Grampasso's Special Book 1

by Grampasso

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Grampasso's Special Book

Credits


  • Designer & Writer: Grampasso (Grampasso#3390)


  • Based on 5th Edition Dungeons & Dragons by
    Wizards of the Coast

  • Inspired by the Warcraft 5E adaptation by
    Jihia, Tangerine, and many others (Reddit, Discord)

























Class: Ghost Of The Ring

The ghosts of the ring are neither living nor dead creatures, but they roam the aforementioned Limbo between the two. In the beginning there were 9, but now they are many more, you have probably become one of them following your death or a powerful curse that stole your soul itself, however it is now you are one of them and that is a servant of power tied to the magical rings, by which you will always be attracted. When you do not wear your cape with cloak and hood you show yourself as the being that you were alive at the same age when you died or your soul was ripped off, while when you fight or act you don the magical cloak and obtain an ethereal ghost form, from which you can then draw on unique abilities.

Class features

Hit points


  • Hit Die: 1d10 by level of Ring Ghost
  • Hit Points at Level 1: 10 + Constitution modifier
  • Hit points at higher levels: 1d10 (or 6) + Constitution modifier after 1st level

Skills


  • Armor: Light Armor, Medium Armor, Shields
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: Smith's Tools

  • Saving Throws: Strength, Constitution
  • Skills: Choose 2 from Athletics, Intimidation, Perception, Insight, Stealth, Survival and Arcana.

Equipment

You start with the following equipment, in addition to what you gained from your background:

  • (a) A Greatsword or (b) a Longsword and a Shortsword or
    (c) Two Shortsword
  • (a) Leather Armor or (b) Chain Shirt
  • (a) Explorer Pack or (b) Smith's Tools
Ghost Of The Ring
Level Proficency
Bonus
Privileges Damnations
Known
Slot
Aviable
Slot
Level
1st +2 Ring Of Power, Fighting Style
2nd +2 Faded Soul
3rd +2 Chosen Ghost 2 1 1
4th +2 Increase Ability Scores 2 2 1
5th +3 Extra Attack, Chosen Ghost Feature 4 2 2
6th +3 Enhanced Ring 4 2 2
7th +3 Ring Of Power x2 4 2 3
8th +3 Increase Ability Scores 4 2 3
9th +4 Faded Heart 4 2 4
10th +4 Chosen Ghost Feature 6 2 4
11th +4 Dark Mount 6 3 4
12th +4 Increase Ability Scores 6 3 4
13th +5 Enhanced Ring 6 3 4
14th +5 Devour Hope 6 3 4
15th +5 Chosen Ghost Feature 8 3 5
16th +5 Increase Ability Scores 8 3 5
17th +6 8 4 5
18th +6 Banished From Death 8 4 5
19th +6 Increase Ability Scores 8 4 5
20th +6 Chosen Ghost Feature 8 4 5

Ring Of Power

Starting at 1st level and again at 7th, your specter acquires one of the magical rings of power. The ring is assumed to have been created by you during your downtime using your arcane power and negligible material components. It does not grant any benefit to a person other than its creator. If you are separated from one of your rings, you can spend an hour focusing during a long rest to have it materialize on your finger again. Each ring has 2 charges and recovers the charges spent for each ring, at the stroke of midnight each day. When you get a ring, choose one of the following options. You can use your Bonus Action and spend 1 charge to activate the ring function (limit of one charge per turn).

  • Curse of Strength: By gaining the Gorilla's Curse, you gain advantage with every Strength check that you must perform for 1 minute.

  • Curse of Dexterity: By gaining Curse of the Cat, you have +10 on Stealth checks and Advantage on each Dexterity check for 1 minute.

  • Curse of Constitution: By gaining the Bear's Curse, all non-magical damage you take is halved until the end of your next turn.

  • Curse of Intelligence: By gaining the Curse of the Fox, you gain advantage on each Intelligence check you must make for 1 minute.

  • Curse of Wisdom: By gaining the Owl's curse, you gain advantage on Wisdom skill and saving rolls for 1 Minute.

  • Curse of Charisma: By gaining the Eagle's Curse, you gain advantage on Charisma skill checks for 1 minute.

  • Curse of Regeneration: You cast Spectral Prayer on yourself, at the start of each of your turns if you have at least 1 hit point remaining you regain hit point equal to 10 + your Constitution mod for 1 minute.

Fighting Style

You adopt a particular fighting style as your specialty. Choose one of the following options. You cannot choose a Fighting Style option more than once, although you can choose it again later.

  • Combat chained with two weapons: When you wield a light melee weapon in each hand, they are chained together with links of spiritual energy. If you use two-weapon combat to make a bonus attack with the second melee weapon, that attack can be made with range.

  • Arcane Shot: You get a +2 bonus on attack rolls for weapons and ranged spells or tricks.

  • Nine-Ringed Sword: Any weapon you wield that deals slashing damage manifests nine spirit rings along the blade. When attacked by a piercing weapon, you can use your reaction to reduce the damage by 1d10-1.

  • Defence: While you are wearing armor, you gain a +1 bonus to AC.

  • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

  • Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Faded Soul

From 2nd level onwards, you are treated as both a living creature and an undead creature. When you are subject to an effect that depends on whether you are alive or not dead, you can choose the one that works best for you. Additionally, you are resistant to necrotic damage.

Chosen Ghost

At 3rd level, choose a Ghost Of The Ring archetype: Ghost Of The Forge, Angmar Disciple, or Servant Of The Black Earth. Your archetype grants you traits at 3rd, 5th, 10th, 15th, and 20th level.

Increase Ability Scores

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 usual, you cannot increase an Ability Score above 20 using this Trait.

Extra Attack

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

Enhanced Ring

At 6th and 13th levels, choose one of your rings of power. The maximum number of charges in that ring increases by 1.

Faded Heart

From 9th level on, you are immune to poison damage as well as poisoned and sick.

Dark Mount

From 11th level onwards, you can cast the phantom steed spell as a ritual.

Devour Hope

At 14th level, the Ghost Of The Ring is able to cut the hopes of fallen creatures at his hand. Whenever the spectre reduces a creature to 0 or less hit points, it consumes its last remaining hope, thus gaining hit points equal to half its Ghost Of The Ring level (down) + Constitution modifier .

Banished From Death

Starting at 18th level, your soul is banished from death. When your hit points reach 0 or lower, your soul resists, you become a spirit that can only be seen by blind vision and true sight. Your body has to rebuild the destroyed cells from scratch. It takes 3 full days to complete the resurrection process. You can only use this feature once every 2 weeks (of play). If you are eliminated again while this privilege is on cooldown, your soul no longer takes the damage and is dissolved forever.

Archetype of the Chosen Ghost

Since he is aware that his power is slowly running out, the Spectre decides to bind his ring of power to an inexhaustible source of energy such as that of one of the ghostly lords, thus swearing eternal loyalty to their new master, in change of power and knowledge, as well as a new purpose in this eternal existence.

