Dreadlord

by PenForgedGames

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The Dreadlord

The blue glowing skull of a Vanquisher shines brightly. Their blackened plate hides the mortal wound that sent them here: an acid soaked torso. They continue their patrol through the city, anxiously awaiting any opportunity to uphold the oath they swore.

A Mageslayer quickly deflects a blow destined for their heart and then strike the foe down. The wizard, having lost his protector, attempts to quickly teleport away, but the Mageslayer holds out a gnarled and shrivel hand, cutting off the magics from the wizard with a spell of their own.

A Stalker tracks a werewolf through the darkness of the city of Blackfyre. Even with the keen sense of the lycan, the Stalker gets within range of their prey and takes aim with a large flintlock. The werewolf hears that shot and laughs, then coughs. Stalkers know werewolves hate silver.

Sworn to Fealty

Regardless of their Order, all Dreadlords share the same purpose: they are sworn to serve the kingdom of Westmar. Each Dreadlord was, at one point, a nobleman or woman who betrayed Westmar for their own selfish purposes. They were tortured and killed, then brought back to unlife and magics forced them to serve the kingdom.

They are martial warriors augmented by repetitious arcane spellcasting. This, coupled with the ability known as Admonitions, has caused these undead knights to be equally feared and revered by Westmarian citizens and her enemies alike.

Dreadlord
Level Proficiency Bonus Features Admonitions Known Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
1 +2 Fighting Style, Spellcasting ___ 1 2 2
2 +2 Admonitions 2 1 2 2
3 +2 Order of Dread 2 1 3 3
4 +2 Ability Score Improvement 2 1 3 3
5 +3 Extra Attack 3 1 4 4 2
6 +3 Forbidden Knowledge 3 2 4 4 2
7 +3 Order of Dread feature 3 2 5 4 3
8 +3 Ability Score Improvement 3 2 5 4 3
9 +4 Dreadlord's Empowerment 4 2 6 4 3 2
10 +4 Dreadlord's Mastercraft 4 2 6 4 3 2
11 +4 Order of Dread feature 4 2 7 4 3 3
12 +4 Ability Score Improvement 5 2 7 4 3 3
13 +5 ___ 5 3 8 4 3 3 1
14 +5 ___ 5 3 8 4 3 3 1
15 +5 Order of Dread feature 5 3 9 4 3 3 2
16 +5 Ability Score Improvement 5 3 9 4 3 3 2
17 +6 ___ 6 3 10 4 3 3 3 1
18 +6 ___ 6 4 10 4 3 3 3 1
19 +6 Ability Score Improvement 6 4 11 4 3 3 3 2
20 +6 Dreadlord Centurion 6 4 11 4 3 3 3 2

Creating a Dreadlord

Restriction: Reborn only

Due to the magical nature of servitude to Westmar, the Dreadlord class is restricted to the Reborn race only.

When you creature a Dreadlord, think about who they were before they were executed. Were they a wealthy merchant? Were they actual nobles? What crimes did the kingdom find them guilty of? Do they even remember these accusations? These questions will help guide you and your Dungeon Master through creating a Dreadlord.

Quick Build

You can make a dreadlord quickly by following these suggestions. First, Strength, Dexterity, or Intelligence should be your highest ability score depending on your Order of Dread subclass choice, followed by Constitution. Second, choose the soldier background. Third, choose the bloodwrench* cantrip, along with the following first level spells: cause fear and dreadlord’s protection*.

Class Features

As a dreadlord, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per dreadlord level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per dreadlord level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose three skills from Athletics, Arcana, History, Insight, Intimidation, Investigation, Deception, Religion, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) chain mail or (b) leather armor, shortbox, and 20 arrows
  • (a) arcane focus or (b) component pouch
  • (a) a martial weapon and shield or (b) two simple weapons
  • (a) a dungeoneer's pack or (b) an exploer's pack

Fighting Style

Beginning at 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

  • Arcane Warrior

You learn two cantrips of your choice from the wizard spell list. They count as dreadlord spells for you, and Intelligence is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the wizard spell list.

  • Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

  • Defense

While you are wearing armor, you gaina +1 bonus to AC.

  • Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Spellcasting

At 1st level, you have begun to learn a certain number of spells through memorization and repetition to aid you in the service of Westmar. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and the dreadlord spell list later on in the class description.

Cantrips: You learn one cantrip of your choice from the dreadlord spell list. You learn an additional dreadlord cantrip of your choice at 6th level and an additional at 13th level.

