0%(1)0% found this document useful (1 vote) 284 views71 pagesCursed Classes
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Cursep ers
i See you tty transform, r
ote alte trey TC) PUTA NnCURSED CLASSES
VER. 1.6
EVERYTHING YOU NEED TO TRANSFORM
CURSED AFFLICTIONS INTO COMPELLING ADVENTURERS
By ALex CLIPpPINGER, BRYAN HOLMES,
RYAN Laner, JAcos 8. KELLoae,
ASHLEY May, Isaac A. L. May,
AND MATTHEW WHITBY
Eprrme By Kayta Bayens, Lavour By ASHLEY May, Cover py DANA BRAGA
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon
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This work was assembled using The G))
All other original material in this: work is copyright 2020 by Alex Clippinger, Bryan Holmes, Ryan Langr,
Jacob S. Kellogg, Ashley May, Isaac A. L. May, and Matthew Whitby and published under the Community
Content Agreement for Dungeon Masters GuildLC -
REVENANT
Creating A Revenant...
BECOMING CURSED
Multiclassiny
Cursed Doesn't Mean Evi
‘Alignment Shifting for Fun and Profi
Cursed Doesn't Mean Grimdac!
ROUTE OF THE AVENGER.
Route or THE UMBRAGED..
Aging Under A Curse. Route or THe Drownep.
Bounp SPIRIT ° WAMPIRE =
‘Creating A Bound Spirit. Creating A Vampire.
Patu oF THE DARK MASTER
PATH OF THE DAYWALKER...
PATH OF THE ALP _.
BACKGROUNDS bs:
‘Arcane Apprentice wm»
PATHWAY OF THE OMNISGI}
PATHWAY OF THE WASTES.
LYCANTHROPE a
‘Creating A Lycanthrope
CALLING OF THE WEREBEAR
‘CALLING OF THE WEREBOAI
CALLING OF THE WERERAT...
‘CALLING OF THE WERETIGE!
‘CALLING OF THE WEREAPE__.
CALLING OF THE WEREWOLF.
‘CALLING OF THE WERERAVEN......
CaLLine oF THE WerEcrocopite...‘3.BECOMING CURSED
he process of becoming a cursed
class varies widely: Whether
someone is bitten, resurrected,
marked, infected, overgrown, o in
bb _/ some other way afflicted, docant
necessarily matter from a
mechanical standpoint. What
satters is that the curse has now become a part of
them and what happens next will impact their
growth,
Not all curses show their full effects
instantaneously. Someone bitten by a Iyeanthrope
‘or vampire might feel alright for a little while,
whereas someone whose soul has been ripped out
‘of their body and put into a suit of armor is going,
to immediately take notice. For players and
‘Dungeon Masters this has a significant impact on
when and how a level ina new cursed class is
taken,
For classes that may be steadily transformative
such as the vampire, lycanthrope, or floraspawn,
some time may pass between when they become
afflicted with the curse and when it takes hold.
‘Mechanically speaking, it means that they won't
‘immediately gain a level in their new cursed class
but instead, they will gain that level the next time
they would level up. Once they have received their
level their curse can manifest fully, As it turns out,
they weren't “alright after all,
For classes that change more dramatically or
abruptly, the new cursed class level should be
taken immediately. Ideally 2 Dungeon Master can
‘ime this event to occur when everyone would
naturally gain a level However, Dungeons &
Dragons is.an organic game and situations arent
always ideal If it's an inappropriate time to gain a
level either because the party is tracking
experience points or because few significant
events have happened since the-last milestone was
passed it might be a good time to work out a deal
‘with the afflicted player. For example, they may
rreceive.an “advance” on their level, taking their
new cursed class level early and foregoing the next
Jevel-up when they reach the appropriate
milestone.
Communication is key when planning a cursed
‘lass. These class options generally involve a high
degree of outside influence on an adventurer. One
does not simply decide to “take a level in Woad
Warrior” without a narrative reason. Likewise,
these classes are not things that should ever be
forced on.a player. If an adventurer was bitten by a
vampire and their player hadn't already expressed
an interest in taking levels in the vampire class,
then it’s time for the DM and player to discuss the
matter away from the table. Ifthe player wishes to
multiclass into vampire, so be it, but if they don't
‘want to interrupt their current feveling path it's up
to the DM to determine an alternate route for
them to either be cured, or instead show signs of
‘vampirism as described in the vampire and
vampire spawn stat blocks.
MULTICLASSING
To qualify for a new class you must meet the abiliry
score prerequisites for both your current class and
‘your new one, as shown in the Multiclassing
Prerequisites table. For example, a barbarian who
decides to multiclass into the druid class must
have both Strength and Wisdom scores of 13 or
higher. Without the full training that a beginning
‘character receives you must be a quick study in
‘your new class, having a natural aptitude that is
reflected by higher-than-average ability scores.
MULTICLASSING PREREQUISITES
Class Ability Score Minimum
Bound Spirit Strength 13
Floraspawn Constitution 13 or Strength 13
Lich Intelligence 13
Lycanthrope Constitution 13
Revenant Wisdom 13
Vampire Charisma 13Cursep Dorsn’r MEAN
EvIL
‘Generally speaking mast vampires, werewolves,
and liches you encounter will be of the evil
‘persuasion. Its not too difficult to understand why.
In order to survive in a world that would consider
you an abomination, you have to be willing to
selfishly prioritize your strength and growth over
the wellbeing of others. Though its entirely
possible to be a vampire of good alignment who
doesn't steal the blood of other sentient creatures
40 survive, they seldom grow to the power of a
‘vampire lord before they're overtaken by the angry
mob that heard there was an undead creature in
‘their midst.
However, adventurers are not ordinary people.
Whether an adventurer is inflicted with their curse
well into their career, or their life as.an adventurer
is set into motion by the curse they have receivedL
they are not required to walk a narrow path. Even
when the urge to feed or bunt is strong, they have
the potential to be stronger in order to control the
primal senses within them. They have the power to
tell their owen story, rather than letting themselves
be swallowed whole by their curse.
Consider the ways a curse will and won't change
‘your character: A werewolf in the wild is a
‘werewolf, first and foremost. However, an
adventurer with lyeanthropy is still at their core
the person they always were. Their curse will
Present new challenges, but their entire lives da
not suddenly become engulfed by the affliction.
They will likely still hold onto the goals, dreams,
and aspirations they held before, perhaps even
more tightly:
Tue Goop Bounp Spirit
Tobecome a bound spirit is the ultimate out of
body experience. Though most golems
‘encountered in the wild may be hostile or at least
highly territorial this is by their design and not
their nature. Many souls are bound to inorganic
‘containers in order ta allow them to be better
guardians. Some are placed in vessels as the
highest form of dedication to their vows, while
‘others are foreed into these constructs against
their will
‘An adventurer can still hold tightly to whatever
goals and pledges were sworn in life before
becoming a bound spirit. While some may view
their curse as precisely that, others may look at
their potentially ageless forms and see a blessing.
Becoming a bound spirit may have even been their
‘own idea.
THe Goop FLORASPAWN
Nature beyond the influence and corruption of
cothers is generally a peaceful and neutral entity: At
its most primal level, nature ony wishes to
‘continue its own existence, which is no different
from most humanoid creatures. While this may
‘sometimes result in man-eating plants or
‘organisms that reproduce by taking over the body
‘of.a host, its important to remember that their
intent is not evil or to do harm simply for the sake
‘oft.
Becoming a floraspawn of any nature shouldnt
have an active impact on the alignment of an
adventurer. The natural urge of any floraspawn is,
‘simply to survive. If anything, becoming more
attuned to nature may draw a creature more
closely to the ideas of law and neutrality as they
gain a deeper understanding of the world around
them.Tue Goon Lich
‘Good people generally don't become liches of their
‘own accord Lichdom, unfortunately, requires
feeding on the souls of reasonably intelligent living
‘creatures in order to fuel one's own survival and
growth of power. That being said, cursed classes
often come as curses, and a lich may not have ever
‘wanted to become a lich in the first place. How
they choose to react to this change determines the
‘kind of person that they are rather than the
affliction itselé,
The selection of targets can have a lot ta do with
separating the good fiches from the bad! liches,
Rather than simply taking any soul available, the
lich may be picky and only take the souls of people
who are demonstrably evil or who seek to do harm
to others. The lich fueled by the souls of evil
cultists and murderous bandits may be a far kinder
lich than one who takes their souls wherever they
find them.
THe Goop LYcANTHROPE
‘There are two kinds of lycanthropes in the wor
those who struggle against the murderous urges of
their curse and only transform once a month,
generally blacking out for the event, and there are
those who give in fully to it and relish it. Many
ycanthropes encountered in the wild are
decidedly evil, not solely as an effect of their curse
but because they choose net ro fight their primal
instincts to hunt and kill Their willingness or even
Joy in viciously killing and consuming others is
‘what leads them down the path of evil
Adventurers, however, tend to be made of
tougher stuffthan other folks. An adventurer can
‘put in the effort to control their curse rather than
either ignoring it or letting it control them. An
adventurer inflicted with lyeanthropy may always
feel as though a vicious beast is lingering, stalking
at the etlges of their mind just waiting fora
‘momentto pounce and take over. Iris the
adventurer’s job to chain that beast.
Tur Goop REVENANT
Revenants walking the world are neutral creatures
by nature, Their goals tend not to be good or evil
but instead single-mindedly driven toward revenge
and pushed by the dwindling sands in the
hourglass of their lives, With only one year to carry
out their vengeance, some revenants may appear
evil in nature simply because they are willing to do.
whatever is necessary to complete their task.
‘However, an adventurer who has been restored
to life (or unlife, as it were) is nat necessarily
bound to the same strict rules as your average
revenant. Their desire to continue forward and
accomplish their goals leftincomplete may have,
ess to do with killing their murderer and more to
do with dismantling the social systems that
created them, These are not goals that can be
accomplished quickly by killing one person, and
reckless behavior may not hetp them achieve that
goal. Furthermore, adventurer revenants have less
tenuous ties ta the world, and without the press of
one-year time limit they can focus on how to do
things properly rather than quickly.
THE Goop VAMPIRE
Inside the belly, nay, the soul of every vampire les
ahunger that constantly gnaws at them, Vampires
endlessly hunger for the life that they have lost and
sate that hunger by feastingon the blood of the
living, The very nature of vampirism has the ability
to twist the minds and hearts of those affticted
with its curse, and they may be more drawn to feed.
on people who embody the life they've lost rather
than simply to feed for the sake of sustenance,
‘This twisted nature can be resisted by strong
hearts and minds.at great difficulty. A vampire
does not necessarily have to feed on a sentient
creature when a captured sheep or deer will sate
their hunger just as well Like the lich, a vampire
may be selective of their targets and deign evil
creatures to be more suitable prey than innocents,ALIGNMENT SHIFTING
For Fun Anp Prorir
‘Though changing one’s alignment isn't required
when being inflicted by a curse, that doesnt mean
that a character can't experience these changes.
‘Remember, however, that vampirism itself does
‘not causes person to become evil When a
character's alignment shifts after receiving their
affliction, it has more to do with their own
‘worldview becoming altered by the change they
have endured Feeling as though they are being
hhunted by those who have no-interest in how good
a person they are, or as though they are hated or
feared by people who refuse to understand can
drive a ance kind person to become selfish and
isolated for the sake of self-preservation.
Alternatively, an adventurer who once. walked on
darker paths may view their affliction as an
awakening of sorts. Many curses come at life-or-
death moments, when a person survives an event
‘that could easily have killed them but instead they
walk away changed. This brash with mortality may
‘cause some people to examine their lives from a
different perspective, and consider the way they
‘treat others.
‘Acshift in one’s heart comes slowly and steadily
and is not something that should be rushed
CursED DoESN’T MEAN
GRIMDARK
The idea of becoming afflicted with a curse tends
to-conjure up dark imagery of one suffering and
struggling against foul external forces that seek to
‘corrupt them. Many cursed classes invalve a
variety of dark subjects like drinking the blood of
the living, stealing souls, seeking vengeance, or
being bound to 2 cold and ageless shell Curses are
seldom positive things.
However, adventurers make a habit of turning
seldom occurrences into their daily norms. Their
lives consistently revalve around bizarre
coincidences, millenniaold prophecies, and
chosen ones. Just because becoming a revenant
means taking on a solemn and restless duty for
most people doesn't mean an adventurer needs to
become bogged down by it, Nothing in the vampire
class description says that they have a daily
broading requirement,
Different adventures and campaigns have
different moods, and the introduction of cursed
classes doesiit necessarily mean that your upbeat
and sunny campaign has to suddenly take a turn
for the dark side. Take this time to consider the
humor that could be found in these conditions.