Ghost Of The Forge

At 3rd level as a Ghost of the Forge, you use the abilities inherited from your lord to create and modify copies of rings of power to your liking. You also gain proficiency in Heavy Armor.

Lesser Ring Of Power

When you choose this 3rd level archetype, you learn from your lord to create lesser rings of power. You can take 2 days off to create a ring of lesser power. It is a duplicate of one of your power rings with the following modifications: it only has one charge and disintegrates when consumed. If a creature already wears a ring of lesser power, the first ring disintegrates when the second ring is worn. A creature must end a long rest before it can benefit from another ring of lesser power.

Disciple Of The Lord Of The Forge

From 5th level on, you add +5 to Sleight Of Hand checks, and when using blacksmith tools you don't even have to roll, but you get a critical hit directly. Also with a total time of 1 Long rest that you will spend working with metal and a cost of 100 gp of materials, you can make magical engravings on armor and shields, thus increasing their base AC by 1 permanently.

Reforged Ring

At 10th level, you gain an additional power ring forged by you, plus choose one of your power rings. Get one of the following benefits. Each ring has its own advantage and you can only choose the advantage once. You can choose another ring of power to reforge at level 13 and 15.

  1. Ability Score Ring: When you get this reforged ring, choose an increase to the ability score of your choice and apply it for free (2 ability points to be applied to the chosen characteristic). You can also bestow this ring on another creature by carving its name into the ring to make it work only with him.

  2. Curse Of Fire: The Curse of the Forge pervades you, your attacks with a melee weapon that deal damage to an enemy will do an extra 1d8 points of fire damage for 1 minute.

  3. Ring of Shadows: When you activate your shadow ring, you become invisible while in shady areas for 1 hour.

Legendary Ring

At 15th level, you have created a legendary ring of power. If you want to replace the ring or you are separated from one of them, you can spend an hour concentrating during a long rest to make it materialize on the finger, eliminating the previous one. Choose one of the following rings:

  • Gloris: Gloris is a gold ring that can be duplicated. Once a day, at dawn, 1 gold ring drops from Gloris. It has a value of 200 gold coins. They confer no advantage other than their value.

  • Bragunir: Bragunir is a set of intertwined rings through which a piece of rope is wound. If you give Bragunir to a creature with an Intelligence score of 8 or greater, that creature must succeed on a DC Wisdom saving throw of 8 + your Intelligence modifier + your proficiency bonus. If this fails, the creature becomes obsessed with trying to untangle the rope from the rings. While he is so obsessed, the creature is oblivious and has the condition of incapacitated. If the creature is attacked, the effect is broken. After 1 minute (and every minute thereafter), the creature can make a DC 20 Intelligence check. If successful, it solves the puzzle.

  • Solomon: While wearing this ring, you can cast unseen servant as a ritual. In addition, whenever you make a Persuasion check on a creature that holds a title of nobility, you are considered proficient in the Persuasion ability and add +10 to the result of the roll.

Lord Of The Rings

At 20th level, you know the exact location of any creature that are wearing or carrying, one of your rings of power. You can take an action to see and hear what the wearer of one of your rings can see or hear as long as they are on the same Plane. This vision lasts until you reject it: this does not require action. If the creature you're tracking this way is a humanoid, you can cast dominate person over that creature as an 8th-level spell (regardless of range and line of sight). Your spellcasting ability is Constitution. You must finish a long rest before you can cast this spell again.

Angmar Disciple

The Spectre chooses to dabble in the dark magical arts and then associates his ring of power with the sorcerer king, who guides him through the evil arts and spirit realm. Disciple Of Angmar is the only Ghost Of The Ring archetype capable of possessing spell slots, his spellcasting ability is Charisma. He can use any of his rings of power as an arcane focus.

DC saving throw 8 + Proficiency Bonus +

Charisma modifier

Spectral Sorcery

At 3rd level, a Disciple of Angmar gains the ability to cast particular Spells called Spectral Damnations, which each time one of them is used, a spell slot is spent, all slots spent are recovered after a short rest. The available Ghost Spells are limited to the choices made available by Angmar himself, but in return the spells are more elaborate than the common ones. Its slots and their level are marked in the Ghost Of The Ring table and refer only to this Archetype as it is the only one able to use them. All available slots will always be at the highest level as shown in the table.

Spectral Blast

At 3rd level, you gain the ability to cast the Spectral Blast cantrip + 3 cantrip from Angmar's list: Booming Blade, Fire Bolt, Infestation, Control Flames, Minor Illusion, Light, Mending, Acid Spray.

Angmar Spells List

Tap into the power of the sorcerer king to learn his personal spells: At 3rd level, you gain: Shadow Missile and Dark Bolt. At 5th level, you gain: Shadow Smite and Shadow Ring Blade. At 10th level, you gain: Remove Greater Curse and Shadow Ball. At 15th level, you gain: Raise Dead (Covenant) and Spectral Projection.

Spectral Blast: Overload

At 5th level when you cast Spectral Blast, you add double your Charisma modifier to the total damage you deal when you hit.

Necrotic Numbness

From Level 20 onwards, when you hit a creature with a one-handed or two-handed weapon wearing a ring of power, the creature takes additional necrotic damage equal to double your Charisma modifier (minimum 1).

Servant Of The Black Earth

As a Servant of the Black Earth, you serve the one who calls himself the one true Shadow Lord, you use the power of your rings to improve your skills as a front-line fighter.

Spectral armor

When you choose this archetype at 3rd level, you get the following benefits:

  • Gain Proficiency in the Heavy Armor.
  • While wearing armor: you get a +2 bonus to AC.
  • While wearing light, medium or heavy armor: when you take the Dash or Disengage actions, until the end of your turn you can move through creatures as if they were hindering terrain, also if there is hindering terrain, you ignore it.

Ring Of War

From 5th level onwards, a weapon in one hand wearing a ring of power gains the following benefits. If you wield a two-handed weapon or a two-handed versatile weapon, you must have a ring in both hands.

  • Ring of Pain: The weapon deals +4 extra damage.
  • Ring of Precision: you have a +1 bonus on attack rolls made with it.
  • Ring of Fortitude: When you hit a creature with this weapon, you can take the push action against the creature as a bonus action.
  • Ring of the Arcanum: This weapon is considered a magical weapon. When you hit a creature that has resistance to damage from non-magical weapons, that resistance is overcome.
  • Ring of Threat: When you hit a creature with this weapon, you have advantage on Intimidate checks made against it in the same turn.
  • Ring of Sight: When you hit a creature with this weapon, its normal vision (and darkvision if it has it) is reduced to 30 feet for 1 round.

Unmatched Servant

At 10th level, thanks to the power of enchanted war rings and your ghostly armor, you are enveloped in an ethereal gas that makes it harder to hit from a distance. All ranged weapon and spell attacks that require an attack roll have a disadvantage on you as long as you own and wear your shadow cloak.

