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## {className} In the midst of the black dragon's lair, a red robed man stands before the legendary beast, coated in its acid. Determined to obtain the last piece of the tablet that could complete his research, the man launches into spellcasting. His blood pours out of his hands, forming into an array of needles on his palm. His hand pierces into the dragon's tough scaled hide and his wounds close, as he siphons away the dragon's blood. Pouring over the nearly withered tome, the elven woman—short and gaunt—seeks out the next part of the ritual that can make her immortal. Frustrated, she throws the tome down and calls to her friend. The skeletal humanoid arrives by her side, picks up the book, and suggests they should try reading the tablets in the catacombs below. The pure, opalescent eyes of a tiefling stare passionately at the starry skies above. With an ornate, golden dagger in hand, he asks the bound bandit leader where he kept the stolen goods. Obstinate till the end, the bandit spat. The tiefling completes the ritual, uttering a phrase in a long forgotten tongue and driving the dagger into the prisoner's heart. His knowledge flooded into the tiefling's mind, revealing the location of the bandit's cache. Armed with that knowledge, the tiefling started on the trek back to the raided village. Regardless of their paths, these spellcasters are all {classNameS}s: arcanists obsessed with uncovering the secrets of ancient and forgotten magics. They delve through tombs and ruins, scour ancient texts and records, all in an effort to uncover secrets of the primal and untempered magics of ancient civilizations. By tracing magic back to its first and bloody implementations, {classNameS}s hope to secure and refine power that has been lost to the ages. ### Savage Magic Before someone can become an {classNameS}, they must first have been exposed to the unkempt and unsanitized magic of the ancient civilizations. In ages long past, in the eras where the methods of harnessing arcane magic were undefined and unstandardized, the ancients tapped into their own life force to create or amplify magical effects. Untainted by the preconceived notions modern arcanism, these ancients achieved incredible feats of magic by investing all of their minds, bodies, and souls into the spells they wove. Whether scorned by the wizards of the world, or introduced to the arcane by ancient texts first hand, {classNameS}s revel in the viscerality and potential of this bloody magic. ### Reckless Ambition Like the ancients that came before them, {classNameS}s seek out power at the cost of their own wellbeing. The rites undergone by the ancients demanded great sacrifice, and utilizing their magic demands the {classNameS} undertake tremendous personal risk as well. One does not undertake such daunting trials without a fire in their hearts. With information on these practices and their relics so scarce—and with individuals so fervent—it is no wonder that they oftentimes find one another to exchange information. These relationships can grow into organized meetings between many {classNameS}s, which develop congruent beliefs and unified goals. \columnbreak ### Creating an Occultist The first thing you should consider when making an {classNameS} is how they came into contact with the writings of the ancients. Were you a burgeoning scholar who uncovered a lost tomb? Did one of your colleagues leave you an ancient entry and a note, before mysteriously vanishing? Or maybe you discovered strange writing in the forgotten belongings of an ancestor you don't remember? Perhaps you stumbled into a meeting of {classNameS}s and were swept by their promises? Regardless of how you start, you will need to make your way to sites around the world to expand your knowledge on the dark arts, so think about how your character would react to this prospect, and what they suspect they will find. After this discovery, what drove you to pursue the dark arts? Did a lack of control in your life bring you to desire its promised control? Do you see it as your birthright, as something that you are destined to accomplish? Are you driven by raw curiosity, regardless of what you will find? Has a terrible event caused you to realize the frailty of life, and so you crave immortality? Perhaps you are trying to prove to someone or something the merits of these older ways? #### Quick Build You can make an {classNameS} quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Constitution. Second, choose the sage background. ### Multiclassing The prerequisites for multiclassing into an {classNameS} are a Constitution and a Intelligence score of 13. When you multiclass into occultist, you gain proficiency in light armor, medium armor, simple melee weapons, blowguns, darts, whips, scimitars, shortswords. ## Class Features As an {className}, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d8 per {className} level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per {className} level after 1st #### Proficiencies ___ - **Armor:** light armor, medium armor - **Weapons:** simple melee weapons, blowguns, darts, whips, scimitars, shortswords - **Tools:** Choose two from calligrapher's supplies, cartographer's tools, forgery kit, and navigator's tools ___ - **Saving Throws:** Constitution, Intelligence - **Skills:** Choose two from Arcana, Deception, History, Intimidation, Investigation, Medicine, Perception, Religion \pagebreakNum
##### {className} | Level | Proficiency
Bonus | Features | Cantrips
Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:-----:|:--------------------:|:--------------------------------|:-:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Spellcasting, Expanded Lexicon | 3 | 2 | — | — | — | — | — | — | — | — | | 2nd | +2 | Blood Magic | 3 | 3 | — | — | — | — | — | — | — | — | | 3rd | +2 | Archaic Rite | 3 | 4 | 2 | — | — | — | — | — | — | — | | 4th | +2 | Ability Score Improvement | 4 | 4 | 3 | — | — | — | — | — | — | — | | 5th | +3 | — | 4 | 4 | 3 | 2 | — | — | — | — | — | — | | 6th | +3 | Archaic Rite feature | 4 | 4 | 3 | 3 | — | — | — | — | — | — | | 7th | +3 | — | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — | | 8th | +3 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — | | 9th | +4 | — | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | | 10th | +4 | Archaic Rite feature, Integrative Research | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | | 11th | +4 | Secrets of the Ancients (6th level) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 13th | +5 | Secrets of the Ancients (7th level) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 14th | +5 | Archaic Rite feature, Integrative Research | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 15th | +5 | Secrets of the Ancients (8th level) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 17th | +6 | Secrets of the Ancients (9th level) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | +6 | Perfected Vitality, Integrative Research | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | +6 | Archaic Rite feature | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
#### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* two daggers, or *(b)* a quarterstaff *(c)* a martial weapon you are proficient with - *(a)* scale mail, *(b)* leather armor - *(a)* a scholar's pack or *(b)* a dungeoneer's pack - An occult focus, one of the tools with which you are proficient, and a relic containing ancient magical teachings which hasn't yet been fully deciphered Alternatively, you can ignore the equipment here and in your background, and buy 4d4 × 10gp worth of equipment from Chapter 5 of the Player's Handbook. > ##### Equipment: Occult Focus > An occult focus is a special item—an specially prepared skull, a ritual dagger, bone-carved staff, or similar item—designed to channel the power of ancient arcane spells. An occultist can use such an item as a spellcasting focus. \columnbreak ### Spellcasting As a practitioner of the old magics, you know how to enact arcane magical effects by piecing together archaic mysteries and following the footsteps of the ancients. #### Cantrips At 1st level, you know three cantrips of your choice from the {classNameS} spell list. You learn additional {classNameS} cantrips of your choice at higher levels, as shown in the Cantrips Known column of the {className} table. #### Spell Slots The {className} table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these {classNameS} spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot. \pagebreakNum #### Ancient Traditions Known You know two ancient traditions of your choice, detailed at the end of this class. Each tradition can have a feature associated with it, and each has a list of spells that you learn at the {classNameS} levels noted in the tradition's description. Every spell gain this way is considered an {classNameS} spell for you. Additionally, when you gain a level in this class, you can choose one of the traditions you have learned with this feature and replace it with another ancient tradition of your choice. #### Spellcasting Ability Intelligence is your spellcasting ability for your {classNameS} spells, since the potency of your magic relies on your knowledge of and ability to act on the ancient knowledge you have found. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an {classNameS} spell you cast and when making an attack roll with one.
