in your favor. You
2D6 Jinx gain the following bene5ts.
Crossroads Devilry. When you miss with an attack
2 Snake Eyes. On the target’s next turn, it can only roll or fail a saving throw, you can expend and roll any
do one of the following: move or take an action or number of your Sneak Attack dice (choose the number
a Bonus Action, and if it targets you or your allies before you roll) and add the total rolled to the attack
with an attack it takes 2d' Psychic damage. or save. Expended dice return after you next deliver a
Sneak Attack.
3-4 The Nightmare. The target has the Frightened Lady Luck’s Smiling. When a creature hits you with
condition until the end of its next turn, and it an attack roll, you can expend and roll any number of
must immediately take a Reaction to move as far your Sneak Attack dice (choose the number before you
as it can away from you, up to its Speed. roll) and add the total rolled to your AC against that
attack. Expended dice return after you next deliver a
&-' Whiskey Bottle. The target drops anything it’s Sneak Attack.
holding. Until the end of its next turn, the target
must succeed on an Intelligence saving throw to
pick any objects up.

( Cheap Shot. Until the end of its next turn the


target’s Speed is halved, and for that duration
attack rolls against it have Advantage.

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.

!2 Dead Man. If the next attack roll you make before


the end of your next turn misses, it hits instead.
If that attack roll hits, the attack is automatically
a Critical Hit. If you roll a 20 on the d20, roll the
attack’s damage dice three times instead of twice.

89
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.

LEVEL 3: BLOOD WELL


You hold a reserve of vital energy called your Blood
Well, which you can use to empower your magic. When
you make a damage roll or a roll to restore Hit Points to
a creature, you can expend your Blood Well to add 1d8
to the roll.
You regain your expended Blood Well when you
5nish a Long Rest, or when a creature takes 10 or more
Necrotic damage from you at one time.

LEVEL 3: CRIMSON SPELLS


When you reach a Sorcerer level speci5ed in the
Crimson Spells table, you thereafter always have the
listed spells prepared.

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Crimson Spells LEVEL 18: SANGUINE FEAST


Sorcerer Level Spells Your hunger for vital essence is unquenchable. As a
Magic action, you can unleash tendrils of blood that
3 Aid, Blood Bolt* , Cure Wounds, Inflict lash any creatures of your choice within 30 feet of
Wounds, Ray of Enfeeblement you. A target must make a Constitution saving throw,
taking 5d8 Necrotic damage on a failed save, or half as
& Crimson Harvest* , Vampiric Touch much damage on a successful one. If your Blood Well is
already expended when you use this action, the targets
( Death Ward, Locate Creature have Disadvantage on the saving throw. If at least one
creature takes damage from Sanguine Feast, you regain a
) Antilife Shell, Mass Cure Wounds number of Hit Points equal to the damage roll.
Once you use this feature, you can’t do so again until
you 5nish a Long Rest, unless you spend 5 Sorcery
LEVEL 6: BLOODY TEARS Points to use it again.
As a Bonus Action, you can expend your Blood Well
to magically dissolve into a pool of blood, along with
everything you’re wearing or carrying, for 1 hour. The VARIANT: BLOODLESS CRIMSON SORCERERS
transformation ends early if you drop to 0 Hit Points, or If you're playing a character from a species that lacks
if you choose to end it (no action required). blood in the traditional sense, you can still take the
While in blood form you use your game statistics Crimson Sorcery subclass. The essence of Crimson
with the following changes. Sorcery is lifeforce, or animating energy that
approximates life. Instead of blood, a Sorcerer from
• Your Speed becomes 10 feet. an alchemical Construct species might dissolve into
• You gain Climb and Swim speeds equal to your a pool of glowing chemical ;uid that runs through
Speed, and you can climb di8cult surfaces such as its inner workings, or an Undead Sorcerer bleeds
upside down on ceilings without making an ability condensed negative energy in the form of inky black
check. ichor.
• You have Resistance to Bludgeoning, Piercing, and
Slashing damage.
• You have Immunity to the Prone condition. Crimson Origins
• You have Advantage on Strength, Dexterity, and
1d6 Origin
Constitution saving throws.
• You can pass through small holes, narrow openings, ! One of your parents was a vampire. Though you
and even mere cracks. aren’t one yourself, you inherited their hunger,
• You can enter and occupy the space of another and it drives your magic.
creature.
• You can’t drop, use, or otherwise interact with 2 You studied blood rites at a monastery that
anything you were carrying or holding. infused your own blood with power.
• You can’t talk, manipulate objects, attack, or cast
spells. 3 You survived a vampire’s bite, though it left you
forever changed and awakened your sorcery.
LEVEL 6: SCARLET VIGOR
You have Resistance to Necrotic damage and, when you 4 Your family suffers under a generational curse
5nish a Short Rest, you can expend your Blood Well to that has reared its head with you, driving you to
reduce your Exhaustion level, if any, by 1. drain vital energy.

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.

91
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

LEVEL 3: GREAT FOOL SPELLS & Blink, Stinking Cloud


The magic of your patron ensures you always have
certain spells ready; when you reach a Warlock level ( Phantasmal Killer, Resilient Sphere
speci5ed in the Great Fool Spells table, you thereafter
always have the listed spells prepared. ) Arcane Hand, Mislead

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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.

93
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.

LEVEL 3: HORNED KING SPELLS


The magic of your patron ensures you always have
certain spells ready; when you reach a Warlock level
speci5ed in the Horned King Spells table, you thereafter
always have the listed spells prepared.

Horned King Spells


Warlock Level Spells

3 Animal Friendship, Bane, Spike Growth,


Suggestion

& Bestow Curse, Fly

( Phantasmal Killer, Polymorph

) Dominate Person, Scrying

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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.

LEVEL 10: CROWN OF HORNS


As a Bonus Action, you can manifest the majestic might
of the Horned King for 1 minute. For the duration, you
manifest a visible mark—such as a crown made of horns
surmounting your head, or you grow great antlers—and
you gain the bene5ts below. Once you use this Bonus
Action, you can’t use it again until you 5nish a Long Rest
unless you expend a Pact Magic spell slot (no action
required) to restore your use of it.
Dark Heart. Once on each of your turns when you
damage a creature, the target takes an extra 1d8 Necrotic
damage.

95
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: FORBIDDEN KNOWLEDGE


In your study of proscribed power, you learn Deep
Speech or another language of your choice.
In addition, choose a level 1 spell from the Warlock
spell list. You always have it prepared. You can change
your chosen spell when you 5nish a Long Rest.

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.

96
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.