Arid Oasis

At 15th level, the servant of the black earth has a limited pool of physical stamina that he can draw on to protect himself from damage. On his turn, he can use a bonus action to recover hit points equal to 1d12 + his Ghost Of The Ring level. Recover the use of this privilege after a short rest.

Volcano Frenzy

At 20th level, the Servant of the Black Earth possesses undeniable strength, fueled by the power of its lord, which allows it to make more attacks than it should. Thanks to this power the Servant can attack 3 times per turn (This privilege does not disable "Extra Attack")
























Class: Demon Hunter

Revised Version From Champion Of Outland

Demon hunters uphold a dark legacy, one that frightens their allies and enemies alike. They embrace fel magics, believing them necessary to challenge the Burning Legion. Wielding the powers of demons they've slain, demon hunters develop fiendish features that inspire revulsion and dread.

Demon hunters ritually blind themselves in exchange for spectral sight that enables them to better sense their prey. This enhanced awareness, together with their great agility and magical prowess, makes demon hunters unpredictable adversaries. A demon hunter's quarry has much to fear.

Class Features

As a demon hunter, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per demon hunter level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per demon hunter level after 1st

Proficiencies


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

  • Saving Throws: Strength, Dexterity
  • Skills: Choose three from Athletics, Acrobatics, Arcana, History, Insight, Intimidation, Investigation, Perception, Stealth, and Survival

Equipment

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

  • (a) two throwing glaives or (b) any melee weapon
  • (a) two daggers or (b) 10 darts
  • (a) a dungeoneer's pack or (b) an explorer's pack
Demon Hunter
Level Proficiency
Bonus
Features Fel
Points
Chaos
Die
Fel
Mutations
1st +2 Spectral Sight, Demonic Wards
2nd +2 Illidari Training, Fel 2 d4
3rd +2 Fel Mutations, Demon Hunter Specialization 3 d4 1
4th +2 Ability Score Improvement 3 d4 1
5th +3 Extra Attack, Demon's Bite 4 d6 1
6th +3 Aura Sight, Specialization Feature 4 d6 1
7th +3 Metamorphosis, Evasion 5 d6 1
8th +3 Ability Score Improvement 5 d6 2
9th +4 The Demon Within 6 d8 2
10th +4 Empowered Wards, Specialization Feature 6 d8 2
11th +4 Illidari Mastery 7 d8 2
12th +4 Ability Score Improvement 7 d8 2
13th +5 Pierce the Veil 8 d10 2
14th +5 Metamorphosis Improvement 8 d10 3
15th +5 Specialization Feature 9 d10 3
16th +5 Ability Score Improvement 9 d10 3
17th +6 Immortal Soul 9 d12 3
18th +6 The Demon Within Improvement 10 d12 3
19th +6 Ability Score Improvement 10 d12 3
20th +6 Unbound Chaos 10 d12 3

Spectral Sight

All demon hunters sacrifice their eyes at the beginning of their training, but gain otherworldly sight to hunt their enemies. You are immune to being blinded.

In addition, you can use your action to attune your senses to demonic energies. Until the end of your next turn, you know the location of any fiend within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity. You can use this feature a number of times equal to 1 + your Constitution modifier. When you finish a long rest, you regain all expended uses.

Demonic Wards

Also at 1st level, you gain protective tattoos which help control your demonic nature. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Constitution modifier + your Dexterity modifier.

Illidari Training

When you reach 2nd level, you learn how to most effectively hunt demons and their ilk. You have advantage on Wisdom and Intelligence rolls pertaining to fiends or fiendish lore.

 In addition, choose one of the following Illidari paths:

Executioner

You have learned to leverage the size of great weapons for both offense and defense. While wielding a melee weapon with two hands, you gain the benefits of half cover. In addition, you gain the following fighting style.

Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Slayer

You have learned to wield two weapons with terrible ferocity and grace. You can use your Dexterity modifier for the attack and damage rolls of one-handed melee weapons. You can also use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light. In addition, you gain the following fighting style.

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

Fel

Also at 2nd level, you are able to harness the demonic power within you to unleash fel abilities in battle. Your access to this power is represented by a number of fel points. Your demon hunter level determines the number of points you have, as shown in the Fel Points column of the demon hunter table.

You can spend these points to fuel various fel abilities. You start knowing three such features: felblade, mana burn, and torment. Your demon hunter specialization may grant you additional fel abilities. When you spend a fel point, it is unavailable until you finish a short or long rest, at the end of which you replenish your demonic strength.

Some of your fel abilities require your target to make a saving throw to resist the ability's effects. The saving throw DC is calculated as follows:

Fel save DC = 8 + your proficiency bonus +

your Constitution modifier

Chaos Die

Many fel abilities involve rolling a chaos die for their effects, which begins as a d4 and changes as you gain demon hunter levels, as shown in the Chaos Die column of the Demon Hunter table.

When you spend a fel point to deal damage to a fiend with a fel ability, it takes additional felfire damage equal to your chaos die. A fiend can take this damage only once per turn.

Fel Abilities

You can initially spend fel points on the following fel abilities.

Felblade. As an action, you can spend a fel point to move up to your speed towards a creature, which doesn't provoke opportunity attacks. If the creature is within your melee range at the end of this movement, you can make a melee weapon attack against it as part of the same action, which deals additional felfire damage equal to your chaos die.

Mana Burn. As an action, you can spend a fel point to corrupt the essence of a creature you can see within 60 feet of you, which must make a Constitution saving throw. The creature takes felfire damage equal to your chaos die + your demon hunter level on a failed save, or half as much damage on a success. If a creature that failed its save casts a spell of 1st level or higher before the start of your next turn, it takes felfire damage equal to 5 x the spell's level.

Torment. As an action, you can spend a fel point to inflict all-consuming pain on a creature you can see within 60 feet of you, which must make a Wisdom saving throw. On a failed save, the target takes felfire damage equal to your chaos die + your demon hunter level, and has disadvantage on all attack rolls against targets other than you until the end of your next turn. The target takes half as much damage on a successful save and suffers no additional effects.

Felfire Damage

Many demon hunter abilities deal felfire damage, which consists of both fire and necrotic damage. A creature is vulnerable or immune to felfire damage only if it's vulnerable or immune to both fire and necrotic damage, respectively. A creature is resistant to felfire damage only if it's resistant to both fire and necrotic damage, or resistant to one damage type and immune to the other.

Fel Mutations

At 3rd level, the demonic power coursing in your veins has begun to mutate your body. You gain a fel mutation, detailed at the end of the class description. When you gain certain demon hunter levels, you gain additional mutations of your choice, as shown in the Fel Mutations column of the Demon Hunter table.

Initially you only gain the base benefits of your fel mutations. At higher levels, when you use your Metamorphosis or The Demon Within feature, you can gain your mutations' Greater Mutation benefits.