Spells Slots: The Dreadlord table shows how many spell slots you have to cast your dreadlord spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st level spell shield and have a 1st level and a 2nd level spell slot available, you can cast shield using either slot.

Spells Known of 1st Level and Higher: You know two 1st level dreadlord spells of your choice.

The Spells Known column of the Dreadlord table shows when you learn more dreadlord spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th 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 dreadlord spells you know and replace it with another spell from the dreadlord spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability: Intelligence is your spellcasting ability for your dreadlord spells, since they are gained through memorization and repetition. You use your Intelligence whenever a spell references your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a dreadlord spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Admonitions

As you have been brought back from death to serve the City of Blackfyre, you have been granted the voice of the city in the form of Admonitions: authoritative warnings that manifest themselves in both mundane and magical abilities. A level prerequisite refers to your level in the dreadlord class.

At 2nd level, you gain two admonitions of your choice. Your admonition options are detailed at the end of the class description. When you gain additional levels in the dreadlord class, you gain additional admonition options of your choice, as shown in the Admonitions column of the Dreadlord Table.

Additionally, when you gain a level in this class, you can choose one of your known admonitions and replace it with another admonition that you could learn at that level.

Order of Dread

At 3rd level, you choose an Order that you serve within the Dreadlords. Choose the Order of the Mageslayer, Order of the Stalker, or Order of the Vanquisher, all detailed later on in this class description. The Order you choose grants you features at 3rd level, and again at 7th, 11th, and 15th level. Additionally, your choice in Order affects the abilities granted to you by your Dreadlord Centurion feature at 20th level.

Ability Score Improvement

When you reach 4th level in this class, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, you can increase two ability scores of your choice by 1, or if your dungeon master is allowing the use of feats, you may choose to take a feat. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Forbidden Knowledge

Beginning at 6th level, your servitude to the kingdom of Westmar grants you access to forbidden knowledge. Choose either Arcana or History and gain proficiency in that skill.

At 14th level, you become an expert in your chosen skill gained from Forbidden Knowledge. Your proficiency bonus is doubled for any ability check that you make using the skill chosen at 6th level.

Dreadlord's Empowerment

Beginning at 9th level, the nature of your servitude manifests itself by empowering either your martial strikes or magical abilities. Choose one of the following abilities:

  • Potent Cantrip: you add your Intelligence modifier to the damage you deal with any dreadlord cantrip. The damage from your Intelligence modifier is doubled beginning at 18th level.
  • Empowered Strike: Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an additional weapon die worth of damage to that target. When you reach 18th level, the extra damage die is doubled.

Dreadlord's Mastercraft

By 10th level, you have become a practiced artisan with a chosen toolkit. Whenever you make an ability check to use the toolkit granted to you by your Order selection, you treat any d20 roll of 9 or lower as a 10.

Dreadlord Centurion

By 20th level, you become a truly terrifying creature in servitude to Blackfyre: the Dreadlord Centurion. Your skin becomes blackened and melted. Your armor and weapons take on a glow of deathly energy.

Using your action, you undergo a transformation. For 1 minute, you gain 3d10+20 temporary hit points plus additional features as granted to you by your Order choice as detailed below.

Order of the Mageslayer

  • Whenever you hit a creature that is concentrating on a spell, it has disadvantage on the saving throw made to maintain concentration.
  • As a bonus action, you may cast the misty step spell, even if the spell is not prepared and doesn’t expend a spell slot. You may do this a number of times equal to your Intelligence modifier while this transformation lasts.
  • Once per turn, whenever you cast a dreadlord spell that has a casting time of 1 action, you can cast it using a bonus action instead.

Order of the Stalker

  • Once per turn, whenever you hit a creature with a ranged attack weapon, it must succeed on a Constitution saving throw or become stunned for 1 minute. A creature stunned in this way may make a Constitution saving throw at the end of its turn, ending the effect on a successful save.
  • Once per turn, as a bonus action, you may take the Hide action. You gain advantage on attacks against creatures who are unaware of your location and deal an additional 21 (6d6) piercing damage that is considered magical for the purpose of overcoming resistances.

Order of the Vanquisher

  • You gain resistance to magical bludgeoning, piercing, and slashing damage.
  • Your melee weapon attacks deal an additional 1d10 necrotic damage.
  • Whenever you hit a creature with a melee weapon attack, it must make a Wisdom saving throw equal to your dreadlord spell save DC or become frightened for 1 minute. A creature frightened in this way may make an additional saving throw at the end of each of its turns, ending the effect on a save. A creature frightened by this condition has disadvantage on the saving throw if it can see you.

