Corpus Malicious: The Codex of Evil - Flip eBook Pages 51-100 (2024)

51 uncovered so far. When you gain this feature, you learn the recipes of one dark oil and one dark poison (see Recipes of Dark Oils and Recipes of Dark Poisons). Additionally, each time you gain a feature of this archetype, you uncover the recipes of one more poison and one more oil. You prepare each oil or poison in 10 minutes by using the needed materials and tools. The materials cost 50 gp to prepare a dark oil or a dark poison. Once it is prepared, the quality of an oil or a poison stays intact for 24 hours, after which point, it loses all of its properties and turns into a useless liquid. As an action, you can use a dark oil or a dark poison. You can also clear them from the applied surface as an action. When cleared, the effects created by the liquid end. However, if the liquid is ingested, it needs to be vomited out to end its effects. The oils and poisons that you prepare are highly dangerous and profane chemicals. So, it is risky to use them frequently. Once you drink a dark oil or apply it on your body, you can only do so again without harm after you finish a long rest. You suffer one level of exhaustion each time you use the same oil again before finishing a long rest. Due to these recipes’ magical origins, the toxic chemistry of the oils still affects you even if you are immune to being poisoned and exhaustion. When you apply a dark oil or a dark poison on an item and use it, the applied chemicals leave a residue on the item. If you try to apply the same oil or poison on the same item again before finishing a long rest, the residue builds, harming the item and lowering its quality. Each time the same chemical is used on the same item after the first, the damage it deals takes a -1 penalty, and the item is broken when the penalty reaches -4. The damage that causes the -1 penalty can be repaired in 1 hour by using smith’s tools. If a dark oil or a dark poison requires saving throws, the DC equals 8 + your proficiency bonus + your Intelligence modifier. When a dark oil or a dark poison is used, its effects last 1 minute. Recipes of Dark Oils Lesser Rage Color: Blood red Usage: It must be consumed Material: A vial of blood taken from the corpse of an enemy Effects: You gain advantage on Strength (Athletics) checks and Strength saving throws. Dark Alacrity Color: Black-green Usage: It must be consumed Material: An arm tendon taken from a fiend Effects: Once per turn, you can make an opportunity attack without spending your reaction. Foul Flesh Color: Red-white Usage: It must be applied on the body ROLEPLAYING TIPS Dark Arts Militants are knowledgeable warriors who constantly search for dark secrets. Although the archetype is oriented around dark powers, do not forget that they are a fighter after all. They seek knowledge, but they seek that which they can use in combat. Working on recipes, gathering components, and brewing chemicals are important parts of their life, but fighting techniques and martial tactics are also important. A poison is nothing without the blade they infuse it with…

52 Material: A morsel of flesh taken from a living evil creature Effects: You gain a +1 bonus to AC. Rusting Color: Rust brown Usage: It must be applied on a weapon Material: A mixture of rust and grease Effects: When you hit a metal weapon or metal armor with the weapon on which this oil was applied, the rust spreads to the target weapon or armor. On each hit, the wielder of the weapon or armor must make a Constitution saving throw. On a failed save, the damage of the target weapon or the AC the armor offers takes a -1 penalty. Abyssal Eyes Color: Pitch black Usage: It must be applied in the eyes, as drops. Material: An eye taken from a fiend Effects: You gain darkvision out to a range of 60 feet. Once, while the oil takes effect, as a bonus action, you can also choose to affect a creature who can see you and who is within 30 feet of you. Your eyes turn into pools of pitch black. The target must make a successful Wisdom saving throw or its speed drops to 0 and it is incapacitated for 1 minute. The effect ends if the affected creature takes damage or if someone else uses its action to take the creature out of your line of sight. Unholy Might Color: Purple Usage: It must be consumed Material: A piece of elder wood mixed with your own blood Effects: One of the following scores of your choice increases by 2: Strength, Dexterity, or Constitution. Fiend’s Foot Color: Yellow Usage: It must be consumed Material: A morsel of flesh taken from a living evil creature Effects: Your speed increases by 10 feet. Recipes of Dark Poisons Limb Withering Poison Color: Pale blue Usage: It must be applied on a weapon Material: Legs or parts of legs taken from decaying bodies Effects: A creature hit by the poisoned weapon must make a Constitution saving throw. On a failed save, one of its limbs withers. Depending on your choice of limb, either its speed decreases by 10 feet, or it has disadvantage on attacks made with the withered arm. Stroke Poison Color: Transparent Usage: It must be applied on a weapon Material: A humanoid heart Effects: A creature hit by the poisoned weapon must succeed on a Constitution saving throw or experience a partial stroke. Depending on your choice, either its speed drops to 0 for 1 round, or it drops an item it is holding. Blinding Poison Color: White Usage: It must be applied on a weapon Material: Batwings Effects: A creature hit by the poisoned weapon must make a Constitution saving throw. On a failed save, a veil resembling the wings of a bat covers the target’s eyes. It is blinded for 5 rounds. Illusionary Poison Color: Transparent Usage: It must be applied on a weapon Material: Nutmeg mixed with a pinch of drow blood and your blood Effects: A creature hit by the poisoned weapon must make a Constitution saving throw. On a failed save, the target starts to see two of you and cannot differentiate which one is real. An affected creature has disadvantage on its attacks for 5 rounds. Rotting Poison Color: Pale green Usage: It must be applied on a weapon Material: Parts taken from rotten corpses of living creatures Effects: A creature hit by the poisoned weapon must make a Constitution saving throw. On a failed save, it takes an additional 1d6 poison and 1d6 necrotic damage. Heaven Slayer Color: Bright yellow (ironically) Usage: It must be applied on a weapon Material: Silver dust and angel blood Effects: A good-aligned creature hit by the poisoned weapon takes an additional 1d6 necrotic damage. Hampering Poison Color: Pale versions of the rainbow colors Usage: It must be applied on a weapon Material: Tears of a creature and a newly blossomed flower Effects: A creature hit by the poisoned weapon must succeed on a Wisdom saving throw. On a failed save, it loses itself in the midst of the complicated emotions used as the poison’s materials suggest. The target has disadvantage on saving throws for 5 rounds. Tools of a Dark Artist Starting at 7th level, your magical secrets, your dark oils and poisons can make a weapon magical and you have a +1 bonus to attack and damage rolls made with this magic weapon for the duration of the poison or oil. Dead Inside Starting at 10th level, because of the constant exposure to dark oils, dark poisons and the chemical materials in their

53 recipes, your body changes slowly over time. After some time, these chemicals do not affect you as much as they did before. Some say you become stronger and some others say you die slowly. Additionally, your recipes become more effective and your talent as a dark artist grows. As a result of all of the above, you can use dark oils and poisons twice instead of once without causing any harm, before finishing a long rest. Poisoned Blood Starting at 15th level, your tireless experiments with recipes and the countless failures these experiments brought change your body. This change grants you immunity to poison damage and to being poisoned. You also discover a new oil recipe that is given below, which is added to your list of known recipes automatically: Vanguard of Darkness Color: Transparent mixed with black dots Usage: It must be consumed Material: Skin of powerful demons or devils Effects: You gain resistance to bludgeoning, piercing, and slashing damage. Master of the Dark Arts At 18th level, you become a master of the dark arts. You uncover the highly valuable recipe (of either a poison or of an oil depending on who you ask) that can be of great assistance to you on the battlefield. The information regarding this poison or oil is given below: Dark Transformation Color: Grey (undead), blood-red (fiends) Usage: It must be consumed Material: Your life force; you deal 20 necrotic damage to yourself, and this damage ignores resistance or immunity. Effects: You take on the statistics of an undead, demon or a devil. You choose its type while crafting the oil. When you drink it, you gain the following benefits: Demon • You gain resistance to cold, fire, lightning; bludgeoning, piercing and slashing damage from nonmagical attacks. You don’t gain this benefit if you have 0 hit points or if you have more than half of your hit points left. • You gain truesight out to a range of 30 feet. • Bat-like wings sprout from your back and you gain a flying speed of 30 feet. Devil • You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered. You don’t gain this benefit if you have 0 hit points or if you have more than half of your hit points left. • You are immune to fire damage. • You gain blindsight out to a range of 30 feet. and darkvision out to a range of 60 feet. Undead • You gain resistance to cold, necrotic, and lightning damage. • You are immune to bludgeoning, piercing, and slashing damage from nonmagical weapons. You don’t gain this benefit if you have 0 hit points or if you have more than half of your hit points left. • You are immune to the following conditions: charmed, exhaustion, frightened, paralyzed. Wicked Fighter “I do not care how I win as long as I do win.” - Eykn the Bloodletter

54 Some fighters fight with integrity and die for glory, striving to live by a code, and some others simply want to win. For the latter, the path leading to victory is not of much importance. Wicked Fighters are generally feared both in duels and in battlefields. It is hard to defeat them and even harder to kill them. Wicked Strike Beginning when you choose this archetype at 3rd level, you start to fight with distracting, disgusting and evil methods and strategies. By targeting vital body parts with wicked strikes, you can deal an additional 2d6 damage of your weapon’s damage type or make your target suffer one of the following conditions until the end of their next turn: blinded, deafened, prone, or 1 level of exhaustion. Once you use this feature, you must finish a short or long rest to use it again. Wicked Fighting Styles At 7th level, you choose one of the following fighting styles. These new fighting styles can distract your opponents so that you can land your finishing blow quicker. • Blighted Protection. While you are wielding a shield, you can give one target within your reach disadvantage on its next weapon attack roll as a bonus action or as a reaction. • Deceitful Two-Weapon Fighting. While wielding two weapons, once per round, you can try to knock your target prone by hitting it with both of your weapons. You make one attack roll to attack with both weapons, and on a hit, your target must succeed on a Strength or Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier) or fall prone. However, it only takes the damage of one weapon. • Dishonest Archery. You target the body parts of your enemy with ranged weapon attacks. On a hit, your target either takes -2 to its attack or damage rolls or its speed decreases by 10 feet until the end of its next turn. • Great Crushing Weapon Fighting. When you hit your target with a weapon you are wielding with two hands, and you roll higher than 15 on the attack roll, your target must make a successful Strength saving throw or fall prone. • Inglorious Dueling. If a hostile creature misses you with an attack when you are wielding a weapon in one hand and no other weapons, you can make a melee weapon attack against it as a reaction. • Twisted Defense. You take a fake defensive stance with a melee weapon or a shield as a bonus action. While in this stance, your speed decreases by 15 feet. When a creature attacks you with a melee weapon it must make a Wisdom (Perception) check (DC equal to 8 + your proficiency bonus + your Intelligence modifier). If it fails, it gives you an opportunity to strike and you can use your reaction to make a melee weapon attack against it. If your opponent’s attack hits you, you still take damage. Wicked Weapon Starting at 10th level, you use weapons in unpredictable and wicked ways, mastering the art of finishing your target off quickly, using your wicked methods. Your weapon attacks score a critical on a roll of 19 or 20. Also, when you score a critical hit against a target, it must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier) or it has disadvantage on its attack rolls, saving throws and ability checks until the end of its next turn. Relentless Survival You survived long enough through your wicked fighting methods and you do not intend to die now. Starting at 15th level, you can end one condition on yourself or reduce your exhaustion level by one. Once you use this feature, you must finish a short or long rest to use it again. Terrorizing Wickedness Starting at 18th level, painful screams of enemies crushed under your wicked force echo in the battlefield. You can now choose to make deadly weapon attacks against a creature after you demonstrate your terrible power by making an example of the foes you slay. You can choose to terrorize another creature with weapon attacks and it lowers its defenses in desperation. This causes your strikes to be more fatal and, on a hit, the target of this attack takes additional damage of your weapon’s damage type. This extra damage starts with 2d6 and increases by 1d6 with each successful hit. Once you start to use this feature, you can keep terrorizing your enemy with consecutive attacks. As long as you keep hitting the same target on each of the consecutive turns, the target keeps taking the additional damage once each turn. If you knock a creature unconscious using this feature, enemies within 30 feet of you who can see or hear you must succeed on a Wisdom saving throw (DC equal to 8 + your Strength or Dexterity modifier + your proficiency bonus) or become frightened for 3 rounds. If you attack a creature frightened with this feature within those 3 rounds, it also takes additional damage of your weapon’s damage type on a successful hit once each turn. This extra damage starts with 2d6 and increases by 1d6 with each successful hit. Each time you make a creature that is frightened by this feature fall unconscious, the enemies within 30 feet of you who can see or hear you must succeed on another Wisdom saving throw or they are frightened for 3 rounds and take extra damage from your attacks as stated above. Creatures who are immune to being frightened are also immune to this feature. Once you use this feature, you must finish a short or long rest to use it again.

55 Monastic Traditions Not all traditions of enlightenment follow the truth of good and light. There are those that aim to achieve bliss in very different and often darker ways. The Way of Ooze sees entropy as the source of everything and aims to master it in order to survive from its havoc. The Way of Pain focuses on pain as a basis of ki, using techniques that take advantage of self pain or inflict greater pain on others. The Way of Skin can bind the ki of a monk with the skin of other creatures, letting the monk manifest features of the subject creature. For The Way of the Void, there is nothing but the void, and one can achieve the absolute power by becoming one with it. The circle of life and death is like a never-ending river that all must travel through. Monks who disagree with this notion learn to change the flow of the river, or change what fills the river. For many, it is simply filled with water. Yet for these monks, it is filled with something much thicker than water or blood. It is an ooze-like liquid. In this way, they decrease the entropy in their life to reach a perfectly stable state. Still, even they know that mortals are social constructs, and in one way or another, they are connected to each other. So, to create a perfectly balanced utopia, every creature must be part of this river... A river filled with ooze and the remains of those who contributed to the entropy. Acid Strikes When you choose this tradition at 3rd level, you can spend your ki points to change your body parts into an ooze-like liquid: • When you use the Flurry of Blows feature on a turn in which you have not moved, you can choose to hit your target with your transformed fists or kicks. If you do so, the creature takes 1 additional acid damage from each successful unarmed strike. • When a creature makes a weapon attack against you, you can spend 1 ki point as a reaction to transform the part of your body that is hit into green goo. You take half damage from a nonmagical attack that hits you. • When you use the Step of the Wind feature, you can choose to spend 1 ki point to spray acid to the path on which you moved by the Step of the Wind. The surface you move on becomes covered with a sticky, ooze-like liquid and counts as difficult terrain until the start of your next turn. The terrain created by this feature is not counted as a difficult terrain for you. Ooze Form At 6th level, you discover that your body has inhuman flexibility when in ooze shape. As an action, you can change your body to a greenish ooze-like gelatin and stretch your body parts for a number of rounds equal to your proficiency bonus. In ooze form you gain the following benefits: • You can stretch your body parts to increase the reach of your melee weapon attacks to 15 feet. Way of ooze “Entropy is the fundamental force that rules all the realms. You cannot imagine how strong you become when you train on its path.” - Tara, Monk of the Way of Ooze

56 • Every creature who hits you with a melee attack must make a successful Dexterity saving throw against your Ki save DC or take 5 acid damage. Additionally, if a creature attacks you with a nonmagical weapon, that weapon is partly dissolved and when creatures attack with it, they take a -1 penalty to damage rolls. This penalty becomes -2 on the 2nd damage roll made with the weapon, -3 on the 3rd damage roll, and -4 on the 4th damage roll. When the penalty becomes -5 on the 5th damage roll, the weapon is destroyed. • You can spend 1 ki point to melt a small amount and stick to a surface. By doing so you can stick to the ground, walls, ceilings, and any other surface. You can make unarmed strikes or weapon attacks while stuck like this. • The acid damage you deal when using your Acid Strikes feature increases by 2. Gelatinous Healing Starting at 11th level, you can tend to your own wounds by transforming your internal organs to ooze. As an action, you can spend 1 ki point to regain 1d6 + 3 hit points. As an action, you can spend 2 ki points to end one effect on yourself that is causing you to be blinded, deafened, or poisoned. By spending 5 points as an action, you can reduce your exhaustion level by 1. Entropy in Me Starting at 17th level, you can fully understand the reasons why an ooze exists. The entropy of the universe is all that matters and it can only be destroyed with your gelatinous body. As your body becomes dynamic and mutable, you decrease the entropy’s effect on you. You can now spend 10 ki points as an action to transform yourself into a blob of ooze and leap onto a target creature within 100 feet of you. The target must make a Dexterity saving throw against your Ki save DC. On a failed save, you cover all of its body and can stay on the creature as long as you want. The target creature must be of your size or smaller. While you are covering a creature, the creature can still move freely, and you move with it. It cannot attack you, but you can make melee attacks against it as well as against any other creature within your reach. Damage dealt by others to the creature you are covering is split equally between you and the creature, but as long as you are covering the creature, you have resistance to all damage types except radiant and necrotic. You can still use your other abilities but you cannot move or talk. You follow a monastic tradition that focuses on the one and only thing that is real in life: pain. It is there from the first breath you take as a newborn to your last moments among the living. Suffering is what all the worlds revolve around. As a monk of the Way of Pain, you know the necessity of suffering, as well as the power it grants those who know how to use it. You train yourself to bear it and inflict it upon others for the sake of enlightenment or domination. Ki of Pain When you choose this tradition at 3rd level, you can channel your pain to ki. When you take at least 10 damage in one round, you regain one ki point at the end of the round. Starting at 6th level, when you take at least 20 damage in one round, you regain two ki points at the end of the round. Starting at 11th level, when you take at least 30 damage in one round, you regain three ki points at the end of the round. And starting at 17th level, when you take at least 40 damage in one round, you regain four ki points at the end of the round. These regains of ki points do not stack. Mantra of Pain Your way of meditation involves suffering and pain in order to focus your mind. You meditate by causing yourself some kind of pain or discomfort. Starting at 6th level, you can use your pain to come back to your senses from distractions. You gain the following features: Clarity of Pain. Whenever you take damage while under the effect of a mind-altering condition such as frightened or charmed, you can use your reaction to make the relevant saving throw with advantage to become immune to that effect for a number of rounds equal to your Wisdom modifier (minimum one). Adrenaline. Whenever you take 20 or more damage from a single attack, instead of applying your Ki of Pain feature, you can spend 1 ki point as a reaction to take an additional action, make an attack, or move up to your speed (which does not count against your movement for that turn). When you use this feature, you cannot use your Ki of Pain feature for the remainder of that round. Way of Pain “Focus on your pain, for it is the gift that I grant you. Pain is the only real thing in these wretched lands. The world itself revolves around pain. You too will see this if you think on it hard enough.” - Vavira, Monk of Way of Pain