Perhaps the party falls under attack by a group of
goblins who think the Spore Savant would make
fora really goad soup.AGING UNDER A CURSE
‘Stories of vampires and liches living for thousands
‘of years have permeated the realms since time
immemorial There is some truth to the
immortality of chase living under a curse, but there
-are alsa some myths that must be dispelled
‘Immortality is one of the end goals for many of
those under these curses, however, there is always
aprice for lengthening one's life.
‘One should think of the addition of a curse as a
change in the way the body functions, in many
‘cases the mind of a creature will stay the same
‘especially if their will is strong. The spirit may
dislike its new trappings and it’s far more likely
that the cursed will die in some gruesome way
rather than of old age. Still the concept of aging is
a complex one that must be addressed.
Bound spirits are more likely to go mad within
their shells then they are to be lost to rust and
failings. Being unable to fully feel or experience
‘the workd around them does something that can
drive them to ever more drastic means to feel.
Each of the forms the bound spirit takes has its
‘awn maintenance and iftaken care of they may
live for hundreds of years. There is.a limit to what
‘the mind can take though and many let themselves:
go when their spirit tells them to, often when they
seach the mortality of their original body.
Floraspawn differ in their immortality. A Spore
‘Savant has died once already and they generally
see no change in lifespan. Vegepeople can extend
their lives somewhat through the use of their
photosynthesis, but almost all of them age as
normal. Woad Warriors are a special exce ption for
when they are about to die, they may instead fully
give in to their transformation and become Wood
Woads meant to protect their home forest.
‘The goal of manya lich is to continue well after
the body would perish. Liches are supplied with
power and life through their phylactery and with
proper care, they do not have a limit on their age.
Effects that age a lich are ineffective as part of
their very being is suspended elsewhere.
Lycanthropes see no real difference in aging
even if they become more hearty, their bodies still
remain as the race they once were, The process of
changing forms withers any extended longevity
they may have seen,
Reventants remain in the world only due to their
curse. Having been once dead already they no
longer age within their reclaimed flesh. The
unchained revenants described in these pages
choose to rest when they believe their work is
finally done and not a day before then. They
cannot be aged through any magical means.
‘Vampires continue to live as long as they
continue to feed. A well-fed vampire has no mits
for how long it may live. Also, much like the
revenant, ifs form is locked in and ages na longer.
Vampires respond to being aged through magie
with extreme hunger, they must feed quickly to
nourish their bodies when exposed to such effects,Bounp Spirit
They stare down, eyes peering across what was
once their body as it stares back at them, lifeless. A
whirl of magic covers their spectral form, urging
them towards the suit of armor standing idle in the
corner of the room. Her next waking memory is
from within the suit of armor, she feels the ability
to move and speak return. Yet she fecls trapped,
bound to this form of steel.
Bodies are flawed. Each person has few
strengths, but they're habbled by weak and
superfluous parts. A dwarf cackles.as he stitches
the last limb into place. His awn body has served
enough of a purpose. The blood-soaked tome that
sits on his desk was simple enough to follow. He
should be able to: move his spirit into this new
perfect form without issuc. One spell later, the
cackling is replaced with a burst of booming
Jaughter, as he lives once more!
Deep within a sacred temple, death need not be
the end of the faithful The most sacred of artefacts
require a.constant guard one that humanoid
bodies simply cannot accomplish. As she mutters
ane last prayer nodding to the priest before lifting,
hher gaze to the looming stone golem. It be her
new body. One without the need to sleep, eat or
drink. The perfect defender,
No matter how their spirit came to be bound,
they are forced into forms that are far from their
normal ones. It can take weeks, even years to
adjust to the feeling of being trapped in an obj
Whether they see it as a blessing or a curse, it
opens up a whole new realm of possibilities,
TRAPPED SOULS
Once 4 humanoid soul all bound spirits have been
trapped to a physical form without the ability to
return to their body or be resurrected traditionally.
Regardless of how they were bound be it through @
blood vow, curse, or binding contract they all share
the same fate. It should be reiterated though that
for some being a trapped sou! is a curse, whereas
for others it is.a blessing of the highest order,
MAny SHAPES AND SIZES
Spirits ean be bound to just about anything. From
everyday objects such as rugs or swords, to
spectalised containers such as phylacteries.or soul
jars. There is however a tendency to bind a spirit
to humanoid-shaped forms mostly to serve as
servants or guards. Most creators of bound spirits
are surprised to discover the agency that the spirit
still has rather than being instantly enslaved to
their every whim bound spirits can learn and
master thelr new forms with time.
Once a soul finds itself in its new shell, there is a
magical equivalent of homeostasis where the spirit
unconsciously desires to return to the form it once
was. This results in the soul's magnificent ability
to alter the body to match the racial traits they:
‘once held previously, to “earry on as normal"
despite the newshape they take.
As you create a Bound Spirit the most important
question is how and shy your character's sou was
trapped inside the body of choice. While it has
tbeen stated that their soul is trapped your
character may have been perfectly willing to place
their soul inside a golem to carry out a sacred
vows or to prolong their own life, Alternatively, if
they were bound by someone else answering some
‘of these questions can help flesh out your
character: Who were they? Why were they creating
kolems? How did they know your character? What
are their motives? Did they expect your character
to be a mindless slave?Quiex Bun
You can make a bound spirit quickly by following
these suggestions. First, make Strength or
Constitution your highest ability score depending
‘on whether you want to focus on crushing or on
withstanding heavy hits. Your nexthighest score
should be Wisdom, or Intelligence if you plan to
adopt the Suit of Armor archetype. Second, choose
the acolyte background,
THE BOUND SPIRIT
Proficiency Essence
Level “Bonus” Features Points
Bound Body,
Vt 42 Constructed Nature | —
and +2 Will of the Soul 3
3rd +2 Body Augmentation = 3
Ability Seore
4th +2 Imprdvement z
Soul Ese:
Sth 43 oo led Nature 4
oy faites,
7th +3. Bound Body feature 5
Ability Score
sth +3 improvement $
9th +4“ Body Augmentation 5
Ability Score
Lal ed improvement €
Constructed Nature
Vth +4 Ode} 6
Ability Score
Vath odfnprorement 6
Vth 45 = 7
14th +5 Bound Body feature?
1Sth 45 Body Augmentation 8
Ability Sc
Voth 45 improvement 8
Constructed Nature
th +6 Fag 8
18th 6 Bound Body feature 9
Ability Score
19th 46 inom 9
20th +6 ~—_Indomitable Spirit 9
CLass FEATURES
‘Asa bound spirit, you gain the following class
features.
Hrr Ports
Hit Dice: 1412 per bound spirit Level
Hit Points at 1st Level: 12+ your Constitution
modifier
Hit Points at Higher Levels: 112 (or 7)+ your
Constitution modifier per bound spirit level after
the Ist
PROFICIENGIES
Armor: None
Weapons: Simple weapons, martial weapons
Tools: Mason's tools, tiaker's tools, one type of
artisan’s tools of your choice
‘Saving Throws: Constitution, Wisdom
Skills: Choose three from Arcana, History, Insight,
Investigation, Nature, and Reli
Equipment
‘You start with the following equipment, in addition
to the equipment granted by your background:
* (a) a martial weapon or (b) any two simple
weapons
* (@) two light hammers or (b) any simple weapon
+ (a) adungeoneer's pack, (b) an explorer’s pack
or (¢) ascholar's packBounp Bony
Choose a body to be bound to which describes
what your soul has been trapped inside: Suit of
Armor, Flesh Golem, or Stone Golem. All three are
detailed at the end of the class description. Your
choice grants you features when you choose it at
Ast level and again at 7th, 14th, and 18th level
Constru NaTuRE
A spirit bound in a body doesn't require air, food,
drink, or sleep. In addition, as an action you may
make a Slam attack. This melec weapon attack
deals 148-+ your Strength modifier bludgeoning
damage. This increases to 248 at Sth level, 348: at
Lith fevel, and 448 at 17th level
‘WILL OF THE SOUL
AL2nd level. you tap into the willpower that resides
withia your soul This willpower is represented by
essence points which can be used to-enhance
certain abilities.
EssENcE Pornts
You have 3 essence points, and you gain more as
you reach higher levels as shown in the Essence
Points column of the Bound Spirit table. You can
never have more essence points than shown on the
table for your level. You regain all essence points
when you finish a long rest.
You can spend essence points to gain the
following benefits:
‘Cost Speed
1 Reaction You may nee result of an
You may increase the a ofan
2. Reaction Intelligence, Wisdom, or Charisma
saving throw by 2
‘You may regain 7 hit dice.
Until you finish your next long
rest, you may increase your
aves or eas
gain advantage
3. Reaction seo taig eoat et
3° Action
3° Action
Bopy AUGMENTATION
At 3rd level you gain the ability to augment the
body your soul is trapped inside as you desire. You
gain twoof the following Body Augmentation
options of your choice. You gain another st 9th and
15th level
ADDITIONAL ARMS
Prerequisite: Flesh Golem or Stone Golem
You can attack twice, instead of once, whenever
you take the attack action on your turn.
ANIMATED FACE
‘You gain the ability te animate your face to speak
and make facial expressions. You gain proficiency
in either Persuasion or Intimidation.
Berserk
As bonus action you may choose to go berserk,
attacking the nearest enemy creature you can see.
If n0 enemy is near enough to move to and attack,
you instead attack the nearest object. While
berserk, you deal an additional 16 damage to all
melee weapon attacks. Once you become berserk,
you continue to do so until no more enemies are
visible.
Damace ResisTANCcE
You may choose one of the following types of
damage; bludgeoning, piercing, or slashing. You
gain resistance to all damage of that type not made
from magical or adamantine weapons.
Darxvision
‘You gain darkvision of 120 feet
ELEMENTAL ABSORPTION
You may choose one of the following types of
damage; acid, lightning, fire, poison, or cold. When
you take damage of that type you take no damage
and instead regain a number of hit points equal to
the damage dealt. This feature can be used only
‘once per short restFALSE APPEARANCE
Prerequisite: Stone Golem or Suitaf armor
‘While you remain motionless, you become
indistinguishable from a statue or suit of armor,
Tnaaurasie Foru
You become immune to any spell or effect that
would alter your form,
Maaicat Fists
Your unarmed strikes count as magical for the
purpose of overcoming resistance and imeunity to
nonmagical attacks and damage.
‘MAGICAL RESISTANCE
Prerequisite; Flesh Golem or Suit of Armor
‘You may as a reaction choose to gain advantage
‘on saving throws against spells and other magical
effects, This feature can be used only once per
short rest.
REINFORCEMENT
Prerequisite: Suit of Armor
‘You gain « +2 bonus to your AC.
Stow
Prerequisite: Stone Golem
You may target one creature you can see
10 feet, You may cast the slow spell targeting
them, with a Wisdom spell save DC of 8 + your
proficiency bonus. + your Intelligence modifier.
‘This feature can be used only once per short re:
Two Heaps
Prerequisite: Flesh Golem
You gain advantage on Wiselom (Perception)
checks.
UNBLINKING
You gain immunity to the blinded condition
ABILITY SCORE IMPROVEMENT
When you reach 4th level and again at 6th, Sth,
12th, 16th, and 19th level you can increase one
ability score of your choice by 2, or you can
increase two ability scores. of your choice by 1. As
normal you can't increase an ability score above
20 using this feature,
Using the optional feats rule, you can forgo
taking this feature to take a feat of your choice
instead
Sout Escarr
(AL Sth level you gain the ability to temporarily
leave your bound body. As. an action you ean
detach your soul from your body, for up to 10
minutes. While outside of your body the body
ceases to move, After the duration is finished your
soul is trapped back inside your body.
