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# The Incarceror Rain falls through the leaves on the boy who refuses to abandon his home. Scars of abuse cover his face. But today the very demon sealed in his belly, the focus of the town's hate, will be used to save the village that shunned him. A shrine maiden's tears boil away on her glowing cheeks. The temple stands in ruins around her, the priest that raised her lies expiring beneath the rubble of her home. The temple’s patron celestial now sits enthroned at the palace of her soul demanding vengeance against the empire that raises its earthly see. Crawling through the wasteland irradiated by magics best forgotten, a boy screams in pain as his body mutates around him. The Abomination within the world egg, awakened by the falling bombs, has found a host. The boy fights to control the eldritch energies coursing through him and not be lost in the Abomination’s extra-dimensional mind. A farmhand looks out over a frozen valley, wondering if he really has a choice on this grand adventure or if he is simply just a new shell for the voice in his head. Will he even be himself at the end of this? Or does every step just bring him closer to being assimilated into the ancient, reincarnating wizard who intends to kill Death? All of these are Incarcerors. Incarcerors have great power, but it is not their own. They instead draw upon the unearthly entities sealed inside them. Where gods give their clerics and paladins powers, warlocks receive their gifts through a mystic contract with their patrons, and Sorcerers ignite the powers coursing through their bloodlines, Incarcerors usually must take their powers by guile or force from entities sealed within their body. Rarely are such entities willing to part with their power, especially to mere mortals. Drawing on these powers can cause immense strain on the body. Incarcerors must train their body to become accustomed to otherworldly energies flowing through them. Sometimes, even pushing beyond their limits. An Incarerors presence looms large over battlefields and can turn the tide of a fight. But they must be ever cautious not to draw on too much of their tenant's strength lest they become corrupted by its influence and turn against their allies, or worse let it escape. ### Accursed Vessels Mortals are often apprehensive around Incarcerors, as they are never quite sure if the person looking out from those eyes is their friend or a terrible creature trying to get free. Fear often leads to hate so if their identity becomes know Incarceror’s are magnets for discrimination. All kinds of evils and misfortunes are blamed on them and the entities sealed inside them.
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##### Incarceror | Level | Proficiency Bonus | Features | Channeling Dice | Manifestations | Spells | 1st | 2nd | 3rd | 4th | 5th | |:---: |:---: |:--- |:---: |:--: |:---: |:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Accursed Cloak, Corruption, Sealed Entity | — | — | — | — | — | — | — | — | | 2nd | +2 | Channeling, Channeling Attack, Channeling Magic | 1 | — | 1 | 1 | — | — | — | — | | 3rd | +2 | Manifestations | 1 | 2 | 2 | 1 | — | — | — | — | | 4th | +2 | Ability Score Increase | 2 | 2 | 3 | 1 | — | — | — | — | | 5th | +3 | Residual Energies | 2 | 3 | 4 | 1 | 1 | — | — | — | | 6th | +3 | Sealed Entity Feature | 3 | 3 | 5 | 1 | 1 | — | — | — | | 7th | +3 | Harmony/Domination | 3 | 4 | 6 | 1 | 1 | — | — | — | | 8th | +3 | Ability Score Increase | 4 | 4 | 7 | 1 | 1 | — | — | — | | 9th | +4 | ─ | 4 | 5 | 8 | 1 | 1 | 1 | — | — | | 10th | +4 | Sealed Entity Feature | 5 | 5 | 9 | 1 | 1 | 1 | — | — | | 11th | +4 | Legendary Resilience (1) | 6 | 5 | 10 | 1 | 1 | 1 | — | — | | 12th | +4 | Ability Score Increase | 7 | 6 | 10 | 1 | 1 | 1 | — | — | | 13th | +5 | ─ | 8 | 6 | 11 | 1 | 1 | 1 | 1 | — | | 14th | +5 | Sealed Entity Feature | 9 | 6 | 11 | 1 | 1 | 1 | 1 | — | | 15th | +5 | Harmony/Domination Improvement | 10 | 7 | 12 | 1 | 1 | 1 | 1 | — | | 16th | +5 | Ability Score Increase | 11 | 7 | 12 | 1 | 1 | 1 | 1 | — | | 17th | +6 | ─ | 12 | 7 | 13 | 1 | 1 | 1 | 1 | 1 | | 18th | +6 | Legendary Resilience(2) | 13 | 8 | 13 | 1 | 1 | 1 | 1 | 1 | | 19th | +6 | Ability Score Increase | 14 | 8 | 14 | 1 | 1 | 1 | 1 | 1 | | 20th | +6 | Sealed Entity Feature | 15 | 9 | 14 | 1 | 1 | 1 | 1 | 1 |
### Creating an Incarceror Becoming an Incarceror is something that happens to you. Every Incarceror has a story about how they came to contain a being of immense power, and it is often a story of great loss. When making an Incarceror, consider how the events that lead up to imprisoning your Sealed Entity have affected you and it. An Incarceror’s relationship with their entity is almost always the defining relationship in their life. Sealed Entities are rarely pleased with their situation and often resent their jailors. While almost all Sealed Entities wouldn’t hesitate to be free of their prison, they are creatures of immense power with goals of their own. Sometimes they will agree to help their Incarceror or even prolong their imprisonment if it suits their interests \columnbreak ### Quick Build You can make an Incarceror quickly by using these choices. Make Constitution your highest ability score, followed by either strength or dexterity. Then choose either the Outlander or Criminal background. ## Class Features As an Incarceror, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d8 per Incarceror level - **Hit Points at 1st Level:** 8+Constitution Modifier - **Hit Points at Higher Levels:** 1d8(or 5)+Constitution Modifier \pagebreak #### Proficiencies ___ - **Armor:** Light & Medium Armor - **Weapons:** Shortswords, Simple Weapons - **Tools:** None ___ - **Saving Throws:** Constitution and Charisma - **Skills:** Choose two from Athletics, Deception, Insight, Intimidation, Perception, Survival #### Equipment You start with the following equipment, in addition to the equipment granted by your background: * (a) a shortsword or (b) 2 simple melee weapons * (a) a dungeoneer's pack or (b) an explorer's pack * (a) Chain shirt or (b)Leather Armor >##### Multiclassing >* **Prerequisites:** To qualify for multiclassing into the Incarceror class, you must meet these prerequisites: Constitution 13 and Charisma of 13. > >* **Proficiencies:** When you multiclass into the Incarceror class, you gain the following proficiencies: Light armor, medium armor, and simple weapons. >* **Spellcasting:** You can use spell slots gained from the Channeling Magic feature to cast spells from a Spellcasting class feature and visa versa. ### Accursed Cloak Incareror’s can tap into the well of power that is sealed within their bodies to empower themselves while fighting. However, doing so exposes their mind to the corrupting influence of the entity sealed inside them. As a bonus action, you may activate your Accursed Cloak, when you do so you gain temporary hit points equal to your **Accursed Cloak Capacity.** At the beginning of every turn that your Accursed Cloak is active, if you have fewer temporary hit points than your **Accursed Cloak Capacity** you gain temporary hit points equal to Proficiency Bonus. These temporary hit points add together with any temporary hit points you still have from this feature up to a maximum of your **Accursed Cloak Capacity.** You may dismiss your Accursed Cloak as a free action and you lose all temporary hit points gained from this feature when your Accursed Cloak is dismissed.
**Accursed Cloak Capacity** =
your Proficiency Bonus + half your Incarceror level(rounded up)
You may activate your Accursed Cloak a number of times equal to your Proficiency Bonus. You regain all uses of your Accursed Cloak when you finish a short rest. \columnbreak ### Corruption Starting at 1st level, at the end of a turn that your Accursed Cloak is active roll a d20. If the result of the the roll is less than or equal to your *Corruption Threshold* the entity immediately takes one of the actions on the Sealed Entity Actions Table at the end of this class.
**Corruption Threshold** =
1 + number of Burned Channeling Dice
>##### Advice for DMs >* Sometimes a player might be push their powers a little, be in a precarious situation, or act in a way that is particularly odious to their Sealed Entity. In those cases it might be appropriate to increase their Corruption Threshold for that turn. > >* When not in combat have the player roll their Corruption Check after they do an action or benefit from an effect of their Accursed Cloak, instead of every 6 seconds. > >* For players that are comfortable with it you may consider changing the consequence of failing 3 death saves as the Sealed Entity taking full control of your body or being unleashed back into the world. ### Sealed Entity Every Incarceror carries within them a tremendously powerful entity. Choose one of the following Sealed Entities: the Aberration, the Archangel, the Archfey, the Archfiend, or the Archwizard, the Ancient Dragon, the Ancient Lich, or the Ageless Tarrasque each of which is detailed at the end of the class description. Your choice grants you features at 1st, 6th, 10th, 14th, and 20th levels. ### Channeling Starting at 2nd level you gain access to the well of power that your Seal Entity has. You gain a number of d4 detailed in the Incarceror Table above. These dice can be used for several of your Incarceror features. Additionally some features will allow you to **Burn** Channeling Dice for additional effects. Burned dice can no longer be used as part of any feature. You regain all Burned die at the end of a long rest. ### Channeling Attack The energies of your sealed entity are often corrosive to others. At 2nd level while your Accursed Cloak is active, once during your turn when you make an attack before you roll you you may choose to roll any number of unburned Channeling Dice. If the attak hits add the result to the damage of the attack. Increase your *Corruption Threshold* for this turn by 1 for each die that you rolled. You may not dismiss your Accursed Cloak on the same turn that you use this feature. \pagebreak ### Channeling Magic Starting at 2nd level you gain the ability to cast spells. The Incarceror casts spells by channeling the power of their Sealed Entity through their bodies. Since your magic relies on your body to withstand the strain of channeling your Seal Entity’s power, Constitution is your spellcasting ability for your Incarceror spells and features.