Orders of Dread

Order of the Mageslayer

Dreadlords who swear fealty to the Order of the Magelsayer are exceptional combatants excelling at destroying those who are capable of casting spells. They are sometimes called mage hunters or inquisitioners

Dreadlord's Toolkit

Mageslayers are trained alchemists and poisoners. Starting at 3rd level, when you choose this subclass, you gain proficiency in either alchemist tools or poisoner’s kit.

Subclass Spells

As an Order of the Mageslayer dreadlord, you gain additional spells as noted by the table below. Once you gain access to these spells, you always have it prepared, and it doesn’t count against the number of spells you know.

Dreadlord level Spells
3rd shield, hellish rebuke
5th magic weapon, blur
9th counterspell, dispel magic
13th freedom of movement, fire shield
17th cone of cold, wall of force

Arcane Focus

Starting at 7th level, you can use your martial weapon as a spellcasting focus. Additionally, you can perform the somatic requirements of spells even when you have weapons or a shield in one or both hands. Finally, when you use your action to make a melee weapon attack, you can use your bonus action to cast a cantrip, even if that cantrip is normally an action to cast.

Arcane Recovery

Starting at 11th level, you have learned to regain some of your magical energy through rest. Once per day, when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than one quarter of your dreadlord level (rounded down), and none of the slots can be of third level or higher.

For example, if you’re an 8th level dreadlord, you can recover up to two levels worth of spells. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Elusive Mind

Your training as a dreadlord has altered your mind. Beginning at 15th level, you gain proficiency in Wisdom saving throws, gain advantage on saving throws against being charmed, and magic can’t put you to sleep.

Order of the Stalker

Dreadlords who follow the Order of the Stalker creep through the night. Often solo, Stalkers specialize in hunting specific creatures. There are none better for tracking down and destroying the monsters of Westmar that plague the kingdom.

Tinkerer

Stalkers are adept at changing their toolkit and preparing before battle. Beginning at 3rd level, when you choose this subclass, you gain proficiency in tinker’s tools. Additionally, you gain proficiency in firearms.

Chosen Foe

Chosen Foe Beginning at 3rd level, when you choose this subclass, you have specialized in taking down specific types of creatures. Choose your chosen foe from the following list: aberrations, celestials, fey, fiend, monstrosities, or undead. You can choose an additional chosen foe at 10th level.

When you choose your chosen foe, you gain the following benefits:

  • Advantage on Intelligence (History) checks made to recall information regarding that creature.
  • You learn one language of your choice that is spoken by your chosen foe, if they speak one at all.
  • When engaged in combat against your chosen foe, you gain a +1 to attack and damage rolls.

Subclass Spells

As an Order of the Stalker dreadlord, you gain additional spells as noted by the table below. Once you gain access to these spells, you always have it prepared, and it doesn’t count against the number of spells you know.

Dreadlord Level Spells
3rd hex, hail of thorns
5th pass without a trace, silence
9th protection from energy, glyph of warding
13th locate creature, death ward
17th hold monster, contagion

Foe's Burden

Your knowledge of your chosen foe has reached a point of near magical prowess. When you cast a spell against a member of your chosen foe’s type that requires a saving throw, you can use your reaction to force the creature to roll the saving throw with disadvantage. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1) per long rest.

Know Thy Enemy

Stalkers who have hunted their chosen foe and survived become experts in defeating them. Beginning at 11th level, you gain the following benefits to your Chosen Foe feature:

  • When engaged in combat against your chosen foe, your weapon attacks become magical for the purpose of overcoming damage resistances.
  • You cannot be frightened or charmed from your chosen foe.

Quick Reflexes

Starting at 15th level, you gain proficiency in Dexterity saving throws. Additionally, you can add your Dexterity modifier for the purposes of Initiative rolls twice.

Order of the Vanquisher

Dreadlords who follow the Order of the Vanquishers are the heavy hitters of the Dreadlords. Dressed in heavy armor, wielding great weapons and shields, those who are sworn to the Order of the Vanquisher are one man armies.

Heavily Sworn

Vanquishers are powerfully built men in combat. Beginning at 3rd level, you gain proficiency in heavy armor. Additionally, you gain proficiency in smith’s tool in order to keep your equipment well repaired while away from the kingdom of Westmar.