LEVEL 10: OCCULT PRESENCE LEVEL 14: BEYOND SPACE


When you cause an Intrusion, you can roll twice on the The nature of distance and location is revealed for the
Intrusion table and choose which result to use, and you lie that it is. You always have the Scrying spell prepared.
can negate the Intrusion by gaining 1 Exhaustion level. When you cast Scrying, you can risk Intrusion to
Additionally, you gain one of the bene5ts below, and choose one of the following.
you can change your chosen bene5t when you 5nish All Knowing. Treat your connection to a target
a Long Rest. As a Bonus Action, you can cause an creature as if you have part of its body.
automatic Intrusion (and increase the die’s size one step, All Seeing. Cast the spell as an action instead of its
up to its starting size) to change your chosen bene5t. normal casting time.
Alien Consciousness. You gain Immunity to the When you cast Scrying, during the spell’s duration
Charmed and Frightened conditions, and you can’t be you can cause an automatic Intrusion (and increase the
possessed. die’s size one step, up to its starting size) to teleport
Spatial Domination. You gain a Fly Speed equal to yourself, and any willing creatures within 10 feet of you,
your Speed and can hover. to unoccupied spaces you can see through the Scrying
Cosmic Resistance. You gain Resistance to Necrotic sensor. Once you teleport in this way, you can’t do so
and Psychic damage. again until you 5nish a Long Rest.

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.

98
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

101
chApter 4:

CRIMSON ASPIR ANT


You have delved into the forces that animate all life, Crimson Aspirant Story Threads
even those that counterfeit life such as constructs and 1d6 Thread
undead. Many of these studies concentrate on the nature
of blood and its power to sustain life, and transmit vital ! Sometimes when you bleed, you hear whispers
essence, binding the soul to the 6esh. You might have from your fallen blood that tease with meaning.
apprenticed under a sly-hearted mentor, or a secret cabal
focused on understanding or even manipulating life and 2 You were trained by a remote monastery, but your
death. You may have learned from a detailed treatise mentor ushered you out one morning in a panic
which you’ve put into practice, daring to become versed and sent you away.
in the forbidden arts.
3 A plague carried in the blood de+es cures, and
feat: Crimson Ritualist (see chapter 5) you must +nd its origin.
s-i.. proficiencies: Arcana, Medicine
too. proficiency: Herbalism kit 4 Your mentor who inducted you into the secrets
equipment: Choose A or B: (A) Herbalism Kit, Dagger, held within life or blood vanished suddenly.
Fine Clothes, Healer’s Kit, Vial (3), 10 GP; or (B) 50 GP
& Your studies reveal a spate of anemia cases,
BUILDING A CRIMSON ASPIRANT some ending in death, as the predations of
blood-drinking monsters.
Characters who value study and learning, as well as
those with a capacity to heal the injuries and illnesses ' A loved one such as a paramour or sibling died,
of others readily become Crimson Aspirants. More and your studies hint at a way to bring them
physically inclined characters can be drawn to the back.
teachings of blood to tap into their increased vital
energies, as can those who are sickly or weak, in hopes Crimson Aspirant Trinkets. When you make your
of overcoming that adversity. character, you can roll once on the Crimson Aspirant
Suggested Story Threads. The Crimson Aspirant Trinkets table, instead of on the normal starting trinkets
Story Threads table suggests events and people who table.
can be the start of story threads for your character that
weave through the campaign. Crimson Aspirant Trinkets
1d6 Trinket

! A glass pendant with a single drop of blood


suspended within

2 A long scroll with an anatomical study and


description of life energy ;ows through the body

3 A handkerchief with a blood drop pressed into


the center

4 A polished bloodstone for balancing vital energy

& A vial of blood that never coagulates or dries

' A small box of ashes said to be from a martyr


who was falsely accused of vampirism and
burned at the stake

102
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.

feat: Fate Gambler (see chapter 5)


s-i.. proficiencies: Deception, Insight
too. proficiencies: Choose one kind of Gaming Set
equipment: Choose A or B: (A) Gaming Set (same as
above), Fine Clothes, Caltrops, Fine Wine (bottle), 23
GP; or (B) 50 GP

BUILDING A CROSSROADS GAMBLER


Characters who live by their wits such as rogues and
bards 5nd the call of a crossroads gambler appealing,
though anyone could 5nd themselves in the position of
playing for stakes higher than they could ever imagine...
or pay. A spellcaster who conjured the wrong entity
may 5nd themself a gambler. The desperate who sought
out a mysterious 5gure to throw dice and match wits
for power or salvation can 5nd their fates bound to the
crossroads.
Suggested Story Threads. The Crossroads Gambler
Story Threads table suggests events and people who Crossroads Gambler Trinkets. When you make
can be the start of story threads for your character that your character, you can roll once on the Crossroads
weave through the campaign. Gambler Trinkets table, instead of on the normal
starting trinkets table.
Crossroads Gambler Story Threads
Crossroads Gambler Trinkets
1d6 Thread
1d6 Trinket
! Someone you thought was a friend tricked you
into making your bargain. ! A lucky coin made of a strange material such as
green steel, or bone
2 You’ve found that if you go too long without
making a wager, your luck starts to turn sour. 2 A battered, blood-stained six of hearts playing card

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

103
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.

CULT VENERATION Cultist Trinkets. When you make your character,


you can roll once on the Cultist Trinkets table, instead
Cults propitiate beings of otherworldly power in hopes of on the normal starting trinkets table.
of sharing in that potency. Choose what type of cult you
joined, such as the following. Cultist Trinkets
Aberration. Alien creatures with inscrutable 1d6 Trinket
mindsets and motivations. Many originate from outside
the known multiverse. ! A sealed scroll of esoteric knowledge
Celestial. Beings of the Upper Planes, and paragons
of order or benevolence. Many can be overbearing and 2 A steel ball bearing etched over its entire surface
uncompromising. with your cult’s sacred text
Fiend (Demon). Creatures of utter evil and
destruction, who want to see all worlds and planes burn. 3 A crystal that feels strange to the touch
Fiend (Devil). Beings of cunning wickedness who
prize structure and obedience and seek to subjugate 4 A ritual knife stained with blood, sap, or oils
others and condemn souls.
Fey. Capricious beings often associated with nature & A set of copper tattoo needles
and emotional extremes. They can be beautiful, terrible,
intoxicating, and horri5c. ' An embroidered cloth half mask

104
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.

Astramar Arcana Navigator’s Tools 4 Members of a trade caravan stole something or


harmed someone dear to you.
Bubonia Medicine Poisoner’s Kit
& You made a desperate pact with an ashborn, and
Chernabos Deception Calligrapher’s Supplies now seek to nullify the contract.

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

105
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

! A syringe with a faintly glowing purple residue

2 A wrench that is the only one that +ts a bit of


simple machinery built into your body

3 A sheaf of chemical-stained parchments covered


in incomprehensible notes and schematics

4 A spool of silver thread that matches stitches in


your altered body part

& A metal hip ;ask with strange runes scratched


into one side

' A smooth stone that comforts and soothes you


when you hold it tightly

106
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.

& You sometimes see people in your travels who


you recognize from your time on the Ghostlight
Express.

' Someone greeted you with knowledge of your


+rst journey on the Ghostlight, but you don’t
remember them.

Ghostlight Passenger Trinkets. When you make


your character, you can roll once on the Ghostlight
Passenger Trinkets table, instead of on the normal
starting trinkets table.