AAs a'soul, you have incorpereal movement
allowing you to move through other creatures and
objects as if they were difficult terrain. You have a
fly (haver) mpeed of 40 feet. You take 1410 force
damage if you end your turn inside an object,
In addition, you may attempt to possess one
humanoid you can see within 5 feet. The target
humanoid's CR must be at least 2 less than your
current level otherwise the attempt automatically
ls. For example, at 8th level you may possess
any humanoid with a CR 3 or less, at 6th level this
becomes CR 4 and so on. The humanoid must
succeed a Charisma saving throw (DC = 8 + your
proficiency bonus + your Intelligence modifier) or
be possessed by you for up to § minutes. While
possessing a humanoid you cannot be targeted by
any attack, spell or other effects. You maintain
your Intelligence, Wisdom, and Charisma scores
‘but use the target's statistics, not gaining aceess.to
its knowledge class features or proficiencies. The
possession ends when the body is reduced to 0 hit
points, you cad it.as a bonus action, the 5 minutes
runs out, or if you are forced out by an effect like
the dispel evil and good spell. Once you use this
feature, it cannot be used again until you finish a
Jong rest.
INDOMITABLE SPIRIT
When you reach 20th level, you master control
over your spirit freeing yourself entirely. The
duration of your Soul Escape feature is increased
indefinitely While as a soul you are immune to the
charmed, exhaustion, paralyzed. petrified and
poisoned conditions, In addition, you may as a
onus action traverse from the Ethereal Plane to
the Material Plane or vice versa,Bounp Bopy
‘Souls can be bound to many different forms, either
willingly or trapped by sinister magic. Although
‘many variations exist there are three bound bodies
used: a suit of armor, a golem of flesh, and a golem
of stone.
Surr oF ARMOR
Clanking suits of metal built 1 protect warriors
the heat of battle and now just an empty steel shell.
Unwavering and without expression, they are the
archetypal guardian of all things magical
Equipped with a soul-bound sword er covered in
etched arcane runes, Suits of Armor can be a
versatile melee or spell easting threat.
Finest STeet
Due to your body being a suit of armor, you are ill
suited for wearing anything additional You have a
base AC of 16 + your proficiency bonus (your
Dexterity modifier doesn't affect this number). You
gain na benefit from wearing armor but if you are
using a shield you can apply the shield's bonus as
normal
Soun-Bounp WEaPon
‘A suit of armor is incomplete without a matching
weapon, as such you may choose ane weapon
equipped to become a soul-bound weapon. As a
bonus action you may release the soul-bound
weapon to allow it to hover magically in an
unoccupied space withia 5 feet of you. Ifyou can
see your weapon you may mentally command
a bonus action to fly up to $0feet and either make:
‘one attack against a target within range of it or
return to your hand. You may only be soul-bound te
fone weapon at a time. If your soul-bound weapon
is desirayed or you wish to bind to a new weapon,
it takes I hour to soul bind to a different weapon,
Aoane Runs ETcHines
Starting at 7th level you can carve arcane runes
into your plated body, When you gain this feature
you learn how ta inscribe one major rune or two
ininot runes inte your armor (see “Arcane Rune
Options’), Each time you gain a level in this class,
you may replace one rune you know with a
different one,
You gain one more major or two minor arcane
rune etchings af your choice from the Arcane
Rune Etchings at 14th level,
Surr oF ARMOR SPELLCASTING ABILITY
Intelligence is your spelicasting ability when using
arcane runes. In addition, you use your
Intelligence modifier when setting the saving
throw DC for a spell you cast and when making an
attack roll with one, Your armor functions as an
arcane focus for any spells. You can perform the
somatic components of spells even when you have
weapons or a shield in one or both hands,
COMFLUX
Major rune. You add half your Intelligence modifice
to the saving throw DC for wizard spells you cast.
Derense
Minor rune. As a bonus action, until the start of
your neat turn your AC is increased by your
Intelligence modifier. Once you use this feature,
you can't use it again until you finish a short or
omg rest,
EoucaTe
Minor rune. Your soul-bound weapon is replaced
with a spellbook, allowing it to east cantrips you
know as a bonus action.
EmpowereD
Major rune, You learn two 2nd-level wizard spells
and gain two 2nddevel spell slots.
ENCHANT
Major rune. Your soul-bound weapon is now
‘magical dealing an extra 1d6 damage of that
‘weapon's type.Expand
Minor rune. You may take this rune, only if you
have the ability to east spells. You gain an
additional spell-slot of your choosing, aut af those
you already have available,
FLEETFOOT
Minor rune. You may use a bonus action to take
the Dash action,
Furry
‘Major rune. You can attack twice, instead of once,
when you take the Attack action on your turns.
Menoinc
‘Minor rune. When taking a short-rest, you may use
an extra d10 when rolling Hit Dice. Once you use
this feature, you cantt use it again until you finish a
Jong rest.
Ostrrerate
Major rune. You learn one Srddevel wizard spell
and gain 3rdevel spell slot.
‘SOUL CONVERSION
Minor rune. You may expend three essence points
to regain one spell slot of your choosing. Once you
use this feature, you can't use it again until you
finish a short or long rest,
‘SPECTRAL
‘Major rune. When releasing your soul-bound
weapon, a spectral copy of the weapon is created
instead Your original soul-bound weapon remains
in your hand The spectral weapon cannot be
interacted with
‘Stupy
Minor rune. You learn one 1stlevel wizard spell
and gain one 1Istlevel spell slots.
Unurr
Minor rune. You learn three wizard canirips.
Ever-GUARDIAN
When you reach 14th level, you learn to embody
the guardian nature of a suit of armor. You ean
choose one willing creature you can see within 60
feet of you to become their guardian, Whenever a
creature you can sec targets the creature you are
guarding, if you are within 10 fect of it, you and the
creature swap places and you become the target
instead, You gain resistance to the incoming,
damage. You can use this feature twice, and you
regain all expended ses of it when you finish a
long rest.
ARCANE MASTERY
Beginning at 18th level. you may siphon the arcane
energy throughout your steel body to empower
your actions. Using your action, you gain arcane
empowerment, For | minute you gain the
following benefits:
You gain an additional action on each of your
turns. That action can only be used to make the
Attack (one weapon attack only} Dash,
Disengage, Hide, or Use an Object action,
+ You may cast an additional spell on cach of
your turns.
+ You gain magical resistance, granting
advantage on saving throws against spells and
other magical effects.
Once you use this feature you cantt use it again
until you finish a long rest. In addition, you gain
one more major or two minor arcane rune
etchings of your choice from the Arcane Rune
Etchings.FLesH GOLEM
A grim culmination of multiple limbs, organs, and
flesh of humanoids flesh golems are often dark
creations. The souls trapped within them are the
creators of the flesh golem, the spirit of the
attached head, oran unfortunate sacrifice. Despite
being gruesome amalgamations flesh golems are
incredibly resilicnt and possess inhuman strength.
Ever-WEAVING STITCHES
Whenever you start your turn under half of your
‘maximum hit points, you main regain hit points
equal to 1d4 + Constitution modifier Ifyou take
acid or fire damage, this trait doesn't funetion at
the start of your next turn,
MIND OF THEIR OWN
Starting at 1st level. whenever you take damage
you can choose to-allow one of your arms to be
severed. Until reattached the severed arm hasan
AC 13 and 15 hit points. It acts under your
mand and on your same turn during the
tive order. You may only control one severed.
‘arm at a time, however this increases to two ance
you reach 10thievel. If hoth arms are severed you
lose the ability to attack. A severed arm has a
speed of 5 feet and can make one unarmed melee
attack on its turn with disadvantage unless you can
see the arm and its target. You may also throw a
severed arm to: make a ranged grapple attack.
STRENGTH BEYOND REASON
‘Starting at 7th level you can call upon the
lightning infused within your muscle tissue to
become inhumanly strong. On your turn, you ean
invigorate your muscles as a bonus action. While.
invigorated you gain the following benefits:
* Your Strength modifier is doubled.
* When you make a melee unarmed attack using
‘Strength, you gain an extra 1d12 lightning
damage to the attack.
‘The invigoration lasis for 1 minute. It ends early
if you are knocked unconscious, or you end it early
a8. bonus action. When it ends, you suffer 3 levels
of exhaustion.
1213
No Sense In Wastine
Starting at 14th level you've now mastered the
ability ta connect the limbs of the recently
deceased to your body: You may harvest limbs
from humanoid corpses that have been dead for no
longer than a day, to gain the following benefits:
# Each additional arm adds an extra 1d4
bludgeoning damage to the first creature you
hit on each of your turns with a melee weapon
attack, but the arms cannot aid you in any other
way due to their cumbersome nature
(maximum of 4)
* Each additional leg adds 5 feet of movement
speed (maximum af 2)
* Anadditional head grants you | bonus Essence
Point (maximum of 1)
Tr's Aurve!
Beginning at 18th level you embody the
in your body, becoming an unstoppable
monstrosity. Using your action, you spark lighting
from your invigorated amalgam form. For 1
minute, you gain the following benefits:
ining
* An aura of lightning surrounds you in a 10 foot
radius when a creature enters the area for the
first time on a tum or starts its tum there it
must make a Deaterity saving throw. Ona
failed save, the creature takes 2412 lightning
damage or half as much on a successful one.
* You regain 2d12 hit points at the start af your
turn,
* Hyou are reduced to 0 hit points, you can make
a Constitution saving throw DC 10. If you
succeed, you drop to 1 hit point instead Each
time you use this feature after the first, the DC
increases by & It resets once the duration
expires.
Once you use this feature, you cant use it again
‘until you finish @ long rest
Stone GOLEM
Chiselled from slabs of stone, stone golems are the
most ancient form of bound spirits. They act as
guardians within tombs, protectors of lost cities,
and entirely timeless. Adventurers coming face to
face with a stone golem often face a near
unstoppable force, swords were never crafied to
cut stone.
Stone Form
Due to your body being entirely stone, you are ill.
suited for wearing anything additional You have a
base AC of 17 + your proficiency bonus {your
Dexterity modifier doesn't affect this number} You
gain no benefit from wearing armor, but if you are
using a shield you can apply the shield’s bonus as
normal. In addition, you are also immune to the
petrified condition.
UnsTorrasie CHARGE
You can use an action to charge in a 30-footlong
by Sfootwide line. Any creature caught in the path
must make a Dexterity saving throw (DC = 10+
your Strength modifier} Ona failure, the creature
takes 1d12 bludgeoning damage per your Bound
Spirit level and is knacked prone. On a success,
the creature takes half damage and is not knocked
prone. You can use this feature twice, and you
regain all expended uses of it when you finish a
short rest.ESSENGE OF THE JUGGERNAUT
Beginning at th level, you gain the following
options to expend your Essence Points:
Cost Speed Effect
7 Bonus Your next Unstoppable Charge is
Action 10 ft wide
You may gain immunity to one of
the following damage types until
2 Reaction the start Gf your next turn:
bludgeoning, piercing, and
slashing,
You open your mouth to target
one creature you can see within
TO feet of you, The target must
succeed a Wisdom saving throw
1G 14 against this magic, Ona
failed save, the target can’t use
reactions, its ipeed is halved, and
it can't make more than one
3 Action ateacieon its tum In addition, the
et can take an action or bonus
ction on its tum, not both, The
effect lasts for | minute. The
target can repeat the saving throw
ai the end of each of its turns,
ending the effect on itself on a
success
Gancoyze Wines
Starting at 14th level your stone form is sculpted
to allow for wings to protrude from your shoulder
blades. You now have a flying speed of 60 feet
MONUMENT OF ANNIHILATION
Beginning at 18th level you may find the power to
become a pure unstoppable force. Using your
action you call upon the essence of annihilation.
For | minute, you gain the following benefits;
‘Two spheres of annihilation appear on either
fist, they do not destroy any object on your
person, but grant an extra 4d110 force damage
to your unarmed melee or slam attacks.
© You are immune to the charmed, exhaustion,
frightened, and paralyzed conditions and from
being knocked prone,
Any attacks against a Large or smaller creature
forces it to make a Strength saving throw DC
18 or be knocked prone,
* You deal double damage to objects and
structures
Onee you use this feature, you cant use it again
until you finish a long rest.15
FLORASPAWN
‘Adwarven woman stands in the middl
arms outstretched soaking up the sunlight, Her
‘companions wait as she performs this ritual and
grows bark on her skin. Ever since she fell in the
forest she's been bound ta a creature of the woods,
An elf was meant to protect a grave but failed i
their duty they offer themselves up to the druids
there to become a Woad as penance. Now they
roam the forest with club and shield in hand, ready
to protect the graunds from anyone who would do
thems harm
The halfling farmer wakos up in the field of
mushrooms granted power through their spores,
she now walks the world intent on defeating the
evil that plagues it.