Dreadlord Level Spells
3rd bane, shield of faith
5tg zone of truth, spritiual weapon (necrotic only)
9th blinding smite, vampiric touch
13th guardian of faith (necrotic only), phantasmal killer
17th banishing smite, destructive wave

Dark Protection|

You gain resistance to non-magical bludgeoning, piercing, and slashing damage.

Your Enemy's Weakness

Your Enemy’s Weakness Your training as a Vanquisher has allowed you to quickly discern your opponent’s weakness. Starting at 11th level, as an action, you can quickly observe and discern information about your opponent’s capabilities. The DM tells you if the creature is your equal, superior, or inferior in regard two one of the following options of your choice:

  • Strength score
  • Constitution score
  • Intelligence score
  • Armor class
  • Current hit points

You can use this feature a number of times per long rest equal to half of your Intelligence modifier rounded down (minimum of 1).

Additionally, you gain a second extra attack for a total of three attacks when you take the Attack action.

Strength Through Prowess

Your training as a Vanquisher has begun to alter your physical form. Starting at 15th level, you gain proficiency in Strength saving throws. Additionally, choose either Strength or Constitution and increase that score and its maximum by 2. You cannot increase a score beyond 22 using this feature.

Admonitions

If an admonition has prerequisites, you must meet them to learn it. You can learn the admonitions at the same time that you meet the prerequisites. A level prerequisite refers to your level in the dreadlord class. They are listed in alphabetical order

Arcane Deflection

Prerequisite: 5th level

When you are hit by a melee weapon attack, as a reaction, you may add your Intelligence modifier to your AC. You may do this a number of times per long rest equal to your Intelligence modifier (minimum of 1).

Arcane Identification

You can cast identify a number of times equal to your Intelligence modifier (minimum of 1) per long rest.

Arcane Rebuke

Prerequisite: 12th level, Order of the Mageslayer

You can cast counterspell once per long rest without expending a spell slot. Additionally, whenever a spell attack targets you and the spellcaster is within 30 feet of you, you may use your reaction to magically teleport to the attacker and make a single melee weapon attack as part of the same reaction. You may do this a number of times equal to your Intelligence modifier (minimum of 1) per long rest.

Dark One's Empowerment

When you roll damage for a spell, you can choose to reroll any roll of 1 on the damage dice up to your Intelligence modifier (minimum of 1). You must use the new roll. You can do this a number of times per long equal to your Intelligence modifier (minimum of 1).

Dark Resilience

Prerequisite: 12th level

Choose a damage type from the following list and gain resistance: acid, cold, fire, lightning, or thunder.

Death Speech

Prerequisite: 9th level

You gain the ability to cast speak with dead a number of times equal to your Intelligence modifier (minimum of 1) per long rest.

Death's Guidance

Prerequisite: 7th level

Whenever you miss an attack, you may use your reaction to reroll the attack roll. You must use the new roll. You can do this a number of times equal to your Intelligence modifier (minimum of 1) per long rest.

Death's Identity

Death’s Identity You can cast disguise self at will, without expending a spell slot, with the following restrictions:

  • You magically hide your mortal wounds, if any are visible
  • You make minor alterations to your pre-death humanoid form, such as changing hair and eye colors, changing your hair and facial hair style, etc

Death's Reach

Prerequisite: 9th level

When you cast a spell that has a range of 5 feet or greater, you can instead choose to double the range of the spell. When you cast a spell that has a range of touch, you can instead choose to make the range of the spell 30 feet. When you choose either of these options, you cannot use this admonition until you finish a short or long rest.

Death's Strike

Prerequisite: 5th level

When you take the Attack action on your turn, you may forgo one of your attacks to use your reaction to command an ally that can see or hear you within 30 feet to make a single attack. They use their reaction to attack and add your Intelligence modifier (minimum of 1) to the damage rolled. You may use this admonition a number of times equal to your Intelligence modifier (minimum of 1) per long rest.

Deathtouched Flesh

Prerequisite: 17th level

Your AC is increased by 1.

Devil's Sight

You can see normally in darkness, both magically and non-magical, to a distance of 60 feet.

Eyes of Arcanum

You can cast comprehend languages a number of times per long rest equal to your Intelligence modificer (minimum of 1) without expending a spell slot.