**Spell Save DC** =
8 + your proficiency bonus +
your Constitution modifier
**Spell attack modifier** =
your proficiency bonus +
your Constitution modifier
#### Spellcasting Focus Your body acts as a spellcasting focus for your Incarceror spells and features. #### Spell Slots The Incareror table shows how many spell slots you have to cast your spells of 1st level and higher. You regain all expended spell slots when you finish a long rest. For example, when you are 5th level you have one 1st level spell slot and one 2nd level spell slot. #### Spells known of 1st Level and Higher You know one 1st level spell of your choice from the Incarceror spell list or your Sealed Entity’s spell list. The Channeling Spells column of the Incarceror table shows when you learn more Incarceror spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach your 6th level in this class you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Incarceror spells you know and replace it with another spell from the Incarceror spell list or your Seal Entity's spell list, which also must be of a level for which you have spell slots. #### Risky Power Channeling the powers of your Sealed Entity to cast spells exposes your body to their influence. When you a cast a spell using an Incarceror Spell slot or Manifestation, increase your *Corruption Threshold* for this turn by the level of the spell, if your Accursed Cloak is not active make a Corruption Check after you cast the spell. #### Overdraft You may cast an Incarceror spell even if you have expended all your spell slots of its level by Burning a number of Channeling Dice equal to the level of the spell slot. ### Manifestations As your body learns to handle the energies of your Sealed Entity you gain the ability to manifest some of their abilities. At 3rd level, you gain two Manifestations of your choice from the General Manifestation list or your Sealed Entity’s Manifestation list. When you gain certain Incarceror levels you gain additional powers of your choice, as shown in the Manifestations column of the Incarceror Table above. \columnbreak Additionally, when you gain a level in this class, you can choose one of the powers you know and replace it with another power you could learn at that level. A level prerequisite in a power’s description refers to your Incarceror 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. ### Residual Energies As you repeatedly Channel your Sealed Entity vestiges of its power remain in your body. As it builds up you can learn to control it, assuming a fraction of your Entity's power as your own. Beginning at 5th level when you make a melee attack you deal an aditional amount of damage equal to the number of Channeling Dice you have burned. ### Harmony / Domination As you grow in power, your relationship with the entity sealed within has a major impact on the way you manifest its power. At 6th level, you gain one of the following benefits depending on your relationship with your sealed entity. When you level up you may change with the benefit you gain if your relationship with your sealed entity has shifted. * ***Harmony:*** When you fail your Corruption Check you may roll twice on the Entity Actions Table and choose which action it takes. You may do this a number of times equal to your Charisma modifier. You regain any expended uses after you complete a long rest. * ***Domination:*** When you use your Channeling Attack feature you may reroll a number of Channeling Dice up to your Charisma modifier. You may do this a number of times equal to your Charisma modifier. You regain any expended uses after you complete a long rest. At 15th level, you gain an additional benefit depending on your relationship with your Sealed Entity. * ***Harmony:*** You regain 1/2 of your Burned Channeling Dice after you complete a short rest. * ***Domination:*** When you roll a Channeling Die treat all 1s rolled as 2s. You have disadvantage on Corruption Check rolls. ### Legendary Resilience The strain that channeling energies that the mortal body was not meant to handle causes it to change and adapt in subtle ways. A body’s natural defenses soon learn to neutralize and purify the corrupting energies leaking from the seal inside you and in moments of great peril the body might draw on those energies to accomplish astounding feats of strength or intellect. At 11th level when you fail a saving throw or your Corruption Check you may choose to reroll and use the new result. You may only use this feature once per long rest, regaining all expended uses after you complete a long rest. You gain an additional use of this feature at 18th level.
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## The Aberration The ancient twisting mind of a monstrosity from beyond the stars slumbers inside your body. It may have been sealed away by meager men to contain its corrupting influence; or perhaps you are the vessel chosen by its secretive cult incubating their master as they prepare for its arrival; either way the machinations of mere mortals are not enough to confine it. Its foul tongue haunts your nightmares, opening your eyes to new dimensions and growing new limbs hidden therein. #### Aberration Entity Spell List | Level| Spells | |:---:|:-------:| | 1 | Arms of Hadar, Command, Ray of Sickness| | 2 | Detect Thoughts, Ray of Enfeeblement, Suggestion | | 3 | Blink, Enemies Abound, Hunger of Hadar | | 4 | Compulsion, Confusion, Evard’s Black Tentacles | | 5 | Dominate Person, Geas, Telepathic Bond | #### A Mind from Beyond the Stars At 1st level, you can glimpse into the mind and memory of the Aberration sealed inside you. When you complete a long rest you may choose either Arcana or History, you gain proficiency in that skill until the end of your next long rest. Further, when you make an ability check that uses your Arcana or History proficiency you may roll a Channeling Die, adding the result to the ability check. Finally, you can speak and read Deep Speech. #### Aberrant Flesh At 1st level, while your Accursed Cloak is active your eyes become covered with a yellow film, and your skin shifts to a sickly grey and moves as if there were thousands of worms wiggling just underneath its surface. As you channel your entity your body moves erratically in strange directions beyond the normal ones you are used to. In this form, you gain advantage on Strength (Athletics) and Dexterity (Acrobatics) checks made to grapple a creature or escape a grapple, while you are grappled with a creature you may make a melee attack against the creature as a bonus action; this attack deals an additional 1d4 psychic damage. Additionally, you may choose to make the damage you deal with your Channeling Attack feature psychic damage. #### Non-Euclidean Body Starting at 6th Level, you can manifest limbs hidden in other dimensions. While your Accursed Cloak is active as a bonus action you manifest a 10 ft long tentacle from a space you can see within 10 feet. The tentacle counts as an extension of yourself, it uses your armor class and any damage dealt to it is subtracted from your hit points. As part of the bonus action used to manifest the tentacle, you may make an unarmed attack or attempt to grapple a creature within range of the tentacle. \pagebreak As a bonus action on subsequent turns, you may move the tentacle up to 15 feet and make another unarmed attack or attempt to grapple. The tentacle lasts until you manifest another tentacle or dismiss your Accursed Cloak. You may use this a number of times up to your constitution modifier until you complete a long rest. Additionally, your unarmed attacks are considered magic for the purpose of overcoming resistance. #### Non-Euclidean Mind At 10th level, you may use an action to end the charmed or frightened condition. #### Maddening Form At 14th Level, so much power from the Aberration is flowing through you that it becomes corrosive to the mind to stand in your presence. While your Accursed Cloak is active, when a creature starts their turn within 5 feet of you, or when they enter that range, they must make an Intelligence Saving throw. If they fail they gain a short-term madness effect as described in the DMG for the next 1d4 rounds. A creature that succeeds on their saving throw or recovers from their short term madness is immune to this effect for 24 hours. #### Unleash the Horror At 20th Level your mind and body have adapted to the extra-dimensional energies you can approach the source of your power. For a short while you can release the seal containing the Old God within you and use its raw powers for yourself. You and your sealed entity make work in harmony or you may forcibly wield its powers for yourself. Once per long rest you gain one of the following features, depending on your relationship with your Sealed Entity. ***Harmony:*** As a bonus action while your Accursed Cloak is active you may release the seal that restricts your Sealed Entity. For the next minute you gain the following benefits: * Your creature type is now Aberration * At the beginning of your turn you regain 1 burned channeling die * You gain a +2 bonus to one of your Ability scores * You may Search as a bonus action or reaction once per round ***Domination:*** As an action while your Accursed Cloak is active you may release the seal that restricts your Sealed Entity. You transform into an Aberration of CR 16 or lower. While transformed you must still make your Corruption Check. If you fail, roll twice for on the Sealed Entity Action Table and do both actions. \columnbreak ## The Archangel The burning light of a divine warrior is contained within your body. It may have been shackled by upstart mortals who wished to use its power as a ferocious weapon in their wars on the material plane, by dark forces who wish to deprive the gods of one of their greatest defenders, or by the gods themselves for some ineffable purpose here below. Regardless, it is impossible to fully conceal the radiance of the Celestial. The presence of such a pure being consecrated you, making you a great boon to allies and a bane to your enemies. #### Archangel Entity Spell List | Level| Spells | |:---:|:-------:| | 1 | Bless, Cure Wounds, Protection from Evil and Good, Sanctuary, Shield of Faith| | 2 |Lesser Restoration,See Invisibility, Spiritual Weapon| | 3 |Crusader’s Mantle, Mass Healing Word, Revivify, Spirit Guardians| | 4 |Guardian of Faith| | 5 |Dispel Evil and Good, Circle of Power| #### Celestial Mind At 1st level, you can hear the whispers of the heavenly mind dwelling within you. When you complete a long rest you may choose either Religion or History, you gain proficiency in that skill until the end of your next long rest. Further, when you make an ability check that uses your Religion of History proficiency you may roll a channeling die and add the result to the ability check. Finally, you can speak and read celestial. #### Leaking Radiance At 1st level, while your Accursed Cloak is active your eyes glow with soft golden light, shining glyphs appear across your skin, and a thin halo made of dust from the environment forms above your head. As you channel your entity your hair and clothes swirl around you as if they were submerged in water or blown by a gentle breeze. In this form, you may release a damaging bolt of light at your enemies. You may use an action to make a ranged spell attack against a creature within 60ft; this attack deals 2d4 radiant damage. You may apply your Channeling Attack feature to this attack. Additionally, you may choose to make the damage you deal with your Channeling Attack feature radiant damage. #### Celestial Infusion At 6th level, the celestial energies coursing through your veins is potent enough to enervate yourself and others. While your Accursed Cloak is active you may use an action to heal yourself or a creature you can touch; roll any number of unburned Channeling Dice, the chosen creature regains hit points equal to the result. Increase your *Corruption Threshold* for this turn by 1 for each die rolled. You may use this a number of times up to your constitution modifier until you complete a long rest. \pagebreak #### Lesser Magic Resistance At 10th level when a magical effect would force you to make a saving throw you may roll a Channeling Die and add the result to the saving throw. #### Searing Brilliance At 14th level, you can release the pure energies as a flash of light so bright that it burns to look at you. While your Accursed Cloak is active you shed 10 feet of bright light and 10 feet of dim light beyond that. Additionally, while your Accursed Cloak is active when you are targeted by an attack or spell you may use your reaction to force the creature targeting you to make a Wisdom Saving Throw, if they fail they become blind until the end of their next turn, on a success they make any attack rolls against you at disadvantage until the end of their turn. \columnbreak #### Open the Heavens At 20th Level your mind and body are pure enough you may wield the raw devine energy of your Sealed Entity. For a moment you can unchain the angel inside of you and take its weapons as your own. You and your sealed entity may work in harmony or you may forcibly wield its powers for yourself. Once per long rest you gain one of the following features, depending on your relationship with your Sealed Entity. ***Harmony:*** As a bonus action while your Accursed Cloak is active you may release the seal that restricts your Sealed Entity. For the next minute you gain the following benefits: * Your creature type is now Celestial * At the beginning of your turn you regain 1 burned channeling die * You gain a +2 bonus to one of your Ability scores * When a creature within 60ft takes damage you may use your reaction to make them regain 1d4 hit points. ***Domination:*** As an action while your Accursed Cloak is active you may release the seal that restricts your Sealed Entity. You transform into an Celestial of CR 16 or lower. While transformed you must still make your Corruption Check. If you fail, roll twice for on the Sealed Entity Action Table and do both actions.