57 Spreading Pain Pain is your ally, it is the anchor of your nature and self-awareness. Moreover, it is also the weapon that you use against your foes. Starting at 11th level, you can spend ki points to make extraordinarily painful attacks. Whenever you make an attack, you can spend ki points and cause one of the following effects of your choice: Humiliating Pain. You can spend 2 ki points to cause your target to writhe in humiliating agony. If your target has any legendary actions, it must succeed on a Wisdom saving throw or cannot use its legendary actions in that round. If it does not have legendary actions, it loses one attack from its next Multiattack or Extra Attack features. Mind-Breaking Pain. You can spend 2 ki points to cause your target to lose its grip on its mind. Your target must succeed on a Wisdom saving throw or lose its concentration on a spell. If it is not concentrating on a spell, it cannot cast a spell until the end of its next turn. If it is not a spellcaster, it has disadvantage on its Intelligence and Wisdom saving throws until the end of its next turn. Mastery of Pain At 17th level, through the sheer pain that you have suffered so far, you become its master. Thanks to your familiarity with pain, you gain resistance to one type of damage of your choice. Resist Pain. Whenever you take damage, you can spend 4 ki points as a reaction and apply resistance to the damage you take. If you do so, you cannot use your Ki of Pain feature for that damage. Pure Pain. You can convert pain to pure ki. If your hit points are below maximum, you can choose not to regain part or all of your hit points after you finish a long rest. If you do so, for a number of hours equal to your proficiency bonus plus your Wisdom modifier, you gain ki points equal to the number of hit points you choose not to regain (maximum 10 ki points). While you continue to feel the pain resulting from your lost hit points, your hit point maximum is reduced by the same amount unless you unleash your reserve. You can unleash the pain that you hold within through this feature onto another creature if you hit it with unarmed or weapon attack. Or, you can simply let the pain go, and undo the decrease on your hit point maximum by doing so. When you unleash the pain onto another creature with an attack, the creature must make a Constitution saving throw, taking psychic damage equal to the amount decreased from your hit point maximum on a failed save, or half of it on a successful one. This damage ignores resistance and immunity. Monks use a form of energy called ki. It flows through the living and is the source of monks’ powers. Most monks try to reach perfection on their control over ki and over their own bodies. They try to discipline themselves through meditation and monastic teachings. Then there are those monks who follow teachings that are blasphemous in order to gain more power. According to them, ki can be combined with other forms of energy. They think that instead of trying to discipline the body and the mind through years of training, one can achieve the same power by simply wearing the skin of a creature of power. Normally, this can be done by performing an evil ritual called Wearing The Outsider Skin that includes capturing a creature from other planes (angel, demon, devil, aberration, etc.), flaying the skin of the creature and wearing it during a profane ritual that takes 24 hours and costs 25000 gp. However, for monks, the powers bestowed by this ritual can also be obtained by special teachings that are based upon the ritual. These monks are not welcome in most societies, whether they flayed an angel or a demon, since the very essences of the ritual or the teachings not only bestow powers to them, but also tempt them to commit evil. Wear the Outsider Skin When you choose this tradition at 3rd level, you conduct the heretical teachings based upon the aptly named blasphemous ritual Wearing The Outsider Skin, and use the powers you gain through the skin of the creature you wear. As an action, you can spend 2 ki points to call upon the powers of the ritual you performed, and wear the flayed skin. When you do so, you gain the following benefits for 1 minute: • You gain Darkvision out to a range of 60 feet. If you already have it, its range increases to 90 feet. • You gain a +1 bonus to AC. • You can spit acid, fire or poison by making a ranged weapon attack with a range of 10/30 feet. It deals 1d10 damage. • You have disadvantage on ability checks you make using Charisma (except Intimidation) because of your unearthly look. As an action, you can take the skin off. Way of The Skin “Training is a loss of time when you can wear a pit fiend’s skin instead…” - Malacar The Undisciplined Monk

58 Glare of the Outsider Starting at 6th level, while you are wearing the outsider skin, when you use your Wear the Outsider Skin feature, you gain the ability to shoot rays from your eyes. As an action, you can spend 1 ki point and create a ray of acid, fire, or poison and hurl it at a target within 120 feet of you. You can spend additional ki points to increase the number of rays by 1 for each additional ki point spent (up to 4 rays total). You can shoot these rays at targets within 120 feet of you and can target a single creature or several. You must make a ranged weapon attack for each ray. On a hit, the target takes 2d6 acid, fire, or poison damage of your choice. Owner of the Skin Starting at 11th level, you are accustomed to wearing your unearthly attire and you no longer need to spend ki points to use your Wear The Outsider Skin feature. As an action, you can use it at will, and it lasts until you take it off as an action. Feeding the Outsider Starting at 17th level, while wearing the outsider skin, you can use souls to heal yourself. When a creature is killed within 30 feet of you, you can spend 5 ki points as a reaction and catch the soul of the killed creature, consume it and regain 8d8 hit points. A creature consumed by this way can only be revived by any means short of a true resurrection or wish spell. Some creatures who witnessed certain horrors, or who tasted the greatest of pleasures, always feel an emptiness that festers inside them. For Monks who follow The Way of the Void, this emptiness is the only truth in this life. Anger, hate, agony, sadness; none of it matters when you embrace the nothingness. Your power doesn’t have to come from a divine source, from a ritual, or some sort of training. Everyone has a void inside them, some form of nothingness…. What matters is that you become aware of it to use it to your advantage. Nothing Remains When you choose this tradition at 3rd level, you realize nothing is as powerful as everything. Everything that exists is limited by their own nature. This is a fact that even certain gods are not aware of. But you know that when you become nothing, you have the power and the freedom to become everything. Emptiness and nothingness fill your body and soul and your body stops existing from time to time. You can increase your AC until the end of your next turn. This increase is equal to the ki points you spend. If your AC exceeds 25 because of this ability, you must succeed on a DC 15 Wisdom saving throw or are wiped out from all existence for a time. Your DC increases by 5 each time you succeed this Wisdom saving throw until you finish a long rest. You reappear 1d4 hours later in a random unoccupied space within 10 miles of the point from which you vanished. This space is determined by the GM randomly. You take a -4 penalty to all attack rolls, saving throws and ability checks. After you finish a long rest, the penalty is reduced by 1 until it reaches 0. Look into the void and let the void take you. Nothing Stands At 6th level, your perception of the world you are in changes as you venture further into the void. If nothing exists, there is no obstacle that can block your path. You can spend 3 ki points to pass through a solid surface like a wall or a door. You can spend 4 ki points, to pass through living creatures. If you end your turn in a solid material, you take 4d8 force damage, and if you end your turn in a creature, both you and the creature take 4d8 force damage. Either way, you are shunted to the nearest unoccupied space after you have taken damage. Also, gravity and distances are relative for you. When you use the Slow Fall feature, you take no falling damage. Nothing Lasts At 11th level, your touch can touch the very existence of the creature. You can choose one of the following to alter your abilities further: • You can add 2 additional ki points to Flurry of Blows cost and deal 1d6 necrotic damage on each hit. • You choose a spellcaster within 10 feet of you and you cut its connections to its source of power by spending 5 ki points. Target creature must succeed on a Charisma saving throw against your Ki save DC or can’t use its spells for 1d4 turns. However, it can keep concentrating on spells that it already cast. • When you use the Deflect Missiles feature to catch or deflect an incoming missile, instead of making a ranged attack immediately, you can spend 2 ki points and erase the missile from the face of existence. Within 1 hour, you can use your reaction to summon any number of missiles Way of the Void GM TIP If you want, you can assign damage types to the creature the worn skin comes from as follows: wearing the skin of an aberration grants you the ability to deal acid or poison damage; angel skin grants you the ability to deal fire damage; fiend skin grants you the ability to deal fire or poison damage. Although this may not change the mechanics of the gameplay drastically, it may add a bit more flavor. “...” - …

59 you annihilated and use it/them to make a ranged attack. Every missile deals 1d4 piercing damage. You can annihilate a maximum number of missiles equal to your Monk level in this way. Nothing Happens At 17th level, you can manifest your inner emptiness. As an action, you can choose a point within your line of sight that is within 90 feet of you and create a large black hole centered on the point for a number of rounds equal to your proficiency bonus. The black hole sucks all light within a 60- foot radius centered on its point of origin. Bright lights turn into dim light and dim lights diminish completely within the area. The hole also sucks everything within 60 feet of its origin point, including creatures. Every creature must make a Strength saving throw against your ki save DC. On a failed save, the black hole pulls the creature 20 feet towards itself or 10 feet on a successful one. If a creature with less than 30 hit points touches the black hole, the creature is vaporized and its body and soul are now in the void, meaning nowhere. If a creature is vaporized by this way, it cannot be revived by any means short of a true resurrection or wish spell. If a creature has more than 30 hit points, it takes 8d6 force damage when it touches the black hole and it is pushed 20 feet away from it. You can: • Spend 1 ki point to stand within the black hole’s area without being affected by it until the end of your next turn. • Spend 2 ki points as a reaction to protect a creature within 20 feet of you from the black hole’s effects until the end of your next turn. • Spend 10 ki points to move the black hole 20 feet. PALADIN OATHS Paladins, as divine warriors of faith, are common for good or neutral deities. However, a deity of any alignment can have paladins, including evil deities. A paladin does not need to fall in order to be evil, they can swear an oath of evilness to their god or goddess from the start. Such paladins are listed here. Dark Templar includes many alternatives of unholy, sinister paladin powers suitable for a champion of an evil deity, able to manifest the divine evil presence of that evil god or goddess. Oath of Tyranny seeks to rule over others, with oppression when necessary, for maintaining the faith. Oath of Undoing is an oath to the deities or other mighty beings that reside in realms far away from the known planes. Tenets of Dark Templar The tenets of a dark templar can vary from paladin to paladin, but all of its tenets revolve around crushing the enemies of their deity and spreading the one, true path as they have been instructed. Paladins living by these tenets are ready to sacrifice even the ones they love the most for the sake of this path. They can be lawful evil, neutral evil and chaotic evil. The tenets are the epitome of evil. Exemplar of Evil. Whoever you worship, lead other worshippers of your deity by example; commit evil deeds to inspire them. Fanatic Resolution. Do not fear your enemies, as the power bestowed upon you is the greatest one of all. But be cautious, Dark Templar “Behold, I am the champion of the dark god, and I have come to desecrate this sorry barn you dare call a temple” - Moravius, Dark Templar Paladin Dark Templars are the evil champions of dark forces. They can serve fiendish lords, kings and queens of the undead, or they can be controlled by eldritch powers beyond the stars. Whoever they may serve, their presence strikes fear into the hearts of the innocent. Their foul minds and unholy powers bring corruption, pain, and agony.

60 so as to not look stupid in the eyes of your deity. Dark Compassion. Never lose your compassion for spreading evil and the words of your deity or another dark templar will make an example out of you through cruel punishment. Lay on Hands You can use your Lay on Hands feature to heal or deal necrotic damage. However, you can only heal evil-aligned creatures. You can also use a portion of Lay on Hands to deal damage, and the rest to heal. Evil Blast Starting at 3rd level, you can focus your dark powers into an evil blast. You choose one of the following damage types: cold, fire, or necrotic. As an action, you designate a point within 30 feet of you. An energy fueled with your unholy powers explodes in a 10-foot radius centered on that point. Creatures within 10 feet of the chosen point must succeed on a Dexterity saving throw or take 4d6 damage of the chosen type. Goodaligned creatures take an extra 1d6 damage of the same type. The damage dealt increases to 7d6 at 7th, 10d6 at 15th, and 13d6 at 20th level. Also, creatures who are affected by Evil Blast must make a Wisdom saving throw. On a failed save, the creature feels overwhelmed by the dark powers and becomes frightened for a number of rounds equal to your “Charisma modifier (minimum one) or until it takes damage. Once you use this feature, you must finish a short or long rest to use it again. Unholy Embodiment As you grow in power, the evil and hatred within you grow as well. Starting at 7th level, as an action, you can emanate an aura of foulness in a 30-foot radius for 1 minute. Saving throws must be made against your spell save DC. You can use three of the following auras, which are relevant to your deity, with the GM’s permission. • Sacrificial Aura. You become a collector of souls for your deity and your offerings become more valuable than others who are mere worshippers. The ones who die within the area of the aura must succeed on a Wisdom saving throw or they are sacrificed to the dark gods, their souls are damned, and you are immediately compensated in return. For each creature killed in this way, a servant with a CR of 1 or lower is sent to your aid. For this to happen, you must play a part in the deaths, meaning you should deal damage to them and the servants must be tied to the power you worship. These servants stay with you until the aura ends, or until they are killed. • Aura of Death. You carry the call of death with you, making the length of the bridge between life and death shorter. When a creature enters the aura, it must succeed on a Wisdom saving throw or have disadvantage on its death saving throws until the aura ends. On a failed save, it also becomes vulnerable to one of the following damage types of your choice for the duration of the aura: cold, fire, or necrotic. If there are any creatures with resistance to the chosen damage type within the aura, the damage ignores this resistance. • Vampiric Aura. You take life so that you may live longer. You regain 3d6 hit points every time you score a critical hit against a creature within the aura. • Aura of Power. Your aura crushes the enemies within it and overwhelms them with the powers you possess. When you make a successful melee weapon attack against a creature within the aura, you can choose to score a critical hit instead. You can use this feature on every attack you make for the duration of the aura, however, you can score a critical hit on the same creature using this feature only once before finishing a long rest. • Sickening Aura. A noxious aura emanates from you with a sickening smell, and it spreads disease to life around you. When a creature enters the aura, it must succeed on a Constitution saving throw or take 6d6 poison damage and becomes poisoned until the aura ends. Also, after it takes this poison damage, it becomes vulnerable to poison

61 damage for the duration of the aura. A creature that succeeds on its saving throw becomes immune to this effect for 24 hours. • Aura of Fear. Your very existence frightens your enemies, showing them their deepest fears. Creatures in the aura must succeed on a Wisdom saving throw or are frightened for the duration of the aura. They can repeat their saving throws at the end of each of their turns. On a successful save, the frightened condition ends. If a creature fails three consecutive saving throws with a difference of more than 5 in each outcome, it has a heart attack because of the unbearable fear and falls unconscious, starting to make death saving throws. • Clouding Aura. An aura of evil emanates from you and clouds the senses of others around you. Creatures within the aura must succeed on a Constitution saving throw or are blinded or deafened for the duration of the aura. They can repeat their saving throws at the end of each of their turns. On a successful save, the condition ends. If a creature fails three consecutive saving throws with a difference of more than 5 in each outcome, it becomes blinded or deafened (that is chosen by you) permanently. These effects can be removed by a remove curse spell. • Aura of Temptation. An aura of evil emanates from you, hiding your true intentions and playing with the minds of others that see you as their friend. Creatures within the aura must succeed on a Wisdom saving throw or become charmed for the duration of the aura. They can repeat their saving throws at the end of each of their turns. On a successful save, the condition ends. If a creature fails three consecutive saving throws with a difference of more than 5 in each outcome, it becomes charmed permanently. This charm can be removed by a remove curse spell. You can use this feature a number of times equal to half your proficiency bonus (rounded down). You must finish a long rest to regain any expended uses. Node of Evil Your evil deeds and the corruption in your soul make you a node of evil energies. In all the planes and all the realms of the universe, you are now one of the points where evil forces come together. Starting at 15th level, you leave an evil trace behind you wherever you go. This trace can be seen by the detect evil and good spell and can be sensed by the creatures who follow your deity. The trace stays intact for 1 week. Some of those creatures follow in your footsteps. You gain one follower whose challenge rating is equal to or lower than 1/2, once a week. These followers are neither charmed nor dominated by you; however, they hold you in the highest regard and respect you or are afraid of you. So, they can be negotiated with, or intimidated. You can form a little cult with these followers and become a cult leader yourself. Evil Incarnation You are evil incarnate. You are one of the most evil and foul creatures alive. You are the shadow of your dark deity. You repeat its words, carry its powers, and execute its will. Starting at 20th level, you gain a special power granted by your deity. As an action, you can call upon your dark deity, and undergo a dark transformation with its presence within you. This transformation lasts 1 minute. Through this transformation your body goes through a profane metamorphosis, changing in a way so that it looks like a shadow of your deity. During the transformation, you gain the following benefits: • You can use your Evil Blast feature every round without expending its uses. • You can have two of the auras listed in the Unholy Embodiment feature at the same time. • You gain resistance to one of the following damage types: bludgeoning, piercing, or slashing coming from nonmagical attacks. • You gain resistance to one of the following damage types: cold, fire, or necrotic. • Your weapon attacks open vital wounds, lowering the hit point maximum of your target by 2 each time you deal damage with a weapon attack. The target creature must finish a long rest before it can regain the points deducted from its hit point maximum. Once you use this feature, you must finish a long rest before you can use it again. The Oath of Tyranny calls to paladins who want to rule with strict laws and punish those who rebel against them. Often called tyrants, the paladins who take this oath crush their enemies without any mercy or leniency. Their word is the law, and their leadership is certain. Tenets of Tyranny A paladin who takes this oath repeats the following tenets at the start of each day. Crush the Rebellious. I must crush the rebellious for they are miserable creatures acting against the law. Never Kneel. You are the one who should be respected properly. Never kneel down before anyone except your deity. I am the Law. Everyone must bow down before me since I am the law itself. I will take anyone’s head if I don’t see them on their knees. Oath of Tyranny “Kneel before ME!” - Tyrant Kelyassa

62 Oath Spells You gain oath spells at the paladin levels listed. Paladin Level Spells 3rd bone crusher*, thunderwave 5th silence, unholy rage* 9th fear, heart grasp* 13th dominate beast, glyph of slavers* 17th dominate person, foul feast* Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. Kneel Before Me. You can use your Channel Divinity to command others to respect you and your authority. As an action, you can use the command spell on each creature of your choice that you can see within 30 feet of you. Sword of Tyranny. You can use your Channel Divinity to summon the forces of merciless law. As a bonus action, you make ghostly swords fall upon the enemies that can see you within 30 feet of you. A hostile creature within this range that has more than half of its hit points takes 1d8 psychic damage. Aura of Tyranny Starting at 7th level, you extend your tyrannical presence and emanate an aura in a 10-foot radius. When an enemy creature enters the aura, it must make a successful Wisdom saving throw against your spell save DC or become frightened until the end of its next turn. If a creature stays frightened by this feature for 2 consecutive turns, its mind cannot bear the fear it feels in your presence and it takes 2d6 psychic damage. Every 2 rounds after that, the creature can repeat its saving throw. If it fails, the creature keeps taking the psychic damage. At 18th level, the radius of this aura increases to 30 feet. Insolent Try Starting at 15th level, when a foe tries to attack you, it immediately realizes that this insolent try is a pathetic mistake. Any creature that tries to attack you has disadvantage on attack rolls against you. Also, you have advantage on your saving throws against being charmed. Additionally, you can cast the stand still* spell at will. Tyrant Incarnate At 20th level, as an action, you can call upon the divine forces to become an avatar of tyranny. For 1 minute, you gain the following benefits: • You become resistant to four of the following damage types of your choice: acid, cold, fire, lightning, necrotic, psychic, poison, radiant, thunder, bludgeoning, piercing, or slashing. • You gain advantage on saving throws against spells and other magical effects. • Your attacks create psychological pressure on your foes because of your tyrannical presence. Your melee weapon attacks deal an extra 2d8 psychic damage. Once you use this feature, you must finish a long rest to use it again.