Ghostlight Passenger Trinkets


1d6 Trinket
BUILDING A GHOSTLIGHT PASSENGER
! A slate board smeared with erased chalk, where
Every person in Druskenvald travels the Ghostlight you sometimes +nd words scratched
Express at least once, but very few form the deep and
lasting connection that you have. Your 5rst trip on the 2 A lump of coal that never burns away and gives
Ghostlight might have been a near death experience off wispy smoke
from which you were saved, or perhaps you did die in
earnest but were resurrected later. 3 A torn ticket stub that is slightly translucent
Characters attuned to spirits or the lands of the
dead such as clerics, paladins, or those who had brushes 4 A dented train conductor’s whistle that only the
with death are the most common to exhibit this deep dead can hear
connection.
Suggested Story Threads. The Ghostlight Passenger & A pocket watch that runs backwards
Story Threads table suggests events and people who
can be the start of story threads for your character that ' A battered train conductor’s hat
weave through the campaign.

107
chApter 4:

NIGHT STALKER

Night Stalker Story Threads


1d6 Thread

! You’re hunting the creature that slew your loved


ones.

2 You started your hunt with zeal, but quickly +nd


that you’re losing your stomach for it.

3 As you learn more about the creatures of the


night, you discover that some of your initial
thoughts about them were wrong.

4 You failed to stand up to a creature and saved


Once you were prey, stalked by a monster through the yourself instead of someone else. Now you try
dark of night. Now, you are the hunter, and the things and make up for that shame.
which you once feared will learn the true meaning of
dread. You have become far deadlier, hungrier, and & The monsters you hunt terrify you to your soul,
crueler for the perishing than your monster. You are, and you lash out to deny your fear.
yourself, the monster now—a fearsome creature once
thought to slake its hunger on you or those close to you. ' Your fervent hunt is a cover for your desire to
You survived, and your would-be killer could have its become something more than mortal.
own destruction in turn.
Night Stalker Trinkets. When you make your
feat: Hunter of Hunters (see chapter 5) character, you can roll once on the Night Stalker
s-i.. proficiencies: Stealth, and one other of Trinkets table, instead of on the normal starting trinkets
your choice from the following list: Arcana, History, table.
Religion, Nature
too. proficiency: Leatherworker’s tools Night Stalker Trinkets
equipment: Choose A or B: (A) Leatherworker’s Tools, 1d6 Trinket
Book (one creature type), Hooded Lantern, Hunting
Trap, Oil (3 6asks), Traveler’s Clothes, 8 GP; or (B) 50 ! A necklace of yellowed fangs
GP
2 A series of letters showing a person’s
BUILDING A NIGHT STALKER personality sharply eroding into incoherence
and raving
Consider how you joined the hunt for things that would
see you as prey. Did you lose someone close to you or 3 A knife made from a massive creature’s claw
survive an attack? Perhaps you were raised in a family
line of dedicated hunters. Rangers, rogues, and barbarians 4 A casting of a monstrous footprint
make fearsome night stalkers, as does any character with a
passion to oppose these deadly creatures. & A hide or pelt from a monstrous creature
Suggested Story Threads. The Night Stalker Story
Threads table suggests events and people who can be ' A glass eye that normal animals shy away from
the start of story threads for your character that weave
through the campaign.

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

feat: Unre6ected (see chapter 5) 2 An invitation to a powerful person’s home who


s-i.. proficiencies: Deception, Investigation you’ve never met
too. proficiency: Disguise kit
equipment: Choose A or B: (A) Disguise Kit, Traveler’s 3 A locket with your silhouette painted in it on both
Clothes, Mirror, 16 GP; or (B) 50 GP sides, facing each other

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.

Reflected Wanderer Story Threads


1d6 Thread

! A close, long-term relationship went suddenly


sour as if you wronged the other person.

2 Your other self leaves you word and signs as it


travels, sometimes seeming fond, other times
resentful.

3 Animals are unsettled by you, becoming skittish


and restless in your presence.

4 You’re wanted for several minor crimes you never


committed, though eyewitnesses named you.
Over time, more crimes of increasing severity
occur.

& Someone you’ve been at odds with begins


treating you with more respect and kindness.

' Mirrors sometimes softly crack when you touch


them.

109
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

! A prayer slip and seal covered in verses to protect


the departed

2 A charcoal rubbing of a gravestone epitaph

3 A co9n nail that always ends up bent, no matter


how many times you straighten it

4 A dried ;ower cleaned from one of the +rst


graves you tended

& A length of rusty iron chain and padlock

' A sealed bottle containing a +nal breath

110
bAckgrounds

REVELER
Reveler Story Threads
1d6 Thread

! Posters depicting drawings of your reveler guise


have started showing up in towns after the fool’s
revel leaves.

2 Once you learned the truth of the revels—that


some of the people who vanish ostensibly to
join the revel are sacri+ced—you seized the +rst
chance to slip away.

3 Recently more people than usual have gone


missing from towns in the Revel’s wake.

4 Crows, owls, and other birds seem to cackle and


laugh in your presence.

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

! A wealthy patron paid you handsomely to


research what led to your discoveries, and they
want what you found.

2 When you spoke aloud the +rst secret word you


deciphered, you passed out and woke hours later
to +nd your lips cracked and blackened.

3 Something has been following you since you


uncovered the forbidden secrets. You sense it
always behind you, drawing closer.

4 Your shadow converses with you when you’re


alone, acting as a debate partner and sounding
board in your studies.

& The re;ections of your eyes are black voids, but


no one else seems to notice.
Delving into the brittle pages of ancient tomes and
weathered tablets carved with blasphemy, you have ' An order of inquisitors or witch hunters hound
unearthed secrets of eldritch beings of unfathomable you wherever you travel, seeking to silence you
might. Most of their meaning slips like whispers out and your discoveries forever.
of your grasp, but you have seized both forbidden
knowledge and cursed power from them. The deeper Scholar of the Forbidden Trinkets. When you
you plunge into depravity, the more certainty you feel make your character, you can roll once on the Scholar of
that you are not there alone. the Forbidden Trinkets table, instead of on the normal
starting trinkets table.
feat: Dread Speech (see chapter 5)
s-i.. proficiencies: Arcana, Intimidation Scholar of the Forbidden Trinkets
.anguages: One of your choosing (Deep Speech 1d6 Trinket
recommended)
too. proficiencies: Calligrapher’s supplies ! A broken fragment of a stone table carved with
equipme.t: Choose A or B: (A) Calligrapher’s Supplies, symbols that seem to slither and writhe
Book (a topic of arcana), Ink (black), Ink Pen, Lamp,
Oil (3 6asks), Paper (10 sheets), 2 GP; or (B) 50 GP 2 A desiccated bit of tentacle

BUILDING A SCHOLAR OF 3 A small soapstone idol that always seems to


THE FORBIDDEN end up in your pocket, bag, or otherwise on your
person
Wizards and warlocks make the most common scholars
of the forbidden, but any character who stumbles onto 4 A book bound in Humanoid skin with blank
the dread truths waiting beneath the surface of reality pages that absorb ink or other pigments
can 5nd themselves walking the path. The secrets you
unveil could threaten to destabilize any number of & An alien eyeball ;oating in a jar of preservative
powerful beliefs and organizations, which makes you ;uid
dangerous to them.
Suggested Story Threads. The Scholar of the ' An antique amulet with indecipherable symbols,
Forbidden Story Threads table suggests events and that whispers at the edge of consciousness when
people who can be the start of story threads for your worn
character that weave through the campaign.