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## The Archfey The twisting capricious of the Archfey struggles against the shackles of the seal upon your form. It may have been duped into this arrangement by one of its rivals in the courts of the Feywild, or placed inside you by a god that it crossed, or you might be the latest in your lineage to bear the responsibility of a deal made so long ago that it is now called a curse; however, none of these are enough to keep the Archfey from its mischief. It will require great wit, but the razor edge can be walked to direct your tenant's beguiling magic to your own ends. #### Archfey Entity Spell List | Level| Spells | |:---:|:-------:| | 1 |Charm Person, Faerie Fire, Sleep| | 2 |Phantasmal Force, Misty Step, Suggestion| | 3 |Conjure Animals, Hypnotic Pattern, Slow| | 4 |Charm Monster, Hallucinatory Terrain, Polymorph| | 5 |Enemies Abound, Far Step, Seeming| #### Fairy Charm At 1st level, you can feel the irresistible caprice of the feywild mind dwelling within you. When you complete a long rest you may choose either Persuasion or Deception, you gain proficiency in that skill until the end of your next long rest. Further, when you make an ability check that uses your Persuasion or Deception proficiency you may roll a channeling die and add the result to the ability check. Finally, you can speak and read Sylvan. #### Courtly Air At 1st level, while your Accursed Cloak is active your eyes sparkle like gems, changing color according to your mood, and you move with otherworldly grace. As you channel your entity a strange aroma like wildflowers or the depths of the forests suffuses the air around you. In this form, you may use a bonus action to force a creature to make a Wisdom Saving Throw, if they fail they become charmed by you until the end of their next turn. When the creature takes damage they may reattempt the saving throw to end the effect. Additionally, while your Accursed Cloak is active you have advantage on saving throws against being charmed. #### Fairy Crown At 6th level, while your Accursed Cloak is active you appear to be clothed in a strange hyper-vibrant finary and a delicate crown of flowers appears on your brow. As a bonus action, you can issue a one-word command to a creature you have charmed, during their next turn, if they are still charmed by you, they will attempt to carry out the instruction to the best of their ability; they will not follow a command that is directly harmful to it or if they do not understand the language you speak it in. You may use this a number of times up to your constitution modifier until you complete a long rest. \columnbreak
>##### Fey Transformation > Since there are no officially published Fey of CR 16 one has been included in the Appendices as an option or template. \pagebreak
\columnbreak #### Lordly Laurels At 10th level fey creatures or creatures with fey ancestry are not immune to any charmed or frightened conditions that you apply. Other creatures make any saving throws against the charmed or frightened conditions that you apply with disadvantage.
#### Fey Garb At 14th level, while your Accursed Cloak is active you take on one animal feature like the feet of a goat, the main of a lion, the ears of a rabbit, the horns of a bull, the tail of a cat, etc. While your Accursed Cloack is active the first attack a creature makes against you on their turn is made with disadvantage. #### Free the Fey At 20th Level the weirdness of the feywild suffused your body. For brief moments you loosen the chains on your Sealed Entity and may act as a lord of Faerie. You and your sealed entity make work in harmony or you may forcibly wield its powers for yourself. Once per long rest you gain one of the following, depending on your relationship with your Entity. ***Harmony:*** As a bonus action while your Accursed Cloak is active you may release the seal that restricts your Sealed Entity. For the next minute you gain the following benefits: * Your creature type is now Fey * At the beginning of your turn you regain 1 burned channeling die * You gain a +2 bonus to one of your Ability scores * You may cast *Misty Step* once per round with out expending a spell slot ***Domination:*** As an action while your Accursed Cloak is active you may release the seal that restricts your Sealed Entity. You transform into an Fey of CR 16 or lower. While transformed you must still make your Corruption Check. If you fail, roll twice for on the Sealed Entity Action Table and do both actions. ## The Archfiend The fiendish authority of a Prince of Hell or an Abyssal Lord seethes within their prison, cursing their jailer: you. An exorcism may have freed you from their possession and sealed them inside you, you may be the container for a demonic sect waiting for their patron to bring about the end of the world, or you may contain a secret weapon in the Blood War hidden away so that the other side never discovers you; regardless of how the Dark One has come to dwell inside you it will not betray its nature. The flames of perdition course through your veins, inviting you to revel in an orgy of destruction. #### Archfiend Entity Spell List | Level| Spells | |:---:|:-------:| | 1 |Burning Hands, Hellish Rebuke, Hex| | 2 |Blindness/Deafness, Branding Smite, Flame Blade| | 3 |Blinding Smite, Fireball, Vampiric Touch| | 4 |Death Ward, Shadow of Moil, Staggering Smite| | 5 |Cloudkill, Enervation, Flame Strike| \pagebreak #### Whispers of the Dark One At 1st Level, you can hear the subtle whispers of the demonic mind trapped inside you. At the end of a long rest choose either Intimidation or Deception, you gain proficiency in that skill until the end of your next long rest. Further, when you make an ability check that uses your Intimidation or Deception proficiency you may roll a Channeling Die and add the result to the ability check. Finally, you can speak and read Abyssal and Infernal. #### Fiendish Influence At 1st level, while your Accursed Cloak is active, your eyes glow red and your teeth and nails grow longer. While you channel your entity the air around you grows warmer and smells of ash and brimstone. In this form your teeth and claws can be used as natural weapons, your teeth deal 2d4+your Strength Modifier piercing damage and your claws deal 2d4+your Strength Modifier slashing damage. Additionally, you may choose to make the damage dealt by your Channeling Attack feature fire or necrotic damage. #### Fury of Hell At 6th level, while your Accursed Cloak is active, when you reduce a creature’s hit points to zero until the beginning of your next turn you gain 15 feet of movement, a +1 bonus to AC, and you may make another attack as a bonus action. Additionally, attacks made with your natural weapons are considered magic for the purpose of overcoming resistance. #### Lesser Magic Resistance At 10th level when a magical effect would force you to make a saving throw you may roll a Channeling Die and add the result to the saving throw. #### Blood of Fire At 14th level While your Accursed Cloak is active your skin opens in fissures, revealing the fire that has replaced your blood. A shroud of ash, smoke, and floating embers surrounds you. While your Accursed Cloak is active when a creature within 5 feet of you hits you with an attack you can use your reaction to force that creature to make a Constitution saving throw. On a failed save the creature takes fire damage equal to half your Incarceror level and becomes *blinded* until the end of their next turn, a creature that succeeds only takes half damage. #### Fiend Unbound At 20th Level hellfire no longer burns you, brimstone smells sweet, your mind and body are a match for the fiend within. For a short while you can loosen the shackles of the Archfiend within you and use its raw powers as your own. You and your sealed entity make work in harmony or you may forcibly wield its powers for yourself. Once per long rest you gain one of the following features, depending on your relationship with your Sealed Entity. ***Harmony:*** As a bonus action while your Accursed Cloak is active you may release the seal that restricts your Sealed Entity. For the next minute you gain the following benefits: * Your creature type is now Fiend * At the beginning of your turn you regain 1 burned channeling die * You gain a +2 bonus to one of your Ability scores * Darkness and magical darkness can't impede your vision and you telepathically speak to creatures within 120ft, they must understand the language you are speaking in to understand you and can't reply. ***Domination:*** As an action while your Accursed Cloak is active you may release the seal that restricts your Sealed Entity. You transform into an Fiend of CR 16 or lower. While transformed you must still make your Corruption Check. If you fail, roll twice for on the Sealed Entity Action Table and do both actions. ## Sealed Entity: The Archwizard They were a mortal who delved deeper into the mysteries of magic, they held the powers of creation and destruction in their hands, now they find themselves held within your meager frame. The Archwizard may have made a mistake in their quest for immortality, or they may have been cursed by the gods to reincarnate inside new hosts until their impossible task was complete, or they may have been sealed away by a rival in the arcane arts; however they became implanted into you, you can be sure that the Archwizard still has their own agenda they are trying to enact. Though you may be able to learn from them and possibly even turn their forbidden knowledge towards your aims. #### Archwizard Entity Spell List | Level| Spells | |:---:|:-------:| | 1 |Chromatic Orb, Disguise Self, Magic Missile, Unseen Servant| | 2 |Detect Thoughts, Invisibility, Levitate, Misty Step| | 3 |Counterspell, Dispel Magic, Fireball, Sending, Slow| | 4 |Banishment, Dimension Door, Otiluke’s Resilient Sphere, Polymorph| | 5 |Animate Objects, Bigby’s Hand, Scrying, Telekinesis| #### Archmage Memories At 1st level, the knowledge of the Archwizard sometimes slips into your mind. At the end of a long rest choose either Arcana or Investigation, you gain proficiency in that skill until the end of your next long rest. Further, when you make an ability check that uses your Arcana or Investigation proficiency you may roll a Channeling Die and add the result to the ability check. Also, you can speak and read one language of your choice. #### Unstructured Spells At 1st level, while your Accursed Cloak is active your eyes become covered in magic runes, and harmless sparks of energy crackle around your body. While you channel your entity a spectral copy of their signature spell casting focus manifests near you; it could appear as an ornately carved staff, a flawless crystal sphere, a massive floating tome, or something else that fits the personality of your entity better. At the end of a long rest select a cantrip from the wizard spell list, while your Accursed Cloak is active you may cast that cantrip at will. \pagebreak
#### Channel Spell At 6th level, after you complete a long rest pick 2 spells of 1st or 2nd level from the wizard spell list, until you finish a long rest you know these spells, they count as Incarceror Spells. #### Leaking Mastery At 10th level, you gain the benefit of a 2nd level Arcane Tradition Feature of your choice. If the feature refers to Wizard Level you may use Incarceror Levels instead, if you have Incarceror and Wizard levels, use the sum of both. #### Expanded Intelligence At 14th level, you can start using the immense brainpower locked inside you for your own purposes. How you use this power depends on your relationship with the your Entity. You gain one of the following abilities depending on your relationship with your Sealed Entity: * ***Harmony:*** While your Accursed Cloak is active a sphere of glowing arcane glyphs surrounds