63 Many paladins follow the rules set in place by the forces of the planes of existence. Yet only some know that there are higher powers, beyond the realms. Powers that have stood since the dawn of creation. In fact, powers of creation itself. Powers of chaos and their rules are the supreme ones, and they call the paladins who swear the Oath of Undoing. Tenets of Undoing A paladin who takes this oath recites the following tenets at the start of each day. Chaotic Order. The universe, and all it surrounds, is made up of chaos. Order can only be achieved through spreading it, so that all bow down to its absolute power, and become one. Embrace Madness. The powers, I believe, reward me with madness. I will use this reward to change my perspective. Never Give In. Everything I see and feel in this reality is a lie, made up by false orders. As everything it presents is subject to change. I must not believe this lie called life and I will stand against it. Oath Spells You gain oath spells at the paladin levels listed. Paladin Level Spells 3rd hideous laughter, sudden decay* 5th alter self, glyph of chaos* 9th chromatic skin*, entropic fire* 13th confusion, disrupt* 17th aura of death*, foul frenzy* Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. Reality Undone. As a reaction, you can touch your holy symbol and use your Channel Divinity to “undo” an incoming spell that targets you. When you undo a spell, its caster expends its spell slot but the spell does nothing. You can undo 1st and 2nd level spells at 3rd level, 3rd level spells at 5th level, 4th level spells at 7th level, 5th level spells at 11th level, and 6th level spells at 13th level. Disrupt Order. As an action, you present your holy symbol and irritate lawful creatures around you. Using your Channel Divinity, each lawful creature that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. Chaotic Aura At 7th level, unknown forces from the beyond begin to concentrate on you. This chaotic power may show itself in different ways. Oath of Undoing “...The armored figure erased the fireball coming towards it with a wave of its hand. Underneath its armor, a crackling unholy voice broke the silence and spoke: ‘It’s my turn...’ ” - From the story, Beneath the Chaos

64 At the end of each of your long rests, you can choose one of the following effects. You can change your chosen effect after you finish a long rest. Aura of Chaos. Chaotic energy manifests itself and radiates from you, disrupting reality in an aura with a 10-foot radius. Hostile creatures within the area have disadvantage on concentration checks and Dexterity saving throws. At 18th level, the range of this aura increases to 30 feet. Aura of Instability. You and friendly creatures within 10 feet of you gain one of the following benefits. After you finish each short or long rest, you roll a d4 to determine the effect this aura grants. d4 Effect 1 Gravity’s grasp lightens, your speed increases by 10 feet. 2 Your image in the area gets blurry, you gain advantage on your attack rolls. 3 Time cracks in the area and your attacks look as if they hit twice, you deal an extra 1d4 force damage with melee weapon attacks on a hit. 4 A cloud of magical white dust covers every creature. Nothing can hide in the area and invisible creatures can be seen. At 18th level, the range of this aura increases to 30 feet. Unstable Summon Beginning at 15th level, you can recall a spell that you undid with your Reality Undone feature after your last long rest. But since realms of chaos are mysterious and complicated, the spell that you recall will never be the exact spell you undid. When you use this feature, roll on the table below to determine the spell. d4 Summoned Spell 1 circle of death 2 scarify* 3 chaos spear* 4 disintegrate Reality Breaker At 20th level, your mere existence starts to shake the foundation of reality around you. You can call the chaos to come alive within you. Your body starts to react abruptly to the paradox that causes you to exist, but not completely. You can choose to transform your appearance to resemble something else. For example, some sort of celestial body with more than 2 eyes, or a scrambled, blurry image, or even make it seem as though there are tentacles stretching out from somewhere on your body. As an action, you can transform into your Reality Breaker form. For 1 minute, you gain the following benefits: • You are immune to bludgeoning, piercing, and slashing damage from nonmagical attacks. • You can use the Channel Divinity options Reality Undone and Unstable Summon a number of times equal to your Charisma modifier (minimum once). • As an action, you can change your aura. If you are using the Aura of Instability, instead of rolling a d4 to determine its effect, you can choose an effect from the same table. Once you use this feature, you need to finish a long rest to use it again. Ranger Archetypes Ranger archetypes vary vastly according to their fields. The Forsaken Hunter can use the extraplanar creatures’ essences to hunt them, at the cost of partially becoming one of them. The Mortal Reaper is the hunter of mortals, who see murder as sport and a joy. The Scourges of the Seas are rangers who adapted themselves to marine combat, becoming fierce pirates. The archetypal Forsaken Hunter follows a forbidden path according to many ranger communities. It involves hunting unearthly creatures of a destructive nature, adopting some of the elements that make them evil and unholy. As a ranger who walks this path, you may not be evil, but find it difficult to remain good-hearted as well, since the power of the sigils and the rituals that led you to this road originate from dark sources. On the other hand, they may also hunt celestials, but these rangers become evil as they aim to vanquish the angelic creatures of goodness. They imbue themselves with the essence of their foe, which is the gift of their sacrifice: Forsaken Hunters are able to penetrate such abomination’s defenses, as well as become resilient against their abilities. Detect Essence When you choose this archetype at 3rd level, you are imbued with the essence of unearthly creatures. This can happen through a ritual performed on you by a guild or organization, or you may see it in your dreams. You can be imbued with two essences, chosen from the following: aberrations, celestials, dragons, feys, fiends, or undead. The essences you choose are of fundamental importance as they determine the abilities you gain later as your character Forsaken Hunter “When you stare into the abyss for so long, it stares back at you. Yet, sometimes it is the only way to hunt the evil down.” - Yanise, Forsaken Hunter of the fiends

65 progresses. Some of the abilities granted by your features do not let creatures to make saving throws. This is because as you tie your essence to theirs, your abilities bypass their resistance. Once per day, you can perform a 1-hour ritual to activate one of the essences you have chosen. If the type of creature the essence belongs to is your favored enemy, the ritual takes 30 minutes to complete instead. At 3rd level, once per turn, you can link your attack with the essence, dealing an additional 1d4 damage of your weapon’s damage type on a hit. This additional amount of damage ignores resistance or immunity. The target’s hit point maximum is decreased by this additional amount of damage taken. Side-Effects of Essences When you are imbued with an essence, it has certain side effects according to the type of the essence: Aberration. At the start of each day, after you wake up, you must succeed on a DC 12 Wisdom saving throw or suffer from a short-term madness for that day. The essence of aberrations is maddening. Celestial. You find it hard to break a promise you make, an oath you take, and you find it hard to lie. Each time you try to lie, you must succeed on a DC 13 Wisdom saving throw or you cannot do so. Each time you try to break a promise or an oath, you must succeed on a DC 18 Wisdom saving throw or cannot do so. Even if you succeed, you can only act against your promise or oath for 1 minute. Dragon. Scales of different colors appear on some of your body parts. You are counted as a dragon for spells and other magic effects that can target dragons or affect dragons more. Fey. You appear as magical in the presence of a detect magic spell. You find it hard to alter your appearance through magical means, and you can’t magically protect yourself from scrying. You take a -2 penalty to the saving throws you make against such spells. Fiend. You appear as evil-aligned even if you are not when you are targeted by the detect alignment* spell. You count as evil even if you are not when you are affected by a spell that targets evil creatures. Undead. You can be affected by turn undead, but you have advantage on saving throws against this effect. lesser sigil At 7th level, you mark the sigils of the chosen essences on your body. These sigils are magical tattoos that grant you certain gifts that enable you to defeat the foes you hunt. The sigils and the abilities they grant are as follows: Aberration: Sigil of Chaos. You have advantage on Intelligence and Wisdom saving throws against effects caused by aberrations. Celestials: Sigil of Disgrace. As a reaction, you can choose Variant: degeneration If you are using the Rules of Degeneration from this book, you can assign certain types of creatures to types of degeneration: Aberration. Causes degeneration into Maddening essence. Celestial. Causes degeneration into Desecrating essence. Dragon. Causes degeneration into Desecrating essence. Fey. Causes degeneration into Desecrating essence. Fiend. Causes degeneration into Foul essence. Undead. Causes degeneration into Rotten essence.

66 to take no damage from an attack of a celestial creature. Once you use this ability, you must finish a short or long rest to use it again. Dragons: Sigil of Breath. You have advantage on saving throws against the breath attacks of dragons. Feys: Sigil of the Nymph. You have advantage on saving throws against the mind-altering effects of fey. Fiends: Sigil of Blasphemy. You have advantage on saving throws against being poisoned and against the spells or abilities of fiends that deal psychic damage. Undead: Sigil of Tombs. You have advantage on saving throws against spells from the school of necromancy. You can also choose to have advantage on saving throws against an ability or spell of an undead creature a number of times equal to your Wisdom modifier (minimum once). You regain any expended uses after you finish a long rest. Enhanced Lesser Sigil If you slay a creature with a challenge rating of 5 or higher (4 if it is your favored enemy) that is of the type relevant to your essence, you can enhance your lesser sigil relevant to that essence. When enhanced, lesser sigils grant you additional abilities as stated below. Once you use these abilities, you must finish a long rest to use them again. Sigil of Chaos. Once, as a reaction, you can reflect the effect created by the aberration that targets you back to the creature. The creature makes its saving throw against your ranger spell save DC. Sigil of Disgrace. When you hit a celestial with an attack, the damage you deal ignores resistance and immunity. You can use this feature a number of times equal to your Wisdom modifier (minimum once). Sigil of Breath. You are immune to Breath Weapon for your Wisdom modifier (minimum one) number of rounds. Sigil of the Nymph. You are immune to the mind-altering effects of fey for 1 minute. Sigil of Blasphemy. As an action, you can undo the effects of the Magic Resistance feature of a fiend that is within 60 feet of you for a number of rounds equal to your Wisdom modifier (minimum one). Once you use this benefit, you cannot do so again until you finish a long rest. Sigil of Tombs. As an action, you can undo the effects of the Amorphous, Incorporeal Movement or Undead Fortitude feature of an undead creature within 60 feet of you for a number of rounds equal to your Wisdom modifier (minimum one). Greater Sigil At 11th level, you learn the greater sigils relevant to your prey to empower the essence to which you are bound. Aberration: Sigil of Entropy. As a reaction, when an aberration deals damage to you, you can change the type of that damage to another one of your choice. Once you use this benefit, you must finish a short rest before using it again. Celestials: Sigil of Radiance. You have resistance to radiant damage. Dragons: Sigil of the Wings. A pair of dragon wings sprout from your back. You gain a fly speed of 40 feet. Feys: Sigil of the Ancients. As a reaction, you can use your movement to teleport into an unoccupied space within 60 feet of you. Once you use this benefit, you must finish a short rest before you use it again. Fiends: Sigil of Flames. Once per turn, you can deal an extra 2d8 force damage to fiends you hit with an attack. Undead: Sigil of Unlife. You gain resistance to necrotic damage. Enhanced Greater Sigil If you slay a creature with a challenge rating of 9 or higher (8 if it is your favored enemy), and of the type relevant to your essence, you can enhance your greater sigil relevant to that essence. When enhanced, the sigil grants additional greater abilities as stated below. Once you use these abilities, you must finish a long rest to use them again. Sigil of Entropy. Whenever an aberration hits you with an attack, it takes 1d6 psychic damage. Sigil of Radiance. Once, as a bonus action, you can choose to be immune to radiant damage for a number of rounds equal to your Wisdom modifier (minimum one). Also once, as a reaction, you can choose to take no radiant damage from an attack that hits you and can heal yourself in the amount equal to half of the radiant damage that would have normally been dealt to you instead. Sigil of the Wings. Once per turn, if your target is a dragon, you can imbue your weapon attack with your essence. On a successful hit, you hamper the dragon’s ability to fly, decreasing its fly speed by half. This effect can only decrease a dragon’s fly speed once at a time. Sigil of the Ancients. When you teleport using your Sigil of the Ancients, you can immediately make a weapon attack. On a hit, the target creature has disadvantage on attack rolls, ability checks, and saving throws against creatures within 5 feet of it until the end of its next turn. Sigil of Flames. You have resistance to fire damage. Sigil of Unlife. You cannot be charmed, frightened, or paralyzed by the undead. Additionally, you cannot be affected by an undead’s ability that reduces hit point maximum, however, you still take the damage such an ability deals, if it deals any. Essence Bond At 15th level, you gain the ability to create a magical bond between you and a creature whose essence you were imbued with in the Detect Essence feature. To do so, the creature must be within 60 feet of you and you must use your action to concentrate on this bond. When you do so, you gain the following benefits for 1 minute: • When you take damage, as a reaction, you can cause the essence-bound creature to take half of the damage inflicted on you. Note that you still take the damage as it is. • You can use an additional action against the essence-bound creature. This action can only include the creature. For example, if you take the Dodge action, it only applies to the essence-bound creature. • Once within the duration, as an action, you can use one of

67 the features of the creature. Or, as a bonus action, you can choose to possess one of the traits of the creature until the end of your next turn. Once you use this feature, you cannot do so again until you finish a long rest. - Reapers are rangers who are trained to be assassins in the wilderness. They track down their prey and tear them limb from limb using their grim-infused weapons. With their reputation and dread they spread, their very sight strikes fear into the hearts of their victims. They use this to their advantage, rendering their opponents numb with the grim weight of death that grips them with horror. Sight of the Reaper Beginning when you choose this archetype at 3rd level, your victims realize with fear what the sight of you means for them. As a bonus action, you can radiate an energy of dread in a 90-foot aura that affects the hostile creatures that can see you within range. You can target a number of creatures equal to your Wisdom modifier (minimum one). A creature targeted by this dread must succeed on a Wisdom saving throw against your spell save DC or become frightened of you until they take damage or the aura ends. An affected creature repeats its saving throw at the start of each of its turns. You have advantage on attack rolls against the affected creatures. Once you use this feature, you cannot do so again until you finish a short or long rest. Favored Enemy. If you target a creature that is your favored enemy, it has disadvantage on Wisdom saving throws it makes against the effects of your aura. Reaping Strike Starting at 7th level, you can make an additional attack to a creature frightened by your dread. You can use this feature once per turn. Grim Wield Starting at 11th level, you are able to wield your weapons with the grim of death. When you hit a creature with a weapon attack, you deal an extra 1d10 necrotic or psychic damage. You choose the type of extra damage you deal; if you wish to make the target’s flesh wither, you can deal necrotic damage, if you wish to unhinge its mind with a sense of dread, you can deal psychic damage. When you hit a creature frightened by your dread, this damage increases to 2d10. A creature that is frightened by your dread finds it harder to escape from it. Upon taking damage, the creature must first succeed on a Wisdom saving throw to break free from the dread. Favored Enemy. When you target a creature that is your favored enemy, and it fails its relevant saving throw against your spell save DC (Constitution, if you chose to deal necrotic damage and Wisdom, if you chose to deal psychic damage), you make it stunned until the end of its next turn. Mortal Strike At 15th level, you gain the ability to bring the grim of death upon a creature by filling your strikes with your essence of dread. You can declare that you do so after you make your attack roll but before the Game Master states the result. When you do so, you deal extra damage of the damage type of your choice (psychic or necrotic) equal to your ranger level + your Wisdom modifier. Mortal Reaper “It was so horrible, I tell you. We were scouting in the woods and the next thing I know, Jaq was bleeding out of his eyes and ears. Then I heard another slashing sound and turned around to see Tarah wither away and turn into a years old corpse in a matter of seconds!” - Footman Ruvo, survivor of the ambush of Vyrarinn, the Mortal Reaper

68 The essence can cause a target’s body to wither away, dealing necrotic damage, or unhinge its mind with dread, dealing psychic damage, according to your choice. If the target creature is frightened by your dread, the damage dealt by this feature is doubled. Once you use this feature, you cannot do so again until you finish a short or long rest. Favored Enemy. If your target is a favored enemy, the target must make a Constitution saving throw (if the damage is necrotic) or a Wisdom saving throw (if the damage is psychic) against your spell save DC. On a failed save, the target is paralyzed until the end of its next turn. Scourge of the seas, cursed corsairs, dishonorable raiders... You and your ship go by many names. However, these rootless accusations are not important to you. They are just the words of cowards; claims of people who do not know how to enjoy life with all its dangers. They cannot see the merits of booty, treasure, and piracy. You are eager to gain riches through bloodshed, and then exchange those riches for favors enhancing your deadliness in raids. Tribute and Favor Starting at 3rd level, when you choose this archetype, you learn to pay tribute to gain favors in your endeavors. The truth is, everyone must pay a tribute; your prey pays you with their blood and gold, and you pay it to another force behind your lifestyle. The one to whom you pay your tribute may be your deity, another deity of the land or sea you are not devoted to but still need or want favors from, or perhaps the water or soil itself. Although you may not know why or to whom you make this payment, you certainly know it grants you favor. You can make a tribute of 25 gold pieces through a 10-minute ritual, covering them with blood and tossing them into the depths of the sea or burying them into the soil. The sea or soil consumes the gold pieces and grants you a favor point. The maximum number of favor points you can have is equal to your proficiency bonus. Then you can ask for a favor and use a favor point to enhance your pirate features. Using your favor point takes no action and you declare that you use it while making an action or using a feature. Scoundrel Starter Starting at 3rd level, you have an edge on your enemy before making a melee attack against it. While moving towards a creature with the intention to make a melee weapon attack, you can use your bonus action to make a ranged weapon attack with a ranged or thrown weapon, except with a shortbow or a longbow. You cannot use this feature if you are not able to make a melee weapon attack against the target creature after you finish your movement. Favor: Stunning Scoundrel. You can declare that you use a favor point when you hit a target with a ranged weapon attack while using this feature. The target must then succeed on a Constitution saving throw against your spell save DC or be stunned until the end of its next turn. Seize the Opportunity At 7th level, you learn how to seize the opportunity against an unsuspecting enemy. When you hit a surprised creature with a weapon attack or a creature who cannot see or hear you in any way, you deal an extra 2d8 damage of your weapon’s damage type. Scourge of the Seas “Call me what you want: dear captain, a thief, a scoundrel, a freebooter... You won’t be talking no more when I pluck your golden teeth for my coffer, anyhow.” - Arson, a pirate captain

69 A target creature must also succeed on a Wisdom saving throw against your spell save DC or become frightened until the end of its next turn. If the target fails its saving throw and is frightened, you can choose two friendly creatures within 30 feet of you and grant them advantage on their next attack roll. The extra damage you inflict increases to 3d8 at 11th level, and to 4d8 at 15th level. Favor: Rally Scoundrels. You can declare that you use a favor point while targeting friendly creatures you choose. Those creatures have advantage on Wisdom saving throws until the end of their next turn. Favor: Bloody Backstab. When you hit a creature using this feature, you can declare that you use a favor point, and deal an extra 2d8 damage of your weapon’s damage type. Opportune Shot Starting at 11th level, you can make an opportunity attack against a creature that moves to an area further than 15 feet away, just as you would if it were leaving your reach. The target creature can choose to disengage to prevent this opportunity attack just as it would a melee attack. Favor: Far-Reaching Shot. You can declare that you use a favor point while making your Opportune Shot, your range for the ranged weapon attack becomes 30 feet. Favor: Stopping Shot. You can declare that you use a favor point while making your Opportune Shot, the target’s speed becomes 0 until the end of its next turn. Marauder Combat Starting at 15th level, you become a great marauder thanks to the time you spent on ships. As a result, you gain the following benefits: • While you are on a ship, a boat, or a similar water vessel, you have advantage on your Strength (Athletics), Dexterity (Acrobatics), and Dexterity (Stealth) checks. • While you are on a ship, a boat, or a similar water vessel, your speed increases by 10 feet. • While you are fighting on a ship, a boat, or a similar water vessel, you can gain a bonus to your damage roll equal to your Wisdom modifier on one of your attacks per turn. You can also use these favors on your other chosen favored terrain types. Favor: Free Roam. You can declare that you use a favor point while on a ship, a similar vessel, or your favored terrain. Any effects on you that restrain movement are negated until the end of your turn. Favor: Board Dasher. You can declare that you use a favor point and use your bonus action to take the Dash action. As you dash at such a speed, you gain a +2 bonus to AC until the start of your next turn. Favor: True Hitter. You can declare that you use a favor point while making a weapon attack. On a hit, the target takes a penalty to AC in an amount equal to your Wisdom modifier until the end of its next turn. You can use this favor only once per turn. ROGUISH ARCHETYPES The five roguish archetypes listed here have their unique approach to roguery, in ways that are unsavory at the least and utterly blasphemous at the most. Fiendish Trickster is a rogue who is somehow connected to devils and thus can manifest some of their foul magic and powers. Shades can magically manipulate shadows to their own advantage, or even make shadows come alive. Soul Stealers steal pieces of souls from those they kill and use those pieces for unique abilities. Tentacle Blade is a rogue mutated by the presence of aberrations, becoming able to use a tentacle blade or body part that can even get into the minds of opponents. Finally, Thousand Faces can cut out the faces of those they kill, and truly assume their identity, or become faceless and turn into an unknown enigma for the rest of the world. Whether it is thanks to a deal with devils, something in your blood, or a wicked touch of luck, you can act and speak as devils do. Somehow, you are able to cast spells that suit devilish needs, have luck on your side when you need it, and can use your tongue or friendships to your advantage to carry out hideous and lethal plans. The path you walk is a selfish one, and perhaps an evil one, as you tend to use others and betray them if it serves your purposes, and excel at doing so. Spellcasting When you reach 3rd level, you gain the ability to cast spells. See the general rules of spellcasting and the Dark Magic (p.179) section of this book for new wizard spells. Cantrips. You learn three cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level. Spell Slots. The Fiendish Trickster Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell’s level or higher. You regain all expended spell slots after you finish a long rest. For example, if you know the 1st-level spell charm person and have a 1st-level and 2nd-level spell slot available, you can cast charm person using either slot. Spells Known of 1st-Level and Higher. You know three 1stlevel wizard spells of your choice. Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from your spell list. Fiendish Trickster “I don’t know why I’m so good with my partners, or with lords and ladies, or even priests of the temple. I guess I must have the luck of the devil.” - Cassicar, Fiendish Trickster court muse