**Spell Save DC** =
8 + your proficiency bonus +
your Intelligence modifier
**Spell attack modifier** =
your proficiency bonus +
your Intelligence modifier
#### Ritual Casting You can cast any {classNameS} spell you know as a ritual if that spell has the ritual tag. You can ritually cast a spell without increasing its casting time by 10 minutes if you choose to lose 1d8 hit points per level of the spell when you start casting it. #### Spellcasting Focus You can use your own life to power your spells. You can use an occult focus as a spellcasting focus for your {classNameS} spells. ### Expanded Lexicon Your research into the ancient has made you acquainted you with many disparate tongues and writings. You learn how to read, write, and speak three additional languages, which should reflect the nature of your research. Additionally, you have advantage on any check made to decipher the meaning behind written words. ### Blood Magic Starting at 2nd level, your study of ancient magics has granted you the ability to channel your life essence to create or enhance magical effects. This essence is represented by Hit Dice you choose to spend using this feature. Whenever you finish a long rest, you regain all of your {classNameS} Hit Dice instead of only half. You can use your {classNameS} hit die to fuel various blood magic features. You start knowing three such features: Blood Barrier, Essence Siphon, and Pooling Vitae. #### Blood Barrier Whenever you would take damage, you can use your reaction and spend one of your {classNameS} Hit Dice. Roll the die, add your Constitution modifier, and reduce the damage by that total. \columnbreak #### Essence Siphon Once per turn, when you deal damage to a creature with an {classNameS} spell, you can spend one {classNameS} Hit Dice to deal extra damage to that creature. Roll the die. The target takes extra necrotic damage equal to that amount, and you regain hit points equal to the amount of this damage the target takes. Constructs and undead are immune to this damage. #### Pooling Vitae When you finish a short rest, instead of expending Hit Dice to heal, you can choose to absorb the life essence in the environment around you. When you do so, you regain a number of hit points equal to five times your {classNameS} level. This feature can restore you to no more than half of your hit point maximum. > #### Variant: Advanced Blood Magic > If you want to introduce a little more risk and flexibility into your blood magic, you can use this variant. When you gain your blood magic feature, you also gain the Enhanced Vitality feature, and your Pooling Vitae feature is changed to the version below. > > **Enhanced Vitality.** The maximum number of {classNameS} Hit Dice you have increases by half of your {classNameS} level. This does not increase your maximum hit points, only how many Hit Die you have available to spend. > > **Pooling Vitae.** When you could roll hit die at the end of a short rest, you can also expend one spell slot to immediately gain and spend a number of {classNameS} Hit Die equal to 1 plus the slot level. For each die, you regain hit points equal to its result + your Constitution and Intelligence modifiers. ### Archaic Rites At 3rd level, you choose an archaic rite from the list of available rites, shaping the nature of your profane research. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 20th level. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. ### Integrative Research At 10th level, you have learned to incorporate magic from adjacent traditions into your study. Choose a spell from any ancient tradition. That spell is permanently added to your {classNameS} spell list, and you can cast it as if you knew it normally. The spell must be of a level which you can cast. You learn an additional such spell at 14th level and again at 18th level. \pagebreakNum ### Secrets of the Ancients At 11th level, you have begun to unearth the most powerful secrets of the ancients: powerful spells that transcend tradition. You learn two 6th-level spells from the {classNameS} spell list, and can cast them as {classNameS} spells. At higher levels, you learn more spells of your choice and of higher levels: two 7th-level spells at 13th level, two 8th-level spells at 15th level, and two 9th-level spells at 17th level. Additionally, when you gain a level in this class, you can choose one of the spells you learned this way and replace it with another spell of the same level from the {classNameS} spell list. ### Perfected Vitality At 18th level, your use of blood magic has been perfected. Whenever you roll an occultist Hit Die, you can roll 2d8 instead of 1d8. ## Archaic Rites In your studies you have come across old and sacred rituals, hidden beneath the annals of time. You have devoted yourself to uncovering the full extent of these dark ceremonies, and undergoing strange changes in order to fully understand the will of ancients. Just as the ancients used their vitality to fuel their magic, you have warped your own life force to travel the same path, furthering your descent into forbidden arts. ### Rite of the Blood Caller The Rite of the Bloodcaller is perhaps the oldest and most primal of the archaic rites. Children of this rite are taken with the hemomantic origins of ancient magic, and seek complete mastery over the materials of life. The rites focus on grating the wielder the ability to put more of themselves into their magic, and more of their enemies as well. Whether you seek dominion over your enemies or perfect control over your own body, the rite of the bloodcaller provides. #### Traditional Hemomancy Starting when you choose this rite at 3rd level, you learn the ancient tradition of hemomancy, which doesn't count against the number of traditions you know. Additionally, you learn the *shape blood* cantrip, and the size of the cube you can affect with this cantrip increases by a number of feet equal to your {classNameS} level. #### Vital Casting Also at 3rd level, you learn how to use your life force to empower your spells. Whenever spend a spell slot to cast an {classNameS} spell, you can choose to lose hit points equal to 1 plus twice the spell slot's level to cast that spell as if you used a spell slot one level higher. You can't use this feature when expending a spell slot of a level higher than the highest level {classNameS} spell you know. Once per turn, when sacrificing hit points as part of casting a spell or as part of a spell's effect would reduce you to 0 hit points, you are instead reduced to 1 hitpoint. \columnbreak #### Scion of Blood At 6th level, you can use your blood magic to force your foes to bow. When you use your Essence Siphon feature on a creature, you can use your bonus action to force the creature to make a Constitution saving throw. On a failure, they suffer the effects of the *command* spell. You can use this feature twice. You regain all expended uses of it when you finish a long rest. #### Pureblood At 10th level, your blood has become pure. You are immune to diseases and the poisoned condition, and you are resistant to poison damage. Additionally, while you aren't incapacitated, you do not bleed unless you choose to. #### Exalted Blood Magic Starting at 14th level, your blood magic options improve. Whenever you use your Blood Barrier, the barrier lingers, granting you a a +2 bonus to your AC until the start of your turn. Additionally, whenever you use your Essence Siphon, the target can't use reactions until the start of its next turn. Lastly, when you use your Pooling Vitae, you gain temporary hit points equal to your level. #### Sanguine Arcana At 20th level, the line between your vitality and your magic has disappeared. Whenever you cast an {classNameS} spell of 5th-level or lower, instead of using a spell slot, you can instead choose to reduce your current hit points. The amount you reduce your current hit points by is equal to 4 times the level of the spell. When casting a spell this way, you must cast a spell at its lowest possible level. Each time you cast a spell this way before finishing a long rest, the cost of casting any spell this way increases by 2 hit points until you finish a long rest. ### Rite of the Undying Immortality has been an obsession of the mortal races since the dawn of time, and as such its pursuit is relatively well documented. Seeing the promise in the magic of necromancy, the ancients who developed this rite combined their vital magics with soulmongering arts in an attempt to spur their mind, bodies, and souls into a state of living undeath. Some scholars believe that this rite was the precursor to the much more vile process of achieving lichdom. In any case, by studying the bonds of life and death through the lens of ancient magic, the children of the Rite of the Undying clearly succeeded in creating a unique form of necromancy. #### Traditional Necromancy You learn the ancient tradition of blood necromancy, which doesn't count against the number of traditions you know. \pagebreakNum #### Soul Collector When you choose this rite at 3rd level, you begin to harvest portions of the souls of creatures you slay to study what binds them. Whenever you kill a creature that has a soul of at least CR 1/8, you gain one soul shard. You can store three shards. Whenever you finish a long rest, your number of shards resets to one. Once per turn, when you or an undead you control makes an attack, ability check, or saving throw, you can consume a single soul shard to add 1d4 to the result. You can do so after seeing the initial roll but before any of the roll's effects occur. #### Awakened Dead Starting at 6th level, you have learned how to breathe autonomy into the walking dead. Over the course of a short rest, you can perform a blood ritual to grant sentience an undead creature you raised using *instill unlife*. The creature must stay within reach of you for the entire ritual. At the end of the ritual, you reduce your maximum hit points by up to 10. The undead creature's Intelligence and Wisdom scores become 10 + the amount you reduced your maximum hit points by, unless they are already higher. These scores can't be higher than your own Intelligence score. It knows all of the languages it knew in life, and any languages you know. It is permanently charmed by you and unquestioningly regards you as its master and true companion. No effect can suppress or end this condition. The undead is otherwise immune to the charmed and frightened conditions. You can telepathically communicate with this undead