No matter what form a floraspawn takes they all
act as an extension of the forest's power Many
floraspawns choose a life of adventure aad even
travel past the bounds of their woods,
caf afield
NATURE ALWAYS RETURNS
The ancient power that lives within al floraspawns
grants them the ability to come hack from even the
most deadly wounds. Through training and
exposure to the elements a floraspawn's skin
grows tougher against attacks, beneath this layer
of protection is the body they once had. Many
floraspawns lean into this shell and use it as bot
layer of protection and a deadly weapon against
their foes,
SynTHEsis AND THE MEANS
To Erernat Lire
‘The change into a plantlike creature has many
implications. While you start to change into
something that is no longer considered the race
you once were, you also gain a connection to the
very essence of nature. With a steady supply of
water, sun and sail floraspawn grow more vital
‘Synthesis is the core of most of the floraspawnis
powers and new sprouts should explore the
variables of this newfound eneray,
CREATING A FLORASPAWN
While creating your flaraspawn, consider the
elements that eame together to create them in the
first place. A background will help inform many of
these decisions. A sage may have found an ancient
ritual while an outlander could stumble inte &
grove and get changed by its denizens, What drove
you to accept your new changes? Did you always
have this connection to nature? Were you a person
in the wrong place at the wrong time, or was this
always your goul?
You should also decide how your stance has
changed since you've started training your new
form, Those who become foraspawns can feel the
heart of nature itself flowing through them. This
may change their perspective on deities ancl nature
itself. Those that were adventurers before this may
have a very different backstory from those that
changed while living daily life as a simple hunter:
or farmer.Quick Bun
You can make a floraspawn quickly by following
these suggestions. First, make Constitution or
Strength your highest ability score depending on if
you wish to lean into your synthesis abilities or
focus on raweombat, Your nextchighest score
should be Dexterity or Wistdom ifyou wish to focus
on survival within the wilderness. Second, choose
the outlander background.
Ciass FEATURES
‘As a floraspawn, you gain the following class
features.
Hrr Ports
Hit Dice: 146 per floraspawn level
Hit Points at 1st Level: 6 + your Const
modifier
Hit Points at Higher Levels: 1d6 (or 4) +your
Constitution modifier per floraspawn level after
the Ist
PROFICIENCIES
Armor: None
Weapons: All weapons must be made from natural
materials; club, greatclub, light hammes
quarterstaff, sling
Saving Throws: Constitution, Strength
Skills: Choose three from Survival, Nature,
Investigation, Perception, and Stealth
EQuirMenT
‘You start with the following equipment, in addition
to the equipment granted by your background:
® (a) 2 clubs or (b) a greatclub
# (a) sling and 20 sling bullets or(b) a
quarterstaff
* (@)a dungeoneer's pack or (b) an explores's
pack
‘THE FLORASPAWN
Synthes
Proficiency Temporary Hit
Bonus” Features Points Pool
Way of
Wood,
Ist 42
Natural
Defense
Synthesis a
Way of Wood
feature
and
3nd
Ability Score
4th + iinprévement 18
Sth +3 Extra Attack 20 J
6th +3 Wood Walker 24
7h 25. perch Wood 28
Ability Score
8th +3 improvement a2
Sth 44 Splinters 36
Vth +4 Hungry 44
‘Way of Wood
feature
Blessin
15th +5 the Mother ne
16th 45—Abblity Score 3
Improvement
Way of Wood
18th +6 feature
72
Ability Score
19th 46 ienherente 16
20th «+6 “Forest Tyrant 80W
‘Way OF THE Woop
At Istlevel you determine what ritual or natural
phenomenon has changed you. Choose the way of
Spore Savant, Vegepeople, or Wood Woad all
detailed at the end of the class description. The
way you choose grants you features at Ist level and
again at 3rd, 7th, 14th and 18th level
NaTurRAL DEFENSE
Also beginning at 1st level, the transformation into
a living plant has made your body more hardy and
flexible. Your AC becomes 11 + your Dexterity
modifier + your proficiency bonus,
SYNTHESIS
‘At 2nd level, you have learned to enrich yourself
through your connection to nature. You gain a pool
of special temporary hit points. These special
temporary hit points stack with other temporary
hit point bonuses and can be recovered through
communion with nature. Spending at least 1
minute within the sunlight, standing on solid earth
or seithin water that has a depth of 3 feet or more
hegins to fill your temparary pool of hit paints.
Being subjected to any of these conditions gives
you 1 hour of special regeneration. This effect
does not stack with itself. Under this effect, your
pool regains hit points at the start of your turn
equal to half your floraspawn level + half of your
Constitution bonus to a minimum of 1 hit point per
turn, If you maintain 1 hour of synthesis, you do
not need to eat this day, if you maintain 4 hours of
synthesis you no longer need ta sleep within the
next 24 hours, Synthesis fails to work an planes
you are not used to, You must spend 7 days within
a new plane before you learn how to invoke
synthesis.
‘Some abilities connected to-your hit point poo!
require your target to make a saving throw to
resist their effects. The saving throw DC is
calculated as fatlows:
Pool save DC = 8 + your proficiency bonus + your
Constitution modifier,
Asrity Score IMPROVEMENT
When you reach 4th, 8th, 10th, 12th, 16th, and
19th level, you can increase one ability score of
your choice by 2, or you can increase two ability
scores of your choice by 1. As normal you can't
increase an ability score above 20 using this
feature.
Using the optional feats rule, you can forge
taking this feature to take a feat of your choice
instead,
Extra ATTACK
of once whenever you take the Attack action on
your turn,
Starting at 7th level you know your way through
any forest or swamp. When traveling through
forest or swamp terrain, you receive advantage on
any Wisdom (Survival) checks. Difficult terrain in
these areas does not slow you down and whl
these types of terrain your synthesis grows
stronger. While in a forest or swamp your pool
regains hit points at the start of your turn equal to
half your floraspawn level + your constitution
bonus toa minimum of 1 hit point per turn.
SPLINTERS
‘AL Oth level when an attack cuts through your
hearty bark, you retaliate in full As a reaction,
when your temporary hit points are reduced by &
ereature, you may choose to cause your bark to
break away in a hail of splinters. You may either
propel your bark at a single target up to 60 feet
away or allow it to explode in a 5 foot area around
you. Each creature affected must make a Dexterity
saving throw against your Pool save DC. A target
takes half of your pool maxirmm - half your
remaining pool hit points in piercing damage on a
failed save, or half as much on a sticcessful one.
‘You may use this ability a number of times equal ta
your Constitution modifier and you regain all
expended uses of it when you finish a long restHunory Roots _
Beginning at 11th level the first time each turn you
are exposed to magical effects that restore hit
points, you may instead add these hit points ta
your synthesis pool When you use this effect,
instead of normally rolling one or mare dice to
restore hit points with a spell you instead use the
highest number possible for each die and restore
that amount to.your pool Any amount over your
pool is divided evenly and given ta all creatures
standing in a 5 foot area around you,
BLESSING OF THE MOTHER
‘Starting at 15th level, you are able to infuse others
with nature's blessing. Asa bonus action, you can
touch a creature and draw power from your
synthesis pool to grant temporary hit points to that
creature, up to half of your current pool When a
creature has these temporary hit points reduced to
you may use your reaction to bolster their bark:
with an additional supply of temporary hit points
up to a maximum of your level
Forest TYRANT
‘At 20th level you have bound the spirit of nature to
your body and have learned how to bolster yourself
with ancient power. As an action, you turn into an
avatar of the forest. You become a large size
creature and your current synthesis pool hit points
double in size. Your Strength and Constitution
each increase by +6. Your maximum for these
scores is now 26 Your pool can no longer be
restored while in this form and at the start of each
of your turns, you lose 20 temporary hit points
from your pool All melee attacks you make have
the siege property, dealing double damage to
‘objects and structures. As an action, or when your
pool has been fully depleted, you revert back to
your normal form. Any temporary hit points
remaining in the pool stay for 10 minutes, after
which the pool is reduced to Once you have used
this feature, you cannot use it again until you finish
along rest.Ways OF THE Woop
Floraspawns are created through several ritals
and acts.of nature. The ways of the wond are what
give a floraspawn their power.
Spore SAVANT
‘A Spore Savant was exposed to the spores af a
myconid sovereign after their death. Perhaps. they
‘were wandering caves and fell into a colony. Spare
Servants are generally mindless members of the
colony who do the bidding of those within it
however, there are few that break free af those
bonds and retain their minds and those few are
known as Spore Savants, When a creature retains
control over its own mind the myconids elevate it
and extend their power to the creature so it may
live without the colony, Many of the savants are
allowed to see the world and through their
connection to the colony they share information
that would otherwise be hidden. They can act as
the eyes and cars of a colony or simply act on their
new interests with their newfound power,
Spore Savants have learned how to harness the:
spores that make up their bodies in uniquely
terrifying ways, They thrive in the darkness and
are fierce warriors that control the battlefield
through their very essence.
Cotiecrive TaoucHT
Starting at Lst level you have become part of a
spore collective and communicate with the
collective through rapport spores. You may choose
any Intelligence skill to become proficient in or
alternatively, you may select any tool proficiency
instead You may change this skill or tool
proficiency each time you finish a long rest.
‘Spores in SUNLIGHT
‘Also at 1st level, while in sunlight, you have
disadvantage on attack rolls as well as on Wistlom
(Perception) checks that rely on sight. Also, you
ean see normally in darkness both magical and
noamagical to a distance of 120 feet
hoe
DARKLIGHT PHOTOSYNTHESIS
Beginning at 3rd level a Spore Savant is able to
‘engage their synthesis in darkness, When you are
standing in darkness, either magical or natural for
at least 1 minute you gain the properties af
synthesis as if you were standing in sunlight. At
‘L44th level, this ability works in both dim light and
complete darkness.
Sickeninc Srorzs
‘Also at 3rd level, you have learned how to release
deadly spores that attack the nerves. As a bonus
action, you may release a cloud of spores from
your body, All creatures in a 5 foot area around you
must make a Constitution saving throw against
your pool save DC or be stunned for one round,
Using this ability takes: 10 points from your pool
Oncea creature has made its saving throw against
the spores it becomes immune to the effect far the
next 24 hours.BIOLUMINESCENT CLOUD
At 7th level.you have learned how to protect
yourself from sunlight by creating a cloud of
darkness that flickers with bioluminescent spores.
‘Asan action, for 1 minute you may ereate this
cloud which functions as a darkness spell centered
on you. You may select a number of creatures
within 60 feet equal to half your Constitution
modifier, these creatures are immune to the effects
of the cloud, Using this ability consumes 5 points
‘of your synthesis pool when used and 5 more at
the start of each round While this ability is active,
your pool ean no longer be restored. You may
disable the cloud as a bonus action during your
turn, otherwise it stops working automatically
when your poo! can no longer pay the cost.
Funcan Fury
When you reach 18th level you have learned how
to control your spores to restore vitality As a
reaction when an ally within 60 feet is reduced to
O hit points, you can infect them with your spores.
‘The ally remains at 0 hit points but gains
temporary hit points equal to those in your pool
your pool resets to O While your ally has these
temporary hit points they no longer need to make
death saving throws however, they cannot be
healed by any means. Also, while under this effect
your ally can roll.an extra weapon damage die
when determining the extra damage for a critical
hit with a melee attack. This ability can only be
used once and resets after finishing a long rest.
DesiGninc A Spore SAVANT ! .
Just like other races, na two myconids laok the
a seine nd spore svi hve pea ogee
cof design potential. When brainstorming your own
jon Foenthewacie workd ae
savant, draw inspat
‘marvelous fungi to desenbe their appearance.
‘© Gyromitra esculenta (Brain Mushroom) - A
texture sure to tempt any ilithid.
. = This ste
Mestsartensieorzesrediauel ba
resembles blood This fungus can work
sspeciy el rs baci be tg i
. er ay Tet nhc i
— ean Sees brownand white
that tered to grow slong vertical nutes, ‘
on creme re es ara
mop of hal oreven a beard Gran especialy [mI
mop specially
overgrown spore savant
“+ Mycena chloraghos (Night Light Mushroom)
Micka mercenaria
greencolorin the dark, s0it's not advised far
{fears igs hk Cap A we |
Lact white
rmustroom with a vivid blue underside, allowing
you to colar your spore savant as boldly as you
like. Furthermore, your spore savant could adopt
another property from this mushroom. by
turing their blood indi
«+ Phallus indusianus (Veded Lady) - This mushroom — | >
Features 3 "lacey" skirt of whvte fungus under the
ap which cout ake fort nately growing
veil oF other feature on an adventurer
. arg marseala ie Bande world,
Lies fagus features a white sem, a bight red
‘with white spots all over,aa
OaD WARRIOR
Wood woads are created through sacrifice.