Demon Hunter Specialization

At 3rd level, you commit your fel essence and ruthless discipline towards a particular specialization. Choose Havoc or Vengeance, both detailed at the end of the class description. The specialization you choose grants you features at 3rd level, and again at 6th, 10th, and 15th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

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

Demon's Bite

Also at 5th level, if you spend fel as part of your action on your turn, you can then immediately make one melee weapon attack as a bonus action. If you are engaged in two-weapon fighting, you can instead make two melee weapon attacks, one with each weapon.

Aura Sight

At 6th level, your spectral sight has grown more potent. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

In addition, you can expend a use of your Spectral Sight feature to cast detect good and evil or detect magic on yourself, ignoring its components.

Metamorphosis

When you reach 7th level, you can use your bonus action to transform into a hellish demonic form. While in demon form, you gain the following benefits:

  • Your type is fiend.
  • You gain temporary hit points equal to your demon hunter level + your Constitution modifier, which vanish when you leave demon form.
  • Your weapon attacks deal additional felfire damage equal to 1D8 + your Constitution modifier.
  • You gain the Greater Mutation benefits of your mutations.

This transformation lasts for 1 minute, until you are knocked unconscious, or until you end it as a bonus action. Once you use this feature, you must finish a long rest to use it again. At 14th level, you regain the use of this feature when you finish a short or long rest.

Evasion

Also at 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

The Demon Within

Beginning at 9th level, you can spend a fel point and use a bonus action to gain the Greater Mutation benefit of one of your fel mutations in your normal form for 1 minute. If you use this feature again, the previous Greater Mutation benefit ends and the new one takes effect.

 When you reach 18th level, your Greater Mutation lasts indefinitely, until you use this feature to manifest a new one.

Empowered Wards

At 10th level, as your inner demon grows more powerful, so too do the bindings which allow you to keep it in check. Whenever you make an Intelligence, Wisdom, or Charisma saving throw, you gain a bonus to the saving throw equal to your Constitution modifier (minimum of +1). Whenever a fiend forces you to make such a saving throw, you have advantage on the roll.

Illidari Mastery

When you reach 11th level, you've mastered the ways of hunting and slaying demons. If you would make an attack roll against a fiend with disadvantage, you instead roll normally, as long as your target isn't hidden from you. Whenever a fiend would make an attack roll against you with advantage, it instead rolls normally, as long as you aren't incapacitated.

In addition, you gain one of the following benefits depending on the Illidari training path you chose at 2nd level.

Executioner

Once on each of your turns when you make a melee weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Slayer

Once on each of your turns when you miss with a melee weapon attack, you can roll the attack roll again.

Pierce the Veil

Beginning at 13th level, your spectral sight can see the true essence of the world. You can see invisible creatures and objects within 120 feet as if they were visible.

In addition, you can cast true seeing on yourself, ignoring its components. Once you do so, you can't do so again until you finish a long rest.

Immortal Soul

At 17th level, the demon soul bound inside you has made you immune to natural and magical aging.

Unbound Chaos

When you reach 20th level, you have learned to fully harness your demonic power. While using Metamorphosis, you regain an expended fel point at the beginning of each of your turns.

Demon Hunter Specializations

The endless war against the Burning Legion requires demon hunters to hone their hellish talents in different ways. The specialization you choose determines how you use your fel power in your hunt.

Havoc Demon Hunter

Havoc demon hunters vanquish their enemies with deadly agility and overwhelming fel power.

Trail of Ruin

When you choose this specialization at 3rd level, you gain the Hellish Agility demonic mutation, which does not count against your normal mutations known. In addition, you add your proficiency bonus to your initiative checks.

Blade Dance

Also at 3rd level, you learn a new fel ability. As an action, you can spend a fel point to become a storm of weapons. Each creature of your choice within 15 feet of you must make a Dexterity saving throw. A creature takes felfire damage equal to your chaos die + your demon hunter level on a failed save, or half as much damage on a success. You can then teleport to an unoccupied space you can see within this area.

Unrestrained Fury

When you reach 6th level, your anger fuels your hellish power. Once per turn when you roll a chaos die, you can reroll the die and choose which result to use.

Vengeful Retreat

Beginning at 10th level, you can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.

You spend a fel point to use this as a fel ability, and you can make a melee weapon attack against that enemy as part of the same reaction, which deals additional felfire damage equal to your chaos die.

Eye Beam

At 15th level, you can use your action to unleash a concentrated beam of destructive felfire. Roll eight chaos dice. Each creature in a line 60 feet long and 5 feet wide must make a Dexterity saving throw against your fel save DC. On a failed save, a creature takes felfire damage equal to the total, or half as much damage on a success.

Once you use this ability, you must finish a short or long rest before using it again.

Vengeance Demon Hunter

Vengeance demon hunters turn their demonic might towards protecting their allies, and punishing foes foolish enough to attack them.

Fel Blood

When you choose this specialization at 3rd level, you gain the Fel Hide demonic mutation, which does not count against your normal mutations known. In addition, you add +2 to your Demonic Wards AC.

Infernal Strike

Also at 3rd level, you learn a new fel ability. As an action, you can spend a fel point to leap up to your speed towards an unoccupied space, which doesn't provoke opportunity attacks. Each creature within 10 feet of where you land must make a Dexterity saving throw. On a failed save, a creature takes felfire damage equal to your chaos die + your demon hunter level, or half as much damage on a success.

Feed the Demon

When you reach 6th level, you are sustained by aggression. Whenever you hit an anemy with a fel ability that roll a chaos die, you roll a single chaos die and gain temporary hit points equal to the roll.

Vengeful Defense

Beginning at 10th level, when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to reduce the damage the target takes by your chaos die + your Constitution modifier (to a minimum of 0 damage). You must be wielding a melee weapon.

You spend a fel point to use this as a fel ability, and you can make a melee weapon attack against the attacker as part of the same reaction, which deals additional felfire damage equal to your chaos die. You can move up to half your speed towards the attacker before making this counterattack, which doesn't provoke opportunity attacks.

Fel Devastation

At 15th level, you can use your action to unleash a blast of chaos energy which heals you as it sears your enemies. Roll six chaos dice. Each creature in a 30-foot cone must make a Dexterity saving throw against your fel save DC. On a failed save, a creature takes felfire damage equal to the total, or half as much damage on a success. You also regain hit points equal to half the total rolled.

Once you use this ability, you must finish a short or long rest before using it again.

Fel Mutations

As your power grows, your body changes to become more like the demons you hunt. Each fel mutation has a base effect, as well as a Greater Mutation which offers a powerful benefit while using Metamorphosis or The Demon Within. You know the number of mutations shown in the Fel Mutations column of the Demon Hunter table, in addition to any gained from your demon hunter specialization.