regardless of distance or plane, and it can command other undead you control, raised by *animate dead* or similar spells, as if it were you. Your maximum hit points remain reduced until you cancel the effects of this ritual as an action, the undead creature dies, or the magic animating it fades. If you use this feature on another undead creature while one is already benefiting from it, the previous undead immediately loses this benefit. #### Undying Initiate At 10th level, your studies are beginning to bear fruit. You gain resistance to necrotic damage, and age half as quickly. You no longer need to breath, eat, or drink. If your maximum hit points would be reduced, you can spend a soul shard to ignore the effect. Additionally, any undead under the effect of your Awakened Dead feature is immune to necrotic damage, and any effect that would turn undead. #### Undying Fortitude At 14th level, you have trained your presence to not waver at death's door. While you are at 0 hit points, you remain fully aware of your environment. Additionally, When you are at 0 hit points, you can choose to expend an {classNameS} Hit Die at the start of your turn. You roll the die, add your Constitution modifier to it, and regain hit points equal to the result. If you are prone, you can rise without spending any movement. Once you use this feature, you can't use it again for the next minute, or until you replenish it as a bonus action by consuming two soul shards. \columnbreak #### Living Undeath At 20th level, you have completed the rite of the undying and merged life and unlife, and attained a state of living undeath. After spending 24 hours in the throes of a heated ritual, you gain the benefits of this feature. You can no longer age, and are immune to necrotic damage. You become resistant to non-magical bludgeoning, piercing, and slashing damage. Additionally, if you die and your body is not completely disintegrated, you return to life after exactly 7 days. The amount of days it takes is reduced by 1 for every soul shard you had at your time of death. You complete regenerate in an unoccupied space near one of your body parts (your choice), having gained the benefits of a long rest. Your previous body parts completely disintegrate after you are revived this way. Once you are brought back to life this way, you can't be brought back to life this way again for 30 days. ### Rite of Cosmic Truth The warped minds of the mad can see truths lost to the masses, and with the frequent madness inflicted by the costs of ancient magic, it is no wonder the Rite of Cosmic Truth emerged. The children of this rite adopt the mantle of insanity willingly to bring themselves closer to the cosmic truths unknowable by the calmed mind. In their madness they learn to call forth malignant forces from the borders of reality, and deciphering the machinations of the mortal mind become child's play. #### Eldritch Tradition Starting when you choose this rite at 3rd level, you learn the ancient tradition of voidbringing, which doesn't count against the number of traditions you know. #### Warped Mind Also at 3rd level, you find a way to grant others a portion of your truth. As an action, you utter a maddening revelation to a creature of your choice within 10 feet of you. The target must succeed on an Intelligence saving throw against your spell save DC or be wracked with insanity until the end of your next turn. Roll on the Insanity Table at the end of this rite and add your occultist level to the result (maximum 100) to determine effect takes hold. The first and second time you do this, you suffer no adverse effect. If you use this feature again after that before you finish a long rest, you must roll on the insanity table, subtracting your occultist level from the result (minimum result of 1), and suffer its effects until the end of your next turn. #### Sacrificial Offerings Starting at 6th level, you learn how to entreat the forces of the multiverse to the vital essence of your victims, whether you call to a specific entity or merely any that will listen. Over the course of 10 minutes, you can perform a ritual on a humanoid creature or a creature of at least CR 1/8, which can be done over the course of a short or long rest. You can't sacrifice constructs or undead this way. The creature must remain within your reach for the entire duration. \pagebreakNum The creature can be alive or dead, but it must have been alive within the past 24 hours. At the end of the ritual, a live sacrifice loses hit points equal to twice your {classNameS} level. If this reduces them to 0 hit points, they die and the ritual is a success. Otherwise, the ritual fails. At the end of a successful ritual, you gain one of the following benefits of your choice: - A temporary spell slot of a level equal to half of the level of your highest spell slot. This spell slot disappears if it is not used within 8 hours. If the sacrifice was alive at the start of the ritual, the level of the spell slot increases by one. - You regain a number of hit die equal to your Constitution modifier. If the sacrifice was alive at the start of the ritual, the number of hit die you regain increases by two. - You know the contents of the creature's surface thoughts over the past 24 hours for which it was awake and alive. Once you have successfully sacrificed a creature this way, you can't gain these benefits again until you finish a long rest. #### Greater Contact Starting at 10th level, your forays into madness have granted you the ability to hear voices from beyond, and better withstand their call. You gain proficiency in Wisdom saving throws. Additionally, you can cast *contact other plane* as a ritual, and make its Intelligence saving throw with advantage. #### Clarity in Insanity Starting at 14th level, you learn to invoke a momentary state of true understanding. You can invoke this state as an action and it lasts for 1 minute, or until you lose concentration (as if concentrating on a spell). For the duration, you can use your Warped Mind feature as a bonus action on each of your turns. When you use it this way, it doesn't count against the number of uses before you have to start rolling on the table, and you are immune to the effects of the feature. Additionally, you gain a flying speed equal to your base speed for the duration, but it can't be used while you are over 15 feet above the ground. While flying this way, you don't fall when your speed is reduced to 0 or when you're knocked prone. Once you use this feature, you can't use it again until you finish a long rest. #### Cosmic Understanding At 20th level, you have gained sight that can pierce falsehood, ears that ignore deceit, and a mind beyond normal mortal understanding. You are immune to psychic damage. You gain truesight out to 60 feet, you always know when you hear a lie, and you never forget any piece of information you learn. You can cast the *divination* spell without using a spell slot, supplying any components and without any chance of a random reading. Once you cast *divination* this way, you can't do it again until you finish a short or long rest. Additionally, your Intelligence score and its maximum increase by 2. \columnbreak ##### Insanity Table | d100 | Effect | |:-----:|:-------------| | 01-30 | The creature feels four times heavier or older. Its speed is halved. | 31-45 | The creature loses control over their body, falling prone and staying that way for the duration. | 46-60 | The creature is blinded (50%) or deafened (50%), as their senses seem to escape them. | 61-70 | The creature imagines every creature to be a lost loved one. The creature has disadvantage on all attacks, and creatures have advantage on any saving throw they impose. | 71-75 | The creature becomes incapacitated and spends the duration screaming, laughing, or weeping. | 76-80 | The creature's perceptions briefly shift into another dimension. The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action on its next turn. | 81-85 | The creature realizes that it is its own worst enemy. It immediately uses its reaction to make a single melee weapon attack against itself and is then incapacitated with its speed reduced to 0. | 86-90 | A seething rage overcomes the creature, and it must use its turn to move up to the nearest creature and attack it, using Multiattack or Extra Attack if it has it. All attacks have advantage against the raging creature. | 91-95 | The creature is shown a glimpse into the far realm, scrambling its mind. It has disadvantage on the next Intelligence, Charisma, or Wisdom saving throw they make. | 96-98 | The creature retreats into their mind and becomes paralyzed. The effect ends if the character takes any damage. | 99-00 | Roll on this table twice, and the creature suffer both effects. Reroll 99 and 100 for these rolls. \pagebreakNum ## Ancient Traditions Your ancient tradition options are listed here in alphabetical order. Spells marked with ✠ are new spells, and can be found at the end of the document. ### Bewitching The ancient tradition of bewitching arose naturally from the desire for control that characterized so much of hemomantic and ancient magic. This tradition focuses on manipulating the minds of others to your favor. **Intelligent Charm.** You can use your Intelligence modifier in place of your Charisma modifier when you make Charisma checks against creatures charmed by you (or a creature under the effect of a *friends* spell cast by you). ##### Bewitching Tradition Spells | {className} Level | Spells | |:---:|:-------------| | 1st | *charm person, command* | | 3rd | *crown of madness, enemies abound* | | 5th | *fear, hypnotic pattern* | | 7th | *compulsion* | | 9th | *geas* | ### Blood Marking The tradition of blood marking seeks to use the magical power inherent in the ichor that courses through living beings to bind them to the practitioner's will. **Bloodbound Runes.** Creatures affected by your enchantments spells are branded for the duration with a sigil visible only to you, the creature, and truesight. You can see branded creatures that are within 5 feet of you through cover and invisibility, even if they are hiding. ##### Blood Marking Tradition Spells | {className} Level | Spells | |:---:|:-------------| | 1st | *bane, maledict* ✠ | 3rd | *blindness/deafness, blood pact* ✠ | | 5th | *bestow curse, glyph of warding* | | 7th | *banishment* | | 9th | *planar binding* | \columnbreak ### Blood Necromancy This tradition deals with the creation and perpetuation of undeath. By harnessing negative energy and life energy, scholars of blood necromancy normally seek to bridge the two into a more eternal form of life. **Tamed Undead.