70 Spellcasting Ability. Charisma is your spellcasting ability for your fiendish trickster spells, because you get your spells from devils either through some sort of agreement with them, or as a mysterious gift from them. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a fiendish trickster spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier FIENDISH TRICKSTER SPELLCASTING Rogue Level Cantrips Known Spells Known 1st 2nd 3rd 4th 3rd 3 3 2 -- -- -- 4th 3 4 3 -- -- -- 5th 3 4 3 -- -- -- 6th 3 4 3 -- -- -- 7th 3 5 4 2 -- -- 8th 3 6 4 2 -- -- 9th 3 6 4 2 -- -- 10th 4 7 4 3 -- -- 11th 4 8 4 3 -- -- 12th 4 8 4 3 -- -- 13th 4 9 4 3 2 -- 14th 4 10 4 3 2 -- 15th 4 10 4 3 2 -- 16th 4 11 4 3 3 -- 17th 4 11 4 3 3 -- 18th 4 11 4 3 3 -- 19th 4 12 4 3 3 1 20th 4 13 4 3 3 1 Devil’s Luck Starting at 3rd level, you have the luck of the devils within you. You have a d6 that you can add to one ability check, attack roll, damage roll, or saving throw you make. When you use this feature, you cannot do so again until you finish a short or long rest. As you gain levels, your extra die increases to 2d6 on the 13th, and 3d6 on the 20th level. Cutting Tongue Starting at 9th level, you gain the ability to talk like the most mischievous of devils and your words become fiendishly convincing. Whenever you make a Charisma (Deception, Intimidation, or Persuasion) check, you can choose to have advantage on your roll. You can use this feature a number of times equal to your Charisma modifier (minimum once). You regain any expended uses after you finish a long rest. Crossroads Dealer Starting at 13th level, you can make a crossroads deal with a devil, or another creature. The deals you can make and the benefits you gain from them are listed below: Bet of Blood. On your next attack roll, as a bonus action, you can bet that your attack will hit. On a hit, it deals an extra die of the weapon’s damage on a regular attack roll, and double the damage if you hit on an attack roll you made with disadvantage. You can choose to have disadvantage on your attack roll on purpose. On a miss, you yourself take the damage that you would normally deal. This damage ignores resistance and immunity. You cannot make this bet if you have advantage on your attack roll, nor can you use your Devil’s Luck or Deal of Luck features for this bet. Bet of Vice. You can bet on a seemingly virtuous creature, stating that it can be tempted into corruption. For example, you can bet that a traditional and virtuous virgin can be tempted into seduction, a lawful captain of the guard can be tempted into bribery, or a calm monk can be tempted into rage. If you are able to corrupt them, you win the bet and have advantage on all your rolls against good-aligned creatures for one week. If you lose the bet, you have disadvantage on all ability checks, attack rolls, and saving throws against goodaligned creatures for a week. The GM rolls the second d20 on a roll that you make with advantage or disadvantage, unless you know for certain your target creature is goodaligned. Deal of Life. After you make this deal, you are resurrected secretly by devils you made the deal with when you die. Other creatures in your vicinity simply see it as if you were dying but somehow survived. You can choose to be revived at a time you see fit (at a time the Game Master agrees to as well, Spell Slots per Spell Level

71 because something like “a thousand years from now” may not be acceptable). After you are revived, you must fulfill an important deed on the devils’ behalf, details of which are at the GM’s discretion. If you deny or fail the deed, devils take your soul and you cannot be resurrected unless with a wish spell or until your friends make a better deal with the same devils. Deal of Luck. For one week, you have advantage on a saving throw, an ability check, or an attack roll once per day. You must state that you are using this benefit after you make the roll but before the GM states the outcome. After the deal ends, for three days, you have disadvantage on a roll that is determined by the GM and the GM rolls the second d20. Betrayal Starting at 17th level, when you betray someone, you make sure they cannot retaliate afterward. You can take advantage of a friendship, making a stunning or even lethal strike with your betrayal. When you attack a creature with a Sneak Attack, the following effects take place according to the nature of your relationship with the creature, as stated in the table below. The nature of the relationship is about how the target creature perceives you and it is at GM’s discretion. The relationship can be temporarily improved by spells such as charm person. You can use this feature at the moment of your betrayal, meaning that once you use it on a target, you lose that creature’s trust and you cannot use this feature on it again unless you manage to mend your relationship with it. BETRAYAL Relationship Effect Acquaintance (the creature sees you as a stranger but has positive ideas about you) Your sneak attack deals double the damage on a hit. Friend (the creature sees you as a friend) Your sneak attack deals double the damage on a hit, and the creature is stunned for 1 round. Revered (the creature sees you as a very close friend and trusts you completely) Your sneak attack deals double the damage on a hit, and the creature is stunned for 1d4 rounds. Shadow is a Shade’s friend. As a Shade moves in it, lives in it, and uses it, it feels closer to the shadows. Day by day, its bond gets stronger. As a Shade Rogue, you have understood what it is to be alive and felt the shadows deep inside. At that moment, your path was determined within the cold and dark of shadows. Shadow Powers Some of the features below require creatures to make saving throws against your spell save DC. Your spell save DC for these features are as follows: Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier Shadow’s Embrace Everything on this dark path starts with the shadow’s cold embrace. Starting at 3rd level, you gain darkvision out to a range of 90 feet. Additionally, in dim light or darkness, your speed increases by 10 feet. Also, if you remain in the shadows for 1 minute, you gain a proficiency bonus (your proficiency bonus is doubled if you are already proficient) on your Dexterity (Stealth) checks as long as you are still in the shadows. Shadow Dagger At 3rd level, you gain the ability to conjure a Shadow Dagger from the shadow of an opponent. As a bonus action, you target a creature within 30 feet of you. The target must succeed on a Charisma saving throw or you conjure a Shadow Dagger out of the target’s shadow that floats around the target. When you conjure the dagger, you can make a melee weapon attack against the creature. As a bonus action on your turn, you can repeat the attack against the target. The shadow dagger deals 1d4 piercing damage as if it is a normal dagger. Starting at 9th level, Shadow Dagger becomes a magic weapon. While attacking with the Shadow Dagger, you can use your Sneak Attack against that target even if you don’t have advantage on that attack roll, but not if you have disadvantage on it. The dagger stays for 1 minute. Once you use this feature, you cannot do so again until you finish a short or long rest. Stretching Shadows As you grow in power, your control over the shadows grows as well. Starting at 9th level, you are able to cast the see invisibility and black tentacles spells without their material components. Once you cast see invisibility spell three times and black tentacles once, you have to take a short or long rest to use them again. One with the Shadows Starting at 13th level, you become more attuned to the shadows and start to bend them to your will, to serve your purposes. You can use the following benefits: Shade “My abilities give quite a literal meaning to the phrase `a knife in the shadows`, my lady. Mr. Fosler will not see it coming.” - Umrud, a Shade

72 Obscuring Shadows. When you are in the shadows, even if there is nothing that you can hide behind, you can still hide. You can also hide an additional creature or object of your size or smaller. You gain a +5 bonus to your Dexterity (Stealth) and Dexterity (Sleight of Hand) checks in shadowy areas. You can also use your Cunning Action feature to play with the shadows around the creature or object, granting a proficiency bonus (double proficiency bonus if the target is already proficient with Stealth) on your target’s Dexterity (Stealth) checks. This bonus remains as long as you or the other creature or object affected by this benefit remain in the shadows. Shadow Leap. You can use your Cunning Action feature to teleport from one shadow to another that is within 30 feet. Shadow Reach. You can use shadows as pathways that lead your blade to the enemy. You can sink your hand into a shadow within reach and it comes out of another shadow of your choice that is within 30 feet of you. If your target is aware of your presence, it must make a successful DC 15 Wisdom (Perception) check to see your hand reaching out to it through the shadows. If your target is unaware of your presence, you can use your Sneak Attack feature. You can use these features a number of times equal to your Charisma modifier (minimum once). You gain any expended uses after you finish a long rest. Shadow Stealer Starting at 17th level, you can steal your target’s shadow, or you can bring your shadow to life by bestowing your own blood upon it. To steal another creature’s shadow, you must concentrate on its shadow as an action. The creature must be within 30 feet of you. When you try to steal the shadow, the target must make a Charisma saving throw. On a failed save, you successfully steal it. To bring your own shadow to life, you have to spill your blood as an action, dealing 20 damage to yourself. This damage cannot be reduced by any means. Once you start to command a shadow in either way, its Initiative is equal to yours minus 10. The shadow stays under your command for 1 minute and has the following properties: • It has 60 hit points, and 15 AC (Natural Armor). • It has resistance to bludgeoning, slashing, and piercing damage coming from nonmagical attacks. It also has immunity to being grappled, petrified, prone and restrained. • It saving throws are as follows: Dexterity +6, Constitution +5, Intelligence +4, Wisdom +5, Charisma +5. • It can make two melee weapon attacks or two ranged weapon attacks on its turn. It uses weapons conjured from the shadows and these weapons are magical. You can choose the shape of the weapon and its damage type changes according to the weapon. Regardless of its shape, the weapons deal 1d8 damage. • It also has no Strength score, so it cannot execute tasks tied to Strength score and it automatically fails Strength saving throws. • It has a flying (hover) speed of 30 feet. • It can use its bonus action to teleport to another shadow within 60 feet of it. Soul Stealers have a different practice of legerdemain than the usual rogues. They collect souls and use them as fuel to enhance their abilities. Like all rogues, they always like to be one step ahead of their enemies. Soul stealers channel their powers through a special gem called a Key Crystal. Although their methods often involve bloody practices, removing a soul from a creature’s body is a simple part of their daily routine. After a while, stealing a soul becomes something as ordinary as drinking water. The art of soul-stealing can be taught through a ritual. Dark cults may reveal the details of this ritual to your character or a ritual tome can be found in an old ruin. Soul Stealer “I used to be a petty thief but got bored of it. After you pile up coffers of gold, you acquire a greed for other things...” - Stran, Soul Stealer Rogue

73 Ritual of Soul Dismantling When you choose this archetype at 3rd level, you learn the Ritual of Soul Dismantling. It is a 1-hour ritual that should be performed in a place that is somehow tied to death, like graveyards, or the temple of a death god, or near the corpse of a creature who died a day ago (at most). During the ritual, you summon a soul and force it to materialize as a special gem called a Key Crystal. It is aptly named as a “key”, as it opens the door to new powers. At the end of the ritual, a coin-sized crystal appears in your hand and you learn the basics of the art of soul-stealing. This crystal can be in the shape of a polished gem, bone, or any other trinket of your choice. If the Key Crystal is taken from you, you can call it back to your hand by concentrating for 1 round. However, if the crystal is taken to a location that is further than 1 mile from you, is broken, or put in a place affected with an antimagic field spell, you cannot call it back. If it is still within 1 mile of you, you may try to find the crystal again or create a new one by performing the Ritual of Soul Dismantling again. If it is broken or is taken to a location that is further than 1 mile of you, the crystal loses all of its properties and the souls in it are set free. In such a case, the crystal becomes worthless. While you are carrying the crystal, if you kill a creature, you can capture its soul, preventing it from going wherever it needs to go. A Key Crystal can hold a maximum of 10 souls and it cannot hold the soul of a creature if its creature type is one of the following; beast, construct, monstrosity, ooze, plant, and undead. You can save the imprisoned souls to use later as detailed in the following features. Imprisoned souls can only be brought back by a wish spell. Also, the souls used for the following features are destroyed and cannot be brought back. Soul Force Starting at 3rd level, you are able to gain different abilities by using the souls imprisoned in the crystal. As a bonus action, you can spend souls from the crystal to gain one of the following benefits for 1 minute: Soul Strike (1 soul). Your next successful attack deals an extra 3 necrotic damage. Hide within Souls (2 souls). You can make souls cover you, making the space around you blurry. You have advantage on your Dexterity (Stealth) checks. Harm of Souls (3 souls). You send souls to help an ally. You can give a friendly creature within 30 feet of you an extra 1d4 necrotic damage on its next weapon attack. Soul Armor (4 souls). You wrap souls around your body and armor. You add 2 to your AC. Stealer’s Blink (varies). You can spend 1 soul to swap places with an item within 30 feet of you. You can increase the distance up to 90 feet by spending another soul for each additional 30 feet. The item you replace must be carried by you for the last 8 hours. Face of Souls At 9th level, you can assume the forms of the souls you currently hold within the crystal. You can take the appearance and body structure of one of the souls within the crystal, but all of your characteristics remain the same. You can only take the shape of a creature who is the same size as you. When you take a new form using this feature, you keep the new form for a number of hours equal to your Charisma modifier (minimum one). Once you use this feature, you must finish a long rest to use it again. GM TIP Since capturing or destroying a soul is a truly evil and unique act, it easily attracts the attention of many different powers of the universe such as deities, warlock patrons, fiends, angels, or aberrations. This attention can create additional and unexpected effects in your campaigns.

74 Deep Call for Souls Starting at 13th level, when the crystal is full, you can call upon all of the souls to weaken your enemy as an action. You choose a creature within 60 feet of you and your weapon attacks ignore the creature’s resistance and immunity for a number of rounds equal to your Charisma modifier (minimum one). Soul Steal Starting at 17th level, you don’t have to wait for someone to die to steal its soul. You can steal a part of the soul of a creature within 15 feet of you. To do so, you make a weapon attack with advantage. On a hit, the creature must make a Wisdom saving throw (DC equals 8 + your proficiency bonus + your Charisma modifier). On a failed save, instead of dealing damage with your attack, you reduce the target creature’s hit point maximum by the amount of damage you would normally deal with this attack, imprisoning a part of the creature’s soul. As a bonus action, you can use the imprisoned soul piece either to regain hit points, or to deal extra psychic damage on a successful weapon attack. The amount is equal to the reduction in the target creature’s hit point maximum. On a successful save, your attack does not deal any damage and nothing happens, but you can try to use this feature again on the same creature until the end of your next turn. If the second try is also a fail, you cannot try again. Once you use this feature, you cannot do so again until you finish a long rest. Most rogues live a life filled with action and danger. Their lives usually end with a trap, at the hands of a guardian of some treasure, or under the ruins of a collapsing building that once held a shiny jewel which they moved from its original place. Yet those who follow the path of the Tentacle Blade meet a different fate. A Tentacle Blade’s path might have crossed with a cult, worshipping entities beyond the stars, or an aberration hiding in a dungeon, or an alien sentient artifact. Whatever they worship, it has to have been corrupted by an aberrant touch. When their mind accepts the corruption and embraces the madness, the rogue is gifted a special blade called a Tentacle Blade. The Tentacle Blade then works for its new master. Tentacle Blade At 3rd level, you gain the ability to use your Tentacle Blade. The Tentacle Blade is a living blade made of a living tentacle, which stretches out from a tattoo-like mark on one of your inner forearms. It moves all the time and is always wet, just as if it were fresh out of the water. It can count as any melee slashing or piercing weapon that has the finesse property. As an action, you can change its form and turn it into a different weapon. Tentacle Blade has the following properties: • The one who gifted you with this blade can hear, see, or feel through the blade by using a special, magic bond. • You can hide the blade within your body. When you want to do that, the blade understands this and burrows into your flesh, dealing you 5 damage. As an action, you can take it out or put it back anytime you want. The blade does not damage you when you take it out. • Thanks to its living and moving nature, the Tentacle Blade deals 1d6 bonus damage when you use your Sneak Attack. Additionally, when a target takes damage from a sneak attack with this blade, it must make a DC 10 Constitution saving throw. On a failed save, the target can’t take a reaction until that round ends because of the disturbing feeling caused by the blade. Bonus damage on Sneak Attacks increases to 2d6 at 9th and 3d6 at 13th level. Tentacle Blade “I don’t know what this thing is; I got it after a strange encounter with those cultists in the sewers. Yet I like stabbing with it, I like stabbing with it very much.” - Hethi, Tentacle Blade Rogue

75 Tentacle Arm At 9th level, you grow a second Tentacle Blade on the same or another arm. You can also let one of the blades grow and try to grapple an opponent within 5 feet as an action. The blade has a +8 bonus on its Strength (Athletics) check to grapple. If a target is grappled for 3 rounds, it becomes restrained by the growing tentacle slowly embracing its entire body. The target takes 1d12 bludgeoning damage every turn it stays restrained. Paralyzing Tentacle Starting at 13th level, you can use a Tentacle Blade to paralyze others. When you deal damage to an opponent with it, you can choose to let the blade burrow through the target’s body. At this moment, the creature must make a Constitution saving throw (DC equals 8 + your Intelligence modifier + your proficiency bonus). On a failed save, the blade deals 5 extra damage of its type, and the target becomes paralyzed as long as the blade stays inside it. The target can repeat its saving throws at the end of each of its turns, to take the blade out and reverse the effects of this feature. Once you use this feature with one of your blades, you must finish a long rest to use it with that blade again. Slippery Mind At 17th level, you gain the ability to block the knowledge of your opponents. When you hit a creature with an attack, you can order your blade to leave your arm and attach itself to the creature. The creature must succeed on an Intelligence saving throw (DC 8 + your Intelligence modifier + your proficiency bonus) or the blade is attached. While the blade digs into its flesh, one of the features of the creature is disabled for a number of rounds equal to your Intelligence modifier (minimum one). The GM can roll to randomly determine the feature or special attack or special action that is disabled. For example, if the creature’s total number of features, special attacks, and special actions amount to 4, the GM can roll 1d4 to determine which one is disabled. If the total is 3, the GM can roll 1d6 and divide the result into two. Features that are about spellcasting cannot be disabled. Instead, if you try to block a feature about spellcasting, the target creature must make a saving throw with its spellcasting ability, every time it tries to cast a spell. It cannot cast spells that require concentration. If the creature you target using this feature does not possess any features or special attacks, an ability is disabled, making the creature fail relevant ability checks or saving throws automatically. Roll 1d6 to determine the ability that is disabled. You can use this feature a number of times equal to your Intelligence modifier. You regain any expended uses after you finish a long rest. Additionally, you can attach the blade onto a sentient, unconscious enemy. When you do so, you spend 1 minute stealing the creature’s knowledge and information. When you retrieve the blade, you must make a successful Wisdom (Insight) check to learn the knowledge the creature possessed. The GM determines the DC of this check, as well as the nature and depth of the information you recover. You can use this feature whenever you want. You possess the skills and talents necessary to imitate others. After some practice, you can even wear others’ faces. You master the very fundamentals of being someone, and later being no one, when your art reaches its peak. As a Rogue of a Thousand Faces, you can be an excellent spy or a skilled thief of life. You can be an assassin that nightmares are made of, as well, since you not only take lives, but also steal them from your victims. In many realms, guilds or organizations that are tied to Thousand Faces are well-hidden communities. Thus, the origins of the Thousand Faces’ supernatural gifts are unknown to most. Bonus Proficiencies When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and in the Performance skill. If you are already proficient in the Performance skill, you can choose another skill in which you can be proficient as a rogue. Wear Face Starting at 3rd level, as an action, you can use the change appearance benefit of the alter self spell a number of times equal to your Intelligence modifier (minimum once). You regain any expended uses after you finish a long rest. Thousand Faces “This one does not have a name, so you can call it by any name; by that of your mysteriously-disappeared aunt, or your father who died suspiciously a decade ago.” - Unknown