‘Generally the result of a ritual from certain druid
circles, wood woads are only partially alive and
exist to serve for specific tasks. The ritual used is
‘meant to consume the creaturc’s heart, creating 9
binding with a tree that will birth a newly sprouted
woad from its roots. There are legends that speak
of wood woads who have not lost their hearts.
They retain aspects of their former selves,
memories and passions from their past life. These
creatures are known as Woad Warriors.
‘The Woad Warrior is.a tireless defender, their
connection to the forest itself has enriched them
with knowledge of battle and the skills to protect
those they choose, While the Woad Warrior is able
to make their own choices on who they serve the:
forest holds a special place for them and they carry
its roots woven into their thick armored bark
Tucker Taz0Ry
At Ist level you gain proficiency with all martial
weapons and shields. As an action, while holding a
weapon in your hand, the metal within the weapon:
changes to petrified wood After the weapon leaves
your hand it returns to the original metal it was
made from. At 7th level any weapon converted in
this way counts as magical for overcoming
resistances.
Remnrorcep Natural Derensz
Beginning at 1st level your specific transformation
has made you even more durable. Your AC
becomes 14 + your Dexterity modifier (maximum,
of 2) + your proficiency bonus. However, you now
have wilnerability to fire damage and you are
denied your proficiency bonus to your armor dass
until the start of your next turn when you take fire
damage.
PErRiriep BARK
‘At 3rd level as long as hit points remain in your
pool you gain resistance to all bludgeoning,
piercing and slashing damage. This effect also
extends to other creatures when affected by
Blessing of the Mother.
Srreap Roots
At Tth level you have learned how to sow your
roots into the ground under your feet. As a bonus
action while on solid ground you take root as long
asyou are not standing on metal or stone that is
more thea 1 foot thick. You may spread your roots
up to 20 feet in any direction from where you are
standing and you may also spend hit points from
your pool to increase the distance your roots travel,
5 hit points for every 10 feet further toa maximum
of 60 feet. You may use this ability a number of
times equal to your Constitution modifier and you
regain all expended uses of it when you finish a
long rest. While your roots are planted
underground and you are standing ina square
occupied by them, you cannot be knocked prone or
pushed any distance.Root Striper
‘Also at 7th level, you may use 10 feet of your
movement to step magically into one living tree
within 5 feet of you. You then can emerge from a
second living tree within 60 feet of you that you
can sce. You appear ia an occupied space within 5
fect of the second trec. Both trees must be Large
co bigyer. As a bonus action, you may also use ¢
ability to pass through your nctwork of roots, You
may appear anywhere along your root network as
Jong as you pass through only connected squares.
‘Once you use the ability to pass through your roots
your mavernent speed is reduced to 0 for that turn.
Nature's NourisHMENnT
‘At Lath level, while standing over your roots your
synthesis is bolstered. While you are standing over
your roots, your pool now regains hit points at the
start of your turn equal to half your floraspawn
level + double your Const modifier to a
minimum of 1 hit point per turn, This effect only
occurs when you are standing aver your roots and
ends if you do not start your turn over them,
STALWART DEFENDER
‘At 18th level, when an ally és in-danger you may
Spread your roots and come to their aid Asa
reaction when an ally within 60 feet of you is the
subject of an attack after the roll has been made
‘but before damage has been dealt, you may lay
your roots in a line towards your ally and
‘ly travel through them to defend them.
is moved to an unoccupied square within
55 feet and the attack now targets you. You have
Fosistance to the damage dealt by the attack, This
ability consumes 40 temporary hit points from
your pool
VEGEPEOPLE
Vegepygmics are known as terrible little creatures
that roam the jungles. and swamps of the world
The ereation of these strange creatures happens
through exposure to a substance: known as russet
mold Most accounts of russet mold say it is am
alien substance, all accounts speak of its dangers.
When a creature infected with the mold dies its
body becomes a hast for more vegepygmies. In
rare cases a host is not dead but the mold believes
they are. It is at this point that the ressset mold
bonds to the creature instead of using it as a host
This rare occurrence is seen as a sign of the end
times by vegepygmies and they quickly toss the
reature out of their colonies,
Vegepeople can control the russet mold toa
finite scale, They can create more vegepyamies
from their flesh and even raise up plant-tke
mounts from dead animals, Ail Vegepeople share a
second consciousness with the mold that lives
inside them, and it is a constant power struggle 0
get the mold to obey their demands.
Motpy Marrow
‘Starting at 1st level, russet mold has bonded into
your bones and ongans. You gain damage
resistance against piercing and lightning damage.
‘Vink GRAPPLE
‘Also at Ist level, you have learned how to grapple a
creature at a distance using your vines. You may
attempt a grapple ata distance of 10 feet.
Creatures can be moved or shoved at this distance,
you may only grapple one creature this way, You
may grapple an additional ereature at 3rd level, Teh
level and 18th level
Motp Smarino
Beginning at 3rd level you have learned haw to
shape your vines and mold into impressive
‘weapons, You may take any nomagical meleo
‘weapon you have in your possession and perform
a special ritual with it, The ritual takes 1 full hour
and destroys the original weapon in the process,
‘You gain proficiency in this weapon and can
summon the weapon in a mass of vines as a bonus
action, You may only have one weapan absorbed at
a time, Each time you select a new weapon, you
smust perform the ritual again,RusseT WeaPon
At 7th level you can now absorb even magical
‘weapons with your Mold Shaping feature. The
weapons you absorb are no longer destroyed in the
process, As a bonus action, when attacking with 3
Mold Shaped weapon you may spend temporary
points from your pool equal to 5 your
floraspawn level. For every 5 hit points you spend
from the pool you may add an extra 1d6 force
damage to the attack.
‘Taorxy Mount
Also at 7th level, you have learned how to spread
the mold to a creature of the: beast type to turn it
into a faithful companion. As an action, you may
spread your spores to a beast type creature within
5 feet or through your vines if the creature is
currently vine grappled. The creature must make a
Constitution saving throw against your pool DC or
take 246 poison damage and become poisoned for
1 hour if they fail Once this ability takes effect on a
‘creature you cannot use it again until you finish @
long rest.
i the creature dics within that time period or
has already been dead for less than 24 hours you
raise the creature up as a medium or large size
‘version of the thorny (Volo's Guide ta Monsters)
‘Your thorny serves you as a mount, both in Combat
and out and you have an instinctive bond with it
that allows you to fight as a scamless unit. While
your thorny is within 1 mile of you, you can
communicate with it telepathically. You can't have
more than one thorny bonded to you ata time. The
thorny dies only ifit starts its turn with 0 hit points
and doesn't regenerate.
Promy Pais
At L4th level, you can now spread the russet mold
into any humanoid or giant inorder to create loyal
vegepygmy servants. As an action, you may spread
your spores ta a humanoid or giant type creature
within 5 feet or through your vines if the creature
is currently vine grappled The creature must make
a Constitution saving throw against your pool DC
or take 2d6 poison damage and become poisoned
for 1 hour if they fail Once this ability takes effect
on a creature you cannot use it again until you
finish a long rest.
If the creature dies within that time period or
has already been dead for less than 24 hours its
body becomes a host for several vegepygmies. You
create 1 newborn from a Small corpse, 2 froma
Medium corpse, 4 from a Large corpse, 8 from a
Huge corpse, or 16 from a Gangantuan corpse,
The vegepygmies are born from the corpse 24.
hours after the mold has set in. The vegepygmies
follow you and unless given orders they take the
Dodge action to defend themselves.
(On each of your turns you can use a Bonus
Action to mentally Command your vegepygmies if
the creatures are within 60 feet of you. Each time
you issue your vegepygmies orders you must
spend 2 points from your pool for each creature
controlied that turn. You decide what action the
creature will take and where it will move during its
next turn, or you can issue a general Command
such as to guard a particular chamber or corridor.
If you issue no commands the creature only
defends itself against Hostile creatures Once
given an order, the creature continues to follow it
until its task is complete.
After 24 hours, the vegepygmies all turn into
compost and cannot be restored to life.
Russet REAVER
When you reach 18th level all weapons created by
Russet Weapon have the reach property and now
inflict an extra 2d6 poison damage on every swing.
Asa bonus action after dealing damage with a
Russet Weapon you may immediately attempt to
grapple the creature“Youll never settle down and find a husband if you
‘spend all day in the library;' they said She tired of
hearing about how late nights studying would give
her wrinkles, Now her desicrated face is creased
with laugh lines, and the cackle of her voice
echoes throughout the halls of the abandoned
university, While they threw their lives away to-the
pursuit of shallow mortal joys, she dedicated her
lifc to cracking open the mysterics of the universe.
His funeral was a warm and pleasant affair. His
children thanked him for all he had done, and his
grandchildren laid flowers at his feet before he left
them. The daffodil from his great-granddaughter
thas since turned to dust between the pages of his
favorite magic tome but he still watches over her
descendants from the tower up on the mountain,
Fortune favors the bold they say. and she was.
‘never ane to turn away from risk Tucking her
phylactery into the rogue's bag of holding was
typically her way of saying, “You go on ahead I'l
see you next week.” When she did this the party
knew to flee to.a safe distance because things
‘were about to get very, very explosive.
Not Enoucn Hours In A
Day
The world is.filled with so much knowledge, more
than most mortals could ever hope to absorb ina
single lifetime. When one life is not enough
powerful magic users pursue dark arts to extend
their own existence into undeath. Many liches are
believed tobe consumed by the madness that
drives them to such extremes, but some are all too
clear of mind. Selfishly focusing on their goals by
any means necessary. That being said, not all
liches are self-centered and some devote their
nearendless lives to helping others
Be Stitt My Heart
With their desiccated, hollowed body carrying no
heartbeat, the “life” of a lich is maintained within
another mechanism. A piylactery is the heart of a
lick, containing the souls that fuel them, as well as
the magic runes that preserve their existence,
While some liches may he tempted ta hide their
phylacteries away, adventuring liches must
struggle with the balance of protecting the trinket
that preserves their unlife while also needing it x
both their functioning spelibook and their magical
focus.
CReaTING A Licn
When creating your lich consider what drove them
to the pursuit of undeath. What events brought
them face to face with the fear of their own
mortality? Did they choose to become a lich, oF
‘was the curse accidentally inflicted upon them?
What goals will they pursue with potentially
unlimited time? Will boredom become an issue?
Liches need to reqularty consume the souls of
reasonably intelligent creatures to preserve
themselves. How do they feel about taking the
souls of others in order to preserve their own
lives? Are they picky about the souls they take, or
will anyone do? How do they treat their phylactery,
and how do they regard others who might get
close to it?
24Soul Consumption
Immortal Pathway
Ability Score
Improvement
Reaper's Greed
Immortal Pathway
Feature
Ability Score
Improvement
Ability Score
Improvement
Immortal Pathway
Feature
Ability Score
Improvement
‘Ability Ses
lity Score
Demilich
Quick Buu
‘You can make a lich quickly by following these
suggestions, First, make Intelligence your highest
ability score so you can better cast spells. Your
nexthighest score should be either Dexterity or
‘Constitution to increase your chances of survival.
‘Next, choose the sage background Third, choose
the mage hand, light, and chill touch cantrips
along with the following Ist-level spells for your
spellbook dissonant whispers, cause fear, feather
fall, mage armor, and detect magic.Cass FEATURES
Asa lich, you gain the following class features:
Hrr Ports
Hit Dice: 146 per lich level
‘Hit Points at Ist Level: 6 + your Constitution
modifier
‘Hit Points at Higher Levels: 146 (or 4) + your
‘Constitution modifier per lich level after the 1st
‘PROFICIENCIES:
Armor: None
‘Weapons: Daggers, darts, quarterstaffs, light
‘crossbows
‘Tools: None
‘Saving Throws: Intelligence, Constitution
‘Skills; Choose two from Arcana, History,
Investigation, Medicine, Nature, Perception, and
Religion
EQuirMEnT
‘You start with the following equipment, in addition
to the equipment granted by your background:
© (a) a quarterstaff of (b) a dagger
+ (@) a dungeoneer's pack, (b) an explorer’s pack
‘or (¢) ascholar's pack
* Aphylactery, which acts as your arcane focus
and spellbook (see feature)
PHYLACTERY
‘Your sou! in tied to an object that allows you to live
forever wo long as you keep it supplied with the
Mfe-force of others, While you have at least 1 soul
in the phylactery, any spell whose sole purpose bx
to return you fo life can substitute your phylactery
as the sole material component required to cast
the spell Your phylactery acts as the arcane focus
for your lich. spells,
When you die and your phylactery contains at
Jeast 1 soul change, your body reformns next to your
phylactery within 148 days. Hf you die and your
phylactery is either destroyed or doesa’t contain
any soul charges you can only be returned to life
‘through the normal use of such spells.