your head you can concentrate on 2 spells at once. When you would be forced to make a Constitution Saving Throw to maintain concentration the DC is equal to 10 + the sum of the level of both spells or the half damage taken, whichever is higher. If you fail you lose concentration on the higher level spell and gain a level of exhaustion. * ***Domination:*** You gain the benefit of a 6th level Arcane Tradition Feature of your choice. If the feature refers to Wizard levels you may use Incarceror Levels instead, if you have both Incarceror and Wizard levels you may use the sum of your Incarceror and Wizard levels. \columnbreak
#### Unfettered Mage At 20th Level your mind and body are more than strong enough to hold the knowledge of an Archwizard. For a short while you can release the seal constraining the mage within you and use its magic for yourself. You and your sealed entity make work in harmony or you may forcibly wield its powers for yourself. Once per long rest you gain one of the following features, depending on your relationship with your Sealed Entity. ***Harmony:*** As a bonus action while your Accursed Cloak is active you may release the seal that restricts your Sealed Entity. For the next minute you gain the following benefits: * At the beginning of your turn you regain 1 burned channeling die * You gain a +2 bonus to one of your Ability scores * You gain additional 2 manifestations * You gain a +1 bonus to your Proficiency Bonus ***Domination:*** As an action while your Accursed Cloak is active you may release the seal that restricts your Sealed Entity. If you fail your Corruption Check, roll twice for on the Sealed Entity Action Table and do both actions. Until you dismiss your Accursed Cloak you gain the following benefits: * You gain 2 additional manifestations * You gain an additional Incarceror spell slot of each level * You gain the 10th level feature of an Arcane Tradition of your choice. \pagebreak ## Ancient Dragon The Ancient Wyrm that ruled over man and beast and demanded tribute from them slumbers within your belly, one eye always open, waiting for the moment when it will break free and rule once more. The Ancient Dragon may have been sealed inside you by mortal mages in a bid to free their land from its tyrannical rule, or it may have sealed itself away inside you to hid from Tiamat’s wrath, or perhaps the ritual to become a Dracolich went wrong and you hold the soul of the dragon while the Keepers of the Secret Hoard work to discover their error; whatever lead to its imprisonment inside you the Ancient Dragon will still follow its instincts to acquire more, establish a domain, and rule. Your body is its new lair, why not indulge in the riches it desires? #### Ancient Dragon Entity Spell List | Level | Spell | |:---:|:-----------:| | 1 | Chromatic orb, Feather Fall, Guiding Bolt | | 2 | Gust of Wind, Hold Person, See Invisibility | | 3 | Elemental Weapon, Fly, Thunder Step | | 4 | Elemental Bane, Locate Creature, Polymorph | | 5 | Cloudkill, Hallow, Hold Monster| #### The Color of Your Scales While all Ancient Dragons are incredibly powerful, they are not all alike. When you select this subclass choose the kind of dragon that has been sealed inside you. The type of dragon will determine some of the benefits you will gain from other features. | Dragon | Damage Type | Breath Weapon | Skills | |:---:|:----:|:--:|:--:| | Black | Acid | 5x30ft. line | Nature, Stealth | | Blue | Lightning | 5x30ft. line | Nature, Deception | | Brass | Fire | 5x30ft. line | History, Persuasion | | Bronze | Lightning | 5x30ft. line | History, Stealth | | Copper | Acid | 5x30ft. line | History, Deception | | Gold | Fire | 15ft. cone | History, Arcana | | Green | Poison | 15ft. cone | Nature, Persuasion | | Red | Fire | 15ft. cone | Nature, Intimidation | | Silver | Cold | 15ft. cone | History, Arcana | | White | Cold | 15ft. cone | Nature, Survival | #### Hoarded Knowledge At 1st level, the knowledge hoarded by the Great Wyrm within you sometimes overflows into your awareness. At the end of a long rest choose one of the skills associated with the dragon inside of you, you gain proficiency in that skill until the end of your next long rest. Further, when you make an ability check that uses your Arcana or Investigation proficiency you may roll a Channeling Die and add the result to the ability check. Also, you can speak and read Draconic.
\pagebreak #### Breath Weapon Attack At 1st level, while your Accused Cloak is active your eyes change into reptilian slits, your teeth expand into imposing fangs, and patches of glittering scales appear around your body. While you channel your Sealed Entity the air around you changes to match the lair of the dragon sealed inside you, smelling like sulfur if you contain a red dragon, or becoming noticeably cooler if it is a white dragon, or filles with a transparent opalescent mist if a gold dragon dwells within. While your Accursed Cloak is active you may use an action you can force all creatures with a range determined by your dragon type to make a Dexterity Saving Throw or take 1d4 of your dragon’s damage type. You may Burn a Channeling Die to increase this damage by any number of Unburned Channeling Dice that you have. If you do, increase your *Corruption Threshold* for this turn by 1 for each die of damage added this way. #### Armored Scales Starting at 6th level, while your Accursed Cloak is active you heavy armored scales cover your form. Their shape and color match those of the dragon sealed within you. While your Accursed Cloak is active and you are not wearing armor or wielding a shield your AC is equal to 10 + your Dexterity modifier + your Constitution modifier. #### Elemental Adaptations Starting at 10th level, you gain resistance to the damage type matching your dragon. #### Manifested Lair At 14th level, while your Accursed Cloak is active the elemental energies of the dragon sealed inside you leaks out, saturating the space around you. Any creature takes damage equal to your Constitution Modifier of the type that matches your dragon when they begin their turn within 10 feet of you or the first time they enter that range on their turn. #### Unleash the Dragon At 20th Level elemental energy flows through your veins like blood. For a short while you can call forth the Ancient Dragon to achieve your desires. You and your sealed entity make work in harmony or you may forcibly wield its powers for yourself. You gain one of the following features, depending on your relationship with your Sealed Entity. ***Harmony:*** As a bonus action while your Accursed Cloak is active you may release the seal that restricts your Sealed Entity. For the next minute you gain the following benefits: * Your creature type is now Dragon * At the beginning of your turn you regain 1 burned channeling die * You gain a +2 bonus to one of your Ability scores * You gain 30 ft of flying speed ***Domination:*** As an action while your Accursed Cloak is active you may release the seal that restricts your Sealed Entity. You transform into an Dragon of CR 16 or lower. While transformed you must still make your Corruption Check. If you fail, roll twice for on the Sealed Entity Action Table and do both actions. >##### Adult Dragons >If the Adult Dragon form of your Dragon variant is too high or too low for the CR 16 cut off consider reskinning an Adult Blue Dragon to suit your needs. ## Ancient Lich Commander of undead armies, devourer of souls, an ancient mortal who has mastered death itself now sits seething with cold rage inside you. Liches have no shortage of enemies and for those as old as the one inside you that list could be endless. There are any number of ways that you became their new, unwilling phylactery: a rival undead lord may have locked them inside you, a host of priests banished them but they snagged ahold of your soul before they were flung from this plane, or they may have hidden themselves away to avoid the wrath of the Raven Queen. Liches are ever crafty and they no doubt left contingencies for these very circumstances, but now that they are sealed inside you, you can reap the benefit of their dreadful magic and accursed rites. #### Ancient Lich Entity Spell List | Level | Spell | |:---:|:-----------:| | 1 | Protection from Evil and Good, Shield, Ray of Sickness| | 2 | Aid, Invisibility, Ray of Enfeeblement | | 3 | Animate Dead, Dispel Magic, Protection from Energy | | 4 | Blight, Death Ward, Dimension Door | | 5 | Raise Dead, Dance Macabre, Negative Energy Flood| #### Forbidden Rites At 1st level, the dreadful designs of the Ancient Lich leek through the crack in its cage into your soul. At the end of a long rest choose either Arcana or Medicine, you gain proficiency in that skill until the end of your next long rest. Further, when you make an ability check that uses your Arcana or Medicine proficiency you may roll a Channeling Die and add the result to the ability check. Also, you can speak and read one language of your choice. #### Paralyzing Touch At 1st level, while your Accursed Cloak is active, your eyes turning into black pits, two points of color burning through the darkness, pieces of your flesh appear to slough off revealing dark metallic bones beneath. While you channel your sealed entity the air around you smells of must and rotting flesh. In this form when you make an unarmed attack against a creature you may force them to make a Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If you use this feature on a creature while another creature is paralyzed their condition ends. Additionally, you may choose to make the damage dealt by your Channeling Attack feature necrotic damage. \pagebreak
\columnbreak #### Sanguine Jewel At 6th level, a glowing gem appears somewhere on your body, pulsing in time to your heartbeat. While your Accursed Cloak is active when you deal necrotic damage you may regain Hit Points equal to half the damage dealt. You may use this feature a number of times up to your Constitution modifier until you complete a long rest. #### Soul Eater At 10th level, when you take damage while concentrating on a spell if you have temporary hit points remaining you do not need to roll a Constitution Saving Throw to maintain concentration on the spell. #### Lesser Phylactery At 14th level while your Accursed Cloak is active your body appears like a skeleton made of black metal and an evil-looking crown rests upon your brow. While your Accursed Cloak is active when you fall to 0 hit points you may use your reaction to dismiss your Accursed Cloak, regain hit points equal to your Incarceror level, and teleport to a space you can see within 30 feet. #### Dreadful Rites At 20th Level, some of the evil rites that sustained the Ancient Lich now recognize you, letting you defy the Grim Reaper. For a short while, you can loose the bindings of the soul of the Ancient Lich within you and use its forbidden secrets to aid yourself. You and your sealed entity make work in harmony or you may forcibly wield its powers for yourself. Once per long rest you gain one of the following features, depending on your relationship with your Sealed Entity. ***Harmony:*** As a bonus action while your Accursed Cloak is active you may release the seal that restricts your Sealed Entity. For the next minute you gain the following benefits: * Your creature type is now Undead * At the beginning of your turn you regain 1 burned channeling die * You gain a +2 bonus to one of your Ability scores * Undead within 30 ft of you may use your Proficiency bonus in place of their own. ***Domination:*** As an action while your Accursed Cloak is active you may release the seal that restricts your Sealed Entity. You transform into an Undead of CR 16 or lower. While transformed you must still make your Corruption Check. If you fail, roll twice for on the Sealed Entity Action Table and do both actions.