76 Wear Life Starting at 9th level, you can skin the face off a Medium or Small humanoid, and become able to assume its appearance. To do so, you must spend 1-hour skinning and preparing the face through a special ritual. When complete, you can use your action to wear the face and magically transform your appearance into that humanoid whenever you like. While in its appearance, you have advantage on your skill checks made to maintain your disguise as that creature. Moreover, this disguise cannot be penetrated through magical means; even true sight cannot detect your true appearance. However, spells such as zone of truth still affect you and may cause you to drop the pretense. You can have a number of faces equal to your Intelligence modifier (minimum one). After that, you can add a new face to your collection by discarding an old one. You can carry the faces in your backpack, and one face weighs as much as 3 sheets of parchment. Wear Memories Starting at 13th level, when you are wearing a creature’s face, you also gain the knowledge of its memories. When you are wearing a face for the first time, roll 1d20 and add the result to your Intelligence modifier plus your proficiency bonus. You gain a portion of the creature’s memories according to the roll: (Natural 1) A mishap occurs. You are overwhelmed with the creature’s memories. You develop a split personality as if from a long-term madness and believe that you are the creature while wearing its face. Your alignment also changes accordingly. (5 or less) You only gain its memories of the last hour it was alive. (6-10) You gain its memories of the last day it was alive. (11-15) You gain its memories of the last week it was alive. (16-20) You gain its memories of the last year it was alive. (21-25) You gain its memories of the last decade it was alive. (26-30 or natural 20) You gain all its memories. Also, you are proficient in a skill in which the creature was proficient while wearing its face. Thousand Faces Starting at 17th level, you can collect as many faces as you want. You can also complete the ritual in 10 minutes, and you can wear a face as a bonus action rather than an action. Additionally, you become a master of wearing them: You can reroll once if your roll for Wear Memories is not favorable to you. You must use the second roll. Additionally, you can skin your own face off and add it to your collection. You still have to perform the ritual for your own face, and you don’t need to use the Wear Memories features to gain its benefits, as the memories you “wear” are your own. If you lose your face, you can summon it back with your ritual 1 week later. If your previous face is in possession of another creature, it disappears from its possession. After you skin your face and perform the ritual, you can become faceless. Any information, story, or lore relevant to your face is magically erased. You have the appearance of no one significant, and people cannot realize it is you unless you wear your own face. Even your friends’ memories of you are blurred unless you are wearing your own face. While faceless, you gain the following benefits as well: • People seem not to care about your presence, you have advantage on your Dexterity (Stealth) checks. • People cannot focus on you easily, you count as having half cover against ranged attacks. • You gain the benefit of the mind blank spell. • You also find it hard to show character; you have disadvantage on the ability checks you make using the Charisma skill. Sorcerous origins Scholars who dwelled deep and voyaged in the dark have discovered three additional origins of sorcerers: aberration, fiendish, and grave. The aberration bloodline lets a sorcerer use magic over mind to play with memories, and use elder glyphs to re-shape reality. The fiendish bloodline makes the sorcerer cast magic like its fiendish ancestors do. The grave blooded sorcerer is touched by death and necromancy, controlling both death and the dead easily. Your innate magic comes from the planes that lie beyond the boundaries of reality and the understanding of mortal minds. Chaotic forces of wicked creation run through your veins, as you are a far-descendant of an aberration or you were exposed to a magical power coming from a place out of time and space. Your unique powers let you understand the secrets of the universe, and they combine with arcane energies to build domination over minds through your spells. Sudden Realization Starting at 1st level when you become aware of the source of your magical power, you experience a sudden realization. You wander through the dreams of aberrations and are exposed to numerous visions. You wake up remembering only a glimpse of these wild dreams. You perhaps recall an aboleth building an underwater city, a cloaker constructing an extradimensional portal, or another aberration consuming the memories of one of its slaves. These memories force you to understand some secrets of the universe. As a result, your Intelligence, Wisdom, or Charisma score increases by 2. Aberration Bloodline “Before I discovered the power within me, I had chased after meaningless emotions such as love or wrath. Then I realized that when I burn people, I can consume their emotions.” - Saldor The Alien

77 Mind Player Starting at 6th level, you are able to use your sorcerous powers to dominate the minds of others. You gain the following benefits: Enslave Mind. When you cast a sorcerer spell that targets one creature, you can fill the spell with your alien powers and try to enslave the creature. You can spend 1 sorcery point to force the creature to make a Wisdom saving throw. On a failed save, it becomes charmed until the end of its next turn. Memory Eater. When you kill a creature using a sorcerer spell, you can choose to spend sorcery points to drain and consume the memories of the creature. You can spend 1 sorcery point to learn the deceased creature’s memories of its last hour. You can spend 2 sorcery points to learn its memories of its last day, or spend 3 sorcery points to learn its memories of its last week. Aberrant Glyphs Starting at 14th level, as your control over magic has grown strong, your aberrant heritage manifests itself and alien glyphs materialize on your body as tattoos. These glyphs are marks of aberrations, their unrealistic geometries, and a part of their alien languages. They grant you the ability to cast the glyph of chaos*, glyph of slaves*, glyph of deep water* or glyph of slime* spells without expending a spell slot a number of times equal to your Charisma modifier (minimum once). You regain any expended uses after you finish a long rest. A Mind Out of Reality Starting at 18th level, your alien source of power lets you warp reality through your spells. As a bonus action, you can enter a state of focus where the alien glyphs on your body shine, and your eyes become voids for 1 minute or until you leave the state. While in this state, you can cast your next spell purely mentally, without its somatic, verbal or material components unless it requires a material of 50 gp or more. Because you show no signs of spellcasting and your magic becomes otherworldly, a spell you cast cannot be countered by a spell or ability and the DC for dispelling it increases by 2, and target creature(s) have disadvantage on saving throws against it. You can use this feature 1 or 2 times (which the GM determines by rolling a percentile dice after each long rest), and you regain any expended uses after you finish a long rest. Your bloodline has ties to a considerably powerful fiend with magical abilities. Whether you know it or not, you owe your nature to that ancestor. Because of your fiendish bloodline, you instinctively like mischief, but you don’t necessarily have to be evil. Still, the fiends who are aware of their offspring eventually try to bring their blood to the fiendish path. Your ancestor may be a demon or devil, and your magical specialties are relevant to what ancestry your blood belongs to. Your ancestor determines whether you are more destructive, whether you have more persistent conjurations, whether you are more skilled in necromancy, or whether you are good at manipulating and extorting others’ minds. Fiend Ancestor Starting when you choose this origin at 1st level, you choose one type of fiend as your ancestor. Fiendish Bloodlines “Don’t bother with the shield, petty wizard, my flames come from the depths of hell.” - Rolyvia, Fiendish Bloodline sorceress

78 Conjurer. These are fiends that use their magic to conjure things or create magic items to use as tools in their agendas. Sorcerers from this bloodline can use conjuration spells more effectively. Dominator. These are fiends that are in the frontline, ruling over lesser fiends and slaves. Sorcerers from this bloodline can use evocation spells more effectively. Reaper. These fiends rule over death. They can cast forbidden necromancy spells, controlling the undead and souls to serve them in their plans. Sorcerers from this bloodline can use necromancy more effectively. Tempter. These fiends are known for their potential to tempt and corrupt others. Sorcerers from this bloodline can use enchantment spells more effectively. You can speak, read, and write Abyssal or Infernal (which is chosen by you). Additionally, you know 2 1st-level spells from a school of magic that is relevant to your bloodline. These 2 spells do not count against your number of spells known. Each time you gain a level with this origin, you can change these spells to ones of a level that you can cast (up to 6th spell level). Consume Spell Starting at 1st level, you can feed your vitality from a spell belonging to a school of magic relevant to your bloodline. When you succeed on your saving throw against a spell or an ability that deals acid, cold, fire, force, or lightning damage, or when a spell or an ability fails to hit you, you can choose to gain a number of 1d4s (equal to the level of the spell [1 if it is a cantrip] or number of damage dice of the ability) as temporary hit points as a reaction. For example, you gain 3d4 temporary hit points when you consume a 3rd level spell relevant to your bloodline. You also gain 3d4 temporary hit points if the ability deals 3d10 damage of the listed types. The die of temporary hit points you gain becomes a d6 when you reach 10th level, and a d8 when you reach 17th level. When you consume a spell or ability this way, you only consume a part of it and other targets are still affected if the spell or ability affects an area. Once you use this feature, you cannot do so again until you finish a short or long rest. Persistent Magic Starting at 6th level, you can overpower spells from schools of magic tied to your bloodline. You do so by unleashing the potential in your blood. When casting a spell from the relevant school, you can spend 2 sorcery points to increase the DC or spell attack by 1, up to a maximum equal to your Constitution modifier (minimum one). Fiendish Magic Starting at 14th level, you learn fiendish aspects of the spellcasting abilities of the fiend of your bloodline. According to your fiendish ancestor, you gain one of the following features: Conjurer: Magic Machinations. You can become attuned to a fourth magic item. When you cast a conjuration spell, you can “suspend” it to cast later as a bonus action, whenever you wish. To do so, you must spend a number of sorcery points equal to the level of the spell. When you cast and suspend a spell in this way, you regain your expended spell slot after you finish a long rest. However, you do not regain your sorcery points until you release the spell. Dominator: Dominate Spell. When a hostile creature casts an evocation spell that would affect you, or uses an ability that deals acid, cold, force, fire, or lightning damage, you can choose to spend 1 sorcery point and make a Charisma saving throw against it, instead of the saving throw you would normally make. If you succeed on your saving throw, you can use your reaction to spend an additional 4 sorcery points and take control of the spell or ability, sending the effects to another target. If you do so, the range and origin point of the spell or ability is recalculated as if you are casting it. Reaper: Necromantic Metamagic. Just as you can shape spells with your inner power, you can bend necromancy to your will as well. • You can spend 3 sorcery points to cast the animate dead or create undead spells as an action. • When you deal damage with a necromancy spell in this way, you can spend 2 sorcery points to heal your undead servants within 30 feet of you. Simply distribute half of the damage you inflicted as hit points among your undead servants. Tempter: Mind Toll. When you cast an enchantment spell, you gain a +2 bonus to your DC and spell attack roll. You can choose to spend 1 sorcery point to make the target of your spell forget that you cast the spell on it even if it states otherwise in the spell description. Heritage Excellency At 18th level, you become the master of the spellcasting abilities tied to your fiendish bloodline. According to your fiendish ancestor, you gain one of the following features: Conjurer: Persistent Conjuration. You don’t need to maintain concentration for a conjuration spell of 3rd level or lower. Additionally, you can fortify currently summoned creatures with your magic. Whenever you are casting a spell, you can spend a number of sorcery points up to the level of the spell to allocate 1d4s equal to the sorcery points spent, as temporary hit points, to your summoned creatures within 60 feet of you. Dominator: Overwhelm. The power of your blood grows with the havoc you bring. You can cast 1st level evocation spells as cantrips. Also when you cast a spell from the evocation school, you can reroll up to a number of damage dice equal to the number of creatures that are affected. Reaper: Soul Weaving. When you cast a spell from the school of necromancy, you can make it harm the soul, dealing psychic Fiendish Ancestry Fiend Conjurer Dominator Benefit Conjuration Reaper Tempter Evocation Necromancy Enchantment

79 damage instead of necrotic. You can also convert such a spell’s saving throw requirement from a Constitution saving throw to a Wisdom saving throw. Additionally, you can gain control of an undead that is not bound to you. To do so, you spend a number of sorcery points equal to the challenge rating of the undead (maximum of 5). You can affect multiple targets if their challenge rating is lower than 1; for example, you can affect 2 undead that have a challenge rating of 1/2 by spending 1 sorcery point. As an action, you make a spell attack against the target(s) within 60 feet of you. The undead target contests this spell attack with a Constitution, Intelligence, Wisdom, or Charisma saving throw (whichever ability score is higher). If the target has resistance to Turn Undead, it makes its saving throw with advantage. If you succeed, you take control of the target(s) for 1 minute, as long as you maintain your concentration as if you are concentrating on a spell. After 1 minute of control, you make another spell attack against the target. It makes the same saving throw. If your attack hits, you can order it to destroy itself or you can take control of it permanently. If you take permanent control, you don’t have to concentrate on it anymore. However, you can only regain the sorcery points you spent on it if you let it go or order it to destroy itself. Tempter: Natural Mastermind. You don’t need to maintain your concentration on an enchantment of 5th level or lower. Grave Blooded sorcerers are individuals who are close to death. They have cursed bloodlines, or have members in their family who mastered necromancy and the powers of death. Most mortals meet with death only once at the end of their lives, however, Grave Bloodeds are born with its rotting touch. They use the power in their blood to delve into the deep oceans of the inevitable end. For the Grave Blooded, profane rites and sigils, unwholesome ritual sites, and even shedding the fleshy shell of a mortal, are merely a means to an end, not what they are really after. Grave Bloodeds seek powers over death and undeath. These sorcerers possess a great affinity to death. They see places that have a connection to death, such as graveyards, as their home. Grave Bloodeds concentrate on summoning, creating, and controlling the undead. Reaper’s Scythe Starting at 1st level, you can create a bone scythe from the bones of a dead body. Creating a bone scythe takes 2 hours and needs a dead body of a creature that is Medium or larger in size. You can create one two-handed or two one-handed scythes using this feature. The scythe counts as magical for the purpose of overcoming resistance and immunity. You are proficient with these scythes and you can use them as an arcane focus. Also, while making an attack with these scythes, you can use your Charisma modifier for the attack and damage rolls. Stat blocks for the scythes are as given below: • Bone Scythe: 2d6 Slashing, Two-Handed, Reach • Hand Scythe: 1d8 Slashing, Versatile (1d10), Finesse As you grow in power, the scythes you create get stronger as well. They gain +1 at 6th, +2 at 14th and, +3 at 18th level. They also deal an extra 1d6 necrotic damage at 10th and 2d6 at 14th level. You can have more than one scythe created by this feature. However, the scythe needs attunement (being attuned to 2 one-handed scythes requires one attunement slot). A creature other than you cannot be attuned to these weapons. When it tries to do so, the weapons turn to dust in its hands. If a creature tries to use the scythes without being attuned to them, it has disadvantage on its attack rolls made with them, and takes a -2 penalty to these attack rolls. Grave Blooded “I didn’t come to avenge my family, dear lord. My family is with me. Here is my sister, in her beautiful, rotten dress. Here is my father, missing an eyeball or two. I came here to slay you, and add you to this happy family.” - Calhoun the Tomb Raiser

80 Graven Minions You form a special bond with humanoid creatures you kill. You think that they are lucky to be killed by you, and that their bodies deserve a special ritual upon their death… Or perhaps that they should share the curse you have. So, you raise them as your minions. Starting at 1st level, you can raise humanoid creatures you have killed as your minions who then have skeletal bodies. You can have only one graven minion at a time and you cannot raise creatures with hit dice higher than yours. This number increases to 2 at 6th, 3 at 14th, and 4 at 18th level. A spellcaster can be raised as a Graven Magi, and a creature who is not a spellcaster can be raised as a Graven Warrior. You can apply the Graven Magi and Graven Warrior templates to the creature you have raised. Graven Warrior and Graven Magi When a creature is raised as a Graven Magi or a Graven Warrior, it has the following statistics: • It retains the same ability scores, class features, hit points, immunities, proficiencies, proficiency bonus, resistances, reactions, special actions, spells, and vulnerabilities that it had before death. • Clerics, paladins, and warlocks, generally, lose their ability to cast spells and lose other class features when they are raised in this way. This is because those powers are bestowed by greater forces and can be taken back at their will. However, if the greater force is somehow tied to necromancy and/or is evil-aligned, it may let these powers stay, at the GM’s discretion. • It takes a -4 penalty to all its ability checks, attack rolls, saving throws and skill checks. Graven Share Your innate powers over death allow you to transfer powers between your Graven Minions. You try to create the perfect minions for yourself. Starting at 6th level, once per week, you can perform a 1-hour ritual to take a resistance, immunity, action, reaction, or another special feature from one of your Graven Minions and transfer it to another one. Reaper’s Armor Starting at 14th level, your ability to craft weapons out of bones extends to crafting armors. You can craft a bone breastplate out of the dead body of a Medium or larger creature. It takes 2 hours to complete the armor. You can cast spells freely in this breastplate and you do not have disadvantage on your rolls that a normal breastplate would cause. You can have more than one breastplate created by this feature. However, the armor needs attunement. A creature other than you cannot be attuned to the armor. When it tries to do so, the armor turns to dust. If a creature uses it without attunement, it takes a -2 penalty to AC. You can rip a bone from the armor to which you are attuned, and use it as a source for sorcery points as a bonus action. When you do so, the AC granted by the armor decreases by 1 and you gain 2 sorcery points. If the AC provided by the armor drops to 10, the armor is destroyed. Family Share You have created a small family for yourself with your Graven Minions. Starting at 14th level, the resistance, immunities, actions, reactions, or other special features are not only transferable between your minions, but between you and them, as well. To make this transfer (from you to them or from them to you) you must

81 perform a 1-hour ritual. The transferred feature stays on you for 24 hours and you can have only one such feature at a time although there are no such limitations for minions. Reaper Itself Death comes in an instant. Most people cannot see it coming, and are not ready to embrace it. But you are. At 18th level, you die. However, your blood and connection to death transform you into a skeletal undead; to the Grim Reaper itself. You gain the following benefits: • You are immune to necrotic and poison damage and being poisoned. • You start to feel the presence of death. You can see if any creatures within 60 feet of you have a deadly disease, sickness, health condition, etc. which would kill it within a week. • Once per week, you can take the life of a creature with your scythe, tearing its soul away from its body. You choose a target and make a melee spell attack against it. On a hit, the target must succeed on a Constitution saving throw or die. On a successful save, it takes 10d10 necrotic damage. If the creature dies either way, its soul is stored in the scythe and the scythe becomes its prison. While the soul is stored in the scythe, the creature cannot be resurrected by any means except by the wish spell. WAR LOCK PATRONS Two warlock patrons are listed here, ancient evil dragon and the first vampire. Warlocks of the Ancient Evil Dragon can use dragon magic of their masters, turn their eldritch blast to breath, or even assume the dragon form. Warlocks of the First Vampire can use the unholy magic of their master, gain vampiric features, or take on a vampiric minion if they prove their worth. Blasphemous Incantator, on the other hand, is a completely different approach to being a warlock. These incantators do not serve but make fiends serve. They do so by binding demons or devils to their body and manifesting the fiendish abilities of these creatures. An ancient, evil dragon who has lived for ages and is at the pinnacle of its power grants you draconic knowledge in exchange for your services. Your patron is a dragon so ancient that it has absolute mastery over arcane magic, and it may even be on its way to gather divine essence and become a deity. It may wish you to use these powers for the destruction of its enemies, gathering relics of good dragons, or simply to use you as a pawn in its draconic games. Ancient Evil Dragon “Those who have been there for ages have a natural right to rule over others. I must help my draconic master, fulfill its desires of conquest and carnage.” - Bula Bagrak VARIANT: ALWAYS WATCHING Evil dragons like to keep their servants on a short leash. When one bestows its powers upon a warlock, it likes to make it so that it can hear and see what its warlock experiences. Such a link lets evil dragons see what their pawns are doing at all times, and prevents the warlocks from betraying their patrons. A warlock with an evil dragon patron finds it quite difficult, or nearly impossible, to work behind its patron’s back.