** You can control your undead while you are unconscious or incapacitated, even if doing so would normally require a bonus action. ##### Blood Necromancy Tradition Spells | {className} Level | Spells | |:---:|:-------------| | 1st | *inflict wounds, instill unlife* ✠ | | 3rd | *dark god's blessing ✠, corpse explosion* ✠ | | 5th | *animate dead, life transference* | | 7th | *death ward* | | 9th | *negative energy flood* | ### Crawling Dominion The ancient tradition of the crawling dominion is among the oldest, as insects were among the first targets of practicing hemomancers. Those that developed an affinity for the crawling went on to carve out this tradition. **Worm-Tongue.** You can cast *animal friendship* an at-will, but you can target only insects and arachnids of a CR less than or equal to half your level with it, and you can speak to creatures affected by the spell as if you shared a language. | {className} Level | Spells | |:---:|:-------------| | 1st | *Nihal's writhing grasp* ✠, *ray of sickness* | | 3rd | *spiderclimb, web* | | 5th | *mist of mosquitoes* ✠, *stinking cloud* | 7th | *giant insect* | | 9th | *insect plague* | ### Fiendish Binding The eternal pursuit of power, even the ancients sought the power of the lower planes. The tradition of fiendish binding is focused on invoking the fiends of the multiverse to do your bidding. **Fiendish Facsimile.** When you cast find familiar using this tradition, your familiar's creature type is always fiend. When choosing a form for your familiar, you can also choose to make it a Blood Imp. ##### Fiendish Binding Tradition Spells | {className} Level | Spells | |:---:|:-------------| | 1st | *find familiar, hellish rebuke* | | 3rd | *see invisibility, zone of truth* | | 5th | *summon lesser demons, magic circle* | | 7th | *summon greater demon* | | 9th | *infernal calling* | \pagebreakNum ### Hemomancy The principle tradition of the bloodcallers, the tradition of hemomancy consisted of magic that allowed the caster to overwhelm their foes' bodies and minds by exerting control of their very essence. **Strong Blood.** Whenever you roll a 1 on a hit die, you can reroll that die once. ##### Hemomancy Tradition Spells | {className} Level | Spells | |:---:|:-------------| | 1st | *red string* ✠, *sanguine skewers* ✠ | 3rd | *hold person*, *rupture* ✠ | 5th | *marionette* ✠, *crimson tide* ✠ | 7th | *transfusion* ✠ | 9th | *hold monster* | ### Realmscouring The ancient tradition of realmscouring focuses on pushing your consciousness past the bounds of reality and invoking the sight and guidance of those that exist beyond it. **Telepathy.** You can telepathically speak to any creature you can see within 30 feet of you. To understand these messages, the target needs to be telepathic or share a language with you. ##### Realmscouring Tradition Spells | {className} Level | Spells | |:---:|:-------------| | 1st | *dissonant whispers, omen of Shothragot* ✠ | 3rd | *augury, detect thoughts* | | 5th | *light of Khirad* ✠, *Caiphon's malicious guidance* ✠ | | 7th | *divination* | | 9th | *scrying* | ### Vital Attunement The ancient tradition of vital attunement is focused on manipulating the aspects of a creature's ichor, balancing and imbalancing humors to alter the creature's physiology in strange ways. **Manufactured Vitality.** You have advantage on saving throws made against diseases and exhaustion, and can go twice as long without eating or drinking. ##### Vital Attunement Tradition Spells | {className} Level | Spells | |:---:|:-------------| | 1st | *expeditious retreat, sleep* | | 3rd | *enhance ability, enlarge/reduce* | | 5th | *haste, protection from energy* | | 7th | *freedom of movement* | | 9th | *modify memory* | \columnbreak ### Voidbringing The ancient tradition of voidbringing centers around calling out to the deepest depths of the far realms and becoming a vessel for their corruption, in a bid to gain control over it. **Voidsight.** You gain darkvision out to a range of 30 feet. If you already have darkvision, its range increases by 30 feet. Additionally, you can see through the magical darkness of spells you cast in this range. ##### Voidbringing Tradition Spells | {className} Level | Spells | |:---:|:-------------| | 1st | *arms of hadar, prophecy of Zhudun* ✠ | | 3rd | *alter self, fevered certainty of Caiphon* ✠ | | 5th | *metamorphosis* ✠, *claws of Acamar* ✠ | | 7th | *Evard's black tentacles* | | 9th | *doom of Delban* ✠ | ___ > ## Blood Imp >*Tiny fiend, neutral evil* > ___ > - **Armor Class** 13 > - **Hit Points** 10 (3d4 + 3) > - **Speed** 20 ft., fly 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|6 (-2)|17 (+3)|13 (+1)|11 (+0)|12 (+1)|14 (+2)| >___ > - **Skills** Deception +4, Stealth +5 > - **Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons > - **Damage Immunities** poison > - **Condition Immunities** poisoned > - **Senses** darkvision 120 ft., passive Perception 11 > - **Languages** Abyssal, Infernal, Common > ___ >**Fiendish Sight.** Magical darkness doesn't impede the imp's darkvision. > >**Magic Resistance.** The imp has advantage on saving throws against spells and other magical effects. > >**False Appearance.** While the blood imp remains motionless on a surface, it can loosen its body (no action required) to render itself indistinguishable from a blood splatter. It can use its action to reform from directly where the splatter was. > ### Actions >**Consume Blood.** The blood imp can touch a pool of blood created within the past 24 hours and absorb it. It can choose to destroy the blood and heal to full hit points, or store the blood inside its body for the next 24 hours. While stored this way, the blood is preserved and kept fresh. \pagebreakNum ## {className} Spell List
##### Cantrips (Level 0) Animate Vermin ✠ Blades of Blood ✠ Blade Ward Blood Reading ✠ Coagulate ✠ Friends Infestation Invigorate ✠ Lightning Lure Mage Hand Minor Illusion Poison Spray Prestidigitation Resistance Sanguine Chains ✠ Shape Blood ✠ Shocking Grasp Sigils of Blood ✠ Thaumaturgy Toll the Dead Visceral Palms ✠ Weaken ✠ ##### 6th level Blood Seal ✠ Circle of Death Create Homonculus Create Undead Eyebite Field of Blood ✠ Find the Path Flesh to Stone Forbiddance Guards and Wards Harm Magic Jar Mass Suggestion Mental Prison Planar Ally Primordial Ward Reign of Atropus ✠ Scatter Soulcage True Seeing ##### 7th level Create Effigy ✠ Crown of Stars Etherealness Finger of Death Forcecage Maw of Acamar ✠ Mirage Arcane Plane Shift Power Word Pain Regenerate Sequester Simulacrum Symbol Teleport ##### 8th level Abi-Dalzim's Horrid Wilting Antimagic Field Antipathy/Sympathy Clone Dominate Monster Earthquake Feeblemind Glibness Light of Gibbeth ✠ Maddening Darkness Maze Mind Blank Power Word Stun Telepathy ##### 9th level Astral Projection Foresight Gate Imprisonment Mass Polymorph Power Word Kill Psychic Scream Shapechange Weird
Spells marked with ✠ are new spells, and can be found in the following section. \columnbreak ## New Spells ### Cantrips #### Animate Vermin *Necromancy cantrip* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (the skull of a tiny beast) - **Duration:** 1 minute ___ You can animate the corpse of a tiny beast within range. When you cast this spell, and as an action on subsequent turns, you can make the animated beast move up to the speed it had in life to a space you can see within 30 feet of you, and then take the Dodge action, vocalize, or make a single attack against a creature within 5 feet of it. If it makes an attack, you make a melee spell attack for it. On a hit, it deals 1d6 necrotic damage. The beast has 10 AC, and it immediately crumbles to dust if it takes any damage. Additionally, this animated beast can't take reactions. The beast's attack damage increases by 1d6 if you when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). #### Blood Reading *Divination cantrip* ___ - **Casting Time:** 1 minute - **Range:** Self - **Components:** V, S, M (a vial's worth of blood from a creature who was alive within the past 24 hours, which the spell consumes) - **Duration:** Instantaneous ___ The blood rises and forms a circle between your arms, changing in shape to answer your questions. You learn one of the following things about the creature whose blood was used to cast this spell: - Their name. If they did not have a name, the spell tells you no name. - A general description of their appearance. - Their direction from you, but not their distance. If they are on another plane of existence, the spell tells you they are straight above you. - Whether or not they are still alive, and what they were doing at the time of death. You can choose to lose 1d4 hit points when you finish casting this spell to learn two of these things instead. After using this spell to learn information about a creature, you can't use it to learn information about that creature again for 1 week. \pagebreakNum #### Blades of Blood *Transmutation cantrip* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S - **Duration:** 1 minute ___ Blood begins to eek out from your arms and hands before crystallizing into a weapon of your own design, which remains hovering in your space, connected to you by bloody thread. For the duration, you can use your action to make melee spell attacks with this weapon against a creature within your reach. On a hit, the target takes necrotic damage equal to 1d8 + your spellcasting modifier. When you make this attack, you can use your bonus action to grant the attack at advantage. If you do, you lose 1d4 hit points afterwards. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). #### Bloody Sigil *Divination cantrip* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** S, M (A drop of your own blood) - **Duration:** 24 hours ___ You use your own blood to inscribe one of the following sigils on a flat surface at least 3 feet in diameter. While you are within 1 mile of the sigil, you can use your action to activate the it's effects. **Sight.** You can see clearly out of the sigil's location until the start of your next turn, even if through heavily obscured areas, out to a range of 120 feet. **Sound.** You can hear clearly from from the sigil's location until the start of your next turn. If there are any conversations happening, within 60 feet of the sigil, you can overhear them. **Shatter.