Investiture of Binding Prerequisite: 12th level, Order of the Stalker

You can cast hold monster - targetting your chosen foe from your Chosen Foe feature - a number of times per long rest equal to your Intelligence modifier (minimum of 1) without expending a spell slot.

Investiture of Shadow

While in darkness or dim light, you can use an action to turn invisible. This invisibility lasts until you move, take an action, bonus action, or use a reaction. You may use this admonition a number of times equal to your Intelligence modifier (minimum of 1) per short rest.

Rend

Your attacks cause additional bleeding effects. Whenever you hit a creature with a slashing weapon, you may force them to make a Constitution saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or begin to bleed. A creature that is bleeding takes an additional 1d6 non-magical slashing damage at the start of their turn. This effect lasts for 1 minute. At the end of their turn, a bleeding creature may make an additional Constitution saving throw, ending the effect on a success. A bleeding creature that receives magical healing is no longer considered bleeding, ending the damage. A creature without blood cannot be affected by this admonition and a creature cannot be dealt more than 1d6 of bleeding damage at a time.

Runekeeper's Voice

You can cast tongues a number of times per long rest equal to your Intelligence modificer (minimum of 1).

Secrets of the Dead

Prerequisite: 17th level

Once per long rest, you can cast commune without expending a spell slot.

Shadowfire

Prerequisite: You can cast shadowfire orb * once without expending a spell slot.

Shadow's Grip

When you are reduced to 0 hit points, but not outright killed, you can drop to 1 hit point instead. This feature doesn’t function if you take damage from a critical hit or radiant damage. Once you use this feature, you cannot use it again until you finish a long rest.

Telepathic Reach

Prerequisite: 9th level

You can cast sending once per long rest. Additionally, choose a umber of creatures equal to your Intelligence modifier (minumum of 1) within 120 feet of you. You gain telepathic speech with these creatures.

Vanquisher's Presence

Prerequisite: 12th level, Order of the Vanquisher

You gain the ability to cast darkness. When you cast darkness in this manner, it is centered on you, you gain see through it, and it follows your movement. Additionally, your melee weapon attacks deal an additional 1d6 necrotic damage. These effects last for 1 minute or until you dismiss it (no action required). Once you use this admonition, you can’t use it again until you finish a long rest.

Dreadlord Spells

Cantrips (0 Level)
  • Blade Ward
  • Blood Rope*
  • Bloodwrench*
  • Burning blood*
  • Chill Touch
  • Claws of Darkness*
  • Darkbolt*
  • Douse Light*
  • Infestation
  • Mage hand
  • Spoil*
  • Toll the Dead
1st Level
  • Cause fear
  • Dreadlord’s protection*
  • False life
  • Hex
  • Inflict wounds
  • Muscle seizure*
  • Protection from good and evil
  • Shrivel*
  • Sorrow*
2nd Level
  • Dark Bridge*
  • Darkness
  • Hold person
  • Misty step
  • Necrotic Ruin*
  • Ray of enfeeblement
  • Reverse Image*
  • Shadow Creations*
3rd Level
  • Counterspell
  • Dispel magic
  • Fear
  • Forbidden Release*
  • Remove curse
  • Spirit guardians (necrotic only)
  • Spirit shroud
  • Summon shadowspawn
  • Vampiric touch
4th Level
  • Blight
  • Dimension door
  • Evard’s black tentacle
  • Shadowfire orb*
  • Shadow of moil
5th Level
  • Enervation
  • Far step
  • Hallow
  • Legend lore
  • Modify memory
  • Negative energy field
  • Scrying
  • Teleportation circle

Spell Descriptions



Blood Rope

necromancy cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You create a long whip of your own blood that lashes out at a target of your choice within range. Make a ranged spell attack against the target. If the attack hits, the creature deals 1d6 necrotic damage. If you choose and the target is Medium or smaller, you may force the target to make a Strength saving throw. On a failure, the target is restrained or pulled up to 10 feet closer to you (your choice).

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Bloodwrench

necromancy cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

You reach out against a single target of your choice within range and make a magical motion with your hand. As you do so, the target must succeed on a Wisdom saving throw, taking 1d10 necrotic damage on a failure. On a success, the target takes no damage.

This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Burning Blood

necromancy cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You inflict a curse of blood on a target that you can see within range. The target must make a Constitution saving throwing, taking 1d6 fire damage on a failure and inflicting disadvantage on their next attack roll. On a success, the target takes no damage and doesn’t suffer disadvantage on their next attack. Creatures that don’t have blood can’t be affected by this spell.