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

! A crescent woven from wicker and laced with


silver wire

2 A glass bauble that was the +rst payment you


received for your hedge wisdom

3 A Tiny +gure made of acorn caps from the oldest


oak in the woods

4 A rough-forged knife with an etched blade

& A snake skull in a wicker cage

' A battered stuffed animal missing one eye

113
chapter 5:
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.

VARIANT: GENERALIZED ORIGIN FEATS


Origin feats are designed to be taken at level 1, which means they are overall less
powerful than General feats, but that can also make them less appealing to select
at higher levels. At the GM's discretion, characters that select an Origin feat at level
4+ can add the following bene+t to the feat.
Ability Score Increase. Increase one ability score of your choice by 1, to a
maximum of 20.
ORIGIN FEATS
ALTERED rolls, it can succeed on a Charisma saving throw to
destroy the charm (DC = 8 plus your Pro5ciency Bonus
Origin Feat
and the ability modi5er you chose for Old Blessing). You
You have been changed through can only have one Twisted Hex charm at a time. If you
magic, science, or a volatile blend of make a new one, the previous one loses its magic.
the two. You have a blatant physical
augmentation of your choice from the CRIMSON RITUALIST
options below. The augmentation is
Origin Feat
obvious—such as with stitches, grafts
of other creature’s body parts, or Your study of blood magic
implants—unless disguised. and life force has borne fruit,
Aquatic Adaptation. You have gills granting you the following
or mucus membranes that allow you bene5ts.
to breathe water, and webbed extremities that grant you Blood Lash. You learn
a Swim Speed equal to your Speed. the Blood Bolt cantrip (see
Natural Armor. You have scales, plates, or thick Chapter 7: Spells). Your spellcasting ability for it is
hide that grants you an AC of 13 + your Dexterity or Intelligence, Wisdom, or Charisma (your choice when
Constitution modi5er (your choice). you select this feat).
Natural Weapons. You have claws, fangs, horns Bottled Life. When you 5nish a Long Rest, you can
or some other natural weapon that you can use to perform a 1-minute ritual to transfer some of your life
make Unarmed Strikes that deal 1d8 damage on a hit. essence into a vessel for later use. Expend a number of
The damage is Bludgeoning, Piercing, or Slashing as Hit Point Dice up to your Pro5ciency Bonus, and bleed
appropriate to the form. into a vial of water or other liquid. As a Bonus Action,
Night Vision. You have Darkvision with a range of a creature can drink the vial to roll the Hit Dice you
60 feet, or your existing Darkvision if any has its range expended. It regains a number of Hit Points equal to the
increased by 30 feet. total rolled plus the creature’s Constitution modi5er.
The vial remains potent until you 5nish a Long Rest.
CHARM TWISTER
Origin Feat
CULT INITIATE
Origin Feat
You know hedge remedies
and hexes passed down Your cult instructs you in eldritch rites,
through Old Ways teachings, granting you the following bene5ts.
and you can impart them Two Cantrips. You learn two
into small wicker charms cantrips of your choice from the
you weave. You gain the Warlock spell list. Intelligence, Wisdom,
following bene5ts. or Charisma is your spellcasting ability
Old Blessing. You can cast the Bless spell once using for this feat’s spells (choose when you
this bene5t, requiring one or more wicker charms as select this feat).
the material component (which the targets must carry), Level 1 Spell. Choose a level 1 spell
and you can’t do so again until you 5nish a Long Rest. from the Warlock spell list. You always
Your spellcasting ability for casting the spell in this way have that spell prepared. You can cast it
is Intelligence, Wisdom, or Charisma (choose when you once without a spell slot, and you regain
select this feat). You can also cast the spell using any the ability to cast it in that way when
spell slots you have. you 5nish a Short or Long Rest. You can
Twisted Hex. As a Magic action, you can weave spite also cast the spell using any spell slots you have.
into a wicker charm. Choose an ability. Another creature Spell Change. Whenever you gain a new level, you
carrying the charm, or whose home the charm is within, can replace one of the spells you chose for this feat with
has Disadvantage on ability checks and attack rolls using a di4erent spell of the same level from the Warlock spell
the chosen ability. When the creature fails one of these list.

115
chApter 5

DREAD SPEECH GHOSTLIGHT MEDIUM


Origin Feat Origin Feat
You have articulated a few words You formed a mystical
of forbidden truth that resonate connection to the
with—and fray—the fabric of Ghostlight Express that
creation, granting you the a4ords you insight into
following bene5ts. the nature of spirits,
Eldritch Word. As a granting the following bene5ts.
Bonus Action, you can speak Ghostly Touch. When you damage a creature with
a magical word aloud to force the Incorporeal Movement trait, you can ignore the
a creature within 60 feet creature’s damage Resistances, if any.
of yourself to succeed on a Spirit Sense. As a Bonus Action, you can sense any
Wisdom saving throw (DC = Undead within 60 feet of you, or any creatures in the
8 plus your Pro5ciency Bonus Ethereal Plane that overlaps that area. You learn the
and Intelligence, Wisdom, or distance and direction to any creatures you detect (or an
Charisma modi5er; choose when Ethereal creature’s equivalent position on your plane).
you select this feat) or have the Once you detect a creature with this bene5t, you can’t
Frightened condition until the use it again until you 5nish a Short or Long Rest.
start of your next turn. You can
use this bene5t safely once before GRAVE KEEPER
you 5nish a Short or Long Rest.
Origin Feat
If you use it again before resting,
you take 1d6 Necrotic damage that can’t be reduced or Studying funeral rites and tending the
ignored in any way. dead’s rest has made you a conduit
Shred Fate. Your dread secrets can unravel the destiny between the worlds of the living
of your foes. You always have the Bane spell prepared, and the dead. You gain the following
and your spellcasting ability for it is the ability you chose bene5ts.
for Eldritch Word. You can cast it once without Material Divine Channel. You gain one use
components or a spell slot, and you regain the ability to of the Channel Divinity feature from
cast it that way when you 5nish a Long Rest. You can also the Cleric class, with the Turn Undead option (If you
cast the spell using any spell slots you have. already have Channel Divinity, you add this use to the
feature from one class of your choice). Your save DC for
FATE GAMBLER this bene5t is 8 plus your Wisdom modi5er plus your
Pro5ciency Bonus.
Origin Feat
Last Rites. You can enact a 10-minute ritual to
Coming out ahead, whether in games of chance or in prepare the corpse of a Medium or smaller creature,
life-or-death contention, 5lls you with resolve and vigor. expending 10+ GP worth of incense, oils, linen wraps,
You gain the following bene5ts. or similar trappings. The prepared corpse can’t become
Bet Big. You gain Heroic Inspiration whenever Undead.
you succeed on an ability check made against another
creature, when you reduce a creature to 0 Hit Points, HUNTER OF HUNTERS
or when a creature fails a saving throw you forced it
Origin Feat
to make. If in any case
the creature has a CR You are adept at hunting monstrous
of 0 or lacks a CR prey, granting you the following bene5ts.
(such as another player Dead Aim. As a Bonus Action, you
character), you don’t can scrutinize a creature to spot its
gain Heroic Inspiration. vulnerable points. The next time you
Win Big. As a Bonus deal damage to the creature before the
Action, you can expend start of your next turn, you ignore the
your Heroic Inspiration creature’s damage Resistances, if any.
to gain a number of Studied Quarry. You have
Temporary Hit Points Advantage on ability checks made to
equal to your level. recall information about a creature.