** The surface the rune is inscribed on takes force damage equal to twice your character level. Blood oozes out of any cracks or breaks caused by this damage. After you activate the sigil, or if you cast this spell again in the duration, the sigil fades away. #### Coagulate *Transmutation cantrip* ___ - **Casting Time:** 1 action - **Range:** 5 feet - **Components:** V - **Duration:** Instantaneous ___ You unleash a wave of magic around you which thickens the ichor of the creatures around you. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 necrotic damage, and its speed is reduced by 10 feet. You can choose to lose 1d4 hit points when you cast this spell to instead reduce their speed by 20 feet. Creatures that lack liquid in their bodies, such as skeletons and fire elementals, are immune to this spell. The spell's damage increases by 1d6 if you when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). \columnbreak #### Invigorate *Transmutation cantrip* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** 1 round ___ A thread of blood extends from your fingers to a creature you can see within range. That creature's blood begins to surge, enhancing their physical ability. Until the start of your next turn, that creature can add a d4 to their Strength checks, and a d6 to the first weapon attack they hit. Once over the course of the duration, after the creature rolls one of these die and you see the result, you can choose to lose 1d4 hit points and add that amount to the result. The size of the die the creature adds to their Strength checks increases to 1d6 when you reach 5th level, to 1d8 at 11th level, and to 1d10 at 17th level. The damage added to the creature's first weapon attack increases by 1d6 if you when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). #### Sanguine Chains *Transmutation cantrip* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Special ___ Blood swirls around a target of your choice within range, forming into chains that attempt to bind your target. The creature must succeed on a Strength saving throw or become grappled by you. They can use their action on subsequent turns to repeat this saving throw, releasing the chains on a success. Immediately before a creature tries to break out of this grapple, you can choose to lose 1d4 hit points to subtract the same amount from the result of their saving throw. The grapple immediately ends if you cast this spell again, or until you move or are moved. The number of creatures you can target with this spell increases to two at 5th level, three at 11th level, and four at 17th level. When targeting additional creatures, you can target a creature within 5 feet of you, or a creature within 5 feet of a target that already failed the saving throw. \pagebreakNum #### Shape Blood *Transmutation cantrip* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** S - **Duration:** Instantaneous or 1 hour (see below) ___ You choose an 5-foot cube within range that contains some amount of blood. You can manipulate the blood in any of the following ways for the next hour: - You can cause the blood to levitate, and use your subsequent bonus actions to move up to 30 feet in any direction. - You cause the blood to form into complex shapes and animate at your direction. This change lasts for 1 hour. - You can effortlessly draw the blood from a corpse or vessel, but not from living creatures. If you cast this spell again within the duration, this effect ends on the previous quantity of blood. #### Visceral Palms *Transmutation cantrip* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Instantaneous ___ You reach into a creature within range, as your hands become transparent, revealing the web of veins beneath the skin. That creature must make a Constitution saving throw. On a failure, the creature takes 1d6 necrotic damage and your veins entwine with theirs until the start of your next turn. If the creature does not move out of your reach before then, it must repeat the saving throw or suffer this spell's damage again. You can choose to lose 1d4 hit points before the creature rolls its second saving throw to force it to make the saving throw with disadvantage. The spell's damage increases by 1d6 if you when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). #### Weaken *Necromancy cantrip* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Instantaneous ___ You reach your hand forward and rot away a portion of a creature. The creature must make a Constitution saving throw. On a failure, the creature takes 1d4 necrotic damage and the first attack they hit that uses Strength or Dexterity before the end of their next turn deals half damage. Creatures without flesh, such as skeletons or oozes, have advantage on this saving throw. When a creature fails this saving throw, you can choose to lose 1d4 hit points to maximize this spell's damage. The spell's damage increases by 1d4 if you when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). \pagebreakNum ### 1st-level Spells #### Instill Unlife *1st-level necromancy* ___ - **Casting Time:** 10 minutes - **Range:** Touch - **Components:** V, S, M (iron incense and red ritual ink worth 25 gp, which the spell consumes only when you are animating a new corpse, and not renewing the spell on an already animated target) - **Duration:** Instantaneous ___ By using a portion of your own life force, you can create an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. You raise the target as a skeleton or zombie. For as long as the target remains animated this way, your maximum hit points are reduced by an amount equal to twice the level of the spell slot used to cast this spell. The hit points of the raised creature, as well as the bonus it gets to its statistics, are determined by the level of the spell slot used to cast this spell as shown on the Undead Statistics table below. Your servant adds the corresponding bonus to its attack rolls, damage rolls, saving throws, and skill checks. ##### Undead Statistics | Spell
Level | Skeleton
Hit Points | Zombie
Hit Points | Bonus | |:--------------:|:----------------------:|:---------------------:|:-----:| | 1st | 6 (1d8 + 2) | 7 (1d8 + 3) | +0 | | 2nd | 13 (2d8 + 4) | 15 (2d8 + 6) | +0 | | 3rd | 20 (3d8 + 6) | 30 (4d8 + 12) | +3 | | 4th | 33 (5d8 + 10) | 45 (6d8 + 18) | +4 | | 5th | 46 (7d8 + 14) | 60 (8d8 + 24) | +5 | | 6th | 59 (9d8 + 18) | 75 (10d8 + 30) | +5 | | 7th | 78 (12d8 + 24) | 98 (13d8 + 39) | +5 | | 8th | 98 (15d8 + 30) | 120 (16d8 + 48) | +5 | | 9th | 117 (18d8 + 36) | 150 (20d8 + 60) | +5 | In combat, this undead servant takes it turns immediately after yours. On each of your turns, you can mentally command any creature you made with this spell if the creature is within 60 feet of you (no action required). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, or until you cast this spell to animate a different corpse, after which the magic animating it wears off and it becomes a mundane corpse again. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again, using a spell slot of the same level you used to animate it, before the current 24-hour period ends. When you cast this spell to maintain control of this undead creature, you can do so regardless of your distance or difference in plane from the undead. **At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, your animated servant can attack twice, instead of once, whenever it takes the Attack action. Alternatively, when you cast this spell using a spell slot of 5th level or higher, you can animate the bones or corpse of a Large humanoid or giant. When you do, they are animated with the statistics of an Ogre Skeleton or Ogre Zombie, with their hit points still being determined by the above table. #### Maledict *1st-level enchantment (ritual)* ___ - **Casting Time:** 1 action - **Range:** 5 feet - **Components:** V, S, M (a drop of the target's blood and a golden needle worth at least 50gp, both of which the spell consumes) - **Duration:** Concentration, up to 10 minutes ___ The target must succeed on a Charisma saving throw, or the blood used in this material component is etched into their skin in an alien rune until this spell ends, and the target suffers from one of the following effects of your choice. A *remove curse* spell ends this effect. - **Edged Tongue.** The target has disadvantage on Deception checks, and whenever the target tries to lie to you, they roll a d20. On a roll of 10 or lower, they instead blurt out a small portion of the truth. - **Lost Conditioning.** The target has disadvantage on Athletics and Acrobatics checks. If the target tries to move using more than half one of their speeds, they immediately fall prone. - **Withered Will.** The target has disadvantage on Insight checks, and they react to all creatures as if they are neither allies nor hostile. **At Higher Levels.** If you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 1 hour. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration. \pagebreakNum #### Omen of Shothragot *1st-level divination* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous ___ An apocalyptic portent enters the mind of the target and overwhelms them with a deep sense of futility. The target must succeed on an Wisdom saving throw or immediately make a single weapon attack against itself, with advantage. You can attempt to use this spell on a target even if they have total cover from you. You must have seen the creature within the past minute to do so. If you target a creature and it is not in range, then this spell fails. **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. #### Prophecy of Zhudun *1st-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous ___ You bestow the sight of the Corpse Star upon a creature within range, corrupting its grip on reality. The creature must succeed on an Intelligence saving throw or they take 1d10 psychic damage and their sight shifts into a far reality. Until the start of your next turn, all creatures are heavily obscured to the target. **At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, this spell's damage increases by 1d10 for every spell level above 1st. #### Red String *1st-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous ___ You hold out your hand, loosing a thin red strand of blood at a creature within range. On a hit, the target takes 2d10 piercing damage, and can't move away from you until the start of your next turn. You can then spend 3 hit points and pull the creature to the nearest unoccupied space within 5 feet of you. **At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the projectile's