Conjure Felfire

You are able to summon fiery darts of felfire to strike at your enemies. You get a new attack option that you can use with the Attack action with this special attack as part of it. This special attack is a ranged magic attack with a range of 120 feet. You are proficient at it and add your Constitution modifier to its hit and damage rolls. Major mutation. Once on your turn, it deals 1d6 points of felfire damage and an additional damage equal to your chaos die while using morph.

Greater Mutation. on your turn when you damage a creature with a felfire bolt, you can set it ablaze, it deals 1d6 points of felfire damage and an additional damage equal to your chaos die. Until someone takes an action to put out the fire, the creature takes felfire damage at the start of each of its turns.

Demon Spikes

Your body is adorned with fearsome demonic spikes. You have advantage on ability checks to start or escape grapples. When you successfully start a grapple, you can deal felfire damage equal to your Constitution modifier to the grappled creature. When you start your turn grappling a creature or being grappled by a creature, that creature takes felfire damage equal to your Constitution modifier.

Greater Mutation. You add your chaos die to the felfire damage dealt by this mutation's base benefit. Whenever a creature successfully hits you with a melee attack, they take felfire damage equal to your chaos die.

Dread Wings

As a reaction when falling, you can manifest wings suitable for gliding. Until you land, you can slow your rate of descent to 30 feet per round. You cannot ascend while falling, but can otherwise glide freely using your movement. When you land, you take no falling damage and can land on your feet.

Greater Mutation. You gain a flying speed equal to 50 feet.

Fel Hide

Your maximum hit points increase by 1 for each level from now on. In addition, you have advantage on saving throws against poison, and you also have resistance to poison damage.

Greater Mutation. You have resistance to bludgeoning, piercing, and slashing damage.

Hellish Agility

Your walking speed increases by 20 feet. In addition, you can use your Strength or Dexterity to determine how far you can jump.

Greater Mutation. If you move at least 20 feet in a straight line toward a target right before making a melee weapon attack against it, that attack deals additional felfire damage equal to your chaos die.

Infernal Might

Demonic power bolsters your strength. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks and saving throws.

Greater Mutation. Your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category. Your equipment changes size accordingly while in your possession. In addition, once on your turn when you hit with a melee weapon attack, you can try to shove your target as part of the same action.

Vicious Weapons

You manifest claws, horns, or another type of natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal. It deals 1d8 felfire damage on a hit. In addition, when you make an attack with your natural weapon on your turn, you can make an additional attack with it as a bonus action.

Greater Mutation. Once on each of your turns when you damage a creature with this weapon, you regain a number of hit points equal to chaos die, provided you have less than half your hit points when you hit.
























Class: Anti-Paladin

An anti paladin is an ex paladin who has been betrayed or has repudiated the belief of his divinity. The divine power he possessed was sealed to him by divinity to punish him for his choice, however it is possible to awaken him in some way. An Anti-Paladin is a being who awakens that sealed potential through feelings of Hatred, revenge and Anger, thus obtaining a power in contrast to what he possessed, and therefore able to counter it perfectly. Travel the wilderness in search of the followers of the corrupt gods to punish them and show the gods that he doesn't need them to bring justice.

Class Features

As Anti-Paladin, you gain the following class features.

Hit Points


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

Proficiencies


  • Armor: All Armor, Shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Strength, Wisdom
  • Skills: Choose two from Athletics, Deception, Insight, Intimidation, Persuasion and Religion

Equipment

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

  • (a) martial weapon and a shield or (b) two martial weapon
  • (a) five javelins or (b) any simple weapon
  • (a) a priest's pack or (b) an explorer's pack
  • (a) leather armor and unholy symbol or (b) chain mail and unholy symbol
Anti-Paladin
Level
─Spell Slots per Spell Level─
Proficiency
Bonus
Features  1st   2nd   3rd   4th   5th 
1st +2 Unholy Sense, Vile Hands
2nd +2 Fighting Style, Spellcasting, Unholy Smite 2
3rd +2 Carrier of the Scourge, Atrocious Oath 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4 2
6th +3 Unsettling Aura 4 2
7th +3 Atrocious Oath Feature 4 3
8th +3 Ability Score Improvement 4 3
9th +4 4 3 2
10th +4 Aura of Intimidation 4 3 2
11th +4 Improved Unholy Smite 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 4 3 3 1
14th +5 Corrupting Touch 4 3 3 1
15th +5 Atrocious Oath Feature 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 4 3 3 3 1
18th +6 Aura Improvements 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Atrocious Oath Feature 4 3 3 3 2

Unholy Sense

The dark presence of evil and the luminous existence of good register on your senses as if they were noises or smells. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, aberration, or undead within 60 feet of you that aren't covered in full cover. You know the type (celestial, aberrant, or undead) of any being whose presence you feel, but not their identity (the vampire Dr. Acula, for example). Within the same radius, you also detect the presence of any place or object that has been consecrated or defiled, as with the sanctify spell. You can use this trait a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all the uses spent.

Vile Hands

Using the stolen power of the gods, you can absorb the life energy of those around you. Dealing with melee weapon damage or necrotic damage builds up a pool of healing equal to the damage dealt. The maximum total hit points in the pool are equal to your Antipaladin level x 5. As an action, you can heal yourself or an undead ally you touch for an amount equal to the hit points in the pool. When you use this skill, the entire reserve is spent. Hit points in the pool that exceed the target's maximum health after healing are lost. The total amount of hit points you can spend between long rests is limited to your Anti-Paladin level x 10. Alternatively, you can spend ten points from the pool to inflict a sick or poisoned condition on a target you can touch. Make a touch attack using your magic attack modifier. If the attack is successful, the target makes a Constitution saving throw equal to the DC of your spell saving throw. If the saving throw fails, the condition is inflicted . If the condition can't be applied to the target, use the other one available. The condition lasts for one minute.

Fighting Style

At 2nd level, you adopt a 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.

  • Defence: While you are wearing armor, you gain a +1 bonus to AC.

  • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

  • Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

  • Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Spellcasting

By 2nd level, you have learned to draw on unholy magic through meditation and prayer to cast spells. To cast one of your 1st-level or higher anti-paladin spells, you must spend a slot of the spell's level or higher. Recover all spent spell slots when you finish a long rest. You prepare the list of anti-paladin spells you can cast by choosing from the list of anti-paladin spells. When you do so, choose a number of anti-paladin spells equal to your Charisma modifier + half your anti-paladin level, rounded down (minimum one spell). Spells must be of a level for which you have spell slots. For example, if you are a 5th-level anti-paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your prepared spell list can include four 1st or 2nd-level spells, in any combination. If you prepare the 1st-level inflict wounds spell, you can cast it using a 1st-level or 2nd-level slot. Casting the spell does not remove it from the list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of anti-paladin spells takes time to tune into one's vitality: at least 1 minute per spell level for each spell on the list.