Asa reaction when you see a suitable creature
dic within 60 fect of you, you can eapture its soul
charge and feed it to your phylactery. Your
phylactery ean hold a maximum number of soul
charges equal to 1 + your lich level Suitable
creatures for your phylactery must meet all of the
following requirements:
‘The creature is not an undead or construct,
‘+ The creature has a Challenge Rating 1/2 or
higher
‘The creature can understand at least one
language.
‘When you finish a long rest, your phylacte ry
regains 1 soul charge. When you finish a short rest
where you expended at least 1 of your Hit Dice to
fegain hit points, your phylactery gains | soul
charge if i's below ies maximum capaciry.
SPELLCASTING
You have learned how to weave magic into your
phylactery much a8 you would a spellbook. If you
‘once had a spellbook you may siphon the magical
inscriptions from the book into your phylactery.
‘See chapter 10 of the Player's Handbook “for the
general rules of spellcasting and the “Spells List”
section below for the lich spell list.
Canrerrs.
‘At 1st level, you know three cantrips af your choice
from the lich spell list. You learn additional lich
cantrips of your choice at higher bevels, as shown
in the Cantrips Known column of the Lich table.
PHYLACTERY STORAGE
At Ist level your phylactery may contain 4 Lsttevel
lich spetts of your choice. Your phylactery is the
record of the lich spelts you know, except your
cantrips, which are fixed in your mindPREPARING AND CASTING SPELLS
‘The Lich table shows how many spell slots you
hhave to cast your lich spells of Ist level and higher.
‘To cast one of these spells, you must expend a slot
‘of the spell’s level or higher. You regain all
expended spell slots when you finish a long rest.
‘You prepare the list of lich spells that are
available for you to cast. To do 0, choose a
‘number of lich spells fram your phylactery equal to
‘your Intelligence modifier + your lich level
(minimum of one spell) The spells must be ofa
level for which you have spell slots.
For example, if youre a 3rd-level lich, you have
four Ist-level and two 2ndJevel spell slots. With an
Intelligence of 16, your list of prepared spells can
include six spells of Ist or 2nd level in any
‘combination chosen from your phylactery. I you
prepare the Ist4evel spell magic missile, you can
cast itusinga istlevel or a 2ndlevel slot. Casting
the spell doesn't remove it from your list of
prepared spells
‘You can change your list of prepared spells
when you finish a long rest. Preparing a new list of
lich spells requires time spent aligning with your
phylactery and memorizing the incantations and
gestures you must make to cast the spell: at least 1
minute per spell level for each spell on your list.
‘SPELLCASTING ABILITY
Intelligence is your spellcasting ability for your lich
spells since you learn your spells through
dedicated study and memorization. You use your
Intelligence whenever a spell refers to your
spelicasting ability. In addition, you use your
Intelligence modifier when setting the saving
throw DC for a lich spell you cast and when
making an attack roll with one.
Spell save DC= & «your proficiency borax «
your Intelligence modifier
Spell attack modifier = your proficiency bors «
your intelligence modifier
ar
Rrrva Castine
‘You can cast a lich spell as.a ritual if that spell has
the ritual tag and you have the spell within your
phylactery. You don't need to have the spell
prepared.
LEARNING SPELLS OF 18T LEVEL AND
HIGHER
Each time you gain a lich level, you can add one
lich spell of your choice into your phylactery for
free. Each of these spells must he of a level for
‘which you have spell slots, as shown on the Lich
table. On your adventures, you might find other
‘spells that you can add to your phylactery (sce the
“Your Phylactery” sidebar)
Your PrrLacrery
‘The phylactey is a mierae of your sous, instilling
noaledge into your very essence is one of the
feasons you have taken up this path asa lich. You
hare leamed te record raw magical information into
the phylactery so it may better serve you in the
fature. You may tecond new magic into your
piylactery wen you come acts a spellbook, sre,
Tome or even the phylactery of another lich.
When you find a spell on the lich spell list that is of
Vaorter gist oscar ted ye
if it sof a spell level you can prepare, and if you can
spare the time to decipher and copy it:
Sl a pew ices
Soe ee oe oe re
deciphering the unique system of notation used by
those who wrote it You must practice the spell until
you understand the saunds or gestures required,
Sco oes
ari
For each evel ofthe spel, the pracess takes 2 hours
sed.costs $0 gn The coat rearerentsreaterial
expend as you experiment with the
Spottt hosel os hee run you need be
record it Once you have spent this time and money
yourcan prepare the spel just ke your other spells
A traditional phylactery is an smnulet inthe shape of &
small bor. However, aphylactery can take on any
foe as long a5 the inside of the amulet can be
ingcrived with slver-eiched arcane sigils of naming,
mimartaity, and dare magic: Some
fs regen lgalrgl angi
ecklaces oF rings), bottles hollow crystal orbs, o¢
other creative containers,
—_—— STLich SPELLS
‘Carreips (0 LeveL)
Chill Touch
‘Control Flames?
Dancing Lights
Fire Bolt
Frost
Infestation"
Light
Mage Hardt
Mending
Message
Minor ilusion
Poison Spray
Prestidigitation
Ray of Frost
‘Shocking Grasp
Spare the Dying
Toll the Dead"
‘Ist Lever
‘Absorb Elements"
Alarm
‘Armor of Agathys
‘ems of Hadae
Bare
‘Buming Hands
Cause Fea?
Chromatic Orb
Color Spray
Command
‘Comprenend Languages
Detect Magic
Disguise Self
Dissonan: Whispers
Earth Tremar*
Expeditions Retreat
False Life
Feather Fall
Find Farilise
Fg Cloud
ce Knife!
Identify
Jump
Mage Armor
Magic Missile
Pratectian from Evil and
Good
ay of Sickness
Shield
Silent Image
Tasha's Hideous Laughter
‘Witch Bait
2mo Lever
Arcane Lock
Blindness/Deafress
Blur
Cloud of Daggers
Grown of Madness
Darkness
Darkvision
Detect Thoughts
Exthbind™™
Enlarge/Reduce
Flaming Sphere
Gentle Repase
Hold Person
Kock
Levitate
Meifs Acid Arrow
Mind Spike
Mirror image
Misty Step.
Phantssmal Force
Ray of Enfeeblement
‘Scorching Ray
‘See tnvisibil
Shadow Blade™®
Spider Cheb
Web
Sap Lever
Animate Dead
Bestow Curse
Chainvoyance
Dispe! Rag
Enemies Abound"
Erupting Earth”
Fear
Feign Death
Forel
hy
Gaseous Form
Life Transference™=*
Magic Grele
‘Melf's Micute Meteors"
Speak with Dead
String Cloud
Tongues
Vampire Touch
dives Leven Tw Leven,
Arcane Eye Crown of Stars"
Ranihment Delayed Blast Fireball
bighe heres
comgehiee Finger of Death
Death Ward ‘Mirage Arcane
Dimension Door Plane Shift
(Oiiluke’s Resilient Sphere Pawer Word Pain
Shadow of Mod" Prierutic Spray
Stosein teens Comey
51H Leven —
hetie Set Brn Leven.
Coudicitt Antimagic Field
Danse Macabre" Earthquake
Dominate Person Fabled
Enenvation = Maddening Darlaness*t
Hold Monster Power Word Stun
ede
Nelo reens Den Lave
Planar Binding Gate
Serving Power Word il
Seeming Paychie Seream™*t
See Ske Time Sep
Telepertation Circle Weird
Wallof Force Wish
6TH Leven
eae Gate
Circle of Death
Create Undead
Disintegrate
Eyebite
Han
Scatter!
Soul Cage"Sout ConsuMPTION
Starting at 2nd level, you can consume the soul
charges stored within your pylactery to reaain
power, As a bonus action while your phylactery is
‘on your person, you can consume I soul charge in
your phylactery and choose one of the following
cffects:
+ Regain hit points equal to 144+ your
Intelligence modifier.
* Recover an expended Ist-level spell slot.
ImMorTAL PATHWAY
‘At 3rd level you choose a pathway that will define
your unending immortal existence: the Pathway of
the Baelnorn, the Pathway of the Omniscient, or
the Pathway of the Wastes. The pathway you
choose grants you features at 3rd level and again
at 6th and 14th level
ABILITY ScoRE IMPROVEMENT
‘When you reach 4th, 8th, 12th, 16th, and 19th
level, you can increase one ability score of your
choice by 2, or you can increase two ability scores
‘of your choice by 1..As normal, you can't increase
an ability score above 20 using this feature
Using the optianal feats rule, you can forgo
‘taking this feature to take a feat of your choice
instead,
Rearer’s GREED
Beginning at Sth level when multiple creatures
eapable of feeding your phylactery die
simultaneously (such as from the same area of
‘effect spell), you can use your reaction to capture a
‘number of souls up to 1 + your Intelligence
modifier (minimum 2)
DEMILICH
At 20th level if you're redluced to O hit points or as
an Action on your turn, you can consume: all but 1
of the soul changes in your phylactery to take on a
demilich form. Your body disintegrates into a Tiny
floating skull and swirling cloud of dust. Your
phytactery is carried within the dust cloud of your
form; your other possessions are left behind in
your space. Your demilich form has the following
additional features:
‘© Your hit points and hit point maximum are
equal to 4x your lich level
‘= Your walking speed is replaced by an equal
flying speed (hover)
* You are resistant to bludgeoning, piercing, and
slashing damage.
‘+ Ifyou are subjected to an effect that allows you
to make a saving throw to take only half
damage, you instead take no damage if you
succeed on the saving throw and only half
damage if you fail
You regain a number of expencied spell slots of
a.combined level eqqual to the number of soul
charges expended
* Youdon't need to perform somatic or verbal
components for your lich spells, and your
phylactery continues to act as your arcane
focus.
‘Your transformation lasts 10 minutes or until
you are reduced to 0 hit points. Soul charges you
aceumulate during this transformation must be
immediately spent as part of the same reaction
used to acquire them. When the transformation
ends, you die, When you are returned to life, you
can't use this feature for 7 days from the point at
which you were revived.IMMORTAL PATHWAYS
‘As you gain more arcane knowledge, you find ways
in which to shape your very spirit. An immortal
pathway represents a new power manifested.
PATHWAY OF THE BAELNORN —
‘When an elven mage is nearing the end of their
lives they are sometimes called on to become
something greater. They are asked to live longer
‘than their time would allow them so they may
continue important studies for the elven people.
‘There are times where the elven magics used to
make a Baclnorn have been spread further, 9
seeing a Baelnorn outside of the elven people
possible but rare. In recent times a Bacinorn is no
longer made, but are instead converted through a
ssanctifying ritual The impurities of undeath are
leased from the lich to ereate a freshly
awakened Bacinorn,
(Grrr oF THE SELDARINE
‘When you choose this pathway at 3rd level, your
phylactery feature changes. You no longer have a
phylactery and all soul charges flaw into your boxy
instead You must spend 24 hours converting the
‘energy inside the phylactery into your enriched
form, This process transfers all the souls residing
inside the phylactery. You are required to use an
arcane focus to cast spells. Suitable creatures for
your phylactery have further limitations
* The creature is not an undead or construct,
© The creature has.a Challenge Rating 1/2 or
higher.
# The creature can understand at least one
Jan guage.
* The creature must be evil aligned or is known
to have committed a vile act that you bore
witness to.or the creature willingly sacrifices
itself to you in death,
‘Also when you die your body reforms through
the magic of the Seldarine ever an 8 hour period.