damage increases by 1d10 for every spell level above 1st. #### Sanguine Skewers *1st-level evocation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 round ___ An orb of blood swirls between your hands for the duration, which appears to be slowly swelling in size. If a creature moves within 15 feet of you, you can use your reaction and end the spell to force it to make a Dexterity saving throw, as the orb bursts and showers the creature in a rain of bloody skewers. On a failure, the creature takes 3d6 piercing damage and their speed is halved until the start your next turn. On a success, it takes half as much damage and their speed is unaffected. On the subsequent turn, you can use your action to detonate the now fully-formed orb, ending the spell. Every creature within 15 feet of you must succeed on a Dexterity saving throw or take 4d8 piercing damage, and have their speed halved until the start of your next turn. On a success, the creature takes half as much damage and their speed is unaffected. **At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the damage of the reaction increases by 1d6 for every level above 1st, and the damage of the subsequent action increases by 1d8 for every spell level above 1st. #### Nihal's Writhing Grasp *1st-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 15 feet - **Components:** V, M (dried maggots) - **Duration:** Concentration, up to 1 minute ___ You call upon the maggot-infested rift that is the Serpent Star to birth new life. A creature of your choice within range must succeed on a Constitution saving throw, or it begins to to feel writhing underneath the surface of its skin. At the start of each of the creature's turns, it takes 1d10 psychic damage, and it must move at least half of its speed in a straight line on each of its turns. If it can't, it takes this damage again. At the end of each of its turns, the creature can repeat this saving throw, ending this spell on a success. If the creature dies while under the effects of this spell, maggots emerge from the body. **At Higher Levels.** When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 2d10. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 3d10. When you cast it using a spell slot of 7th level or higher, the damage increases to 4d10. \pagebreakNum ### 2nd-level Spells #### Blood Pact *2nd-level enchantment (ritual)* ___ - **Casting Time:** 1 minute - **Range:** Touch - **Components:** V, S, M (the blood of both participants mixed with ritual ink worth at least 100gp, which the spell consumes) - **Duration:** Instantaneous ___ You touch a willing creature within range, and mark their tongue with the ink. You can also mark your tongue as part of this process. The marked creatures must recite a verbal pledge, the terms and penalties of which are understood and have been agreed upon by you and the target prior. This spell fails if the oath is made in bad faith, or if either party trying to influence the other party through coercion, deception, magic, or similar means. This spell also fails if the target does not fully understand the consequence of their agreement. If the pledge is successfully completed, the ink sets in and becomes permanent, creating a secondary mark on the tongue. If the oath is ever broken or removed by a creature bearing this mark, the other party is immediately aware, the oathbreaker's tongue withers around the mark, and falls off. The pledge made during this spell can stipulate that the pledge can be automatically ended once a certain condition has been met. The pledge can also be harmlessly ended if both parties agree to it, and cast this spell again with the intent to end the oath. Additionally, the pledge can be harmlessly ended by casting *remove curse* on any one of the targets at a spell level at least two levels higher than this spell was cast at. **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, you can place the mark on a nonvital limb or appendage instead of the tongue. Breaking the oath will cause that body part to wither and fall instead. When you cast this spell using a spell slot of 8th level or higher, you can place the mark over their heart, head or similar body part. Breaking the oath will then cause the target to instantly die. #### Corpse Explosion *2nd-level necromancy* ___ - **Casting Time:** 1 reaction, which you take when when a creature within range is reduced to 0 hit points - **Range:** 30 feet - **Components:** V - **Duration:** Instantaneous ___ You invite the souls of the falling to lash out indiscriminately in retribution against the living. Every creature within 10 feet of the target except you must succeed on a Constitution saving throw or take 2d8 necrotic damage, or half as much on a success. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, this damage increases by 1d8 for every other spell levels above 2nd. \columnbreak #### Dark God's Blessing *2nd-level necromancy* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Concentration, up to 10 minutes ___ With a charnel touch, you infuse a creature with a twisted otherworldly blessing, cloaking them in an aura of shadow for the duration. When you first cast this spell, and whenever the target reduces a creature to 0 points, the target gains 3d6 temporary hit points, which last for the spell's duration. Whenever a creature damages the target while they have these temporary hit points, they take 1d8 necrotic damage as black flames assail them. If the target of this spell is an undead creature, the target's speed is doubled for the duration. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature within range for each slot level above 2nd. #### Fevered Certainty of Caiphon *2nd-level divination (ritual)* ____ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 10 minutes ____ You call upon the star-like Dream Whisperer to bestow upon you great knowledge. For the duration, you become proficient in a skill or tool of your choice. Caiphon punishes those who tread too close to it, however. The first time you cast this spell, you suffer no adverse effect. If you cast this spell again before you finish a long rest, you must roll a d20. If the result is 10 or less, then you are afflicted with a random long-term madness effect (the DM has the Long-Term Madness table). This madness can be cured with a *remove curse,* *lesser restoration* or a similar effect. #### Rupture *2nd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You reach your hand forward and begin to burst the arteries of a creature within range. The creature must succeed on a Constitution saving throw or begin to bleed profusely. When the creature fails this saving throw, and at the start of each of their turns, they lose 2d6 hit points. The creature moves at half speed for the duration. The creature can use its action on subsequent turns to repeat the Constitution saving throw, ending this spell on a success. The spell also ends if the creature is receives magical healing. Creatures without body fluid, like skeletons are immune to this effect. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the hit point loss increases by 1d6 for every even spell slot level above 2nd. \pagebreakNum ### 3rd-level spells #### Caiphon's Malicious Guidance *3rd-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 5 feet - **Components:** V - **Duration:** Concentration, up to 10 minutes ___ The target must succeed on a Charisma saving throw or begin to glow with Caiphon's deceiving light. If the target saw you casting this spell, they believed the casting failed. For the duration, the target believes they are blessed by an all-powerful force, and have advantage on Charisma checks to convince its allies to fight alongside it. Additionally, while a creature friendly to the target is within 20 feet of it, that creature has disadvantage on all attack rolls, and all attack rolls made against it have advantage. At the end of the target's turn, if one of its allies has taken damage since the end of its last turn, it can repeat the initial saving throw. On a success, it realizes what the effects of the spell are and knows you are the cause. #### Claws of Acamar *3rd-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You unleash black, crackling energies from the corpse-star Acamar that streak toward a creature in range, intent on drawing others into the star's soul devouring depths. The creature must make a Charisma saving throw. On a failed save, it takes 3d10 necrotic damage and is phased out for 1 minute, partially plunged into Acamar's realm. On a successful save, the target takes half as much damage, but suffers no other effect. While phased out, the target deals half damage, has resistance to all damage except necrotic damage, and creatures have advantage on saving throws the target forces them to make. At the end of each of its turns, the target can repeat the saving throw, taking 2d10 necrotic damage on a failed save, and ending the effect on a success. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d10 for each slot level above 3rd. \columnbreak #### Crimson Tide *3rd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** Self (20-foot radius) - **Components:** V, S, M (rusted shackles and loose chain links) - **Duration:** Instantaneous ___ Spiked columns of blood erupt from your body, and snake towards creatures within range in jagged, winding lines. Creatures of your choice within range must make a Dexterity saving throw. On a failure, the creature takes 5d6 piercing damage and you regain hit points equal to half the damage the creature takes. On a failure, the creature takes half as much damage and you regain no hit points. You can regain a maximum of 30 hit points per casting of this spell. **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the damage of the spell increases by 1d6 and the maximum amount you can heal increases by 10, for every spell level above 3rd. #### Marionette *3rd-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a spool of thread that has been ritualistically soaked in the blood of a humanoid) - **Duration:** Concentration, up to 1 minute ___ Threads of blood extend from your hands to a creature you can see within range within range. They must succeed on a Charisma saving throw, or have your influence invade their body for the duration. When the creature fails this saving throw, and as an action on subsequent turns while you can see the creature, you can force the creature to move up to its speed, as well as do one of the following things: - Make a single weapon attack. - Drop or hand over an item it has in its possession. - Fall prone You might try to force the creature to do something other than is described here. If you do so, the DM determines how the target behaves. At the end of each of the creature's turn, it repeats this saving throw, ending this spell on a success. \pagebreakNum #### Metamorphosis *3rd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (the scale of a creature that has seen an unfathomable being) - **Duration:** Concentration, up to 1 hour ___ Calling upon the corrupting nature of the stars beyond, you briefly allow the power of the Far realms to course through your veins. Your body rips apart as your form bursts into a mass of writhing tentacles, milky white eyes, and pits of bottomless darkness. Your form stays this way for the spell's duration, granting you the following benefits: - Your speed increases by 20 feet. Your reach becomes 15 feet. - Whenever a creature starts its turn within 15 feet of you, it must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. - As a bonus action, or as a reaction to when a creature tries to moves outside of your reach, you can make a melee spell attack against a target within reach. On a hit, they take 1d12 psychic damage and are pulled to the nearest unoccupied space within 5 feet of you. If they are frightened of you, you have advantage on this attack. - If a hostile creature is reduced to 0 hit points while within 15 feet of you, they are violently absorbed into your body as their body and mind are obliterated, and you gain temporary hit points equal to your spellcasting modifier. **At Higher Levels.** When you cast this spell using a spell slot of 5th or 6th level, the psychic increases to 2d12. When you use a spell slot of 7th level or higher, the damage increases to 3d12. #### Mist of Mosquitoes *3rd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** Self (10-foot radius) - **Components:** V, S - **Duration:** Concentration, 1 minute ___ Hundreds of scarlet mosquitoes buzz around you in a 10-foot radius for the duration. Whenever a creature starts their turn in this area, they lose 1d6 hit points, and you regain hit points equal to the amount that they lose. Creatures without blood or a similar substance, such as skeletons, lose no hit points. **At Higher Levels.** When you cast this spell using a spell slot of 5th or 6th level, the psychic increases to 2d6. When you use a spell slot of 7th level or higher, the damage increases to 3d6. \columnbreak #### Light of Khirad *3rd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a topaz, bleached by starlight over a decade) - **Duration:** Instantaneous ___ The light of the star of secrets opens unseen doorways in space for you. Choose two creatures within range that you can see, and that do not have total cover from each other. The two creatures must swap places, teleporting into each other's spaces. If there is not space for either of the targets where the other was standing, then that target is sent to the nearest unoccupied space within range that can fit them. If a creature is unwilling, it can resist this effect by making a Charisma saving throw. On a failure, the target is teleported. On a success, this spell fails. ### 4th-level Spells #### Transfusion *4th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** S - **Duration:** Instantaneous ___ Your hands grow innumerable tiny red needles as you reach for a creature within range. Make a spell attack. On a hit, the creature takes 6d10 necrotic damage and a creature within 30 feet of you regains half of this amount, as a red strand connects the two creatures briefly. A creature, including yourself, can choose to be hit by this attack automatically. On a miss, the creature takes half as much damage and no hit points are regained. Additionally, on a hit, you can choose to lose 5 hit points to offer the healed creature your own energy until the start of your next turn. The creature can arise from prone without expending any movement, and their movement does not provoke opportunity attacks. **At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, the damage of the spell increases by 1d10 for every spell level above 4th. \pagebreakNum ### 5th-level Spells #### Doom of Delban *5th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 500 feet - **Components:** V, S, M (a frozen telescope lens) - **Duration:** Concentration, up to 1 minute - **Classes:** Warlock ___ You call on Delban to destroy a creature in range, its inexorable hatred manifesting as a single shaft of utterly cold and eldritch starlight that clings to your foes. The target must make a Constitution saving throw, taking 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell is turned into a statue of brittle white ice. On subsequent turns until the spell ends, you can use your action to shift and intensify the starlight, forcing a creature in range to make another Constitution saving throw. When you do so, the cold damage dealt increases by 2d8, plus another 2d8 for each time you've used your action this way during the spell's duration to a maximum of 12d8, and you take 2d8 necrotic damage, plus another 1d8 for each time you've used your action this way during the spell's duration to a maximum of 4d8, as direct contact with Delban saps your life essence. This necrotic damage ignores resistance and immunity, but doesn't force you to make Constitution saving throws to maintain concentration. ### 6th-level Spells #### Blood Seal *6th-level abjuration (ritual)* ___ - **Casting Time:** 10 minutes - **Range:** 5 feet - **Components:** V, S, M (a red diamond worth at least 600gp and quality inks that have been mixed with your blood, both of which the spell consumes) - **Duration:** 30 days ___ You use the diamond to paint a red sigil at the center of a room at the base of a container. The sigil becomes baked into the surface and intangible for the duration. Only you are able to enter the room or access the container's contents for the duration. Other creatures are stopped by a magical barrier, and flung 5 feet away from the entry point or container. You can designate other creatures to be able to freely access the room or container by adding a drop of their blood to the ink when you start casting the spell. When you add a creature's blood to the ink, you can similarly designate anyone, or everyone, blood related to that creature. Additionally, only you and the designated creatures are able to damage or manipulate the walls of the room or container. Attempts made to teleport into the room or container, or access it from the ethereal plane, fail. The room or container can be be at most 150 feet on a side, or this spell fails. **At Higher Levels.** When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is dispelled by a *dispel magic* spell cast at 9th-level or a *wish* spell. \columnbreak #### Field of Blood *6th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** Self (60-foot radius) - **Components:** V, S, M (the tip of a spear used in a battle more than a century ago) - **Duration:** Concentration, up to 1 minute ___ Blood bubbles up from the ground in a 60-foot radius. Until the spell ends, the pool moves with you, centered on you. When you first cast this spell, weapons of crystal blood rise from the pool to impale your enemies. Creatures of your choice standing in the pool must succeed on a Dexterity saving throw or take 6d8 piercing damage, and become restrained until the end of your next turn, whereupon the weapons collapse back into liquid. As a bonus action on subsequent turns, you can cause weapons to rise up in a 10-foot radius around a point you can see on the pool. Creatures of your choice in this radius must succeed on a Dexterity saving throw or take 3d8 piercing damage and become restrained until the end of your next turn. Any creature reduced to 0 hit points with this spell remains impaled on the crystal weapons for the duration. #### Reign of Atropus *6th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a piece of a black meteorite) - **Duration:** Concentration, up to 10 minutes ___ You call upon the necromantic radiance of the World Born Dead and place a shard of its power on a creature within range. Constructs are immune to the effects of the spell. If the target is undead, it gains 50 temporary hit points, which disappear when the spell ends. When these temporary hit points are depleted, the spell ends. While it has these temporary hit points, the undead has advantage on all of its attack rolls, and their weapon attacks deal an additional 1d12 necrotic damage. If the target is not undead, their strength is sapped by the star's power and they are wracked with waking nightmares. For the duration, the target's speed is halved, and it has disadvantage on all of its attack rolls and ability checks. At the end of each of the creature's turns, it can make a Constitution saving throw. On a failure, they take 3d10 necrotic damage. On a success, the spell ends. \pagebreakNum ### 7th-level Spells #### Blood Walk *7th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 5 feet - **Components:** S - **Duration:** 30 days ___ You enter the blood of another creature within your range whose the same size category as you, or larger. You completely disappear, as you and your equipment enter the target's bloodstream. You can stay inside of the creature this way for up to an hour, but the creature can use its action on each of its turns to make a Charisma saving throw against your spell save DC, expelling you on a success. While in this state, you can perceive everything the host creature perceives. Additionally, your can only use your action to leave the creature's body. Alternatively, you can use your action to pick a direction and distance on the current plane of existence, such as "twenty miles due west" or "20 feet in front of me." You pass into the blood of nearest blooded creature to that point, and immediately leave the creature's body. You can choose to transport yourself to a specific creature instead, but you must have a vial of their blood in your possession before casting this spell. Whether you voluntarily leave a creature's body, or are expelled, you emerge in an unoccupied space of your choice within reach of the creature. When exiting a creature voluntarily (including when you leave due to transporting), you can choose to leave violently, bursting forth from the creatures body. The creature whose body you are exiting must make a Constitution saving throw. On a failure, they take 10d6 necrotic damage, or half as much on a success. #### Create Effigy *7th-level enchantment (ritual)* ___ - **Casting Time:** 8 hours - **Range:** Touch - **Components:** V, S, M (a thatch figurine in the shape the target, and a drop of the target creature's blood or a piece of their body, such as a toe nail, the latter of which the spell consumes) - **Duration:** 30 days ___ When you begin casting this spell, you must designate a creature you have personally met before. At the end of casting this spell, both components are consumed, and are then replaced by a hand-size doll that looks exactly like the creature. The creature then must succeed on a Charisma saving throw, or else it suffers the effects of this spell. On a success the doll disintegrates. For the duration, you can cause the creature to suffer one of the following effects, regardless of distance. Once you use any of these effects, you can't use them again until the next dawn. **Crush.