This spell’s damage increases at 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Claws of Darkness

Spell Type


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You force cold, shadowy claws to sprout from your hands. As an action, you can make a melee spell attack on creatures within 5 feet of you, dealing 1d10 cold damage on a hit. Additionally, while you are grappled or restrained, you can use an action on your turn to end one of those conditions. When you use this spell to end either of those conditions, this spell ends.

Darkbolt

evocation cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You say a quick word in dark speech and gesture. When you do so, choose any number of creatures within range (up to the amount of bolts available) and separate the bolts as you see fit. Make a ranged spell attack for each bolt. On a hit, the target takes 1d8 force damage per bolt. Additionally, each creature hit by a boly must succeed on a Constitution saving throw. On a failure, the creature cannot take reactions until the start of your next turn.

This spell’s damage increases at 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Dark Bridge

2nd level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You conjure a bridge of darkness between two points that you can see, starting within range of you. This bridge can extend out to 120 feet, rise up 10 feet, and is no more than 10 feet wide. It can support up to ten creatures that you choose for a total of 1200 pounds. If a creature you didn’t choose touches this dark bridge, it falls through the bridge as if it were illusory terrain. If the weight limit is exceeded, the bridge is destroyed.

Douse Light

transmutation cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You can quickly extinguish a singular, small, non-magical source of light within range with a quick word and hand gesture.

Dreadlord's Protection

1st level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a drop of blood)
  • Duration: 8 hours

You conjure a protective field and necrotic energies surround you. Your AC increases by 1, you gain 5 temporary hit points, and you add half your Intelligence modifier rounded down (minimum of 1) to all saving throws you make for the duration.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the temporary hit points increase by 5 for each slot.

Forbidden Release

3rd level divination


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (the target's brain)
  • Duration: Instantaneous

You suck or eat a portion of the target’s brain. Roll a d100. On a roll of 01-85%, you learn one of the following details of the creature's life: family history, recent events, general habits, important plans, password, or magic item command words. At DM discretion, additional options may be present not listed here. You cannot learn skills, feats, spells, or other such knowledge by using this spell. Once you successfully target a creature with this spell, you cannot learn any additional information from that creature using this spell again.

Muscle Seizure

1st level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You reach out and force a creature’s muscle to tighten up and convulse. The targeted creature must succeed on a Constitution saving throw. On a failure, the target has disadvantage on attack rolls for the duration.

At Higher Levels. For each level cast above 1st, you may target an additional creature.

Necrotic Ruin

2nd level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (the caster's blood)
  • Duration: Instantaneous

You conjure a wave of blackened, necrotic brood centered on yourself that lashes out at all creatures within a 10 ft. sphere. Each creature must make a Constitution saving throw, taking 3d8 necrotic damage on a failed save or half as much on a success.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can choose to increase the range by 10 feet per spell level or deal an additional 1d8 necrotic damage per spell level.

Reverse Image

2nd level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a black mirror)
  • Duration: Instantaneous

Channeling the mirror, you force another creature to look into it. In the mirror, they see your position and you see theirs. You and the creature instantly swap positions. If the creature is willing, it happens immediately. If the target is unwilling, they have to make a Charisma saving throw. On a success, the spell has no effect.

Shadow Creations

2nd level illusion


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You reach into the darkness and pull out two shadowy creatures (using the shadow mastiff stat block) within range. These shadow creatures are under your complete control and go immediately after you in combat. As a bonus action, you can mentally command them. If you don’t give them a command, they take the Dodge action.

Additionally, at the point of creation, a negative energy field of darkness is summoned in a 10 ft. sphere. Creatures within this sphere must succeed on a Wisdom saving throw, taking 2d8 psychic damage and becoming frightened on failure. On a success, the target takes half as much damage and is not frightened.

Shrivel

1st level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You channel necrotic energy against a target that you can see within range. They must succeed on a Constitution saving throw, taking 3d6 necrotic damage on a failure or half as much on a success.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 per each slot above 1st level.

Sorrow

1st level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You fill a target creature that you can see within range with sorrow. They must make a Wisdom saving throw. On a failure, they can’t take actions, bonus actions or reactions until the start of your next turn.

Spoil

necromancy cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You touch a corpse that’s been dead longer than 1 minute. When you do so, the corpse immediately stinks of rotten flesh and completely decays. Undead are unaffected by this spell.

 

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