82 Expanded Spell List The Dragon lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Spell Level Spells 1st crumbling fire*, onyx skin* 2nd locate object, see invisibility 3rd heart grasp*, lightning bolt 4th polymorph, umbral claws* 5th cloudkill, legend lore Additional Language Starting at 1st level when you choose this patron, you gain the ability to read and write Draconic. Eldritch Breath At 1st level, your throat changes and resembles the anatomy of that of a dragon. This change is not visible from the outside. When you cast eldritch blast as a cantrip, you can choose to breathe it out like a dragon breathes fire. In such a case, you cast the spell in a 30-foot cone originating from yourself. When you become able to create multiple beams by casting eldritch blast cantrips at higher levels, you cannot create another cone, instead you deal the whole damage with a single cone. You can use this feature a number of times equal to your proficiency bonus. You regain any expended uses after you finish a long rest. Pawns in the Game Starting at 6th level, when a creature attacks you or any other creature within 30 feet of you, you can divert that attack to another creature of your choice who is also within 30 feet of you. The creature making the attack must succeed on a Wisdom saving throw or comply with your manipulation. Once you use this feature, you cannot do so again until you finish a short or long rest. Dragon’s Nature Starting at 10th level, your eyes are open wide with the potential to look at the universe differently. You have the ability to pull away the veil in front of your eyes, even if this ability is limited. As a bonus action, you gain truesight out to a range of 60 feet for 1 minute. You can also detect good-aligned creatures with your truesight as if you have cast a detect alignment* spell. You can use this feature a number of times equal to your Charisma modifier (minimum once). You regain any expended uses after you finish a long rest. True Form At 14th level, the real draconic power awakens within you and you gain the ability to transform into a dragon. You can choose any type of dragon you wish, but you cannot change the type for the duration of your transformation. The type of dragon you are transformed into does not affect your breath weapon. While you are transformed, the following rules apply: • Your game statistics are replaced by the statistics of the dragon given below, but you retain your personality, as well as your Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to those of your new form. On the other hand, your patron’s essence overwhelms you and your alignment shifts to that of your patron while you are transformed. You can talk as you normally do. • When you transform, you assume the dragon’s hit points and Hit Dice. When you revert to your normal form, you have the same number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious. • You can stay in this form for 1 minute, and prolong this duration by one round for each creature you kill while in this form. Your form lets you suck out the essence of those you kill to maintain your form. Those who die by your hand wither and turn to dust. ENDLESS SLAUGHTER Warlocks who transform into this form are known for the carnage they cause in settlements. Their hunger for power and the overwhelming sensation of their patron’s essence causes them to go on never-ending murder sprees to maintain their form. Such actions usually draw the attention of authorities such as temples that are devoted to good deities or good dragons. Large dragon, your patron’s alignment Armor Class 18 (Natural Armor) Hit Points 127 (15d10 + 45) Speed 40 ft., fly 80 ft. STR DEX CON 19 (+4) 14 (+2) 17 (+3) Saving Throws Dexterity, Constitution Damage Immunities according to the type of the dragon Senses Blindsight 30 ft., Darkvision 120 ft., your passive Perception Challenge 7

83 Blasphemous Incantators are warlocks who mastered the art of summoning fiends and binding them onto their own bodies. By using fiends’ profane powers, Blasphemous Incantators can gain a high variety of abilities and show great versatility. However, power comes at a price. Souls of these warlocks are damned forever. Constantly summoning and binding of fiends with blasphemous words leaves a trace behind on the soul. No atonement or retribution can save them. Expanded Spell List Blasphemous Incantator lets you choose from an Expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Spell Level Spells 1st detect evil and good, crown of tyranny* 2nd flame blade, silence 3rd bestow curse, glyph of warding 4th dominate beast, phantasmal killer 5th dominate person, planar binding Blasphemous Incantation Starting at 1st level, you can use your action and perform blasphemous incantations to summon fiends and chain them to your soul. This grants you additional abilities. A mortal body and a mortal soul have their limits when carrying a creature of outer worlds inside. This is one of the most evil and drastic acts. Not only does it involve chaining a fiend to a soul and carrying it inside a body but also trying to command it. This pushes the fabric of the body and the restricted boundaries of spirituality too hard. As a result, you have a limit to the number of fiends you can bind to yourself without harm. After this limit, if you want to keep the bound fiend inside or bind a new one instead, your body and mind start to shatter. Blasphemous Incantator ‘’By the blasphemous words I speak, I invoke thee. By the forty curses I cry, I summon thee. By the doomed incantations I spit, I command thee. Be chained within my body. Fill this vessel with your unlimited power, and let me burn this city.’’ - First profane incantations of an elf warlock just before burning down a city she was expelled from. ACTIONS Multiattack. You make three attacks: one with your bite and two with your claws. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) damage of the type of the dragon you transformed into. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Any Type Breath (Recharge 5–6). You exhale in a 30-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw. On a failed save, they take 49 (11d8) acid, cold, fire, or lightning damage, according to your breath weapon, or half as much damage on a successful one. You choose the type of breath at the start of each day and cannot change it until the next long rest.

84 The limit mentioned above is determined by Blasphemous Points. Binding different fiends has different Blasphemous Point costs. Your Blasphemous Points are equal to your proficiency bonus + your warlock class level. You regain your Blasphemous Points after you finish a long rest. When a fiend is chained within you, you can keep it inside for 1 minute. At the end of 1 minute, it is banished back to the place it came from, or you can choose to keep it inside before it is banished by spending Blasphemous Points of the relevant cost again. When you spend all your Blasphemous Points, you lose 8 hit points and 1 proficiency bonus for every minute you keep a fiend chained to you. This damage cannot be reduced or prevented by any means, and the reduction in proficiency bonus lasts until you finish a long rest. When your hit points or proficiency bonus drops to 0, you die immediately and your soul is claimed by the profane creatures you kept inside. Once you choose to become a Blasphemous Incantator, you have to decide whether you will chain demons or devils. Once you make this choice, you cannot change it. Here is the list of demons and devils you can use with this feature: List of Chainable Demons When you use this feature to chain any of the demons listed below, you gain the following abilities in addition to the ones specific to the demon you have chained: • You are immune to poison damage and to being poisoned • You gain resistance to one of the following damage types of your choice: cold, fire, or lightning. • You can understand and speak Abyssal. • You gain telepathy out to a range of 30 feet and darkvision out to a range of 60 feet. Dretch (1 point). As you chain a dretch within you, you start to emanate a foul stench. When you cast eldritch blast, you can infuse your spell with this demonic stench for a number of times equal to your Charisma modifier (minimum once). Your target must make a successful Constitution saving throw against your spell save DC or become poisoned until the start of your next turn. While poisoned, the target can take an action or a bonus action but it cannot take a reaction. Quasit (2 points). When you chain a quasit within you, your skin turns oily and slippery. You gain resistance to one of the following damage types: bludgeoning, piercing, or slashing from nonmagical attacks. Also, you can use your action to polymorph into a beast resembling a bat, a centipede, or a toad. All your statistics stay the same except for your speed which changes to the speed of the bat, centipede, or toad. Any equipment you wear or carry is also transformed. You revert to your normal form if you die. Starting at 3rd level, you also can cast the invisibility spell once without expending a spell slot. Once you use this benefit, you can only do so again after you finish a long rest. Vrock (6 points). When you chain a vrock within you, your neck becomes longer, you grow feathered wings with rotten spores on them and your voice starts to sound like a demonic bird-like creature. You gain resistance to one of the following damage types: bludgeoning, piercing, or slashing from nonmagical attacks and a flying speed of 30 feet. When you cast eldritch blast, you can fill your spell with a rotten power by making some of the spores on your wings explode. You can use this feature a number of times equal to your Charisma modifier (minimum once). Your target must make a successful Constitution saving throw against your spell save DC or take 5 (1d10) extra necrotic damage and become poisoned for 1 minute. Also, you gain the Stunning Screech ability of a vrock with a DC equal to your spell save DC. Once you use this feature, you must finish a long rest to use it again. Hezrou (7 points). When you chain a hezrou within you, your skin becomes crimson-purple and you grow rock-like spikes out of your whole body. You gain 20 temporary hit points, and resistance to one of the following damage types: bludgeoning, piercing, or slashing damage from nonmagical attacks. You also have a constant foul smell which grants you the Stench ability of a hezrou with a DC equal to your spell save DC. Glabrezu (8 points). When you chain a glabrezu within you, your skin becomes red-brown and you grow horns. You gain resistance to one of the following damage types: bludgeoning, piercing, or slashing from nonmagical attacks. You also grow two more arms like pincers. You can attack with both pincers every turn as a bonus action to the same target. You need to make separate attack rolls for each of them, they count as finesse weapons, and deal 1d10 bludgeoning damage. Nalfeshnee (12 points). When you chain a nalfeshnee within you, you grow black fur and your face starts to resemble a humanoid pig. You gain resistance to one of the following damage types: bludgeoning, piercing, or slashing from nonmagical attacks. Your Strength score increases to 21 and you gain the Horror Nimbus ability with a DC equal to your spell save DC. Marilith (13 points). When you chain a marilith within you, your lower body turns into a snake’s body and your speed increases by 10 feet. You gain resistance to one of the following damage types: bludgeoning, piercing, or slashing from nonmagical attacks. Your Strength score increases to 18. You grow 4 more arms and all of them, including your originals, grow sharp claws instantly, each of which deal 1d4 slashing damage. You can hold weapons with all of these arms. You can attack with five of these arms as a bonus action to the same target in a round. You need to make separate attack rolls for each of them. Additionally, you have advantage on Strength (Athletics) checks. Balor (20 points). When you chain a mighty balor within you, you grow horns, bat like wings, your body gets more muscular, and you start to emanate heat at high temperatures. You gain one Extra Attack, a flying speed of 80 feet, truesight out to a range of 60 feet, and resistance to one of the following damage types: bludgeoning, piercing, or slashing from nonmagical attacks. Your Strength score increases to 26. Also, you become able to use the Death Throes ability with a DC equal to your spell save DC. Additionally, you can infuse your eldritch blast spell with the heat inside you, dealing an extra 3d6 fire damage. List of Chainable Devils When you use this feature to chain any of the devils listed below, you gain the following abilities in addition to the ones specific to the devil you have chained:

85 • You are immune to poison damage and to being poisoned. • You gain resistance to one of the following damage types: cold, fire, or lightning. • You can understand and speak Infernal. • You gain telepathy out to a range of 30 feet and darkvision out to a range of 60 feet. Lemure (1 point). When you chain a lemure within you, no significant change takes place and you gain no special powers. However, if you die while a lemure is chained within you, you will return to life in your normal form 1d4 days later. Imp (2 points). When you chain an imp, your skin turns dry and red in color. You gain resistance to one of the following damage types: bludgeoning, piercing, or slashing from nonmagical attacks made with weapons that aren’t silvered. Also, you can use your action to polymorph into a beast resembling a rat, a raven, or a spider. All your statistics stay the same except for your speed. Any equipment you are wearing or are carrying is also transformed. You revert to your normal form if you die. Starting at 3rd level, you also can cast the Invisibility spell once without expending a spell slot. Once you use this benefit, you must finish a long rest before you can do so again. Barbed Devil (6 points). When you chain a barbed devil within you, your skin hardens and grows small spikes. You gain resistance to one of the following damage types: bludgeoning, piercing, or slashing from nonmagical attacks made with weapons that aren’t silvered. Any creature trying to grapple you takes 1d10 piercing damage from the spikes on your skin. Additionally, you can infuse your eldritch blast with the fire of devils, dealing extra 2d6 fire damage. Chain Devil (7 points). When you chain a chain devil within you, no obvious physical changes occur. You gain resistance to one of the following damage types: bludgeoning, piercing, or slashing from nonmagical attacks made with weapons that aren’t silvered. Also, you can infuse your eldritch blast spell with the power of chain devils. Your eldritch blast looks like a hooked chain that sprouts out from your body and attaches itself onto your target. The target takes the normal damage of the spell and must make a successful Strength (Athletics) or Dexterity (Acrobatics) check (whichever one is higher) against your spell save DC or become grappled for 3 rounds. You can use this feature a number of times equal to your Charisma modifier (minimum once). Bone Devil (8 points). When you chain a bone devil within you, you grow a scorpion’s tail made of bones and bone fractures cover your body as well. You gain a +2 bonus to AC and you gain resistance to one of the following damage types that you choose: bludgeoning, piercing, or slashing from nonmagical attacks made with weapons that aren’t silvered. Additionally, you can use the tail to make a melee weapon attack. On a hit, the tail deals 4 (1d8) piercing damage plus 10 (3d6) poison damage. The target must make a successful Constitution saving throw or become poisoned for 1 minute. Horned Devil (12 points). When you chain a horned devil within you, you grow huge horns and massive bat-like wings. Your skin transforms into a mixture of the colors dark red and brown, granting you a flying speed of 30 feet as well as resistance to one of the following damage types that you choose: bludgeoning, piercing, or slashing from nonmagical attacks made with weapons that aren’t silvered. While you are holding one of the most feared devils of the lower planes inside of you, you can fill your eldritch blast with its power. The target hit by your eldritch blast must make a Constitution saving throw against your spell save DC. On a failed save, an infernal wound opens on the target, and it loses 7 (2d6) hit points at the start of each of its turns for 1 minute. Several wounds can be opened on the target and their damages stack. One wound can be healed by the cure wounds spell regardless of its healing capacity, or with a successful DC 16 Wisdom (Medicine) check. You can use this feature a number of times equal to your Charisma modifier (minimum once). Ice Devil (13 points). When you chain an ice devil within you, one of the master strategists of the lower planes, some parts of your body are covered with ice and your skin turns into an ice blue color. You gain resistance to one of the following damage types that you choose: bludgeoning, piercing, or slashing from nonmagical attacks made with weapons that aren’t silvered. Also, you gain the Wall of Ice ability with a DC equal to your spell save DC. Pit Fiend (20 points). When you chain the most feared devil of the lower planes, pit fiend, to your mortal shell, you take on a dreadful visage. You grow crimson bat-like wings, crimson horns, black claws, and crimson skin. These changes grant you a flying speed of 40 feet, truesight out to a range of 60 feet, 25 temporary hit points, and resistance to one of the following damage types that you choose: bludgeoning, piercing, or slashing from nonmagical attacks made with weapons that aren’t silvered. Any hostile creature who moves within 10 feet of you must make a successful Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Charisma modifier or become frightened until the end of its next turn. Additionally, the presence of a pit fiend within you creates an unquenchable fire. All your attacks made with spells and all the weapons you hold deal an extra 10 (3d6) fire damage. Permanent Property Starting at 6th level, the constant chaining of fiends leaves its trace, and you gain a permanent property. You gain resistance to one of the following damage types that you choose: bludgeoning, piercing, or slashing from nonmagical attacks (for demon chainers), or made with weapons that aren’t silvered (for devil chainers). Fiend Feeding Starting at 10th level, you have figured out a way of feeding the fiend inside you with the souls of the puny creatures you kill. When you kill a creature, you can use your reaction to feed the fiend with its soul. As you destroy a part of the killed creature’s soul, the fiend stays chained within you for 3 more rounds. When a soul is used in this way, it can only be brought back by a true resurrection spell.

86 The Summoning Starting at 14th level, your control over the fiend you have chained within you increases. You can spend double the blasphemous points to summon a fiend permanently instead of chaining it to yourself. This act pushes the limits of your mortal mind and body too much, leaving you exhausted. To summon a fiend in this way, you suffer 3 levels of exhaustion and your hit point maximum decreases by 25. This reduction lasts until you finish a long rest. The summoned fiends stay with you and under your control for 1 minute. The fiend rolls its own initiative to engage in combat. Assigning an order to it requires no action. You can increase the duration of the fiend’s stay by using the Fiend Feeding feature. When the duration ends, the fiend disappears. However, if you fall unconscious before the end of the duration, the fiend gets out of your control and becomes hostile against you and your allies because of the pain it suffered during the summoning. The First Vampire still exists, somewhere in the universe. It has been hiding in a place without the sun and gathering its powers for eons. For some reason, it decided to bestow vampiric powers upon you. You may have helped one of its minions once or you may have been rewarded thanks to a deed one of your ancestors has done for The First Vampire. Whatever the reason was, you are chosen to conduct businesses in the daylight for the one, true owner of the night. Expanded Spell List The First Vampire lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Spell Level Spells 1st false life, blood spear* 2nd gentle repose, suggestion 3rd bestow curse, phantom steed 4th phantasmal killer, protection from light* 5th boiling blood*, taste of blood* Crimson Offering When you choose to make a deal with The First Vampire at 1st level, you learn to offer your blood to your patron for the sake of empowerment. Whenever you cast a spell or use an invocation, you can choose to deal 1d4 damage to yourself. If you do, The First Vampire receives the spilled blood and in return, you increase the DC of your spell or invocation by 1. You cannot lower the damage you deal to yourself by any means. You can choose to deal 1d6 damage to yourself at 6th level and 1d8 damage at 10th level. In return, you can increase your DC for that spell or invocation by 1 more, both times. Additionally, you can use your bonus action to regain an expended spell slot by reducing your hit point maximum by 1d8 for each level of the spell slot. This reduction lasts until you finish a long rest. The First Vampire “My master would like to receive the payment in blood. In lots and lots of blood, to be frank.” - Janina, Warlock of the First Vampire

87 Sense Life Starting at 1st level, you sense the presence of life within 30 feet of you. If you sense life in this way, you can use your action to see the faint aura around any visible creature. This feature can penetrate most barriers, but it is blocked by 2 feet of stone, 2 inches of common metal, a thin sheet of lead, or 6 feet of wood or dirt. You can only sense creatures that have blood. You cannot sense constructs, elementals (except blood elementals), oozes, plants and the undead (except vampires). Life Stealing Magic Starting at 6th level, you can steal life from your targets using your spells, just as vampires drain their victims of blood. When you cast a spell that deals damage, you can choose to deal an extra (2d6) necrotic damage. Your spell comes to life with crimson-colored energy. The target’s hit point maximum is reduced by an amount equal to the necrotic damage you dealt to it and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. You can use this feature a number of times equal to your Charisma modifier (minimum once), you regain any expended uses after you finish a long rest. Shape of The Night Starting at 10th level, while you aren’t in sunlight or in running water, you can use your action to polymorph into a Tiny bat or a Medium cloud of mist, or to transform back into your normal form. While in bat form, you can’t speak, your base walking speed is 5 feet, and you have a flying speed of 30 feet. Your statistics, other than your size and speed, are unchanged. Anything you are wearing transforms with you, but nothing you are carrying does. You revert to your normal form if you die. While in mist form, you can’t take any actions, speak, or manipulate objects. You are weightless, have a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stay there. Additionally, if air can pass through a space, you can also pass through it without squeezing, but you can’t pass through water. You have advantage on Strength, Dexterity, and Constitution saving throws, and are immune to all nonmagical damage. You can use this feature a number of times equal to your Charisma modifier (minimum once), you regain any expended uses after you finish a long rest. Vampiric Minion Starting at 14th level, you can use your entire turn to summon a vampire spawn of your patron by reducing your hit point maximum by 5d8. This reduction lasts until you finish a long rest. Your blood spills to the ground and the creature shapes itself from the blood in a space within 15 feet of you. The creature stays with you for 10 minutes and then perishes, turning back into blood. It obeys all of your commands, except for those that would clash with your patron’s agenda (at the Game Master’s discretion). Arcane Traditions Corpus Malicious explores the forbidden paths of arcane magic. The School of Blood Magic makes the wizard use blood (self or other’s) as a component and catalyst for magic. The School of Demonology practices magic that is tied to demons. The School of Fleshwarping let the power of the arcane manifest into the flesh of others. The School of Umbramancy excels in using the shadowy powers and weaving them into the arcane spells cast. School of Blood Magic “I have used many things as spell components; fingers, hearts, angel wings. However, blood is by far the most efficient.” - Sendalin the Blood Mage