116
feAts

MEMORY STARVED Jester’s Repartee. You always have the Hideous


Laughter spell prepared, and your spellcasting ability
Origin Feat
for it is Intelligence, Wisdom, or Charisma (choose
Your mind ravenously gathers details when you select this feat). You can cast it once without
and desperately clings to its memories Material components or a spell slot, and you regain the
and faculties, granting you the following ability to cast it that way when you 5nish a Long Rest.
bene5ts. You can also cast the spell using any spell slots you have.
Desperate Detail. You have Advantage
on Intelligence (Investigation) checks. UNREFLECTED
Iron Mind. You have Advantage on
Origin Feat
saving throws made to avoid or end the
Charmed condition, and to avoid having Your image
your memories read or altered. is separated
from you,
REVELING FOOL making you unable to cast a re6ection or a shadow,
but also leaving you able to slip notice. You gain the
Origin Feat
following bene5ts.
As part of the Fool’s Revel, you learned to take on the Inscrutable. Creatures have Disadvantage on
guise of the Fool, and channel the laughter of the jovial Wisdom (Insight) checks made against you.
patron. You gain the following bene5ts. Unremarkable. The loss of some part of yourself
Fool’s Mask. By donning a jovial mask and a fool’s, leaves you able to fade into the background. While you
jester’s, or clown’s costume, you take on are within a group of at least two other creatures of your
a new identity that hides your own. type and no more than one size larger or smaller than
In the guise of the fool, you can get you, you can take the Hide action from creatures outside
away with minor transgressions that group by making a Charisma (Deception) check
against people in positions of instead of Dexterity (Stealth), with no need for being
authority or station. behind cover or Heavily Obscured. If you are ever more
than 5 feet from at least two other such creatures while
hiding this way, you are revealed.

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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DARK BARGAIN DESCRIPTIONS


and uses the Doppelganger stat block. It is Friendly
toward you and acts as your ally and takes its turn on
your Initiative in combat. It disappears after 1 hour,
when it dies, when you die, or when you use an action to
politely dismiss it. When it disappears, it drops anything
it was wearing or carrying.
Precocious Friend. The companion sometimes
appears with trinkets, Cursed Curios* , or other items.
BESTIAL AWAKENING It might tell you where it got them, or it might not (GM’s
choice). If it took the object from someone who misses it
The feral world calls to your soul, howling for you to or wants it back, that could create di8culties for you.
join it. You can give in to the call and transform into a Unsettling Presence. While your companion
beast, but the touch of silver bites you more deeply than is summoned, both it and you exude a frightful air
the sharpest fang. that unnerves your allies. While the companion is
Beast Skin. You always have the Polymorph spell summoned, a creature that isn’t Hostile toward you that
prepared. You can cast it once without a spell slot or starts its turn able to see you or the companion must
spell components targeting only yourself, and you regain succeed on a DC 15 Wisdom saving throw or have the
the ability to cast it in that way when you 5nish a Long Frightened condition until the start of its next turn.
Rest. You can also cast it using slots you have of the
appropriate level. Intelligence, Wisdom, or Charisma is
your spellcasting ability for the spell when you cast it
without a spell slot (choose when you select this Dark
Bargain).
Searing Silver. Damage from Silvered Weapons
ignores any Resistance or Immunity to damage you have.
If you take damage from a Silvered Weapon, or touch
silver with your bare skin (or its equivalent), you can’t
regain Hit Points until you 5nish a Short or Long Rest. COLLECTOR OF STORIES
You have an insatiable desire to gather the tales of the
world. Sometimes, you inadvertently take the story of
meeting another person and keep it to yourself, forever.
Gathered Tales. You always have the Legend Lore
spell prepared. You can cast it once without a spell slot
or spell components, and you regain the ability to cast
it in that way when you 5nish a Long Rest. You can
also cast it using slots you have of the appropriate level.
CALL OF THE LONELY Intelligence, Wisdom, or Charisma is your spellcasting
ability for the spell when you cast it without a spell slot
In the depths of your solitude, and when your hope (choose when you select this Dark Bargain).
withered on the branch, you were granted a companion Hoarded Stories. When you use this bargain to cast
you can call on. You never have to be alone again. Legend Lore without a spell slot, a Friendly NPC (the
This companion is Friendly toward you but is deeply GM chooses) forgets ever meeting you. You can meet
unsettling to your allies. them again and attempt to rebuild a relationship, but
Never Alone. When no other creature can see you, you forever cause an unsettling discomfort in them.
you can use a Bonus Action to call your companion, That NPC’s attitude toward you can’t ever improve
which appears in an unoccupied space within 10 feet of beyond Indi4erent, and you have Disadvantage on all
you. It takes the form of a person, or a vague silhouette, Charisma checks against them.

120
dArk bArgAIns

of your next turn, and you gain a number of Temporary


Hit Points equal to your Level. Once you use this
feature, you can’t use it again until you 5nish a Short or
Long Rest.
Solitary Weakness. If you start your turn with no
allies that you can see or hear within 20 feet of you,
you lose any Temporary Hit Points you have from any
source, and you have Disadvantage on D20 Tests until
CROOKED FORTUNE the start of your next turn.