‘You cannot reform another body until another 7
days have passed
RESILIENT FoRM
‘Also at Sed level as a reaction when you take
damage of a specific type you can use 1 soul
charge to become resistant to that damage type for
1 minute,
Toucn or Ererna Rest
‘At 6th level, you may use an action to make: a
melee touch attack against a creature within
feet. The creature must succeed on a Constitution
saving throw with a DC equal to 8+ your
Intelligence modifier + your proficiency bonus or
fall unconscious for 1d4 turns. While in this state,
the creature is intangible between the ethereal
plane and your own and it cannot be targeted by
other effects, In this state you can send a
nightmare to the creature, the nightmare causes
1d10 psychic damage to the creature at the end of
each of its earns, When the effect ends the
creature is unaware of what happened and has no
recollection of the nightmare or dream it
experienced. You may use this ability a number of
times equal to your Intelligence modifier and
‘regain all uses after you finish a long rest,
‘You can also use this-effect on an ally, sending
the ally a dream instead of a nightmare, While in
the dream the creature restores 1d 10 hit points at
the end ofeach of its turns,
Inaz oF ANCESTRY
‘At L4th level the Baelnorn can consume several of
its charges to create a duplicate of itself from ite
replacement body. For every 3 changes consumed
the duplicate remains for one turn. The duplicate,
appears in an unoccupied space within 5 feet of
you, it cannot move or be moved from this space,
‘The duplicate mimics your action on each af its
turns. It can pick different tangets for these
actions, When itcasts a spell it uses your spell
slots to do so. The duplicate’s attacks make use of
your spell save DC and attack bonuses. The
duplicate can be targeted, it has your armor class
and halfof your hit points. If the duplicate is
reduced to 0 hit points it vanishes instantly. You
‘may use this ability once and regain use of it after
you finish a long rest,PATHWAY OF THE
OMNISCIENT
‘Whereas other liches may look upon souls like
scraps of wood to fuel their fire, the Omniscient
views souls like books. Tasty delicious books full of
information to be devoured. The lives swirling
within a lich’s phylactery are not that of sheep or
cattle, they are at least modestly intelligent
eroatures and it would he terribly wasteful to.not
‘use: every part of the soul
Kwow.enc SyrHon
‘When you choose this pathway at 3rd level, you
ean draw upon the collective experience of the
souls you have collected When you make an
Intelligence ability check, you may expend 1 soul
in your phylactery to add +5 to the roll
Known Source
‘Also at 3rd level you choose one creature type
aberrations, beasts, celestials, dragons,
elementals, fey, fends, giants, monstrosities,
oozes, or plants. Alternatively, you can select two
races of humanoid (such as gnolls and orcs) as
mown source's. When you collect a soul from a
known sourer, it counts as an additional soul You
have advantage on knowledge checks to recall
information about these types of creatures.
You may choose an additional known source
‘when you reach 6th level and again at 14th level
EXPERIMENTAL VULNERABILITY
At 6th level, your accumulated experience allows
you to twist your spells to your advantage. When
you target a Known Source creature, you can
expend a number of souls equal to half the
creatures CR (rounded down, minimum of 1) If
the spell requires a saving throw you can force the
creature to make the save at disadvantage, Ifthe
spell requires an attack roll you make the roll at
advantage, and for this casting of the spell the
target becomes vulnerable to the: damage type of
the spell or loses one level of resistance or
immunity.
KNOWLEDGE Is PowER
‘At 14th level when you capture a soul from a
Known Sourec creature you regain hit points
equal to their CR.PATHWAY OF THE WASTES
Alich who travels in the dry arid wastes of the
-world has found a way to use their own organs as
phylacteries, effectively granting them five
‘phylacteries. Your form is skeletal and gaunt, your
sskin dried and desiccated and your soul split in
smaniy parts. Most liches who follow this pathway
lived their mortal lives in dry arid reqions,
Tue Five Sours
‘When you choose this pathway at 3rd level, your
phylactery feature changes. You have 8
phylacteries: your stomach, intestines, lungs, liver,
and beart. The five organs are placed in special
‘ritual jars and collectively store consumed souls.
‘You can store a number of souls equal to 5 + your
lich fevet
When you die, you can reform next to any one of
your five phylacteries regardless of your distance
‘tothat organ, Ifone of these phylacteries ix
destroyed they are permanently destroyed forever.
If all five phylacteries are destroyed, your physical
form crumbles to dust, Only a. wish spell can
restore an organ, and the spell can only restore
‘one organ per casting,
Desert Sout
Also at Sed level you gain resistance to fire
damage and you do not need to drink or suffer
from the effects of dehydration. If you are affected
by an ability that alters your form (such
polymorph spell}, you can choose to succeed on
the saving throw if you wish.
Dsicaatina Tovcn
At 6th level, as an action when you touch a living
creature, the creature must succeed on a
‘Constitution saving throw with a DC equal to 8 +
your Intelligence modifier + your proficiency
bonus. The creature suffers necrotic damage equal
to your lich Level and you gain an equal number of
temporary hit points, or half as much on a
successful saving throw and you gain no
temporary hit points. If you kill a creature in this.
way, their body turns to salt and crumbles, This
leaves no trace of the creature, Revivify and raise
dead will not restore the ercature to life and gentle
repose has no effect on the salt,
Dust To Dust
‘At L4th level ax-an action you can expend 5 soul
charges from your ptylacteries. If you do so your
form becomes that of an air elemental but
appears as a sandstorm. This functions identically
to the Druid Wildshape class feature. While i thiss
form, whenever you take the attack action you ean
tuse a bonus action to use your Desiccating Touch,LYCANTHROPE
Bear pelts were fetching a high price in the
northern mountains. Unscrupulous hunters were
beginning to venture into the dens where their
prey slept for the winter. They did not know that
these mountains were under the protection of a
ranges, only that they were turned back from their
pursuit by a tall-standing brown bear that told
them “Get out”
‘As ahalt-elf she was not an imposing figure. The
bandits that surrounded her knew na fear, but
neither did she, As she stretched her arms and
fingers upward an eerie caw echoes off of every
surface and her night-black feathers become
silhouetted before the moonlight. Now they knew
fear
There were rumors swirling in the town that a
rakshasa was on the prowl. The town guard was
on high alert for a vile and powerful fiend. What mo
‘one knew to look for was the halifing thief who
crept through the shadows in the night with catlike
grace and stripes on his furry face.
UNCONTROLLED Fury
Alycanthrope has a powerful beast lingering at the
fringes of their mind always wanting to escape and
hunt. Even while in complete control of their
actions, someone trying to hide their primal secret
can find it difficult to ignore this rage
Lunar POWER
The moon and its phases are the biggest
influences on when the other has control over your
body. The closer to the full moon the more difficult
those urges.are to control However, many
lycanthropes track the phases of the moon and
take precautions to protect their loved ones. These
protections include chaining themselves up and
keeping the moon out of sight.
CREATING A LYCANTHROPE _
As you create your lycanthrope character consider
how you came into your power. Were you born as a
lycanthrope? Were you attacked by a creature and
afflicted with a.curse? Were you the subject of an
alchemist’s experiment? Were you given as a
sacrifice to a lycanthrope willingly or otherwise?
Deo-you even know how you came about your
curse, or is that one of the great mysteries that you
seek to uncaver?
Consider how you deal with these aspects of
your life. Lycanthropes who have always
possessed their gift or who have lived with it for
many years may be better equipped to handle: the
duality of their lives whereas the newly cursed may
struggle with the changes they endure. How do
you view your lycanthropy? Would you inflict
another with it ifyou could? Would it be a gift
given toa friend or a curse saved for your worst
enemy? How do you feel about other lycanthropes?
Would you cure it if you could?
INFLICTING LYCANTHROPY
‘Many players will want to know: bow can they infect
ther elloy party members wth thet lis? the
‘Simple answer it whenever the DM deems it
possible. However, as ths sa class itis
fecommended that if you allow your players to
infect one another that they must take their next
level in Lycanthrope.THe LycanTHROPE
Level Proficiency Bonus Transformation Duration
Ist 10 min
and 20min
ard 30min
4th 40 min
Sth 50 min
6th ‘Vhour
Ith ‘Thour, 10 min
8th Thour, 20 min
9th Thour, 30°
Oth Thour, 40 min
Vth ‘Thour, 50 min
2th 2 hours
13th 2 hours, 10 min
14th 2 hours, 20 min
15th 2 hours, 30 min
16th 2 hours, 40 min
Vth
18th
19th
Quick BuiLD
You can make a lycanthrope quickly by following
these suggestions, First, make Strength your
highest ability score. Your next-highest score
should be Dexterity or Constitution if you wish to
focus on survival within the wilderness, Second,
choose the hermit background. Third, choose
lther Werebear, Wereboar, or Werewoll as your
primal calling selection, Remember to add a
second saving throw designated by your primal
calling,
Primal Calling, Transformation, Lunar Sensitivity
Lycanthrapic Resistance
Savage Attacks
Ability Score Improvement
Extra Attack
Primal Calling Feature
Savage Control, Beast Speak
Ability Score Improvement
Lunar Sensitivity Improvement
Lycanthropic Immunity
‘Wild Combatant
Ability Score Improvement, Primal Calling Feature
(Natural Predator
Supernatural Senses
Lunar Sensitivity Improvement
Ability Score Improvement
Greater Savage Control
Prirnal Calling Feature
Ability Score Improvement
Legendary LycanthropeCass FEATURES
Hrr Poms
Hit Dice: 148 per lycanthrope l
Hit Points at 1st Level: 8 + your Constitution
modifier
Hit Points at Higher Levels: 18 (or $)+ your
Constitution modifier per lycanthrope level aftce
Ast
PROFICIENGIES
Armor: None
Weapons: Sickle, dagges club
Tools: None
Saving Throws: Constitution
Skills: Choose two from Nature, Religion, Animal
Handling, Perception, Deception, and Intimidation
Equirment
You start with the following equipment, in addition
to the equipment granted by your background:
* (a)a longbow and 20 arrows or (b) a hand
crossbow and 20 bolts
* (a) wo simple melee weapons or (b) one
martial melee weapon
* (a)a dungeoneer's pack oF (b) an explorers
pack
+ Two daggers
PRIMAL CALLING
At Ist level your bloodline begins to exhibit itself,
Choose Wereape, Werebear, Wereboar,
Werecrooodile, Wererat, Wereraven, Weretiger, or
Werewolt, You gain the Transformation
Lycanthrope class feature and your choice grants
you abilities at the Ist, 6th, 12th, and 18th levels,
Starting at 1st level your transformation will
‘grant you natural attacks. The damage for these
attacks are as follows:
* Bite, tusk and beak attacks deal 1d6 piereing
damage.
© Claw attacks deal 1d6 slashing damage,
© Fist attacks deal 1d6 bludgeoning damage,
é
‘TRANSFORMATION
‘Also at st level, as an action, you can transform
into your animal form or your hybrid form. When
you change form you can stay in that form for up to
10 minutes per Lycanthrope level before changing
hack. The equipment you are carrying or wearing
is not transformed You cannot cast spells while
transformed in either your hybrid or animal forms,
and cannot use abilities which require your volce
while in your anioal form,
While in your animal form you are considered a
beast, Regardless of which form you take you have
the shapeshifier tag, When you die, you revert fo
your true form. While in your animal form you use
the statistics of the beast that you become but
retain your Intelligence, Wisdom, and Charisma
ability scores as well as your hit poiats. In your
hybrid form you retain all your statistics except
where noted in your Primal Calling feature. You
can use this ability twice, you regain all uses alter
you finish a short oF long rest
Asa Lycanthtope you are
moon. Each night you must make a Wisdom
saving throw with a DC based on the phase of the
moon. For places that have no moon, the: DC is 5
Failure indicates you must transform into your
beast form. Ifyou ean see the moon you suffer
disadvantage on the saving throw. You can choose
to fail the saving throw if you wish. This does not
count as a.use of your Transformation class
feature.
Moon Phase Saving Throw DC
Full 20
Waxing/Waning 5
Crescent 10
New 3If you failed the saving throw, your character must
obey the following rules below:
+ You stay transformed until dawn.
‘+ You cannot control your transformation until
dawn,
* Your character must hunt and kill a living small
or larger creature and cat of its flesh. Until you
do each round you want to perform an action
other than attacking.a living creature, you must
make another Wisdom saving throw to see if
you can do-so. Failure indicates you must take
the attack action that turn or suffer 1410
psychic damage that cannot kill you.
+ Ifyou do not kill a creature before dawn you
gain 4 Ievels of exhaustion when dawn arrives.
This ability improves at the 9th level in the
following ways listed:
‘+ Ifyou fail your saving throw you can choose to
transform into either your beast or hybrid form,
unless you failed the save by S or more. Failing
by 5 or more defaults to your beast form.
* You no longer need to make saving throws to
perform actions other than attacking.
* Failing to kill a creature before dawa gives one
level less of exhaustion (three levels}
‘This ability further improves at the 15th level as
shown:
© You no longer need to make Lunar Sensitivity
saving throws regardless af the moon phase.