88 Magic is a work of formulas and mathematics for wizards. With true words, gestures, and materials, life can be given to a fireball, or a creature belonging to other realms can be conjured. Through the ages, increasing the efficiency of spellcasting, removing the material requirements of spells, or modifying the rules of spells have been a controversial and interesting subject for scholars. Luckily, or unluckily (depending on how you look at it), some wizards developed a way to involve blood in the process. Blood Mages, as others call them, discovered a way to enhance the power of their spells by mixing blood into the components. However, to experiment more or to have a greater stock of blood with them, most Blood Mages start to harvest blood from their enemies in savage and brutal ways before too long. Some of them even murder innocents in cold blood. The teachings of this school are forbidden in most places. However, practitioners, or grimoires of blood magic, can still be found in sinister places. Blood Magic Apprentice When you select this school at 2nd level, the first thing you learn is how to mix blood into spells, spellbooks, and spell scrolls. When you cast a spell, you gain the ability to replace one of its material components worth 50 GP with blood in the amount that would be spilled by taking 1d6 damage. You can use your own blood or the blood of other creatures. In any case, the blood should be fresh and must have been spilled within 1 hour. You can also decrease the amount of GPs required to copy a spell into your spellbook or write a spell scroll, using the same conversion values mentioned above. You cannot replace the materials that are worth more than 100 gold pieces in this way, when you cast a spell. Protection of Blood Starting at 6th level, you learn how to protect yourself and your allies from harm caused by spells. By performing a ritual of 1 minute, you can draw arcane marks on a creature using the target’s own blood. The blood must be fresh and must have been taken from the creature within 1 hour. The marks prevent the effects of spells targeting the creature for the next 8 hours. After 8 hours, if no spell attack is made targeting the creature, the marks disappear and their effects end. The level of spells which the marks can prevent the effects of is determined by the amount of blood used in the ritual. The target of the ritual must spill an amount of blood and take damage equal to 5 x the level of the spell. This damage can’t be reduced by any means. It also decreases the hit point maximum of the target and this reduction cannot be reversed before the effects of a spell are prevented or the marks are erased as an action. The marks prevent the effects of targeted spells, whether they are harmful or not. Once the effects of a spell are prevented, some of the marks disappear and the hit point maximum of the creature increases by 5 x the level of the spell. If a creature with marks is targeted by a spell of a spell level higher than the level of spells whose effects can be prevented according to the amount of blood used in the ritual, the effects of the spell function as normal. Also, the effects of more than one spell can be prevented by the marks as long as enough blood was used in the ritual. Magic Refuel Starting at 10th level, you can use blood to regain spell slots. As a bonus action, you can deal 2d4 damage to yourself for each level of spell slot you want to regain. This damage cannot be reduced by any means. Also, you can use your action to use other creatures’ blood to regain spell slots. You can drink 2 blood vials for each level of spell slot you want to regain. The blood should be fresh and must be spilled within 1 hour of you using this feature. Blood Magic Mastery Starting at 14th level, you can use life force to empower your spells. You can use your bonus action to increase the spell save DC of the next spell you cast by 3 by dealing 1d4 damage to yourself for each level of the spell. You can also use other creatures’ blood to empower your spells. You can use your action to increase the spell save DC of the next spell you cast by 3 by drinking a blood vial for each spell level of the spell. The blood should be fresh and must be spilled within 1 hour of you using this feature. The School of Demonology explores the cosmic creatures of chaos and evil: the demons. As you focus your studies on demonology, you learn the nature of demons, as well as their powers and methods. As you delve deeper into demonology, you learn how to manipulate these creatures, bringing them to your world temporarily and binding them to the rules of our reality. Mastering demonology generally leads to an evil path. It is a taboo in most societies since the powers of demons and their methods are evil. However, through careful practice, this mastery can also be used in non-evil ways. School of Demonology BLOOD VIAL The amount of blood required to use these features is a potion bottle that weighs 0.5 lb. for each 5 (2d4) damage inflicted. “Binding demons and using them as servants is an excellent tactic for servants of the temple of a good god. No one suspects you.” - Maraliel, a demonologist fallen angel

89 Demonology 101 Your studies regarding demons grant you an extended knowledge about them. Starting at 2nd level, you gain the following benefits: • You can add your proficiency bonus again on Intelligence (Arcana, History, and Religion) checks you make about demons. • You gain advantage on the rolls you make in your social interactions with demons. • You can summon a Quasit as a part of the find familiar spell. Demonic Summoning You have been granted knowledge on demonic and forbidden summoning rites by your fiendish sources. Starting at 2nd level, you can use your action to summon a demon with a Challenge rating 1 or lower (this Challenge rating increases to 3 at 6th, 5 at 10th, and 7 at 14th level). Summoned creatures stay with you for 1 hour. Once you use this feature, you must finish a short or long rest to use it again. You can use this feature twice at 6th, three times at 10th, and four times at 14th level. Also, you can choose to conjure creatures that are changed by creatures with corruption (fiendish) template (p.250) with conjuration spells (such as conjure elemental). You can only affect beasts, constructs, dragons, elementals, fey, giants, humanoids, monstrosities, and plants in this way. Demon Ward Starting at 6th level, you can create a ward against demons. You can prepare a circle with a 10-foot radius by performing a 1-minute ritual. Demons standing inside the circle cannot leave and ones standing outside the circle cannot enter. To attack the inside of the circle (or outside if the demon is within the circle), the demon must succeed on a Wisdom saving throw against your spell save DC, or it cannot do so. The demon ward stays active for 1 hour. Abolish Demon You are now an expert at using magical energies to summon demons and converting that energy for other purposes. Starting at 10th level, you can use your reaction to abolish and destroy a demon you have summoned in order to create and wear an instantaneous shield that can absorb damage. The amount of damage that this shield can absorb is equal to 5 x the challenge rating of the demon. Demonic Binding Starting at 14th level, you gain the ability to perform one of the most forbidden rites of demonic arts and can summon and bind demons to your service for a limited time. This feature requires serious preparation because it calls a creature of another plane and binds it in a way that defies the rules of reality. To perform this rite, you need a vial of blood taken from the body of a living humanoid within the last 24 hours, a bowl of sulfur, and a bowl of saffron. You draw two circles on the ground using a mixture of these components. One is for summoning the demon and the other one is for binding it to your will. Then you perform the rite. You can read the words that must be spoken in 1 hour if you rush through it, or in 8 hours if you read it slowly. In either case, the demon is summoned. It can be a demon with a challenge rating 9 or lower. If you cast it in 1 hour, it can make a Charisma saving

90 throw against your spell save DC to not be bound. Otherwise, no roll is required. This binding stays active for 66 days if you perform the rite in 1 hour or for 13 months if you perform it in 8 hours. You can use your action to dismiss the demon at will. You need to perform the rites again to summon and bind it again. You can summon a type of demon or a specific demon. Summoning a specific demon requires the name of the demon, a piece from the demon (a piece of hair, a part of skin, etc.), or an item strongly connected (a weapon, armor etc.) to it. The demon obeys your commands. It can travel with you, guard you, kill or steal for you. However, demons do not like to be bound and used in this way. So, the demon may not want to save your life in times of trouble if you do not command it to do so. If you die, the demon is set free and it will surely try to wreak vengeance on you, your soul, or whatever is left of you. There are some wizards who develop a special interest in medicine and anatomy. For those who want to merge their knowledge about the flesh with their methods of spellcasting, there exists an ancient and mostly forbidden art called flesh warping. Practitioners of this art are known as fleshwarpers. Fleshwarpers prepare their spells by combining magical formulas with anatomical theories. These spells can warp the target’s flesh in a way that strengthens allies or weakens enemies. In addition to their adventuring sides and outstanding combat abilities, they make excellent surgeons as well as dreadful torturers. Self Warper Before trying your mixed arts on others, you practice it on your own body. Starting at 2nd level, you gain the following benefits: • You gain proficiency in the Medicine skill and with tools of torture (p.151) thanks to your studies. • You can make little cosmetic changes to your body. You gain advantage on Charisma (Deception) checks after 1 minute of study of your facial structure and muscle reactions. You can also use this feature to make changes in your hair length, hair color, eye color, or the shape of a particular small feature. For example, you can change your ears to resemble an elf’s ears. You can use your imagination and make creative changes, with your GM’s permission. Spell Warping Starting at 6th level, you can warp the flesh through spells that require a target. You can strengthen yourself and your allies, or weaken your enemies, by warping your/their flesh with your spells. You can slow a target down by making the muscles in its limbs less effective or blind it by creating an invisible curtain that clouds its sight. Unwilling targets must make a Constitution saving throw against your spell save DC. By this feature, while casting a spell that requires a target, you can create one of the additional effects given below : School of Fleshwarping “I have always wanted to decorate my house with paintings that can talk. Then I realized that I could create them myself…” - A wizard who decorated its house with people...

91 • Advantage or disadvantage on attack rolls • Advantage or disadvantage on Strength, Dexterity, or Constitution saving throws • Advantage or disadvantage on Strength, Dexterity, or Constitution ability checks • Advantage or disadvantage on initiative rolls • +10 feet or -10 feet movement speed • +1 or -1 AC • Blinded or deafened conditions • The effects of enlarge/reduce spell You can keep these effects active with your concentration (as if concentrating on a spell) up to 1 minute. You can use this feature for a number of times equal to your Intelligence modifier (minimum once). You regain all expended uses after you finish a long rest. Alteration Master Starting at 10th level, you add the alter self spell to your list of spells known and prepared if it is not already. The range changes from self to touch and you can cast it on two targets instead of one. An unwilling target must succeed on a Charisma saving throw to resist the effects of the spell. Spell Warping Mastery Starting at 14th level, you can use your Spell Warping feature with spells affecting an area. You can affect up to a number of targets equal to your Intelligence modifier (minimum one) with the same effect. You can keep the effects on all targets by maintaining your concentration (as if concentrating on a spell). When your concentration is broken, the effects end on all targets. Umbramancy is not necessarily a separate school of magic, but rather a way of imbuing magic with the power of shadow realms. As a member of this school, you learn the spells that originate from these unholy realms. You can also manipulate your spells using shadowy powers. This school and its spells are forbidden in many organizations because they are seen as the distorted opposite of life and the material realm. Umbramancy Savant Beginning when you select this school at 2nd level, you immediately learn the darkness and darkvision spells. These spells count as 1st level spells for you, meaning that you can cast them by expending a 1st level spell slot. School of Umbramancy FLESHCRAFTING Through long studies and many surgeries, fleshwarpers of 10th level or higher can cause long-term changes in bodies or even try to create a construct made out of flesh. However, these acts take much longer than the archetype features and may even require special materials. A fleshwarper can also use its imagination to create art objects of flesh, at the GM’s permission. FLESH SURGERIES A fleshwarper can cause physical changes on a body through long surgeries. After a process of 8 hours that involves using special materials that cost 5,000 gold pieces, you can change the structure of flesh, muscle, and bone. Sometimes, these changes can defy the rules of anatomy, with the help of arcane knowledge. At the end of the surgeries, you must make a successful DC 17 Intelligence check to close-up the body properly and seal the changes by drawing arcane marks on the “patient’s” skin. On a failure, the changes are lost and the process must be repeated. You can choose to create one of the effects listed in the Spell Warping feature. The effects you create by Flesh Surgeries lasts for 1 week and do not require concentration. The duration of an effect can be increased to 1 month if you make a successful DC 19 Intelligence check and spend 10,000 gold pieces, or to 1 year if you make a successful DC 21 Intelligence check and spend 20,000 gold pieces at the end of the surgery. FLESH CONSTRUCT A fleshwarper can merge parts of different beasts, humanoids, and monstrosities to create a mishmash of a construct. Many parts taken from the corpses of different creatures, flesh constructs (p.258) are loyal servants who can follow simple commands. They are basically war machines who want to devour their enemies. Sometimes, a fleshwarper decides to use a living creature as one of the ingredients. The creation process drives the creature mad. The construction of a flesh construct takes 1 month, with 8 hours of work each day. It also requires 30 bodies and 20,000 gold pieces worth of necessary components. Once a flesh construct is created, it ultimately follows the commands of its creator. However, this bond is so strong that if a fleshwarper creates two flesh constructs, they may try to kill each other because of their jealousy. “This... witch was a dangerous one, I tell you. In her shadowy robes and her threatening smile... We dodged the ball of fire she hurled at us, I’m sure we did. Yet it burned in a shadowy smoke, making my friend Jack wither away in seconds.” - Doran the inquisitor, talking about the massacre he survived the night before

92 Cast on Shadow Starting at 2nd level, when you cast a spell that requires a target creature, you can target a creature’s shadow instead of the creature itself. This grants you advantage on your spell attack for that spell. Additionally, you can target the creature’s shadow in addition to the creature when you cast a spell with a range of touch, and thus affect a creature that is within 10 feet of you with this feature. Once you use one of these features, you must finish a short rest to use it again. Shadowcasting Starting at 6th level, you can modify your spells with shadow. Choose 2 of the list of shadowcasting benefits given below: Drain Strength (varies). Whenever you target a single creature with a spell of 1st level or higher that deals damage, you can imbue the spell with the power of shadows to drain a portion of the target’s Strength score until the end of its next turn. To use this benefit, you expend a spell slot that is higher (which varies as stated below) than your spell’s initial level. When you do so, the target creature must succeed on a Constitution saving throw or its Strength score decreases by 1d8 for each spell slot above the normal level of the spell. If the target creature’s Strength score drops to 0, it falls prone and is paralyzed until the end of its next turn. Shadow Blast (1 spell slot higher). A spell you cast affects 1.5 times its normal area if the target area is illuminated by dim light, and 2 times its normal area if the target area is dark. This addition in the area affected by the spell inflicts necrotic damage instead of the spell’s normal damage type and the value of any effect it causes (such as its damage output) is halved. For example, a fireball spell with the Shadow Blast feature applied deals its damage to its normal area as a fireball spell, but it additionally deals half of its damage as necrotic to an area of a 10-foot-radius sphere beyond its normal area in dim light. Shadow Reach (1 spell slot higher). You make your spell travel through the shadows. If the path from your location to the target location is illuminated by dim light, the spell’s range is increased to 1.5 times the normal, and to 2 times the normal if the path is dark. If the spell’s range is touch, its range becomes 15 feet in dim light and 30 feet in the dark. Shadow Twin (2 spell slot higher). Whenever you cast a spell that deals damage, you can create a shadow twin of it, targeting another creature or area. Creature(s) make a Constitution saving throw against the spell to counteract its effects. The shadow version of the spell deals necrotic damage, and it has half of the effectiveness of the original spell. For example, a shadow fireball that is cast using a 3rd level spell slot deals 4d6 necrotic damage. Also, higher-level spell slots that are expended for the purpose of using any of these features do not change its effects as if it is cast from a higher level. For example, a fireball spell with Shadow Blast is cast using a 4th level spell slot but still deals 8d6 fire damage. You choose another Shadowcasting feature when you reach 10th level, and another when you reach 14th level. Shadowspell Starting at 10th level, you gain the benefits of imbuing your spells with the power of shadow. Whenever you are casting a VARIANT: ROTTEN ESSENCE If you are using the Rules of Degeneration provided in this book, you can expect a member of this school to degenerate with Rotten Essence through their practices. Umbramancy is an area of magic that is tied to the void, causing distortions in the material realm and life. While you practice this school, you may find yourself becoming more and more uncaring and lacking emotions.

93 spell that deals damage, you can choose to deal necrotic damage with it, instead of dealing its normal damage type. Additionally, you can use such a spell to decrease a target creature’s hit point maximum by a number of 1d4s equal to the spell level. In order to make the spell decrease the target creature’s hit point maximum, you must cast the spell using a spell slot that is 1 level higher than the original. This reduction lasts until the target finishes a long rest. Higher-level spell slots that are expended for the purpose of using any of these features do not change its effects as if it is cast from a higher level. For example, a fireball spell that is cast using a 4th level spell slot still deals 8d6 fire damage, and decreases hit point maximum by 1d4. Shadowlink Starting at 14th level, you can create a shadowy backlash against a spell that targets you, or an area close to the space in which you stand. Whenever you or a creature or area within 15 feet of you is the target of a spell, you can use your reaction to cast a shadow spell that targets the exact opposite direction: the spellcaster. When you do so, the spellcaster is affected in the same way with the spell it has cast. If it was a damage-dealing spell, the spell deals necrotic damage to the target(s) instead of its original type of damage, and their hit point maximum is reduced by 1d4 for each level of the spell. This reduction lasts until the target finishes a long rest. Once you use this feature, you must finish a long rest to use it again.

94 isted below are the new backgrounds in Corpus Malicious. While some of these backgrounds can fit any alignment, some of them are more suitable for evil characters. Because of who you are, or through the coercion or manipulation of someone else, you became a murderer. You murder people for various reasons. Killing others makes up an important part of your occupation or of your daily life as a whole. You may be a serial killer, you may be carrying the marks of one, or you may have, on occasion, experienced slaughter in your past. You may or may not like the fact that you are a murderer, but you are or were good at committing the act that dubbed you one. Skill Proficiencies: Deception, Intimidation Tool Proficiencies: Poisoner’s Kit or Torturer’s Tools Equipment: Tools and equipment used in torture or murder. Equipment used to hide your tracks after a murder or to make a clean kill. A set of common clothes and perhaps a special outfit worn for murder. A belt pouch containing 5 gp METHOD OF MURDER A murderer can have a signature way of slaughtering victims. Choose a favorite type of murder or roll on the table below. d6 Murder 1 Hideous slaughter 2 Seems like natural causes or accident 3 Clean death without blood 4 Bloody kills 5 Killing with elemental effects 6 Beating or choking to death FEATURE: NO EVIDENCE You know how to tie up loose ends and erase any traces that would lead a murder to you. When you murder someone based on a plan you make, you can make an Intelligence (Investigation) check with advantage, and on a success, remove evidence that would lead to you or hide the body in a location where it could stay concealed for enough time for your escape. Your GM has the final say in the DC of the check you make, it may be high or low depending on who you murdered; while you can easily get away after killing a commoner, the assassination of an important figure is harder to hide. SUGGESTED CHARACTERISTICS Murderers are defined by their personalities and the reasons behind their motives. They usually have character flaws that lead to their destructive tendencies. There may also be other reasons that pushed them into their unsavory way of life. d8 Personality Trait 1 I am very distant and cold-blooded, one can tell just how much from the style of my murders. 2 I look or act like I am very friendly, my victims never see my dark side coming. 3 I prefer destruction over social cunning, and let my weapon do the talking. 4 I am a scholar and like to talk about my point of view, perhaps to convince and bind others to similar notions. 5 I am sad and feel remorse about what I have become and what I am doing. 6 I must lead, and I must constantly grow. People should obey me or be removed from my path. 7 Mere murder does not bring me satisfaction, I like to humiliate and shame my victims as well. 8 I like to destroy things that are beautiful or innocent. d6 Ideal 1 Revenge. I have been wronged in life and now I seek to exact revenge on those who wronged me. (Any) 2 Bond. I get the names of my victims from someone or something with whom I have a special bond. (Lawful) 3 Indifference. Killing is merely one of the things I do to keep moving forward on my path; I don’t see the big deal in it. (Evil) 4 Sadism. I enjoy taking the lives of others, even more so when they suffer. (Evil) 5 Philosophy. I have a code that is of more importance than the rules that surround mortality. I abide by that code, killing, if need be. (Lawful) 6 Instinct. There is a part of me that wants to slaughter others and I cannot help it. (Chaotic) d6 Bond 1 As I was covering my tracks after a murder, I accidentally left behind a clue that may lead others to me. 2 I killed someone from a powerful organization. L New Backgrounds Murderer