The crooked fate that governs Druskenvald has taken a


liking to you. You can avoid calamity, but you must pay
back your good fortune eventually.
Cheat Fate. When you fail a saving throw, you can
choose to succeed instead. If you would take half damage
on a successful save, you take no damage instead. Once
you use this feature, you can’t use it again until you pay
the price (see below).
Delayed Price. After you use Cheat Fate, your next HAND OF DEATH
three saving throws have Disadvantage and can’t have
Advantage, and you gain 1 Exhaustion level when you Death has no claim on you. In exchange for staying its
succeed on one of the saves. Once you succeed or fail on cold hand without that hand closing, you become a maw
the third saving throw, you regain the use of Cheat Fate. through which death feeds on the world around you.
The powers that govern the warp and weft of fate don’t Adamant Endurance. You have Advantage on
take kindly to cheating outside their terms—at the GM’s Constitution saving throws.
discretion, saving throws made intentionally or without Cling to Life. If you are Dying at the start of your
true consequences simply to pay this price painlessly turn, or when you die, you can choose to regain a number
don’t count. of Hit Points equal to half your maximum instead. Once
you use this feature, you can’t use it again. After using it,
whenever you regain Hit Points through any means, you
gain only half that amount. Once a Humanoid (other than
you) dies within 30 feet of you, you regain the use of this
feature, and you can regain Hit Points as normal.
Death Knell. Other creatures within 10 feet of you
have Disadvantage on Death Saving Throws, and you
can’t restore Hit Points to a creature with 0 Hit Points
by any means.
CULT OF PERSONALITY
You are a force of charm and allure with which to be
reckoned. While others fall over themselves to stumble
into your good graces, you might 5nd that you end up
needing them more than they need you.
Honeyed Words. As a Magic action, you can speak
sweet words to a creature within 60 feet of you. The
creature has the Charmed condition for 24 hours, until
you use this feature gain, or until you or your allies deal MIGHT OF THE OLD
any damage to the target or force it to make a saving
throw. The Charmed target is your ally and follows your Ancient and primeval power dwells within the oldest
commands, as long as they don’t require the target to forests of Druskenvald. These powers pour their
harm itself. If the target carries out a command it 5nds strength into you but can overwhelm you with their
odious, it makes a DC 15 Wisdom saving throw, ending unchanging nature.
the condition on itself on a success. Once the condition Ancient Might. Your Strength score increases by 2,
ends, the target is immune to this feature for 24 hours. to a maximum of 22, and your Dexterity score decreases
If the target has Immunity to the Charmed condition, by 2.
it instead has Disadvantage on D20 tests until the start Primeval Strength. As a Bonus Action, you can call

121
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upon the might of the ancients to raise your Strength


score to 25 for 1 minute, during which time you deal
double damage to objects. Once you use this Bonus
Action, you can’t use it again until you 5nish a Long Rest.
Pyre’s Price. When you activate Primeval Strength,
your skin takes on a bark-like texture during which time
you have Vulnerability to Fire damage. Your skin returns
to normal when you 5nish a Long Rest.
SHROUDED SPIRIT
The pall of death drapes over you as the fog of
Druskenvald. This shroud protects you from the
depredations of the undead, but it draws you ever nearer
to their cold embrace.
Inured to Undeath. You have Resistance to Necrotic
damage, and you have Advantage on saving throws
against spells and e4ects created by Undead.
SELF-SERVING SACRIFICE Unholy Appetite. You must consume one pound
of raw 6esh (it needn’t be fresh) per day or su4er
You can snatch others from the jaws of death, but your Malnutrition.
own grip lingers too tightly. The feeling of saving others Withering Soul. Features that detect your creature
from su4ering 5lls you with resolve, even as it drains the type such as a paladin’s Divine Senses, or the Detect Evil
vigor from those you rescue. and Good spell treat you as Undead if your creature type
Critical Savior. When a creature within 120 feet of isn’t Undead already.
you is subjected to a Critical Hit, or is reduced to 0 Hit
Points, you can use your Reaction to magically switch
places with the target. Each of you teleports to the other’s
space. Roll a number of d6s equal to half your Level.
You take Force damage equal to the total rolled, you gain
Heroic Inspiration, and your Exhaustion level if any is
reduced by 1. The target regains Hit Points equal to the
total rolled and gains 1 Exhaustion level. You can’t use this
feature again until you 5nish a Short or Long Rest.
Draining Presence. When you 5nish a Short or SKIN OF COFFIN NAILS
Long Rest, each creature within 100 feet of you loses
one Hit Point Die (before spending Hit Dice in the case Your body becomes as coldly unrelenting as iron nails
of 5nishing a Short Rest). sealing away the dead. You can shrug o4 staggering
Final Sacri!ce. You can cast True Resurrection using punishment, but the waters of the world no longer
this bargain requiring no spell slot or spell components. embrace you, as if spiting your de5ance.
Intelligence, Wisdom, or Charisma is your spellcasting Iron Grit. You gain Resistance to Bludgeoning,
ability for the spell when you cast it without a spell slot Piercing, or Slashing damage (your choice when you
(choose when you select this Dark Bargain). choose this bargain). You can change the damage type
When you cast the spell this way, you die, and to one of the other options when you 5nish a Short or
nothing can prevent it. Your soul is bound to torment Long Rest. When you su4er a Critical Hit from the
the creature you returned to life, and you can’t be raised chosen damage type, it becomes a normal hit instead.
from the dead by any means. When the creature takes a Watery Doom. While immersed in water, your Speed
Long Rest, it must roll a d20 halfway through the rest’s and the time you can hold your breath are halved, and
duration. On a 1, your soul takes the form of a Wraith your Resistance to the chosen damage type for Iron Grit
within 100 feet of the creature and tries to kill it. The becomes Vulnerability instead.
wraith vanishes after 8 hours, or when it dies. Once the
wraith appears, it can’t appear again for 30 days.

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dArk bArgAIns

Red Haze. While you are in a fury, you must make


a DC 15 Wisdom saving throw at the start of each of
your turns. On a successful save, you can choose to
end your fury, or to continue it. On a failure, you no
longer make the save at the start of your turn, and you
regard the creature nearest to you that you can see or
hear as your enemy (if there are multiple, choose one
at random). On each of your turns, you must move as
STILLED HUNGERS close to the creature as possible and take the Attack
action, targeting that creature with melee attacks.
Food, drink, and maladies of the 6esh have lost their If you’re unable to get close enough to the creature
hold over you, but these are the very things that keep to attack it, your turn ends after you’ve used up all
a soul vital while in the land of the living. Your mind your available movement. If the creature dies or can
grows ravenous in their absence—your thoughts crack no longer be seen or heard by you, the next nearest
with gnawing fears, and your dreams all wither into creature that you can see or hear becomes your new
crooked nightmares. target.
Sated Cravings. Forgoing food and drink doesn't give
you Exhaustion levels. You have Resistance to Poison
damage, and you have Advantage on saving throws to
avoid or end the Poisoned condition.
Tenuous Psyche. You have Vulnerability to Psychic
damage, and Disadvantage on saving throws to avoid or
end the Frightened condition. A Calm Emotions spell
cast on you suppresses this feature for its duration.

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.