Spellcasting Ability

Charisma is your spellcasting ability for your antipaladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for an anti-paladin spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus +

your Charisma modifier

Spellcasting Focus

You can use your unholy symbol as a spellcasting focus for your anti-paladin spells.

Unholy Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal necrotic damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a celestial or aberration.

Carrier of the Scourge

Starting at 3rd level, your unholy ability to evoke disease and plague makes you immune to disease.

Atrocious Oath

When you reach 3rd level, you make a vow that binds you forever as an anti-paladin. Up to this point, you have been in a preparatory phase, committed to the journey but not yet sworn in.
Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. These features include spells and the Twisted Divinity feature.

Extra Attack

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

Unsettling Aura

Starting at 6th level, whenever an enemy creature within 10 feet of you makes a saving throw, the creature's roll is reduced by an amount equal to your Charisma modifier (minimum 1). You have to be conscious for this effect to work. At 18th level, this aura's range increases to 30 feet.

Aura of Intimidation

Starting at 10th level, when an enemy enters or crosses the 10-foot radius of your aura, you can choose to scare that creature as a free action. The target makes a Wisdom saving throw equal to the DC of your anti-paladin spell. If they fail, they are Scared for 30 seconds. Each subsequent turn, the creature can make a Wisdom saving throw at the end of its turn to end the effect. Attacking the target will also end the effect. Any creature that makes its initial Wisdom saving throw or any creature that has been affected by the spell and has rid itself of its effects by any means is immune to the effects of this aura for 24 hours. At 18th level, this aura's range increases to 30 feet.

Improved Unholy Smite

Starting at 11th level, you have corrupted the touch of the gods enough to cause your melee weapon strikes to carry unholy power. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 necrotic damage. If you also use your Unholy Smite with an attack, you also add this damage to your Unholy Smite's extra damage.

Corrupting Touch

Beginning at 14th level, you can use your action to corrupt and end a spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.

Aura Improvements

At 18th level, the range of your auras increase to 30 feet.

Atrocious Oath

The tiny hatred you feel towards false and treacherous gods leads you to make a decision on how to manage your new powers and then decide how to punish the followers of the corrupt gods.

Oath of Balance

The oath of balance binding an Anti-paladin to the task of absorbing the touch of the gods in case they interfere too much. An Anti-Paladin who has sworn a vow of equilibrium may not have a particular hatred of the gods, but he feels strongly that their interference in the world may not be necessary and is therefore causing an imbalance. Many of those who take this general vow are neutral in the balance of the universe and may even lean towards good. However, an anti-paladin's intentions or actions while following a Vow of Equilibrium can vary across the entire spectrum of alignment.

Tenets of balance

  • Look at their work: Locate the work of the gods
  • Judge their work: Determine if their work is necessary
  • Balance their work: Remove their creations if they don't belong

Twisted Divinity

When you take this oath at 3rd level, you gain the following two Twisted Divinity options.

  • Neutralize: As a reaction, you can alter the positive and negative energies of the world around you, consuming your twisted divinity. Within 10 feet of your position, if a roll was made with an advantage or disadvantage, you can counter the roll. The countered roll will be rolled as if no advantage or disadvantage was applied to it. This does not affect any advantages or disadvantages granted by magical means (spells or magical items) or racial traits, such as a halfling's "Brave".
  • Soil Divinity: After calculating the spell damage for a spell you cast that is not necrotic damage, you can spend your twisted divinity to change all the initial damage the spell will deal to necrotic damage. If additional damage is dealt to a creature in subsequent turns, that damage will be the spell's original damage type. The effects of spells, such as flammable objects that catch fire or light objects that are repelled, still occur normally.

Balance Specialization Spells

Anti-Paladin Level  Spells
3rd Bane, Detect Magic
5th Blur, Calm Emotions
9th Conjure Barrage, Counterspell
13th Staggering Smite, Stoneskin
17th Conjure Volley, Hallow

AntiMagic Aura

At 7th level, your control of positive and negative energies allows you to alter the powers of magic around you. You and your allies within 10 feet have resistance to spell damage. At 18th level, the range of this aura is extended to 30 feet.

Neutralizing Aura

At 15th level, your control of positive and negative energies is reaching the point of mastery. Within 10 feet of you, if a roll is made with advantage or disadvantage, you can use your reaction to attempt to counter the roll. Roll a d20. If the result is 16 or more, treat the result of advantage or disadvantage roll as if it was countered by your twisted divinity feature. This aura has no effect on any advantages or disadvantages granted by magic or racial traits. At 18th level, the range of this aura is extended to 30 feet.

Balancing Act

At 20th level, you have gained a true understanding of the balance of the universe and how to change it to best suit you. By using your action, you can tip the balance of the world in your favor. For one minute the following effects occur:

  • Your attack rolls and saving throws have a advantage
  • All attacks that you are targeted have a disadvantage
  • You are immune to the effects of magical charm

Once you have used this function, you will not be able to use it again until you have finished a long rest.

Oath of Death

Often referred to as the Black Knight or Deathbringer, an Anti-paladin who has taken the vow of death has sworn to kill a god and remove all their touch from the world. Despite being associated with storms, necromancy, and disease, an antipaladin who has taken a death vow doesn't necessarily exist to spread chaos and evil. However, an anti-paladin is unlikely to follow a lawful or good lifestyle if they wish to weaken a god enough to kill. An anti-paladin who has taken a death vow against a god or gods should speak to their DM to properly include RPG features and combat sessions in the campaign.

Tenets of Death

  • Find: Find their job and destroy it
  • Weaken: Reduce their power by any means
  • Kill: Remove them from the world

Twisted Divinity

When you take this oath at 3rd level, you gain the following two Twisted Divinity options.

  • Wounded Curse: After a successful attack action, you can spend your Twisted Divinity to curse the creature you dealt damage to. The wound becomes cursed, drawing attacks on it. For the next minute, your attacks on the cursed target have an advantage.
  • Cursed Blade: As an action, you can spend your Twisted Divinity to coat your melee weapon with cursed poison that lasts for one minute. If you deal damage from this weapon (including damage dealt by your unholy smite) the hit creature can't be healed until it takes a short or long rest. Until the blade's coating wears off, only the first creature hit suffers from the condition, then the coating ends. A Heal or Remove Curse spell can dispel this effect on the target.

Death Specialization Spells

Anti-Paladin Level  Spells
3rd False Life, Inflict Wounds
5th Darkness, Blindness/Deafness
9th Animate Dead, Elemental Weapon
13th Blight, Fire Shield
17th Cloudkill, Contagion

Relentless Assault

At 7th level, after killing an enemy with a melee weapon attack, you can use a bonus action to move up to half your movement speed, and you can make an additional melee weapon attack. This can only happen once per turn. Additionally, you can select a second option from the Combat Style class feature.