## The Ageless Tarrasque Ancient, Everlasting, and Unstoppable, all know to fear the might of the world devourer: The Ageless Tarrasque. The great beast may have been sealed in you to forestall its rampage; or evil wizard might be using you to incubate the titan after restarting its eternal regeneration; or the Gods may have hidden the Tarrasque within you to keep their creation safe for a little while longer. The Greatest of All Monsters now slumbers within you, it’s unstoppable power yours to wield, if you can control the its unending hunger. \pagebreak #### The Ageless Tarraque Entity Spells | Level | Spell | |:---:|:-----------:| | 1 | Catapult, Earth Tremor, Hunter’s Mark| | 2 | Earthbind, Maximilian’s Earthen Grasp, Spike Growth | | 3 | Counterspell, Erupting Earth, Meld into Stone | | 4 | Otilukes’s Resilient Sphere, Stone Shape, Stoneskin | | 5 | Commune with Nature, Steel Wind Strike, Transmute Rock | #### Instincts of the Great Beast At 1st level, the terrifying instincts of the mighty beast leaks through the seal. At the end of a long rest choose either Nature or Survival, you gain proficiency in that skill until the end of your next long rest. Further, when you make an ability check that uses your Nature or Survival proficiency you may roll a Channeling Die and add the result to the ability check. Also, you have an innate sense for the quality of soil around you. #### The Great Maw 1st level, while your Accursed Cloak is active your skin becomes dry and scaly, thick horns grow from your brow and your mouth expands filling with rows upon rows of sharp teeth. While you channel your sealed entity the ground around you tremors slightly. While in this form you gain a bite attack that deals 2d4 + your Strength modifier piercing damage. Additionally when you make a bite attack you may use your bonus action to grapple the creature you attacked. At the end of their turn a creature grappled this way takes acid damage equal to your Constitution Modifier. #### Impenetrable Carapace Starting at 6th level, while your Accursed Cloak is active, if you are not wearing any armor, a hard carapace made of something between metal and bone covers your body. While in this form you are considered to be wearing full plate armor and have an AC of 18. \columnbreak #### Lesser Magic Resistance At 10th level when a magical effect would force you to make a saving throw you may roll a Channeling Die and add the result to the saving throw. #### Reflective Carapace Starting at 14th level when your Accursed Cloak is active your carapace sparkles with gems and precious metals embedded in its surface. While in this form when you are target by *Magic Missile,* a line spell, or a ranged spell attack you may use your reaction to roll any number of Channeling Dice and subtract the result from the damage. If you would reduce the damage to 0 the effect is reflected back as though it originated from you turning the caster into the target. Increase your *Corruption Threshold* by 1 for each die rolled until the end of your next turn. #### Unleash the Tarasque At 20th Level, you and the Tarasque can become like one. For a short while, you can channel the full might of the world eater within you and use its power as your own. You and your sealed entity make work in harmony or you may forcibly wield its powers for yourself. Once per long rest you gain one of the following features, depending on your relationship with your Sealed Entity. ***Harmony:*** As a bonus action while your Accursed Cloak is active you may release the seal that restricts your Sealed Entity. For the next minute you gain the following benefits: * Your creature type is now monstrosity (titan) * At the beginning of your turn you regain 1 burned channeling die * You gain a +2 bonus to one of your Ability scores * Your size classification increases by 1 and your melee attacks deal an additional 1d4 damage ***Domination:*** As an action while your Accursed Cloak is active you may release the seal that restricts your Sealed Entity. You transform into a Lesser Tarasque detailed in the Appendices. While transformed you must still make your Corruption Check. If you fail, roll twice for on the Sealed Entity Action Table and do both actions.
\pagebreak ## Manifestations If an manifestation has prerequisites, you must meet them to learn it. You can learn the manifestation at the same time that you meet its prerequisites. A level prerequisite refers to your Incarceror level and not your character level. ### General Manifestations #### Armored Cloak While your Accursed Cloak is active and you are not wearing medium or heavy armor you gain a +2 bonus to your AC. #### Ancient Memory *Prerequisite: 10th level* You may cast Legend Lore without expending a spell slot or material components. After the spell ends you must immediately make a DC 20 Constitution Saving throw. On a failed save your Sealed Entity immediately takes an action on the Sealed Entity Actions Table. You may not cast this spell this way again before completing a long rest. #### Contact Entity *Prerequisite: 10th level* You may cast Commune without expending a spell slot or material components. After the spell ends you must immediately make a DC 20 Constitution Saving throw. On a failed save your entity immediately takes an action on the Entity Actions Table. You may not cast this spell this way again before completing a long rest. #### Dreadful Gaze *Prerequisite 18th level* You may cast *Eyebite* once per long rest without expending a spell slot or material component. You may **burn** 6 Channeling Dice to cast this spell again before completing a long rest. #### Energy Resistance Choose a type of damage: fire, cold, thunder, lightning, acid, necrotic, or radiant. While your Accursed Cloak is active you are resistant to the chosen damage. As a reaction you may **burn** a Channeling Die to reduce the damage of the chosen type an amount equal to your Incarceror level. #### Fearful Aura While your Accursed Cloak is active you may use an action to force all creatures within 15 feet of you to make a Wisdom Saving Throw or become frightened of you. Creatures may attempt the Saving Throw again at the end of their turn to end the effect. A creature that succeeds the saving throw is immune to this effect for 24 hours. When you use this manifestation you may **burn** and roll a Channeling Die and add the result to the DC of the initial Saving Throw. #### Greater Revelation of Scale *Prerequisite: 15th level, Revelation of Scale* When you activate your Accursed Cloak you may increase your size category again by 1; while you are enlarged your AC decrease by 1 and melee attack deal an extra 2d4 damage. \columnbreak #### Imposing Affect: You can cast the Thaumaturgy cantrip at will. You may **burn** a Channeling Die to cast Thaumaturgy as a Bonus Action. #### Light Through the Cracks You can cast the Light cantrip at will but only on yourself. When you cast *Light* you may **burn** a Channeling Die to double the range of the light that you shed until the spell ends. #### Monstrous Eyes While your Accursed Cloak is active your eyes glow with a baleful light, and you can see normally in darkness, both magical and non magical, to a distance of 60 feet. When you activate your Accursed Cloak, or as a bonus action while your Accursed Cloak is active you may burn a Channeling Die to increases the range of your darkvision to 120 feet until you dismiss your Accursed Cloak. #### Otherworldly Charm You can cast the *Friends* cantrip at will. WHen you cast *Friends* you may **burn** a Channeling Die, if you do the target does not become immediately hostile after the spell ends, but they are still aware some magic affected them. #### Otherworldly Leap *Prerequisite: 5th level* You can cast Jump at will, without expending a spell slot. #### Overchannel Magic *Prerequisite: 12th level* While your Accursed Cloak is active, when you deal damage to a creature using an Incarceror Spell you may roll any number of unburned Channeling Die the target takes force damage equal to the result. Increase your *Corruption Threshold* for this turn by the number of dice that you rolled. After you roll for the additional damage you may **burn** a Channeling Die you did not roll to reroll any number of the Channeling Dice rolled, you must use the new result. #### Quick Cloak When you activate your Accursed Cloak you may Dash as part of the same bonus action. When you activate your Accursed Cloak, or as a free action while your Accursed Cloak is active you may **burn** a Channeling Die to increase your movement speed by 15 feet until the end of your turn. #### Regeneration *Prerequisite: 7th level* When you expend and roll hit dice during a short rest you regain the maximum result. You may use a bonus action to **burn** a Channeling die and regain hit points equal to your Constitution modifier. #### Revelation of the Deep *Prerequisite: 7th level* While your Accursed Cloak is active you gain a swimming speed of 30 feet. \pagebreak When you activate your Accursed Cloak, or as a bonus action while your Accursed Cloak is active you may **burn** a Channeling Die to breath underwater and increase your swimming speed to 60 feet until you dismiss your cloak. #### Revelation of the Earth *Prerequisite: 7th level* While your Accursed Cloak is active you gain a burrowing speed of 15 feet. When you activate your Accursed Cloak, or as a bonus action while your Accursed Cloak is active you may **burn** a Channeling Die to breath underwater and increase burrowing speed to 30 feet until you dismiss your cloak. #### Revelation of Scale *Prerequisite: 7th level* When you activate your Accursed Cloak you may increase your size category by 1; while you are enlarged melee attacks deal an extra d4 damage. #### Revelation of the Sky *Prerequisite: 7th level* While your Accursed Cloak is active you gain a flying speed of 60 feet. When you activate your Accursed Cloak, or as a bonus action while your Accursed Cloak is active you may **burn** a Channeling Die to increase your flying speed to 90 feet until you dismiss your cloak. #### Sense Magic *Prerequisite: 9th level* You can cast *Detect Magic* at will, without expending a spell slot or material components. #### Thick Skin At the end of a long rest you may choose to become resistant to one of the following while your Accursed Cloak is active: bludgeoning, piercing, or slashing damage. #### Weighty Presence *Prerequisite: 9th level* While your Accursed Cloak is active creatures within 15 feet of you must expend twice their normal movement to move towards or away from you. When you activate your Accursed Cloak, or as a bonus action while your cloak is active you may **burn** a Channeling Die to increase the range of this effect to 30 feet. #### Unnatural Celerity *Prerequisite: 5th level* While your Accursed Cloak is active your movement increases by 10 ft. When you activate your Accursed Cloak or as a bonus action you may **burn** a Channeling Die and roll it, add the result to your initiative, starting during the next round you take your turn based on your new initiative. \columnbreak ### Manifestations of the Aberration #### Chaos Armor While your Accursed Cloak is active when a creature attacks you may use your reaction to roll a Channeling Die and subtract the result from the creature's attack roll, potentially causing a miss. If the attack missed you may **burn** a Channeling Die, if you do your next attack roll against the creature has advantage until the end of your next turn. #### Extra Limbs While your Accursed Cloak is active you grow two prehensile tentacles. They are not suited for delicate or dexterous work but can be used to grapple additional creatures or hold some objects. When you activate your Accursed Cloak, or as a bonus action while your cloak is active you may **burn** a Channeling to to grow an additional tentacle. #### Impossible Reach While your Accursed Cloak is active your reach increases by 5 feet. #### Mind Break *Prerequisite 20th level* You may cast *Feeble Mind* once per long rest without expending a spell slot or material components. #### Mind Scream While your Accursed Cloak is active you may use an action to roll any number of unburned Channeling Dice and deal the result as psychic damage to a creature within 60 feet. Increase your *Corruption Threshold* for this turn by 1 for each die rolled. #### Mind to Mind You can telepathically speak to creatures within 30 feet of you. They understand you as long as they can speak a language, even if you do not speak in a language they understand. #### Psychic Beacon *Prerequisite 20th level* You may cast *Sympathy/Antipathy* once per long rest without expending a spell slot or material component. #### Strange Flesh While your Accursed Cloak is active your body along with any equipment you are wearing or carrying becomes slimy and pliable. You can move through a space as narrow as 1 inch without squeezing. As a free action you may **burn** a Channeling Die and expend 5 feet of movement to escape from nonmagical restraints or being grappled. #### Stronger Mind You gain resistance to psychic damage and when you make an Intelligence saving throw you may roll a channeling die and add it to the result. \pagebreak