** As an action, you crush the doll. The creature must succeed on a Charisma saving throw or take 8d8 bludgeoning damage. **Manipulate.** As an action, you stretch out the doll's limbs. The creature must succeed on a Charimsa saving throw or suffer the effects of the *hold monster* spell (you must concentrate on the effect, as normal). You can use your action on subsequent turns while the spell is active to force the creature to move up to its speed, or pose in certain ways. You can't cause the creature to contort in ways that would permanently harm it with this effect. **Remote Target.** Whenever you cast a spell that does not have an area of effect, you can choose the doll as a target. The doll absorbs the spell effect harmlessly, and the spell instead targets the target creature. **Whisper.** You whisper a phrase into the doll. The target must succeed on a Charisma saving throw or suffer the effects of the *suggestion* spell (you do not need to concentrate on this effect). Alternatively, you can cast *sending* targeting that creature, with no failure chance. This spell can be ended prematurely if the target is subject to a *remove curse* spell, if you cast this spell again in the duration, or if the doll is destroyed (AC 5, 1 hit point). The doll turns to dust whenever the spell ends. #### Maw of Acamar *7th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a pure black onyx, worth at least 1,000gp) - **Duration:** Concentration, up to 1 minute ___ You manifest a sliver of Acamar's all-consuming hunger into the world, taking the form of a 3-inch black sphere of nothingness that leaps from the onyx to a space in range. When a creature starts its turn or moves within 15 feet of the sphere, it must make a Constitution saving throw, taking 7d8 necrotic damage on a failed save or half as much on a successful one. A creature killed by this spell is sucked into Acamar's realm through the sphere and devoured, body and soul, and can only be brought back to life by divine intervention or the use of a *wish* spell. As a bonus action on subsequent turns, you can move the sphere up to 20 feet. Once per turn, when the sphere moves directly into a creature, it must succeed on a Charisma saving throw or take 7d8 necrotic damage, be frightened of the sphere until the end of its next turn, and move at least 15 feet away from it on its next turn if possible, as Acamar's depths reach for its soul. A momentary lapse in concentration while channeling this spell has dire consequences. If your concentration is broken as the result of a failed Constitution saving throw, the sphere doesn't disappear. Instead, it persists for the duration, you can no longer move it, and it automatically moves 20 feet towards the closest living creature on each of your turns. \pagebreakNum ### 8th-level Spells #### Light of Gibbeth *8th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V - **Duration:** Concentration, up to 1 minute ___ You begin uttering an incantation in an unknowable language, calling upon your knowledge of the Gibbeth star. An image of the forbidden star appears above a point you specify within range. Until the spell ends, a 30-foot-radius, 100-foot-high cylinder of green light rains down around that point, as the star cracks open slightly. Any creature that starts its turn within the cylinder must make a Intelligence saving throw, as the light of the Gibbeth assaults them with revelations they can't contain. On a failed save, the creature is wracked with insanity, and must do its best to deal the most amount of damage it can to itself on each of its turns. It can't move outside of the cylinder while affected by this spell. At the end of each of its turns, the creature can repeat this saving throw, ending this effect on a success. \columnbreak ### 9th-level Spells #### Blood Moon *9th-level conjuration* ___ - **Casting Time:** 10 minutes - **Range:** Sight - **Components:** V, S, M (a vial containing drops of blood of three ancient beings, worth 2,500gp) - **Duration:** 24 hours ___ In a profane ritual, you blot out the sun with a bloody moon that corrupts the minds of mortals. When you cast this spell, you choose a point within range. The sky fades into a deep crimson hue everywhere within 5 miles of that point. If the moon or sun are out, the scarlet sphere blots them out. The area within the spell's range has a red tint and is considered dim light, even if it would otherwise be brighter or dimmer. Whenever a creature within the area of a spell casts a spell that directly involves manipulating blood, the spell deals maximum damage (if any). Additionally creatures have disadvantage on saving throws against such spells. All creatures that start their turn in the area must succeed on a Charisma saving throw, or be frightened of every other creature in the radius. Shapechangers instead revert to their original form on a failed save, and regard all other creatures in the radius as hostile. When you cast this spell, you can designate a number of creatures equal to your level to be immune to this effect. \pagebreakNum #### Call of the Haunted *9th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a vial containing drops of blood of three ancient beings, worth 2,500gp) - **Duration:** 1 hour ___ You raise a massive swarm of undead, drawn from the earth beneath and from the planes beyond. The horde occupies a 40-foot square rises in a space within range, and uses the undead horde statblock. When you cast the spell, choose the types of creatures that make up the horde: Phantasmal, Swarmling, or Hulking. The horde is made up of undead of varying twisted and rotting forms of your choice, which also determines some of the traits in its stat block. The creature is friendly to you and your companions for the spell's duration. In combat, the horde shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don't issue any, it defends itself but otherwise takes no action. #### Epidemic *9th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a preserved cancerous liver, that was harvested from a creature while it was alive) - **Duration:** Instantaneous ___ You make a melee spell attack against a living creature within range. On a hit, the creature is inflicted with a disease of your choice listed in the *contagion* spell, or a different one with your DM's approval. The affected creature becomes a powerful vector for spreading the disease, causing any creature that starts its turn within 30 feet of the target to make a Constitution saving throw or also contract the disease immediately. On a success, the creature is immune to contracting the disease for 24 hours. Creatures that contract the disease this way are become powerful vectors for the transfer of the disease, in the same way as the original target of the spell. The spell save DC needed to transfer the disease goes down by one every 24 hours, on all targets affected by the disease. When you cast this spell, you can designate a number of creatures equal to your level to be immune to this disease. ___ > ## Undead Horde >*Gargantuan swarm of small (swarmling only) medium (phantasmal only), large (hulk only) undead, lawful evil* > ___ > - **Armor Class** 15 > - **Hit Points** 150 > - **Speed** 30ft, fly 40ft (phantasmal only; hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|22 (+6)|8 (-1)|14 (+2)|6 (-2)|8 (-1)|5 (-3)| >___ > - **Damage Resistances** bludgeoning, piercing, slashing > - **Damage Immunities** poison, psychic, necrotic > - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, restrained, stunned > - **Senses** blindsight 60 ft., passive Perception 7 > - **Languages** — > ___ > **Tide of Dead (Swarmling Only).** Creatures must spend all of their movement to rise from being prone while within the swarm's space. > > **Incorporeal Movement (Phantasmal Only).** The undead can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled. > > **Aura of Possession (Phantasmal Only).** Whenever a creature starts its turn in the horde's space, it must succeed on a Charisma saving throw or take 22 (4d10) necrotic damage and become possessed until the end of their turn. While possessed, the creature must spend their movement and action to reach a creature of the caster's choice and make a single weapon attack against them. If there is no such creature in the horde's space, it is instead stunned the same duration. > > **Swarm.** The horde can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a humanoid one size category smaller than the creatures that make it up. The swarm can't regain hit points or gain temporary hit points. > > ### Actions > **Brutalize (Hulking Only).** Melee Weapon Attack: +11 to hit, reach 0 ft., every creature of the swarm's choice in the its space. Hit: 56 (9d10 + 6) bludgeoning, piercing, or slashing damage (your choice), or 34 (5d10 + 6) of the same damage type if the swarm has half of its hit points or fewer. On a miss, the creature takes half as much damage. > > **Overwhelm (Swarmling Only).** Melee Weapon Attack: +11 to hit, reach 0 ft., every creature of the swarm's choice in the its space. Hit: 39 (6d10 + 6) bludgeoning, piercing, or slashing damage (your choice), or 22 (3d10 + 6) of the same damage type if the swarm has half of its hit points or fewer. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone. On a miss, the target takes half as much damage. \columnbreak ### Credits Marcy, Briar, Caim, Discord of Many Things; Blood Pact idea by djlyh96; Claws of Acamar, Doom of Delban by SgtBriar; Drew for insight on Pooling Vitae; Consequence6 for inspiration