123
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

T folk horror. Outside of being granted these spells by features, the GM


decides how player characters can learn them. For spellcasters who have
access to their entire spell list, they might simply become aware of the
magic of Druskenvald now available to them. Alternatively, a character might need to
experience, research, or otherwise learn of a new spell before selecting it.
SPELL LISTS
This 5rst section presents additions to class spell Level Spell School Special
lists. The spells are organized by spell level and then 3 Creeping Rot Necromancy —
alphabetized, and each spell’s school of magic is
listed. After the school, C means the spell requires 3 Crooked Ward Abjuration C, M
Concentration, R means it’s a Ritual, and M means it 3 Culling Sickle Necromancy C
requires a speci5c Material component. 3 Harvest Moonglow Evocation M
Bard Spells 3 Scarlet Dawn Evocation —
4 Buried Alive Transmutation M
Level Spell School Special
4 Call of the Wild Enchantment M
0 Mysterious Presence Illusion C
4 Consuming Pyre Evocation C
! Command Undead Necromancy C, M
4 Murder of Crows Conjuration M
2 Chorus of the Lost Necromancy C, M
& Field of Reaping Necromancy C, M
2 Harrowing Ballad Enchantment C
2 Unraveling Whisper Enchantment — Paladin Spells
3 Cursed Cacophony Enchantment C, M, R Level Spell School Special
3 Sanctum of the Flock Transmutation M ! Hungering Blade Necromancy —
4 Call of the Wild Enchantment C, M 2 Chain of Conviction Conjuration —
4 Intrusive Despair Enchantment C, M 2 Summer Winds Evocation —
4 Puppet Master Enchantment C, M 3 Martyr Necromancy M
& Lucky Charm Transmutation C, M 3 Sanctum of the Flock Transmutation M
& Mirrored Agony Abjuration M 3 Scarlet Dawn Evocation —
Cleric Spells 4 Consuming Pyre Evocation C
4 Sacrificial Siphon Necromancy C
Level Spell School Special
4 Sanctum of the Shepherd Abjuration M
! Ancestral Communion Divination C
& Lucky Charm Transmutation C, M
! Command Undead Necromancy C, M
2 Chorus of the Lost Necromancy M Ranger Spells
2 Summer Winds Evocation — Level Spell School Special
3 Harvest Moonglow Evocation M ! Ancestral Communion Divination C
3 Martyr Necromancy M ! Hungering Blade Necromancy —
3 Sanctum of the Flock Transmutation M 2 Sanguine Secrets Divination M
3 Scarlet Dawn Evocation — 2 Summer Winds Evocation —
4 Sacrificial Siphon Necromancy C 2 Veil of the Reaper Illusion C, M
4 Sanctum of the Shepherd Abjuration M 3 Creeping Rot Necromancy —
& Field of Reaping Necromancy C, M 3 Crooked Ward Abjuration C, M
Druid Spells 3 Harvest Moonglow Evocation M
3 Scarlet Dawn Evocation —
Level Spell School Special
4 Call of the Wild Enchantment C, M
0 Eye Burn Transmutation M
4 Murder of Crows Conjuration M
0 Mysterious Presence Illusion C
& Lucky Charm Transmutation C, M
! Ancestral Communion Divination C
2 Summer Winds Evocation —

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chApter 7

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

126
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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CHAIN OF CONVICTION COMMAND UNDEAD


Level 2 Conjuration (Paladin, Warlock) Level 1 Necromancy (Bard, Cleric, Sorcerer, Warlock, Wizard)
Casting Time: Bonus Action Casting Time: Action
Range: 30 feet. Range: 60 feet
Components: S Components: V, S, M (a pinch of bone dust)
Duration: 1 minute Duration: Concentration, up to 1 hour
You hurl a spectral, barbed chain at a creature that You usurp the negative energy animating an Undead
you can see within range. The target makes a Strength creature that you can see within range, attempting to
saving throw. On a failed save, the target takes 2d6 Force take control of it. The target must make a Charisma
damage, is pulled up to 30 feet toward you, and is bound saving throw. On a failed save, for the duration, the
by the chain. The target can repeat the saving throw at target has the Charmed condition (ignoring any
the end of each of its turns, ending the spell on itself on Immunity to that condition), and is Friendly toward
a success. On a successful save, the target takes half as you. On a successful save, the target has Disadvantage
much damage only. on attack rolls made against you or your allies until
While bound by the chain, the creature is tethered to the start of your next turn. If you or any of your allies
you and can’t move or teleport to a space more than 30 damage the target or force it to make a saving throw,
feet away from you, and you have Advantage on attack the spell ends.
rolls made against the creature. Using a Higher-Level Spell Slot. You can target one
Using a Higher-Level Spell Slot. The damage additional creature for each spell slot level above 1.
increases by 1d6 for each spell slot level above 2.

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.

128
spells

CREEPING ROT CROOKED WARD


Level 3 Necromancy (Druid, Ranger, Sorcerer, Warlock, Level 3 Abjuration (Druid, Ranger, Warlock, Wizard)
Wizard) Casting Time: Action
Casting Time: Action Range: Touch
Range: 90 feet Components: V, S, M (a +ve-pointed wicker star)
Components: V S Duration: Concentration, up to 10 minutes
Duration: 1 minute You touch an immobile surface and mark a symbol that
You send tendrils of black and gray rot toward a target causes agony in twisted creatures. An invisible, 30-foot-
that you can see within range. Three tendrils then leap radius Sphere springs out from the point you touch.
from that target to as many as three other targets of your Each Aberration, Fey, Fiend, Monstrosity, or Undead in
choice, each of which must be within 30 feet of the 5rst the Sphere has Disadvantage on ability checks and attack
target. A target can be a creature or a nonmagical plant rolls. When an a4ected creature enters the Sphere for
that isn’t a creature, such as a tree or shrub. In either the 5rst time during a turn, or when it starts its turn
case, each can be targeted by only one of the tendrils. there, it must succeed on a Wisdom saving throw or
A target that is a creature must make a Constitution have the Frightened condition until the start of its next
saving throw. It takes 3d8 Necrotic damage and has the turn.
Poisoned condition for the duration on a failed save, or Using a Higher-Level Spell Slot. Your Concentration
half as much damage only on a successful one. A creature can last longer with a spell slot of level 4 (up to 1 hour)
Poisoned in this way takes 1d8 Necrotic damage at the or 5 (up to 8 hours). The spell no longer requires
start of each of its turns. The creature can repeat the Concentration and lasts for 24 hours with a spell slot of
save at the end of each of its turns, ending the spell on 6 or higher.
itself on a success.
A Plant creature automatically fails the initial save, CULLING SICKLE
and a nonmagical plant that isn’t a creature simply
Level 3 Necromancy (Druid, Sorcerer, Warlock, Wizard)
withers and dies.
Using a Higher-Level Spell Slot. One additional Casting Time: Bonus action
tendril leaps from the 5rst target to another target for Range: Self
each spell slot level above 3. Components: V, S
Duration: Concentration, up to 1 minute
CRIMSON HARVEST You create a ghostly sickle that lasts for the duration
and can strike out at your foes. The sickle appears
Level 3 Necromancy (Sorcerer, Warlock, Wizard)
hovering in your space and moves with you, and you
Casting Time: Action can immediately direct it to 6y at and strike a creature
Range: Self within 30 feet of you. Make a ranged spell attack. On a
Components: V, S, M (a vial of blood) hit, the target takes 2d8 Necrotic damage and you gain
Duration: Instantaneous Temporary Hit Points equal to half the damage dealt.
A wave of blood sweeps out from you in a 15-foot After the sickle hits or misses, it returns to hover in your
Emanation. Each creature of your choice in the wave space.
must make a Dexterity saving throw, taking 3d10 As a Bonus Action on your later turns, you can repeat
Necrotic damage on a failed save, or half as much on a the attack against the same target or a di4erent one.
successful one. Using a Higher-Level Spell Slot. The damage
If you damage at least one creature that is size Small increases by 1d8 for each spell slot level above 3.
or larger, one creature of your choice that you can see
within the Emanation regains a number of Hit Points
equal to half the damage roll.
Using a Higher-Level Spell Slot. The damage
increases by 1d10 for each spell slot level above 3.