#### Uncanny Grasp While your Accursed Cloak is active you do not expend extra movement when moving while grappled to 1 other creature. You may use a bonus action to **burn** a Channling Die, if you do you do not expend extra movement when grappled to 3 or fewer other creatures. ### Manifestations of the Archangel #### Celestial Authority *Prerequisite 5th level* While your Accursed Cloak is active when you make a Charisma(Persuasion) or Charisma(Indimidation) Ability check you may roll a Channeling Die and add the result to the check. You may **burn** a Channeling Die to add an additional Channeling Die to the check. #### Comand the Skies *Prerequisite 20th level* You may cast *Control Weather* once per long rest without expending a spell slot or material component. #### Greater Radiance *Prerequisite 7th level* When you deal radiant damage, you may use a bonus action to deal an additional 2d4 radiant or fire damage to the same creature. Additionally, you may **burn** and roll a Channeling Die add the result as further radiant damage. \columnbreak
#### Inescapable Brilliance *Prerequisite 20th level* You may cast *Sunburst* once per long rest without expending a spell slot or material component. #### Made of Light *Prerequisite 7th level* You may use an action to become made of light, for 10 minutes you shed bright light up to 60 feet away and dim light to 120 feet and you gain the effects of Gaseous Form. You may use a bonus action to end these effects. When you enter this form you may **burn** 2 Channeling Die, if you do so this effect lasts for 1 hour instead. #### Resplendent Body WHile your Accursed Cloak is active you gain resistance to radiant and necrotic damage. #### Radiant Form *Prerequisite 7th level* While your Accursed Cloak is active you shed bright light for 30 feet and dim light for an additional 30 feet. You may use an action and **burn** a Channeling Die to dispel any magical darkness caused by a spell of 3rd level or lower within 30 feet of you. #### Soothing Light While your Accursed Cloak is active when a non hostile creature within 30 feet of you regains hit points they regain an additional 2d4 hit points. When a creature within 30 feet regains hit points you may use your reaction to **burn** and roll a Channeling Die, the creature that regained hit points gains temporary hit points equal to the Result + your Charisma Modifier. \pagebreak #### Speak in Tongues While your Accursed Cloak is active you can speak and understand any language. #### Voice of the Heavens *Prerequisite 18th level* You may cast *Divine Word* once per long rest without expending a spell slot or material component. #### Wall of Blades *Prerequisite 18th level* You may cast *Blade Barrier* once per long rest without expending a spell slot or material component. You may **burn** 6 Channeling Dice to cast this spell an additional time before completing a long rest. ### Manifestations of the Archfey #### Far-off Mirror *Prerequisite 18th level* You may cast *Project Image* once per long rest without expending a spell slot or material component. #### Fey Awareness You gain proficiency in Insight and Perception. #### Fey Retainer *Prerequisite 18th level* You may cast *Conjure Fey* once per long rest without expending a spell slot or material component. You may **burn** 6 Channeling Dice to cast this spell an additional time before completing a long rest #### Fey Step *Prerequisite 5th level* While your Accursed Cloak is active, you may expend any amount of movement to teleport an equal distance to a space that you can see. As a free action you may **burn** a Channeling Die, if you do you may teleport up to double the distance expended instead. #### Monstrous Lord *Prerequisite 20th level* You may cast *Dominate Monster* once per long rest without expending a spell slot or material component. #### Instant Regret *Prerequisite 9th levle* While your Accursed Cloak is active when a creature within 15 feet deals damage to you, you may use your reaction to force them to make a Wisdom Saving Throw, if they fail they become charmed by you. They may attempt the saving throw again whenever they take damage to break free of the effect. A creature that succeeds on the saving throw is immune to this effect for 24 hours. When the creature attempts the saving throw for the first time you may **burn** and roll a Channeling Die, add the result to the DC for the Saving Throw. You may do this after the creature rolls, but before the result is declared. \columnbreak #### Power of the Crowd *Prerequisite 11th level* While your Accursed Cloak is active you gain a +1 bonus to your AC for every creature that is charmed by you. Your AC cannot exceed 20 this way. When you activate your Accursed Cloak, or as a bonus action while your Cloak is active you may **burn** a Channeling Die, if you do until you dismiss your Accursed Cloak your AC cannot exceed 24 instead. #### Sonorous Voice *Prerequisite 5th level* When you make a Charisma ability check with advantage you may choose to reroll one of the dice. #### Wild Bells *Prerequisite 9th level* While your Accursed Cloak is active, strange music as if played by ethereal bells can be heard within 120 feet of you. When a creature rolls to resist the *charmed* or *frightened* condition you may use your reaction to roll a Channeling Die and subtract the result from their roll, potentially causing them to fail. You may choose to do this after the creature rolls, but before the result is declared. You may **burn** a Channeling Dice to roll two Channeling Dice instead of one and subtract the result from the roll. #### Wild Tongue After you complete a long rest select a language, you can speak and read that language until you complete a long rest. ### Manifestations of the Archfiend #### Abyssal Darkness *Prerequisite 20th level* You may cast *Maddening Darkness* once per long rest without expending a spell slot or material component. #### Baleful Fire: *Prerequisite 11th level* Fire damage that you deal ignores resistances and treats immunity as resistance. #### Demonic Smite When you deal necrotic damage you may increase the damage dealt by 1d4. Additionally, when you would deal radiant damage you may choose to deal necrotic damage instead. #### Devil’s Tongue *Prerequisite 5th level* When you make a Charisma(deception) or Charisma(persuasion) ability check you may roll a Channeling Die and add the result to the ability check. You may **burn** a Channeling Dice to roll two Channeling Dice instead of one. #### Hell Fire *Prerequisite 18th Level* You may cast *Fire Storm* once per long rest without expending a spell slot or material component. \pagebreak #### Hellish Resilience While your Accursed Cloak is active you are resistant to fire and necrotic damage. #### Hellish Step *Prerequisite 5th level* While your Accursed Cloak is active you may use a bonus action to teleport to a location you can see within 30 feet. Creatures within 5 feet of your destination take fire damage equal to your Constitution Modifier. #### Malignant Hate *Prerequisite 18th level* You may cast *Harm* once per long rest without expending a spell slot or material component. You may **burn** 6 Channeling Dice to cast this spell again before completing a long rest. #### Savagery *Prerequisite 5th level* When you take the attack action you may make another attack as a bonus action. #### Shadow of Evil *Prerequisite 5th level* While your Accursed Cloak is active if you are in dim light or darkness you may use a bonus action to become invisible until you make an attack or dismiss your Accursed Cloak. When you make an attack, if you miss you may **burn** a Channeling Die to remain invisible. #### Soul Reaver *Prerequisite 15th level* While your Accursed Cloak is active your fiendish aura condenses around one of your natural weapons or a weapon you touch. The weapon now has +2 to attack and damage rolls. Additionally if you land a critical hit against a creature with 50 or less hit points you tear the soul from its flesh, killing it instantly. If the target is undead, a construct, or has no soul instead you deal an additional 8d6 necrotic damage. When you activate your Accursed Cloak, or as a bonus action while your Accursed Cloak is active, you may **burn** a Channeling Die, if you do until you dismiss your Accursed Cloak the chosen weapon has a +3 to attack and damage rolls instead of +2. ### Manifestation of the Archwizard #### Archwizard’s Spell, First Level Choose a 1st level spell from the wizard spell list, you may cast it once before completing a long rest without expending an Icarceror spell slot. You may **burn** 1 Channeling Die to cast this spell a second time before completing a long rest. #### Archwizard’s Spell, Second Level *Prerequisite 3rd level* Choose a 2nd level spell from the wizard spell list, you may cast it once before completing a long rest without expending an Icarceror spell slot. You may **burn** 2 Channeling Dice to cast this spell a second time before completing a long rest. #### Archwizard’s Spell, Third Level *Prerequisite 5th level* Choose a 3rd level spell from the wizard spell list, you may cast it once before completing a long rest without expending an Icarceror spell slot. You may **burn** 3 Channeling Dice to cast this spell a second time before completing a long rest. #### Archwizard’s Spell, Fourth Level *Prerequisite 7th level* Choose a 4th level spell from the wizard spell list, you may cast it once before completing a long rest without expending an Icarceror spell slot. You may **burn** 4 Channeling Dice to cast this spell a second time before completing a long rest. #### Archwizard’s Spell, Fifth Level *Prerequisite 9th level* Choose a 5th level spell from the wizard spell list, you may cast it once before completing a long rest without expending an Icarceror spell slot. You may **burn** 5 Channeling Dice to cast this spell a second time before completing a long