95 3 My murders always involve a race against time. 4 I murdered someone who was a relative of one of my party members. 5 I follow group opinion in my thoughts and actions. 6 My murders resemble sacrifices as they are devoted to something or someone else; perhaps a deity. d6 Flaw 1 After my murders, I can’t help but leave behind a signature representing my work. 2 Deep down I fear that I only murder others out of a need for attention. 3 I want to die but I’m too afraid of it, so I just kill others to quench my desire. 4 I am obsessed with the feeling of domination over my victims. 5 Murder is a way for me to feed my narcissism. If someone insults me, I snap. 6 I actually feel sick when I kill someone. Willingly, or through the manipulation or coercion of someone else, you became a cultist. You are a member of an organization that is secret or open in its deeds. You and your brethren believe in a common cause, such as spreading the influence of your deity. Because you are a member of a dark cult rather than a group of common clergies, either your deity is evil and you live in a generally neutral-aligned or good-aligned civilization, or you have a good-aligned or neutral-aligned deity who is not accepted among society. In any case, you and other members of your cult maintain methods wrapped in secrecy and intrigue. You may know all the members, become aware of each other’s identity through unique signs and symbols, or you may be in a particular cell of the cult where the members do not know one another; only those they serve. Skill Proficiencies: Choose two from: Arcana, Insight, Performance, and Religion Languages: One of your choice Equipment: A sacred symbol (gifted to you when you are accepted to your cult), a prayer book or a similar tome containing the commandments of your deity, incense or similar objects of religious importance, vestments, a set of common clothes, and a belt pouch containing 15 gp CULT AGENDA Every cult has an agenda its community shares and follows, and some also have a secret agenda that most of its members are unaware of. Choose an agenda or secret agenda for the cult you’re in, or roll on the table below. d6 Cult Agenda 1 Spread the faith of a deity or master 2 Summon an ancient master, or a manifestation of a deity 3 Recruit more members to create devoted worshippers 4 Gain political power and influence 5 Harm or destroy the community of a deity or master that is an enemy of ours 6 Conduct a powerful ritual FEATURE: COMMUNITY’S FAVOR You may have members of the cult who are secretly placed among the many ranks of society. Taking care of your community through these members as a means of survival and privilege has always been taught to you. According to the identity of a fellow cult member in your community, you can ask them for a favor to gain one of the following benefits: Jailor. You and maybe your friends can be freed from prison without a trial. Merchant. You can permanently have a large discount in a store. Noble. You and your friends can be invited to an event reserved for nobility that you would normally not be allowed to attend. Detective. Traces of the deeds you committed can be removed, investigations about you may be dropped as long as the detective lives. Mystic. You can access or obtain a spell, magic item, or a rare spell component. Librarian. You can gain access to forbidden tomes and books. The benefits granted by this feature are not limited to the ones mentioned above. You can work with your GM to determine other benefits appropriate to other positions within the community. You can also ask for several of these benefits if there are many members of your cult in town that are spread into different positions in society. Still, you should ask for favors sparingly as your cult can decide that you are a liability if you abuse the help you get from your community SUGGESTED CHARACTERISTICS Cultists are people who share strong bonds with their fellow cultists, sometimes at the expense of their relationships with the outside. Their perceptions of reality are also different from others because of how they live or what they do among their cult. Unlike clergies, they may blindly be committed to a cause as they are manipulated into submission by their superiors. They may seem undogmatic, or even enlightened, as a result of experiences that are far from ordinary and their various journeys into the mysterious. cultists

96 d8 Personality Trait 1 I went past the boundaries and norms of society to experience an awakening. 2 I always try to manipulate others into believing in my faith or to at least use them to fit my cause. 3 I am intolerant of other faiths and of clergies. 4 When I devote a deed to my deity or master, nothing can keep me from achieving my goal. 5 I do not know how to be anyone other than a member of my cult. 6 I take harsh actions and have harsh, decisive notions and opinions that oppose society. 7 I do not question much and obey my superiors completely; I act as the hand of my deity or master. 8 Others say I’m an eccentric, I say I’m enlightened because of the things I witnessed in my cult. d6 Ideal 1 Redemption. I will save the people from the grasp of the oppressor faith (Good) 2 Retribution. I will exact revenge on the false religion and save the people (Neutral) 3 Domination. My cult and deity will come out victorious and bring everyone into submission (Evil) 4 Esoterism. I maintain a scholarly attitude in the cult to gain the knowledge that my faith offers (Any) 5 Necessity. I fulfill my cult’s deeds and make no exceptions; not about the cost nor the morality (Evil) 6 Fanaticism. My faith knows no boundaries (Chaotic) d6 Bond 1 Everything I do is for my cult or deity. 2 I haven’t known any other life than being a member of my cult. 3 I owe my life to my fellow members, faith, or master. 4 I seek to fulfill my cult’s agenda no matter what. 5 I will have my revenge on the opposing clergy for the wrongful deeds they have committed. 6 I have been uncovered and branded a heretic by the opposing faith. d6 Flaw 1 Even if I commit a small sin against the teachings of my deity, I must hurt myself to have atonement. 2 I have little patience for anyone else’s beliefs in another deity. 3 I can act in an excessively reckless manner for my cause and conviction. 4 I do not trust anyone but my fellow members. 5 I follow my fellow members blindly. 6 Being the member of a cult made me obsessed or deranged. Nobody chooses their path at the moment they are born. Decisions and the path you end up taking are the consequences of events or of your own will. As you move along this path, you will feel like you are in control of every action you take. All things are in your hands and everything seems to be working according to your plans. Evil has various ways of manifesting itself, so you always have multiple options. Which one do you want to go with? Skill Proficiencies: Choose two from: Deception, Persuasion, and Intimidation Tool Proficiencies: One of your choice Equipment: A common robe or clothes of any color (which can be used to conceal your intentions), a quill pen and parchment, an heirloom from your mentor, rival, or a token representing the last morsel of your innocence, and a belt pouch containing 5 gp CHOOSE A PATH OF EVIL Whether it is by choice or by fate that you walk on this road, there is no way out. Your journey will either end with rewards of power or in the grave. Choose how you became what you are, or roll on the table below to leave it up to destiny. d6 Evil Path 1 Indulger of pleasure 2 Serial killer 3 Political schemist 4 Follower of fiends or aberrations 5 Harbinger of the apocalypse 6 Herald of an evil deity FEATURE: PERSISTENT EVIL You have come a long way to become who you are. You have your reasons and beliefs that fortify your stance on your path. Once every long rest, when a mind-affecting spell or ability, or a logical persuasion tries to divert you from who you are or from your goals, you can choose to have advantage on your Wisdom saving throw or on any check you make against such an act. SUGGESTED CHARACTERISTICS People who walk such paths may be skeptical and dangerous. They can have a smug attitude and a sarcastic demeanor. Way of Evil

97 Things that they find good or appealing may be disturbing for most. Their goal is to reach supremacy, perhaps even at the expense of innocents. Power is an indispensable passion for them; they do not hesitate to show their power. d8 Personality Trait 1 I learned to survive by taking what belongs to others. 2 I am a murderer, taking the lives of those who get in my way, or I simply do it for coin or for sport. 3 I can’t trust anybody if I want to succeed, and there is no place for remorse. 4 I sacrificed my morality for the sake of a greater purpose. 5 I believe in freedom, without the boundaries of morality or of the norms of society. 6 My life is a noble artwork filled with screams. Their endless trill is always more creative than any form of music. 7 A lifetime will never suffice to gather the most precious things in all the realms. I am looking to uncover the secrets of immortality. 8 Power can only help you accomplish objectives. Wisdom, however, can bring you what you want to achieve. d6 Ideal 1 Religion. I wish to spread my faith, and have others join me on my path serving my deity. (Alignment of the deity) 2 Principle. I live by my principles in all things I do. (Lawful) 3 Narcissism. I’m not the only villain alive. I am, however, willing to do everything in my power to make it so. (Evil) 4 Rebellion. I believe in free will, and in the elimination of all masters for its sake. Whether these masters are good or evil makes no difference to me. (Chaotic) 5 Nihilism. Knowledge, in its truest, purest form cannot be acquired in the material world. I will make sure everyone receives the gift of wisdom by altering the conditions that keeps them from doing so. (Neutral Evil) 6 Knowledge. I yearn for knowledge and would do everything to obtain it. (Chaotic) d6 Bond 1 I aim to pay my debts to all those who helped me along my path. 2 I was a loser when I got kicked out of my village. One day when I get back, they will all see who is pathetic, and who’s not. 3 I fought against evil monsters in the times where I believed in the existence of good. Yet now I have to find a way to live like one. 4 Ever since I learned about something my mentor had done, I have been torn between my feelings of hatred, as well as respect, for him. I have to find a solution to this. 5 I have a missing family heirloom for which a lot of blood has been shed. It is high time I recovered it. 6 A dream I had brought me here. I have to understand what it meant. d6 Flaw 1 I feel a need to destroy anything good or beautiful. 2 When I see judgmental glances, I can never suppress my instinct for aggression. 3 Being ordered around or yelled at makes me lose my nerve, with dire consequences. 4 I think leaving my friends or allies behind for more power is perfectly natural. 5 I tend to use everyone for my own gains, this includes my “friends” as well. 6 I believe that the blood coursing through our veins is what gives us strength. I drink 1 cup of the blood of everything I kill, to take from their strength, and add to my own. You were left in a wilderness while you were just a baby. Luckily, you were found by others and raised by them. However, instead of a civilized society, you were found by a bizarre folk like kobolds or goblins. So, whoever you are, you have become a part of a new community. CHOOSE A FOLK Choose which folk you want to have found you with your GM or roll on the table below. d8 Community 1 Goblinoid 2 Ogres 3 Giants 4 Kobolds 5 Orcs 6 Hags 7 Lizardfolk 8 Gnolls Skill Proficiencies: Deception, Survival Languages: You know the language spoken by the community or clan that took you in Equipment: A pin or amulet indicating that you are a part of the community, a piece of clothing specific to the community (if they wear any), and a belt pouch containing a valuable currency worth 10 gp Raised by Savages

98 Feature: One of Them Because you were raised in the wilderness, many people in the cities look down on you. People may not like you or even regard you as an exotic commodity that can be used for entertainment. Yet, in the wild, creatures recognize you to be someone from their territory. You can easily find shelter in areas where your community lives. Additionally, you know how territories are divided among wildlife and can tell if you are in dangerous ground or not. SUGGESTED CHARACTERISTICS People raised by wild creatures tend to act in the same way and become evil themselves. They may be primitive or wild, and as a result they usually cannot easily blend in within civilized societies in cities. d8 Personality Trait 1 I don’t like being in a city. 2 I don’t understand modern society. 3 I believe, if i don’t hunt something, it will end up hunting me down. 4 I never had the need to talk much in my community, so I don’t talk much. 5 I believe the real monsters are those who live in their cities, behind their high walls. 6 I eat anything as long as… well, as long as I can eat. 7 I don’t like the creatures who rescued me. 8 I tend to act rough even when I try to show my respect or friendship. d6 Ideal 1 Loyal. I want to protect my clan. At any cost. (Lawful) 2 Glory. Everyone must see the things I am capable of. (Evil) 3 Destruction. Cities must fall, so the wilderness can rise. (Chaotic) 4 Search. I must find my parents, if they are alive, that is... (Any) 5 Freedom. I will find and rescue all children from the bonds of their parents and caretakers. All must be raised in and by the wild. (Chaotic) 6 Equality. Rules of the wild apply everywhere and to everyone. Who or what we are does not matter. (Neutral) d6 Bond 1 My real parents left me. I can’t get over the fact they did that. 2 I am on a mission to help my clan. 3 The cause of my clan trumps everything else. 4 I may be a part of civilization right now, but the words of my chief are still the law to me. 5 If I have a reason and an opportunity to kill, I have sworn an oath that I will do it. 6 I am in love with someone in my old clan, but my new society will never understand it. d6 Flaw 1 I like to wear ragged clothes or to walk around naked. 2 I can’t speak Common very well: “Me only speak this way.” 3 I have lots of scars on my body because of the clan-life I was raised in. 4 I don’t see any reason to take a shower. People say I smell bad. 5 I am startled easily, and I get furious when I am startled. 6 I can’t understand the concepts of good and evil. I don’t think killing people is evil as long as I think it’s necessary. You experienced an event that was so horrific, you are haunted by it. A monster could have attacked your village, you could have witnessed a sacrifice to a dark deity, battled against the undead, run away from fiends, or been chased by a werewolf; to name a few examples of what this horrible event might have concerned. Then, you started to notice remnants of the event everywhere. A shadow that slithers on the wall, a voice that whispers in the wind, a nightmare that torments you every night, an actual ghost who haunts you, or any other thing (that you can determine with your GM) reminds you of that event constantly. Although you still see these remnants, you are getting used to living with them, either because you accept them, or because you have learned how to use their own ways against them. Skill Proficiencies: Choose any two skill (they may be tied to your haunting) Languages: Choose any one language (it may be tied to your haunting) Equipment: A set of common clothes, an item related to the haunting experience, a belt pouch containing 10 gp Feature: Signs of Haunting Whether they are real or not, you perceive things reminding you of the event that haunts you. Most of the time, these signs are harmless, although they may distract you or warn you on rare occasions. For example, you may hear a creepy whisper in the wind and sometimes it might warn you about the monster that will attack you in the night. Haunted

99 Feature: Curse of The Haunted Swarms of crows or vermin, shades, nightmares... Sinister signs that is related to the thing that haunts you follow you wherever you go. As a result, people notice that you are haunted and even think that you are cursed. They will fear that you will bring the same horrors, and curse upon them. Suggested Characteristics People who are haunted cannot let go of what happened to them. Thus, they learn to fight against what haunts them or even try to become the haunting horror itself. d8 Personality Trait 1 I have relied on prayer to put an end to my haunting long enough, and it has not worked. Worshipping a deity is unnecessary. 2 When I see a sign of the haunting, I start to sing the same song, tell the same story, or recite the same poem. Every time. It helps me maintain my sanity. 3 I was caught off guard once. It will never happen again. 4 The experience that haunts me was a sacred sign. I was chosen at that moment… By dark forces. 5 Ever since that cursed event, I believe that plans are meaningless. It is best to live in the moment. 6 I have witnessed unspeakable horrors. Now I act in ways that haunt others. 7 I no longer run away from the experience that haunts me. Instead, I embrace it. 8 It was a dangerous and frightening experience, but it was also marvelously thrilling. Now, I only live to re-experience that feeling. d6 Ideal 1 Realist. There is no such thing as being Good. You only have a shot to defeat evil if you become allies with a different evil. (Evil) 2 Obligation. I have been marked by dark masters. Now, I must abide by their will. (Lawful, Neutral, or Chaotic depending on the dark masters’ alignment) 3 Preparation. My haunting reminds me that I have to learn more about my enemies even if they are in the darkest corners of the universe. (Lawful) 4 Egoist. This haunting… It is bizarre... It makes me special. (Chaotic) 5 Merciless. A monster from my past haunts me. Whatever that was, I, myself, must become worse than that. (Evil) 6 Loner. I have survived thus far, and no one helped me do so. I won’t help others either. (Evil) d6 Bond 1 I have a merciful side. I should never let it take over. 2 I am beyond redemption. So, I have to keep going until I am beyond judgment as well. 3 During the experience that haunts me, I was made to separate from someone I care for. I have to get back to them at all cost. 4 I lost a part of me during that event. I must find the thing that haunts me and put an end to this to be free. 5 I have someone to protect. Although I am haunted, I have to survive to watch over them. 6 The location of the event that haunts me has special value to me. I visit it at every opportunity. d6 Flaw 1 All of my humanity was destroyed that day, along with the trust I place in others. 2 I think… I can talk to monsters in my dreams. 3 I must constantly distract or numb myself in order not to remember my haunting. 4 I have an enemy looking for me related to the reason for my haunting. 5 I can never feel happiness. 6 There is no hope left for me, my dark fate is sealed. For some reason, you have lost your memory. This may be caused by a magical effect, or perhaps as a result of someone hitting you over the head and knocking you unconscious. You may be curious about your past and be in search of clues about it. You may also not care about your past and move on, or you may be forced to move on without having the chance to wonder who you were. In any case, you need to live with this memory loss. You can fight against it any time you have the opportunity, or you may use this chance to open up a new chapter, with a clean slate Skill Proficiencies: One of your choice Tool Proficiencies: One of your choice Languages: One of your choice Equipment: A set of common clothes, perhaps an item or object that may be a clue about your past Feature: Traces of the Past In places you go, people that know you from your past may come up to you. They may be of assistance in regard to your new errands or may help you find clues about who you were. However, they may also be unfriendly or hostile, asking you to settle a debt from the past, for example. Lost Memory

100 Suggested Characteristics A person with amnesia can act like or become anyone. Still, they carry some personality traits and behaviors that stayed with them. Furthermore, their old and new personalities may clash, sometimes drastically. For example, a creature who was a murderer in the past may try to be good after the memory loss. d8 Personality Trait 1 I am trying to learn who I was and live like the old me. 2 I judge people by how they act in the present, not their words or deeds of the past. 3 I cling to the anger I feel about the thing or people that caused my memory loss. 4 A new life… This may be the best thing that can happen to anyone. 5 I don’t see myself as guilty of the crimes I committed in my past. 6 I live in the moment and enjoy everything I can because I do not care if I live or die. 7 I am obsessed with finding more about my past. 8 From time to time I get terribly angry and cause problems, like it’s an instinct. d6 Ideal 1 Evil. I abandoned all my bonds to morality when I lost my memory. (Evil) 2 Change. Life is ever changing, just like the seasons, and we must always change with them. (Chaotic) 3 Clean Slate. I am trying to erase the traces of my past life. (Neutral) 4 Vigilante. There may be others like me. I want to find them and help or avenge them. (Any) 5 Acceptance. Sometimes it is necessary to let go of something in life and accept that it is gone. (Neutral) 6 Community. I have to take care of the community that I am in now. (Lawful) d6 Bond 1 Someone did this to me and still draws breath somewhere. I will have my revenge. 2 A dream about my past haunts me and I must resolve whatever lies behind it. 3 I have to learn about my past. 4 I owe something to a person in my past and that person demands it now. 5 Someone claims to have been close to me once, and requested my help. 6 I have to escape my past because whatever happened to me must have happened for a reason. d6 Flaw 1 I tend to believe everything that is said about my past, whether it is good or bad. 2 I feel like the more I look into my past, the more it seems to escape me. 3 Even if I discover my true self, I feel like I cannot go back to it anymore. 4 I mourn every day for the life I lost, and I constantly feel alone. 5 Weapons are directed at me wherever I go. This tension always bothers me, and I sometimes speak gibberish. 6 I sometimes act like a completely different person. As long as you can remember, you have been in the cleaning business. Assassination guilds have hard occupations, and you have a harder one yet; no assassin has to think about what will happen to the body of their victims. Well, that’s where you come in. You get rid of the body, plant false evidence, and if necessary, frame someone else. Cleaners can work for guilds, noble people, or even rulers. The money that they earn in return is not bad and the work hours are okay, the only downside is that you must live a double life, and both of those lives need to be completely unaware the other exists. Skill Proficiencies: Deception, Investigation Tool Proficiencies: Thieves’ tools, forgery kit Equipment: A 5-foot long cloth piece to wrap a body in, a set of dark, common clothes, including a hood and gloves, and a belt pouch containing 20 gp Feature: Double Life You may have created an alternative identity to protect what you have in your daily life; perhaps your reputation or a family. So, you use a different name, contact address, and disguise in your life as a cleaner. Feature: Crime Scene Investigation You spent hours in crime scenes either to clean them up or to create them. You can easily tell if something is planted or out of place in a scene. Suggested Characteristics Cleaners are generally people in danger. If they get caught on the job, they will be assumed guilty and their contractor will most likely not step up for them. To keep one step ahead, they generally keep their work life and their personal life separate, and may even create two separate identities to do so. Cleaner


Corpus Malicious: The Codex of Evil - Flip eBook Pages 51-100 (2024)

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