129
chApter 7

CURSED CACOPHONY EYE BURN


Level 3 Enchantment (Bard, Sorcerer, Warlock) Transmutation Cantrip (Druid, Warlock, Wizard)
Casting Time: Action or Ritual Casting Time: Reaction, which you take when a creature
Range: Special you can see within range targets you with an attack
Components: S, M (a sheet of music) Range: 30 feet
Duration: Concentration, up to 10 minutes Components: V, S, M (a smear of camphor)
You focus on a creature that you are familiar with that is Duration: 1 round
on the same plane of existence as you. The target must You attempt to steal the sight of a creature attacking
succeed on a Wisdom saving throw or be cursed for the you. The target must make a Constitution saving throw.
duration. Once a target fails its saving throw against this The target has the Blinded condition until the end of
spell, you can't target it with a ritual casting of the spell the turn on a failed save, or must subtract 1d4 from the
for 24 hours. triggering attack roll on a successful one. The target
While cursed, the target hears haunting, discordant then automatically succeeds on its saves against your
music and has Disadvantage on D20 Tests. The 5rst subsequent casting of this spell for 24 hours.
time the target fails a D20 Test during a turn, it can
make a new Wisdom saving throw against this spell with FIELD OF REAPING
neither Advantage nor Disadvantage, ending the spell
Level 5 Necromancy (Cleric, Druid, Warlock)
early on a success.
Casting Time: Action
DEVIL’S DUE Range: 90 feet
Components: V, S, M (a dried corn husk or wheat hull)
Level 1 Necromancy (Sorcerer, Warlock, Wizard) Duration: Concentration, up to 1 minute
Casting Time: Reaction, which you take when another You create a shadowy 5eld that reaps escaping life force
creature within range takes damage in a 30-foot Cube originating from a point within range.
Range: 30 feet A creature hostile to you that starts its turn in the
Components: S, M (a glob of pitch) area, enters the area, or is in the area when the 5eld is
Duration: Instantaneous created, is cursed until the start of the creature’s next
When another creature within range takes damage, you turn. While cursed, the 5rst time the creature takes
can absorb a measure of its su4ering and escaping vital damage during a turn, it takes an extra 1d6 Necrotic
essence. Expend and roll one Hit Point Die. You regain damage, and a creature of your choice within the 5eld
a number of Hit Points equal to the number rolled plus that isn’t cursed by it regains a number of Hit Points
your spellcasting ability modi5er. equal to the Necrotic damage taken.
If the creature took damage from a Critical Hit, Using a Higher-Level Spell Slot. The damage
double the number of Hit Points you regain. increases by 1d6 for each spell slot
Using a Higher-Level Spell Slot. You can expend one level above 5.
additional Hit Point Die for each spell slot level above 1.

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).

130
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.

131
chApter 7

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.

132
spells

MURDER OF CROWS PUPPET MASTER


Level 4 Conjuration (Druid, Ranger, Sorcerer, Warlock, Wizard) Level 4 Enchantment (Bard, Sorcerer, Warlock, Wizard)
Casting Time: Action Casting Time: Action
Range: Self Range: 60 feet
Components: V, S, M (a crow feather) Components: V, S, M (a marionette string)
Duration: Instantaneous Duration: Concentration, up to 1 minute
You summon and unleash a murder of deadly crows. One creature that you can see within range must
Each creature of your choice in a 30-foot Cone succeed on a Wisdom saving throw or have the
originating from you makes a Dexterity saving throw, Charmed condition for the duration.
taking 5d6 Force damage and has the Blinded condition Magical marionette strings attach to the Charmed
on a failed save or half as much damage only on a creature’s limbs or body, and it must use its action on
successful one. A creature that failed the save can make its turn to make a melee attack against a creature other
a Constitution saving throw at the end of each of its than itself that you mentally choose, moving to reach
turns, ending the Blinded condition on a success. The the target if necessary. The target can act normally on
condition also ends if the creature regains any Hit its turn if you don’t choose another creature, or if the
Points. The crows disperse and vanish after they strike. creature isn’t within the target’s reach after it moves.
Using a Higher-Level Spell Slot. The damage The target repeats the save at the end of each of its
increases by 1d6 for each spell slot level above 4. turns, ending the spell on itself on a success.
On your later turns, you must take a Bonus Action to
maintain control of the target, or the spell ends.

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.

133
chApter 7

SANCTUM OF THE SHEPHERD SANGUINE SECRETS


Level 4 Abjuration (Cleric, Paladin, Wizard) Level 2 Divination (Ranger, Sorcerer, Warlock, Wizard)
Casting Time: 1 minute Casting Time: Bonus Action
Range: 5 feet Range: 30 feet
Components: V, S, M (adamantine or diamond powder Components: V, S, M (a drop of blood, which the spell
worth 200+ GP, which the spell consumes) consumes)
Duration: 24 hours Duration: 1 round
You create a 20-foot-radius Sphere of faint, shimmering You draw knowledge through the power of blood about
light centered on a point within range. You and a creature you can see within range. You learn the
a number of creatures of your choice up to your target’s Species and creature type, and its current Hit
spellcasting ability modi5er (minimum of 1 other Points, and any conditions a4ecting it. You also learn
creature) can absorb protective magic from the Sphere. if it has any of the following, and, if so, what they are:
When any of the chosen creatures 5nish a Long Rest in Vulnerability, Resistance, or Immunity to damage or
the area, the Sphere vanishes, and those creatures gain conditions.
a +1 bonus to AC for the remainder of the duration. Additionally, the next ability check or attack roll
Chosen creatures who don’t 5nish a Long Rest in the you make against the target before the end of your
Sphere gain no bene5t. next turn has Advantage.

SANCTUM OF THE FLOCK


Level 3 Transmutation (Bard, Cleric, Paladin)
Casting Time: 1 minute
Range: 5 feet
Components: V, S, M (powdered silver worth 25+ GP,
which the spell consumes)
Duration: 24 hours
You create a 20-foot-radius Sphere of faint,
shimmering light centered on a point within range.
You and a number of creatures of your choice up
to your spellcasting ability modi5er (minimum of 1
other creature) can absorb empowering magic from
the Sphere. When any of the chosen creatures 5nish
a Long Rest in the area, the Sphere vanishes and
those creatures gain 2d10 Temporary Hit Points,
and for the remainder of the duration they have
Advantage on Charisma checks that use one of
their skill pro5ciencies. Chosen creatures who
don’t 5nish a Long Rest in the Sphere gain no
bene5t.

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.

135

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