rest. #### Archwizard’s Spell, Sixth Level *Prerequisite 11th level* Choose a 6th level spell from the wizard spell list, you may cast it once before completing a long rest. You may **burn** 6 Channeling Dice to cast this spell a second time before completing a long rest. #### Archwizard’s Spell, Seventh Level *Prerequisite 14th level* Choose a 7th level spell from the wizard spell list, you may cast it once before completing a long rest. You may **burn** 7 Channeling Dice to cast this spell a second time before completing a long rest. #### Archwizard’s Spell, Eighth Level *Prerequisite 17th level* Choose a 8th level spell from the wizard spell list, you may cast it once before completing a long rest. #### Archwizard’s Spell, Ninth Level *Prerequisite 20th level* Choose a 9th level spell from the wizard spell list, you may cast it once before completing a long rest. #### Greater Spell Recovery *Prerequisite 13th level* When you complete a short rest you may regain an Incarceror Spell Slot of 4th level or lower. When you would regain a spell slot using this feature you may **burn** 2 Channeling Dice to regain an Incarceror Spell Sloth of 5th level instead, if you have one. #### Mana Shaping You gain a cantrip from the Wizard Spell list. You may **burn** a Channeling Die to cast this cantrip as a bonus action if it has a casting time of 1 action. \pagebreak
#### Spell Modification, Energy: When you cast a spell that deals fire, cold, thunder, lightning, or acid damage you may change the damage to another type. You may do this once before completing a long rest. You may **burn** a Channeling Die to change the damage type an additional time before completing a short rest. #### Spell Modification, Range: When you cast a spell you may double its range, if the spell has a range of touch you may cast it as if it had a range of 30 feet. You may do this once before completing a long rest. You may **burn** a Channeling Die to increase the range of a spell an additional time before completing a long rest. #### Spell Modification, Speed: *Prerequisite 13th level* When you cast a spell with a casting time of 1 action, you may instead use a bonus action to cast it. You may do this once before completing a long rest. You may **burn** a Channeling Die to reduce the casting time of a spell an additional time before completing a long rest. #### Spell Recovery When you complete a short rest you may regain a 1st level Incarceror Spell Slot. When you would regain a spell slot using this feature you may **burn** a Channeling Die to regain a 2nd level Incarceror Spell Slot instead, if you have one. \columnbreak ### Manifestations of the Ancient Dragon #### Acquisition Sense You have advantage on Wisdom(perception) or Intellegence(investigation) checks made to search for a specific item or treasure. You may **burn** and roll a Channeling Die and add the result to a perception or investigation check. #### Alternative Range *Prerequisite 7th level* When you use your Breath Weapon attack you may choose to have its range be a line or a cone. #### Draconic Appraisal You can cast the Identify spell once per long rest without expending a spell slot or material component. #### Dragon’s Natural Weapons While your Accursed Cloak is active you grow horns, claws, and fangs that may be used as a natural weapon, they deal 1d4 + Strength bludgeoning, slashing or piercing damage as appropriate. \pagebreak #### Exceptional Control When you use your Breath Weapon attack instead of forcing all creatures within its range to make a saving throw you may make a ranged attack against a creature within 60 feet and deal 2d4 damage of your breath weapon’s type. You may apply your Channeling Attack feature to this attack. When you use your Exceptional Control you may **burn** a Channeling Die to target up to 2 creatures instead of 1. #### Fearless You have advantage on checks and saving throws to resist the frightened condition. You may **burn** and roll a Channeling Die and add the result to a check or saving throw to resist the frightened condition. #### Increased Range *Prerequisite 12th level* Increase the range of your Breath Weapon attack from a 5x30 foot line to a 5x60 foot line or a 15 foot cone to a 30 foot cone. #### Lingering Effects *Prerequisite 7th level* After you use your Breath Weapon attack until the start of your next turn a creature that starts their turn or moves into the area affected by your Breath Weapon attack takes damage equal to your proficiency bonus of the type of your breath weapon. #### Potent Breath *Prerequisite 7th level* When a creature succeed on a saving throw to avoid your Breath Weapon attack that take half damage instead of no damage #### Resist Elements *Prerequisite 5th level* Once per long rest you may cast *Absorb Elements* without expending a spell slot or material component You may **burn** a Channeling Die to cast this spell again before completing a long rest #### Secondary Expression *Prerequisite 7th level* When you use your Breath Weapon attack you may choose to force a Dexterity saving throw or a Constitution Saving Throw #### Terrifying Roar *Prerequisite 9th level* While your Accursed Cloak is active you may use an action to force all creatures within 30 feet of you to make a wisdom saving throw or they become frightened of you. At the end of a creature's turn they may reattempt the saving throw to end the condition. A creature that succeeds their saving throw is immune to this manifestation for 24 hours. You can use this effect once per long rest. You may **burn** and roll a Channeling Die and add the result to the DC for the first saving throw. \columnbreak ### Manifestations of the Ancient Lich #### A Path to Return *Prerequisite 13th level* You gain proficiency with death saving throws. #### Baleful Voice *Prerequisite 20th level* You may cast *Power Word Stun* once per long rest without expending a spell slot or material component. #### Dread gaze While your Accursed Cloak is active your passive perception is 10 + your Wisdom modifier + your Constitution modifier. When you make a perception check you may **burn** and roll a Channeling Die and add the result to the check. #### Disrupt Life You may use an action to force each non-undead creature within 10 feet to make a Constitution Saving throw or take 2d4 necrotic damage. You may **burn** a Channeling Die to roll any number of unburned Channeling Dice, increase this damage the result. If you do, increase your *Corruption Threshold* by 1 for each Channeling Die rolled. #### Dreadful Index *Prerequisite 18 Level* You may cast *Finger of Death* once per long rest without expending a spell slot or material component. #### Lesser Magic You gain the *Mage Hand* and *Prestidigitation* cantrips. #### Reanimator *Prerequisite 18th level* You may cast *Create Undead* once per long rest without expending a spell slot or material component. When you cast *Create Undead* you may increase the level you cast the spell at by *burning* Channeling Dice. Cast the spell as one level higher for ever 5 Channeling Dice you *burn* while casting the spell. #### Soul Sight While your Accursed Cloak you can see souls within 60 feet of you, including invisible creatures. You may use a bonus action and **burn** a Channeling Die to determine which hostile creature has the lowest HP. #### Soul Snatcher *Prerequisite 18th Level* You may cast *Soul Cage* once per long rest without expending a spell slot or material component. You may **burn** 6 Channeling Dice to cast this spell an additional time before completing a long rest. \pagebreak #### Soul Walk *Prerequisite 18th Level* You may cast *Magic Jar* once per long rest without expending a spell slot. You may **burn** 6 Channeling Dice to cast this spell an additional time before completing a long rest. #### Undead Generalissimo *Prerequisite 5th Level* At the beginning of your turn, undead creatures within 10 feet regain a number of hit points equal to your charisma modifier You may **burn** and roll Channeling die and increase the amount of hit points regained this turn by the result. ### Manifestations of the Ageless Tarrasque #### Adamantite Plates *Prerequisite 7th Level* While your Accursed Cloak is active treat all critical hits as regular hits. You may not gain the benefits of both Mythril Plates and Adamantite Plates normally. #### Awakened Titan *Prerequisite 12th Level* You may gain the benefits of a long rest during a short rest, your next long rest takes twice as long and you may not gain the benefits of a short rest until you complete a long rest #### Earth Shaker *Prerequisite 20th Level* You may cast *Earthquake* once per long rest without expending a spell slot. #### Earthen Eyes *Prerequisite 9th Level* When you activate your Accursed Cloak you may choose to become blind, if you do you gain Tremor Sense out to 30ft. When you activate your Accursed Cloak, or as a bonus action while your cloak is active, you may **burn** a Channeling Die, to increase the range of your Tremor Sense to 120ft. #### Earthglide *Prerequisite 9th Level* While your Accursed Cloak is active you gain 20 ft of Burrowing Speed. When you activate your Accursed Cloak, or as a bonus action while your cloak is active, you may **burn** a Channeling Die, if you do, until you dismiss your Accursed Cloak you can burrow through nonmagical, unworked earth and stone. While doing so, you don't disturb the material you move through. #### Eternal Regeneration *Prerequisite 18th Level* You may cast *Regeneration* once per long rest without expending a spell slot. #### Gem Growth Gems begin growing in you skin. During a long rest you may expend and a roll hit die to create gemstones worth the result + your constitution modifier gold pieces or increase the value or a gemstone already growing During a long rest, you may **burn** and roll a Channeling Die and increase the value of a gemstone by the result. #### Move Mountains *Prerequisite 18th Level* You may cast *Move Earth* once per long rest without expending a spell slot. #### Mythril Plates *Prerequisite 7th Level* While your Accursed Cloak is active plate armor does not impose disadvantage on Dexterity(stealth) checks. You may not gain the benefits of both Mythril Plates and Adamantite Plates normally. When you activate your Accursed Cloak, or as a bonus action while your cloak is active you may **burn** a Channing Die, if you do until you dismiss your Accursed Cloak you may benefit from both the Mythril Plates and Adamantite Plates manifestations. #### Siege Monster While your Accursed Cloak is active you deal double damage against objects and structures. #### Tarrasque Magic You gain the *Mold Earth* and *Primal Savagery* cantrips #### World Devourer Any nonmagical item that you consume is permanently destroyed, even a *Wish* spell can not bring it back. If you wish to digest a magical item it takes 8 hours and you must make a Constitution check with DC equal to 10 + 5 times the object rarity, i.e. 15 for common, 20 for uncommon, etc. You may use an action to **burn** a Channeling Die and swallow any Small or Tiny object even if it would not normally fit in your mouth. \pagebreak # Sealed Entity Action Table
| d20+CT | Effect |:---: |:---: |2 |Immediately move 10 feet in a random direction |3 |Make your next attack with disadvantage |4 |Throw a random non magical weapon or shield 15 feet |5 |Decrease your movement speed by 10 feet until the end of your next turn |6 |You cannot take reactions until the end of your next turn |7 |All neutral creatures within 100 feet know your location and become hostile to you |8 |Make all attack rolls with disadvantage until the end of your next turn |9 |Until the beginning of your next turn you are vulnerable to bludgeoning damage |10 |Break a random non magical item in your inventory, you can not use it until it is repaired.