Army of the undead

At 15th level, you have almost mastered the necrotic arts. Once per day, you can cast Create Undead as a 6th-level spell without spending a spell slot. You can choose to spend a 3rd, 4th, or 5th-level spell slot when you cast this spell. If you do, treat this spell as if it were cast as a 7th, 8th, or 9th-level spell, respectively. Once this ability has been used, it cannot be used again until you have completed a long rest.

God of Death

At 20th level, you can take the form of a fallen angel. Using your action, you perform a transformation. For 1 hour you get the following features:

  • Black wings sprout from your back and grant you a flight speed of 60 feet.
  • The melee hits and spells from your deal an additional 3d8 necrotic damage. This damage is increased to 4d8 necrotic damage against a target that is a celestial or aberration.
  • You are immune to necrotic damage.

Once you have used this function, you will not be able to use it again until you have finished a long rest.

Oath of Revenge

An anti paladin who has taken the vow of revenge seeks only to bring a god to justice for a mistake he has made. While those who follow a path of justice may not always follow the law, they generally call themselves good-natured and led by cause. Bringing a god to justice is a big deal; therefore most of the anti-paladins who take this vow dedicate their lives to the cause.

Tenets of Revenge

  • Spreading Their Tales: To weaken the gods by talking about their crimes
  • Kneeling: Capture the gods when they are weakened
  • Determine Their Punishment: Deliver a sentence that fits their crimes
  • Do Justice: Fulfill that sentence, whether it's death or removal of powers

Twisted Divinity

When you take this oath at 3rd level, you gain the following two Twisted Divinity options.

  • Unholy Circle: As an action, use your twisted divinity to create a 10-foot-radius circle of unholy light centered on you for 30 seconds. Within this range, any attack rolls you make have an advantage. Additionally, a celestial or aberration has disadvantage on Intelligence, Wisdom, and Charisma saving throws while in the circle.
  • Distorted Light: As an action, you present your unholy symbol and utter a sentence cursing the celestials and aberrations, spending your twisted Divinity. Any celestial or aberration within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned away for one minute or until it takes damage. A chased creature must spend its turns trying to get as far away from you as possible and cannot voluntarily move to a space within 30 feet of you. Furthermore, it cannot carry out reactions. For his action, he can only take the Dash action or try to escape an effect that prevents him from moving. If there is nowhere to move, the creature takes the Dodge action.

Revenge Specialization Spells

Anti-Paladin Level  Spells
3rd Ensnaring Strike, Bane
5th Ray of Enfeeblement, Zone of Truth
9th Bestow Curse, Magic Circle
13th Confusion, Phantasmal Killer
17th Destructive Wave, Planar Binding

Resistance to the Divine

At 7th level, you gain resistance to radiant damage. Additionally, you gain advantage on saving throws against divine spells (such as those cast by a cleric, paladin, or other holy source).

Circle Of Terror

At 15th level, your training in dark magic has reached a new level. As an action, you can slam your weapon to the ground to produce the effect of a Circle of Death spell centered on you. You and your allies are unaffected by this spell. Once you use this skill, you cannot use it again until you have finished a long rest.

True Executioner

At 20th level, you can take on the aspects of a god to fight one. For example, you could give off a visible aura, float a very short distance from the ground, get a thundering voice, etc. The chosen effect or effects do not mechanically change a creature. With 1 Action For One Minute, you get the following features:

  • A flight speed of 30 feet.
  • At the beginning of each of your turns, you regain 10 hit points
  • Whenever you cast an Anti-Paladin spell that has a casting time of an action, you can cast it using a bonus action instead (spell economy rules still apply).
  • Enemy creatures within 10 feet of you have a disadvantage on saving throws against your anti-paladin spells and twisted divinity options.

Once you have used this function, you will not be able to use it again until you have finished a long rest.

Additional Options

With the introduction of the new playable classes, players and DMs will need new options to support their heroic adventures. This chapter describes new languages and magical equipment available.

Languages

In addition to the classic languages ​​we are used to knowing, adventurers can encounter the following new languages.

New Languages
Languages Description
Black tongue tongue full of dry sounds often used by ghosts
Anti-Celestial A particular language invented by the first anti-paladins to get to know each other, it is a distortion of the celestial language, on purpose to despise the gods

New Magic Items

New Weapons

Greatsword Of The Defiler

Greatsword (Artifact), Magic, Requires Attunement

A powerful two-handed magic morgul blade that belonged to Azok the Defiler, general of the troops of Dol Gul Dur. Azok was considered the most powerful of all the orcs, however his thirst for conquest was never satisfied and this led to his defeat in the battle of the five armies.

  • Improved Cursed Weapon: This special Cursed Greatsword provides +3 to attack rolls and +3 to damage, however once this weapon is drawn in a fight, it is not possible to choose another weapon before the end of the fight, where it will then be possible to store it in the sheath, thus deactivating this effect.
  • Relic of Mordor: With a Bonus action, it permeates Angmar's blade of power, gaining a dark green energy above it. The next attack hit will do double the damage. Limit use 1 times for a Long Rest. (in case the attack misses, this skill will not be wasted)
New Weapons
Name Cost   DMG Weight   Property
Martial Weapons
 Greatsword Of The Defiler Artifact   2d6 Taglio + 3 3.5 kg.   Two-Handed, Heavy, Attunement
 The Hook 350 mo   1d6 Piercing 1 kg.   One-handed, Range (30,90)

The Hook

Rare Martial Weapon, Ranged

Huge Hook that belonged to a demonic creature of the forges of the underworld, this particular model has spikes on the inside of the hook and has a long retractable chain that allows you to hurl the weapon at the enemy and trap him with the spikes and then drag him with force towards you. If the target fails the Strength saving throw, it will be dragged 20 feet towards its attacker.

New Armor and Shield

Golden Wing Shield

Rare Armor (Shield)

This particular shield belonged to the legion of Faraam, renowned warriors of Forossa. Legend has it that these particular shields were infused with a particular anti-magic power.

  • Spell Block: The bearer of this shield can use a reaction to halve the damage of a ranged magic attack that targets it (the attack must roll to hit otherwise an area effect cannot be intercepted by the shield).
  • Shield: Having a shield increases your Armor Class by 2. You can only benefit from one shield at a time.

Dress of the Eternal Storm

Robe (Legendary), Requires Attunement

This blue robe was created to fight the King of the Storm and his disciples, but was lost in time after the King Killed the last owner.

  • If you are a spellcaster: Your AC is 11 + your spellcasting ability modifier.
  • If you are not a caster: the AC is equal to 13 + Dexterity Mod, you cannot get this bonus if you are wearing armor.
  • Storm Guardian: While attuned to this armor, you have resistance to force, lightning, thunder, and piercing damage.
  • Lightning Step: While attuned to this armor, you can use all of your movement to teleport to an unoccupied space that you can see within 120 feet of you using the Thunder Step spell. Moving like this does not trigger attacks of opportunity.
  • Apocalyptic Storm: While attuned to this armor, you have always prepared the Storm of Vengeance spell and it does not count towards the number of spells you know or can prepare each day. The spell still costs a 9th-level spell slot to cast (if you don't have the slot or have no caster levels, you can't perform this feature).