* You no longer need to kill a living creature at
night. You no longer gain exhaustion from
failing to kill a creature at night
LycaNnTHROPIC RESISTANCE
Beginning at 2nd level, while in your animal or
hybrid form you reduce damage from slashing,
piercing and bludgconing damage from non-
‘magical weapons that aren't silvered by an amount
equal to your Lycanthrope level Additionally, you
have vulnerability to damage from silvered
weapons regardless of which form you are in,
SaVAGE ATTACKS
At 3rd level while in your hybrid or beast form
whenover you roll damage dice from natural
attacks, you can reroll 1s and 2s You must take
the new result.
Extra ATTACK
Beginning at Sth level you can attack twice,
instead of once, whenever you take the Attack
action on your turn.
SavacE CONTROL
By 7th level you can use your shapeshifting
feature 4 times before needing to finish a long rest.
Brast SPEAK
‘Also beginning at 7th level you are always affected
by the speak with animals spell but only for
animals that are the same as your animal form. At
14th level this expands to all beasts,
LycANTHROPIC IMMUNITY
Starting at 10h level, you no longer take extra
damage from silvered weapons. Additionally,
beasts see you more as one of their own than your
actual creature type. Beasts are not bothered by
your presence unless they succeed on a
Perception check when you are using stealth to
hunt them.
‘WILD COMBATANT
At 11th level whenever you use the Attack action,
you can use: your bonus action to make one
additional attack with a natural weapon. Instead of
a natural attack youcan attack with the weapon
specified in your Primal Calling feature.
NATURAL PREDATOR
Starting at 12h level your damage from your
natural altacks increases to 1d8 damage of the
‘same type. These attacks count as magical for the
purposes of overcoming damage resistance and
immunity.SUPERNATURAL SENSES
Beginning at 14th level whenever you roll a
Wisdom (Perception) check, you also know ifthere
are any creatures that are affected by illusion or
transmutation spells or any creatures with the
Shapeshifter tag within 30 feet.
GREATER SAVAGE CONTROL
At 17th level, you ean use your shapeshifting
feature an unlimited number of times.
LEGENDARY LYCANTHROPE
‘At 20th level, when you shift into your animal form,
you may choose to become Huge. Should you
become Huge you gain all of the following benefits:
* All of your speeds increase by 10 ft.
* Your AC becomes 15 whilein your animal form
lower.
+ You gain temporary hit points equal to your
total hit points that lasts until you leave your
animal form,
© Your attacks deal 2 more dice of damage and
their reach increases by 5 ft.
* You gain +4 on your Strength and Dexterity
scores while in this form.
These benefits last for 10 minutes and then you
must change back to your natural form. Once you
have used this feature you cannot use it again until
you've finished a long rest.
PRIMAL CALLINGS
You have several different callings available to you,
depending on the curse that's been afflicted
CALLING OF THE WEREBEAR
Infamous for their ability to reject their violent
impulses, werebears achieve a balance between
their primal and former lives that other
lycanthropes do not know. However, it isnit
uncommon for other lycanthropes to consider this
a-weakness of the werebear: a kindness they reject
in favor of the hunt,
PRIMAL CALLING
After selecting this calling at Ist level, your animal
form isa brown bear. In your hybrid or bear forms
you gain a bite and a claw attack. You are
‘considered proficient with these attacks as well as,
with greataxes. You are proficient in Strength
‘saving throws. While in your bybrid form, ifyou're
not wearing armor your AC becomes 10 + your
dexterity modifier + your strength modifier.
Grizziep STRENGTH
At 6th level you gain a climb speed equal to your
base walking speed. Additionally, whenever you
use your transformation feature you gain
temporary hit points equal to your Lycanthrope
level
Unsine ToucHness
Beginaing.at 12th level whenever you reduce a
creature to 0 hit points, you gain temporary hit
points equal to your Constitution madifier.
BLoopruirsty Race
‘At 18th level, you are not rendered unconscious
when reduced to 0 hit points as long as you dealt
damage to a foe before the end of your tuum and
have not cast a'spell You are still dying and need
to make death saving throws as usual. You are still
subject to damage at 0 hit points as described in
the death saving throw section of combat,CALLING OF THE WEREBOAR
Perhaps more than other Iycanthropes Wereboars,
embrace their change. They use their strength
with reckless abandon, they enjoy allowing their
‘primal urges to guide them and where most other
Iycanthropes are solitary or form packs the
Wercboar goes wherever it likes and makes friends
with whoever entertains them the most.
Primat Canine
After selecting this calling at 1st level, your animal
form is a boar. In your hybrid or boar forms you
again a tusk attack. You are considered proficient
with these attacks a5 well as with mauls. You are
proficient in Strength saving throws. While in your
hybrid form if you're mot wearing armor your AC
becomes 10+ your deaterity modifier + your
strength modifier
Feral Hoo
Beginning at 6th level your base walking speed
increases by 10 feet. Additionally. your Proficiency
Bonus is doubled for any ability check you make
that uses your Strength modifier
Gonmnc Cuarce
At 12th level ifyou move at least 10 fect towards.
target and strike with a natural attack, you rofl an
extra d6 for damage, the target must succeed on a
Strength saving throw or be knocked prone. The
DC for this saving throw is 8 + your proficiency
modifier + your Strength modifier.
Rock Sreapy STRENGTH
Starting at 18th level creatures damaged by your
melee weapon attacks and natural attacks are
pushed back 5 feet.39
CALLING OF THE WERERAT
Wererats are famous in most lange cities and are
likely the mast prolific lyeanthropes in exist
Sometimes considered a scourge for their habits
they make for excellent thieves. Their al to talk
to normal rats also gifts them with a huge
information network, allowing them to operate
nearly unseen.
PRimat Canine
After selecting this calling at 1st level, your animal
form is a giant rat. In your hybrid or giant rat
forms, you gaina bite attack. You are considered
proficient with these altacks as well as with
shortswords and hand crossbows. You are
proficient in Intelligence saving throws. While in
your hybrid form if you're not wearing armor your
AC becomes 10 + your dexterity modifier + your
intelligence modifier.
FRIEND OF THE DARKNESS
At 6th level, you gain darkvision and you have
advantage with Wisdom (Perception) checks that
rely on smell. Additionally, your Proficiency Bonus
is doubled for Dexterity (Stealth) checks.
DARTING ATTACKS
Starting at 12th level, whenever you use your
bonus action with the Wild Combatant feature, you
can make two natural attacks instead of one. If you
do these attacks only deal damage equal to the
ability modifier you used to attack.
LerHar Precision
Beginaing at 1th level when you score a critical
hit with your natural weapons, roll an extra 148 for
damageCALLING OF THE WERETIGER
CALLING OF THE WEREAPE
Proud, bloodthirsty hunters who pride themselves
on their lycanthropic heritage as a noble would
their own bloodline, Weretigers operate alone or
sometimes in small prides. They are often seen as
the opposing end of the primal spectrum when
compared to Wereboars. For as much as the
Wereboar enjoys basking in dirt and enjoying the
animalistic side of themselves, the Weretiger
focuses on the intellectual aspects of their farm,
By combining their sharp minds and sharper
reflexes, they consider themselves to be the perfect
hunter,
Ast level, your animal
Tiger. In your hybrid or tiger forms, you
ain a bite and a claw attack. You are considered
proficient with these attacks as well as with
scimitars and longhows, You are proficient in
Charisma saving throws. While in your hybrid
form if you're net wearing armor your AC becomes
10+ your dexterity modifier + your charisma
modifier.
Feune BLessina
Beginning at 6th level, your base walking speed
increases by 10 feet. Additionally, you gain
darkvision and you have advantage with Wisdom:
(Perception) checks that rely on smell or sight.
‘RECKLESS ATTACKS
12th level, whenever you use your
tion with the Wiki Combatant feature, you
can make two natural attacks instead of one. Ifyou
do these attacks only deal damage equal to the
ability modifier you used to attack,
Pouncine Hunter
‘At 18th level, as a reaction to a creature moving
within 30 feet you can move directly towards them
and make: a melee attack roll If yo hit, the target
is knocked prone.
‘One might think that given the similarities
between the great apes and humanoids, the curse
of the Wereape would be somehow lesser, One
would be wrong. Wereapes are willing to throw
themselves completely into the primal instincts of
their calling without ever losing the spark of
intellect that guides them to the use of tools and
tactics.
PRIMAL CALLING
‘After selecting this calling at Ist level, your animal
form is an ape. In your hybrid or ape forms, you
ain a fist attack, You are considered proficient
with this attack, as well as with greatelub and
greataxes and can wield them in one hand, You are
proficient in Strength saving throws. White in your
hybrid form if you're not wearing armor your AC
becomes 10 +your dexterity modifier + your
strength modifier,
Srrono Grip
Beginning at 6th level. you gain a climb speed
equal to your base walling speed. When you hit a
Creature who has not taken damage this turn with
your fist attack, your attack deals an extra 1d6
bludgeoning damage. This damage increases to
2d6 at 12th level and 346-at 18th level
CrusHine Smasn
‘AL 12th level, when you score a critical hit with
your slam attack the creature must suecced on a
Constitution saving throw against a DC equal to.8
+ your Proficiency Bonus + your Strength modifier
oF become stunned until the end of their next turn.
Suaxe Orr DeatH
Starting at 18th level, when you are reduced to 0
hit points you may use your reaction to expend and
roll a number of hit die up to your Constitution
modifier. You regain a number of hit points equal
to the amount rolled and suffer a level of
exhaustion equal to one half the amount of hit die
used (rounded down, minimum 1).
40CALLING OF THE WEREWOLF
The most well known of all the lycanthropes, and
for good reason, They're more primal than the
boar, more cunning than the rat, more dangerous
than the bear, and more in tune with their primal
souls than the tiger They are the apex predator of
all the lycanthrapes and thase who ignore these
facts are only regulating themsclves to becoming
future prey.
PRIMAL CALLING
‘Aiter selecting this calling at Ist level, your animal
form is a wolf. In your hybrid or wolf forms, you
gain a bite and a claw attack. You are considered
proficient with these attacks as well as with
spears. You are proficient ia Strength saving
throws. While in your hybrid form if you're not
wearing armor your AC becomes 10+ your
dexterity modifier + your strength modifier
STALKING HUNTER
Beginning at 6th level, your base walking speed
increases by 10 feet. Additionally, you gain
darkvision and you have advantage with Wisdom
(Perception) checks that rely on smell or sight.
Canto Reriexes
At 12th level creatures adjacent to-you provoke
opportunity attacks from you even if they took the
Disengage action. Additionally, whenever you hit a
creature with an opportunity attack its speed
drops to 0 for the rest of the turn. This stops any
movement they may have been taking,
Expert TRACKER
Starting at 18th level you can unetringly track the
last creature you dealt damage to. This works as
long as you and the target are-on the same plane of
existence."WERERAVEN
Quick, clever and elegant is the raven, Though the:
primal calling of the Wereraven may not be as wild
and bloodthirsty as that of a wolf or boar, their
intellect and predisposition to mischief make the
Wereraven a fearsome figure. Wereravens are.
opportunists and are always looking for an
opening to take advantage of a situation.
PRIMAL CALLING
When yoott use your transforn
level your animal form is a Medium-sized raven, In
your hybrid or raven forms, you gain a beak attack,
‘You are considered proficient with this attack as
well as with slings, battleaxes, greataxes and
handaxes. You are proficient in Intelligence saving
throws. While in your hybrid form if you're not
wearing armor your AC becomes 10-+your
Dexterity modifier + your Intelligence modifiee
tion feature at Lst
Quorn THE RAVEN
At 6th level, your flying speed increases by 30 feet.
In hybrid or animal form you have advantage on
any Charisma (Deception or Performance) check
male to mimic the vaice or sounds of other
creatures,
NEVERMORE
Beginning at 12th level your presence heralds
doom in the collective unconscious, When you
transform, each creature of your choice that can
see you within 60 feet must make a Wisdom
saving throw against a DC equal to $ + your
Proficiency Bonus + your Charisma modifier or be
frightened for 1 minute. A creature may repeat the
saving throw at the end of cach of their turns,
ending the effect on themselves on a success.
Evastve FucHt
AL 18th level your flight speed increases a
30 feet. You do not provoke opportunity attacks
while flying, You have advantage on Dexterity
saving throws while flying and if an effect would
cause you to take half damage on.a success, you
wstead take no damage,
ee