| |11 |A CR 2 creature of your Entity's type appears in an unoccupied space within 30 ft. of you. It is hostile to you and take its turn after yours. | |12 |Until the end of your next turn attacks against you deal a critical hit on a 19-20| |13 |Next turn you cannot take a bonus action | |14 |You lose all memory of the last 1d4 minutes| |15 |Immediately move 30 feet in a random direction | |16 |Until you take damage all hostile creatures have advantage on attack rolls made against you| |17 |Take unreducible Entity damage equal to your Corruption Threshold |18 |Until the beginning of your next turn you are vulnerable to slashing damage |19 |Drop concentration on any spells you are concentrating on | |20 |Break any non-magical armor you are wearing, you cannot use its AC calculation until it is repaired| |21 |Decrease your movement speed by 10 feet until you complete a short rest |22 |The next time you attack you take unreducable necrotic damage equal to half the damage you deal |23 |All hostile creatures may use their reaction to move directly towards or away from you| |24 |You become *restrained* until the beginning of your next turn |25 |All creatures within 15 feet must make a Dexterity Saving throw or take Xd4 Entity Damage, where X = your maximum number of Channeling Dice| |26 |Cast a 3rd level spell or lower you know with out expending a spell slot, your DM chooses the spell and target| |27 |A CR 5 creature of your Entity's type appears in an unoccupied space within 30 ft of you. It is hostile to you and takes its turn after yours. | |28 |Take 1d4 Intelligence damage, all Intelligence damage is healed when you complete a long rest | |29 |Seal a random common or uncommon magical item you own, you cannot gain its benefit until you complete a long rest | |30 |Take 1d4 Wisdom damage, all wisdom damaged is healed when you complete a long rest. | |31 |All neutral creatures within 1000 feet know your location and become hostile to you | |32 |Decrease your movement speed by 20 feet until you complete a short rest | |33 |Cast a 5th level spell or lower you know with out expending a spell slot, your DM chooses the spell and target | |34 |You lose all memory of the past 1d4 hours | |35 |Take 1d4 Constitution damage, all Constitution damage is healed when you complete a long rest. | |36 |You maximum HP equals your current HP until you complete a long rest | |37 | A CR 8 creature of your Entity's type appears in an unoccupied space within 30 ft. of you. It is hostile to you and takes its turn after yours. | |38 |Take 2d4 Charisma damage, all charisma damage is healed when you complete a long rest | |39 |Take Xd4 unreducible Entity Damage, where X = 2 * you maximum number of Channeling Dice | |40 |Reduce your movement speed by 30 feet until you complete a short rest | |41 |Seal a random rare or lesser magic item in your inventory, you cannot gain its benefit until you complete a long rest | |42 |All neutral creatures within 10 miles know your location and become hostile to you | |43 |You lose all memory of the last 4d4 days | |44 |Break all nonmagical items in your inventory, you can not use it until it is repaired | |45 |A random item in your inventory becomes cursed | |46 |Take 5d20 unreducible Entity Damage | |47-49 |The Entity Sealed within you escapes. |
\pagebreak # Entity Damage Type
| Entity | Damage Type | |:---:|:-----------:| | *Aberration* | Psychic | | *Archangel* | Radiant | | *Archfey* | Psychic | | *Archfiend* | Fire | | Entity | Damage Type | |:---:|:-----------:| | *Archwizard* | Force | | *Dragon* | Breath Weapon | | *Lich* | Necrotic | | *Tarrasque* | Acid |
# Incarceror Spell List
##### 1st Level - Bane - Chaos Bolt - Dissonant Whispers - Expeditious Retreat - Inflict Wounds - Jump - Longstrider - Thunderwave ##### 2nd Level - Alter Self - Darkness - Enlarge/Reduce - Enthrall - Hold Person - Magic Weapon - Shatter \columnbreak ##### 3rd Level - Fear - Haste - Lightning Bolt - Magic Circle - Wind Wall \columnbreak ##### 4th Level - Blight - Freedom of Movement - Wall of Fire ##### 5th Level - Antilife Shell - Control Winds - Destruction Wave
\pagebreak # Appendices § A CR 16 fey creature has been provided here for the Domination transformation of the Archfey Sealed Entity. ___ ___ > ## The Summer Queen >*Medium fey, chaotic neutral* > ___ > - **Armor Class** 18 > - **Hit Points** 165 (22d8+66) > - **Speed** 50 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|20 (+5)|16 (+3)|14 (+2)|18 (+4)|20 (+5)| >___ > - **Saving Throws** Dex +10, Wis +9, Cha +10 > - **Skills** Perception, Nature, Insight, Intimidation > - **Damage Resistances** Bludgeoning, piercing, and slashing from non magical attacks, Fire > - **Condition Immunities** Charmed > - **Senses** Darkvision 60ft, Passive Perception 20 > - **Languages** Common, Elvish, Sylvan, Telepathy (60ft) > - **Challenge** 16(15,000exp) > ___ >**Fey Step.** As a bonus action, the Summer Queen can teleport up to 30 feet to an unoccupied space it can see. > >**Magic Resistance.** The Summer Queen has advantage on saving throws against spells and other magical effects. > >**Spellcasting.** The Summer Queen’s spellcasting ability is Charisma (spell save DC 18, +12 to hit with spell attacks). The Summer Queen has the following spells prepared: > >At-Will: Druidcraft, Produce Flame, Friends > >4/day each: Command, Charm Person, Detect Thoughts, Faerie Fire, Healing Word, Phantasmal Force > >3/day each: Daylight, Flame Blade, Heat Metal, Wall of Fire > >1/day each: Conjure fey, Sunbeam, Firestorm > >**Bonded Blade.** As an action or a bonus action, the Summer Queen can summon or dismiss the long sword Summer Storm from an extraplanar pocket. > > ### Actions > > ***Multiattack.*** he Summer Queen makes two weapon attacks > > ***Summer Storm.*** *Melee magic weapon attack:* +12 to hit, reach 5 ft., one target: *Hit:* 15(2d8 + 7) slashing damage plus 4(1d8) fire damage or 17(2d10 + 7) slashing damage plus 4(1d8) fire damage if used with two hands. > > ***Longbow.*** *Ranged Weapon Attack:* +10 to hit, range 150/600 ft., one target. *Hit:* 14 (2d8 + 5) piercing damage plus 4 (1d8) fire damage. > > ***Dazzling Light (Recharge 5-6).*** Bright sheets of light and heat suddenly feel the area around the Summer Queen. A creature that is within 20 feet and can see must succeed on a DC 18 Wisdom saving throw or take 1d8 fire damage and become *incompasitated* until the end of their next turn. \pagebreak ___ ___ > ## Lesser Tarrasque >*Huge monstrosity (titan), unaligned* > ___ > - **Armor Class** 20 (Natrual Armor) > - **Hit Points** 380 (33d10+198) > - **Speed** 35 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|22 (+6)|11 (+0)|22 (+6)|3 (-4)|10 (+0)|11 (+0)| >___ > - **Saving Throws** Int +1, Wis +5, Cha +5 > - **Damage Resistances** Fire, Poison; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks > - **Condition Immunities** Charmed, Frightened, Paralyzed, Poisoned > - **Senses** Blindsight 120 ft., passive Perception 10 > - **Challenge** 16(15,000exp) > ___ > >***Magic Resistance.*** The tarrasque has advantage on saving throws against spells and other magical effects. > >***Reflective Carapace.*** Any time the tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target. > >***Siege Monster.*** The tarrasque deals double damage to objects and structures. > > ### Actions > ***Multiattack.*** The tarrasque can use its Frightful Presence. It then makes three attacks: one with its bite, one with its claws, one with its horns or with its tail. It can use its Swallow instead of its bite. > >***Bite.*** Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: (2d12 + 6) piercing damage. If the target is a creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the tarrasque can't bite another target > >***Claw.*** Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: (2d8 + 6) slashing damage. > >***Horns.*** Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: (2d10 + 6) piercing damage. > >***Tail.*** Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: (4d6 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone > >***Frightful Presence.*** Each creature of the tarrasque's choice within 60 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the tarrasque's Frightful Presence for the next 24 hours. > >***Swallow.*** The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tarrasque, and it takes 28 (8d6) acid damage at the start of each of the tarrasque's turns. If the tarrasque takes 30 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone. \pagebreak
##### Change Log #### 1.6 * Typos and formating * Made Channeling Attack require a decision before rolling to attack so that even on a miss you'll still increase your Corruption Threshold * Removed CON mod from the acid damage of the Tarasque's grapple * Clarified Timing on the Burn Effects of Manifestations * Adjusted Channeling Dice Growth to make early levels more balanced * Added DM Discretion to the things that can raise ones Corruption Threshold for more meaty roll play mechanics #### 1.5 * Typos * Added Art * Formating * Altered Demonic Smite, Quick Cloak, and Arwizard's Spell manifestations * Replaced Shield in the Archwizard spell list with Unseen servent (if you really want it go for it. It might be a little busted through) * Dropped back down to a d8 hit die * Upped multiclassing requirements to include 13 CHA * Revamped Sealed Entity Actions * Altered Archwizards level 14 Harmony feature #### 1.4 * Added Residual Energies (5th Level class feature) * Altered Channeling Dice growth rate. * Removed Greater Corruption, replaced it with Greater Revelation of Scale * Buffed Level 20 Harmony features by adding a proficiency bonus boost. * Buffed Imposing Affect's burn effect * Altered Spell lists * Added the Ageless Tarrasque Sealed Entitiy * Added a Lesser Tarrasque monster block for Level 20 Domination feature * Made Level 20 Harmony features more unique to each subclass. #### 1.3 * Channeling and Channeling Attack moved to 2nd level * Doubled the growth rate of Channeling Dice, allows for more room to deal damage, cast spells, and power manifestations. * Increase Overdraft cost from 1/2 spell level to equal to spell level. * 2nd level Sealed Entity features moved to 1st level * Defined the Accursed Cloak Capacity to reduce the calculation in Accursed Cloak's description. * Changed number of uses of Accursed Cloak to be based off of Charisma making the class a little less Single Ability Score Dependent. * Hit Die Boosted to a d10 * Changed 15th level *Domination* benefit * Added Ancient Lich Sealed Entity and Manifestations
##### Credits Class & Creature Design by u/IDBN Help from SpaceTW, torcas, discordofmanythings users Urn, Pro Spe Mor, The Dude to End All Dudes, fantomp, Liam, and MobiusFlip and r/UnearthedArchana users u/SamuraiHealer, u/Juniper_Owl, u/SoraKBM, u/Overdrive2000 ##### Art Dragon Whisperer MtG Art by Chris Rallis Seal by Lala-ll based on Naruto by Masashi Kishimoto Broken Concentration MTG Art by ClintCearley Gift of Orzhova MTG Art by algenpfleger(Johannes Voss) Untitled by @faelicia Demon by algenpfleger Teferi, Master of Time MTG Art by Yongjae Choi Lord of the Accursed by Greg Rutkowski Shyvana the Half-Dragon by Mazert Young Tarrasque by Bryan Tsai Iridescent Angel MTG Art by Ryan Alexander Lee Negate for Zendakar Rising by Billy Christian ##### Version 1.5