Spells

The complete list of all the Spectral Damnations that a Disciple of Angmar spectre can learn. This Book follows the same rules for magic and spellcasting as presented in the Player Handbook. It is not the goal of this project to faithfully adapt every spell to the 5th Edition rules. For simplicity, this project uses 5th Edition spells Player's Handbook, Xanathar's Guide to Everything and Tasha's Cauldron of Everything as a base.

Basic Spell Reference

Spells without apex are based on the 5th Edition Player's Handbook. Marked spells are based on the following sources:

  • XGtE: Xanathar's Guide to Everything
  • TCoE: Tasha's Cauldron of Everything

Spectral Damnation List

(Angmar Disciple)

1° Livello

  • Shadow Missile
  • Dark Bolt XGtE
2° Livello

  • Shadow Smite XGtE
  • Shadow Ring Blade XGtE
3° Livello

  • Remove Greater Curse
4° Livello

  • Shadow Ball
5° Livello

  • Spectral Projection
  • Raise the Dead (Covenant)

Spells Description

Presented in Level Order

Spectral Blast

Invocation Cantrip


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

A beam of crackling energy whizzes toward a creature within range. The spell makes a ranged attack with this spell against the target. If it hits, the target takes 1d10 points of force damage.

At Higher Levels. the spell creates a denser beam: 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 17th level. The caster can only direct the beam at the same target and cannot split it.

Shadow Missile

1st level Invocation


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

You create a luminous dart of magical force. A dart deals 3d4 + 3 force damage to the target. The dart always hits the target.

At Higher Levels. When you cast this spell using a 2nd-level or higher spell slot, the spell's damage increases by 1d4 + 3 at any time.

Dark Bolt

1st level Invocation


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

You cast a rippling, bubbling mass of chaotic energy at a creature within range. Make a ranged spell attack against the target. If successful, the target takes 2d8 + 1d6 necrotic damage. Choose one of the d8. The number rolled on that die determines the effect of the attack, as shown below. The target must roll a Constitution saving throw or suffer the chosen effect. The target can re-roll the roll at the start of each of his turns to end the effect.

  1. Prone
  2. Blinded
  3. Fear
  4. Poisoned
  5. Sick

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

Shadow Smite

2nd level Invocation


  • Casting Time: Special
  • Range: Weapon
  • Components: S
  • Duration: Instantaneous

Once per turn, when the specter strikes a creature with its weapon wielded with a hand that has at least 1 ring of power, it can spend one spell slot to deal 2d8 extra force damage to the target, plus another 1d8 per level of that slot. spell greater than 2, and can knock the target prone if the target is Huge or smaller.

Shadow Ring Blade

2nd level Illusion


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

You weave threads of shadow to create a sword of solidified darkness in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon that you are well versed with. Deals 2d8 points of force damage on a hit and has the properties finesse, light, and throw (range 20/60). Also, when you use the sword to attack a target in dim light or darkness, you make the hit roll for advantage.

If you drop the weapon or throw it, it dissolves at the end of the turn. Later, while the spell persists, you can use a bonus action to make the sword reappear in your hand.

At Higher Levels. When you cast this spell using a 3rd-level spell slot, the damage increases to 3d8, at 4th-level spell slot, the damage increases to 4d8. When you cast it using a 5th-level spell slot, the damage increases to 5d8.

Remove Greater Curse

3rd level Abjuration


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

At the caster's touch, all curses affecting a creature or object end. If the item is a cursed magical item, its curse remains, but the spell breaks its owner's attunement to that item, allowing them to remove or discard it.

Shadow Ball

4th level Invocation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S
  • Duration: Instantaneous

A trail of light emanates from the palm of the caster's hand and streaks to a point of his choice within range, where it detonates with a deep roar, generating an explosion of darkness.

Any creature within a 20-foot radius sphere centered on that spot must make a Dexterity saving throw. If it fails, it takes 9d6 points of force damage, while if it succeeds, it takes only half that damage.

The ghostly fire spreads around corners and contaminates every object in the area that isn't worn or carried.

At Higher Levels. When the caster casts this spell using a 5th-level spell slot, the damage is increased by 1d6.

Raise the Dead (Covenant)

5th level Necromancy


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

Bring a dead creature back to life, as long as it hasn't been dead for more than 10 days. If the creature's soul is both consenting and free to reunite with the body, the creature comes back to life with 1 hit point. This spell also neutralizes any poison and cures non-magical diseases that plagued the creature at the time of death. This spell, however, does not remove magical diseases, curses, or similar effects; if these are not removed before the spell is cast, they will resume manifesting when the creature comes back to life. The spell cannot bring an undead creature back to life. This spell closes all mortal wounds, but does not restore missing body parts. If the creature lacks body parts or organs essential for survival, the spell automatically fails. Returning from the dead is an ordeal. The target takes a -4 penalty on all attack rolls, saving throws, and ability checks. Each time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Spectral Projection

5th level Necromancy


  • Casting Time: 1 Hour
  • Range: Personal
  • Components: V, S, M (1100 GP)
  • Duration: Special

Project your body into the Astral Plane (the spell fails and the casting is wasted if you are already in that plane). The material body you leave behind is unconscious and in a state of suspended animation; it does not need food or water and does not age. Your astral body resembles your mortal form in all respects, replicating your game stats and items. The main difference is the addition of a silver cord that extends from the shoulder blades 30 centimeters behind you, then becoming invisible. The cord is your connection to your material body. As long as this connection remains intact, you can go home. If the cord is cut (an event that happens only when a specific effect indicates it) your soul and body are separated, killing you instantly. Your astral form can travel freely through the Astral Plane and pass through the portals that lead from it only to the material plane. Your astral form is a separate incarnation. Any damage or other effect that applies to it has no effect on your physical body, nor does it appear there when you return. The spell ends when you use an action to interrupt it. When the spell ends, the creature it acts on returns to its physical body, and awakens. The spell could also have an early end. A successfully dispel magic spell used on the astral or physical body ends the spell. If your original body or your astral form drops to 0 hit points, the spell ends. If the spell ends and the silver cord is intact, the cord drags the astral form back to his body, putting an end to its state of suspended animation.

Thanks for Reading

This 1st Book was a joy to design and write, and I hope it serves you well! If you have any feedback, or just want to contact us to chat on D&D, please do so. Contact me on Discord at GRAMPASSO #3390.

This project would not have been possible without the hard work of others. For more resources or information about D&D or Warcraft, or the Warcraft 5E project that inspired this, visit the following resources:

Dungeons & Dragons official site
World of Warcraft official site
Champions of Azeroth
Warcraft 5E Reddit, Discord




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