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# The Accursed: Horror Themed and Cursed Subclasses for 5e D&D Throughout all of the planes of the D&D multiverse, darkness and horror can lurk around any corner. Typically, adventuring parties exist to combat such things. However, some adventurers instead revel in it, draw power from it, or are the source of it, willingly or not. This expansion provides a selection of subclasses for players who want to work within those darker elements, or DMs who want a new horror themed villain to face off against their heroes. ## Artificer Specialist: Grafter A Grafter is an artificer who's fascination lies in the flesh. They forsake metal, instead grafting magic onto themselves, often becoming monsterous in the process. In pursuit of the superior form, they add new parts onto themselves, and replace the ones they deem inferior. Grafters are often shunned for their questionable sourcing of materials and dubious morals. This does not bother most of them, as they care for only one thing: perfection. ### Tools of the Trade When you adopt this specialization at 3rd level, you gain proficiency with leatherworker's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. Additionally, you can use your own body as a spellcasting focus for your artificer spells, instead of a set of tools. ### Grafter Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Grafter Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
**Grafter Spells** | Artificer Level | Grafter Spells | |:---:|:-----------:| | 3rd | *Cause Fear, False Life* | | 5th | *Alter Self, Spider Climb* | | 9th | *Haste, Protection from Energy* | | 13th | *Freedom of Movement, Stoneskin* | | 17th | *Contagion, Steel Wind Strike* | \columnbreak ### Basic Grafts Beginning at 3rd level, you've begun to implant yourself with new, superior body parts. You always have the following Grafts: - **Protective Hide.** You've coated some or all of your body in thicker skin, scales, or tough fur. While not wearing armor, your AC is equal to 13 + your Constitution modifier (minimum of 0). This Graft counts as armor for the purposes of infusions that require armor. - **Grafted Weapons.** You've grafted up to two natural weapons, such as claws, a tail, or spines onto yourself. A grafted weapon is a simple melee weapon that deals 1d8 bludgeoning, piercing, or slashing damage (choose when you gain this ability), and uses your Strength or Dexterity for their attack and damage rolls. These Grafts count as weapons for the purposes of infusions and spells that require a weapon. Additionally, you may choose one of the following Grafts. You can swap the Graft you have for another one from this list using 4 hours of work and 50gp. This can be done as part of a long rest. - **Climbing Implements.** You've grafted yourself with something to help you climb, such as hooves or claws. You gain a climbing speed equal to your walking speed. - **Enhanced Eyesight.** You've replaced your eyes with ones from a beast such as a wolf or eagle. You have darkvision out to a range of 60 feet. If you already have darkvision, its range is instead increased by 30 feet. - **Enhanced Senses.** You've replaced your sensory organs with more powerful ones. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. - **Swimming Implements.** You've implanted gills into your body, allowing you to breath air and water. Additionally you've given yourself fins or webbed hands and feet, granting you a swimming speed equal to your walking speed. ### Extra Attack Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn. \pagebreak ### Enhanced Grafts At 9th level, you've greatly improved your skill at grafting. One of the option of your choice from the Basic Grafts list becomes permanent, and doesn't count as your chosen Graft for that ability. Additionally, you may choose one of the following Enhanced Grafts. You can swap the Enhanced Graft you have for another one from this list using 4 hours of work and 150gp. This can be done as part of a long rest. - **Extra Appendages.** You've grafted on a second set of arms, tentacles, or claws, beneath your own. You may use these appendages to grapple creatures while leaving your hands free. Each one is also a natural weapon, following the same rules as your Grafted Weapons. If you hit, they do 1d6 + your Strength or Dexterity modifier bludgeoning damage. When you use your action to make at least one attack with your Grafted Weapons, you can use a bonus action to try to grapple the target or make one attack with these appendages. These appendages are not dexterous enough to use weapons, magic items, or other specialized equipment. - **Extra Eyes.** You've grafted additional eyes onto your body. You have advantage on Intelligence (Investigation) and Wisdom (Perception) checks. Additionally, you cannot be surprised while you are conscious. - **Poison Skin.** You've implanted poison sacs under your skin, allowing you to secrete poison. Whenever a creature begins its turn grappling you it takes 1d8 poison damage. Additionally, when you hit a creature with one of your grafted weapons, it takes an additional 1d4 poison damage. - **Stretching Joints.** You've replaced your joints, making your limbs more elastic and granting yourself a longer reach. Your walking speed increases by 10 feet, your jump distance is doubled, and your reach is 5 feet greater. ### Grafted Perfection At 15th level, you choose a powerful creature to emulate, grafting your form in its image. Chose Celestial, Construct, or Dragon. - **Celestial.** You gain feathery wings, granting you a flying speed of 60 feet. You have resistance to radiant and necrotic damage, and immunity to the charmed condition. As a bonus action, you can infuse your weapons with radiant light. For 1 minute, your weapon attacks deal an extra 2d6 radiant damage. Once you have used this bonus action, you cannot do so again until you finish a long rest. - **Construct.** Your skin is coated in metal or stone, granting you a permanent +2 bonus to your AC. You have resistance to bludgeoning, piercing, and slashing damage, and advantage on saving throws against spells and abilities that would alter your form. As an action, you can give yourself temporary hit points equal to three times your Artificer level, which last until you complete a long rest. Once you have used this action, you cannot do so again until you finish a long rest. - **Dragon.** Your skin is coated in a bevy of chromatic and metallic scales. You have leathery wings, granting you a flying speed of 60 feet. When you take acid, cold, fire, lightning, or poison damage, you can use your reaction to instead take no damage. Additionally, you have immunity to the frightened condition. As an action, you can unleash a breath weapon in a 60-foot cone. Creatures inside must make a Dexterity saving throw against your artificer spell save DC, or take 6d8 acid, cold, fire, lightning, or poison damage (choose each time you use this ability). Once you have used this action, you cannot do so again until you finish a long rest. ## Barbarian Primal Path: Path of the Bloodrager Barbarians of the Path of the Bloodrager are consumed by a supernatural desire for blood. That need comes forth as a raging hunger, a feral seeking of carnage. These barbarians might be descendants of vampires or the result of a curse on them or their family. You can choose the origin of your bloody thirst or determine it by rolling on the Origin of Hunger table. | 1d4 | Origin of Hunger| |:---:|:-----------:| | 1 | You are a descendant of a vampire, and have inherited some of their power. | | 2 | You were attacked by a vampire, but weren't fully turned into their spawn. | | 3 | You attempted to become a vampire but were unable to complete the ritual. | | 4 | A hag or other powerful spellcaster cursed you with partial vampirism. | ### Vampiric Armaments Starting when you choose this path at 3rd level, when you enter your rage, your take on minor characteristics of a vampire, such as your eyes turning red or your skin becoming more pale. Until your rage ends, your fingernails extend into claws. Your claws are a natural weapon, which counts as a simple melee weapon with which you are proficient, and you add your Strength modifier to the attack and damage rolls when you attack with them. They deal 1d10 slashing damage on a hit. Additionally, you grow a pair of fangs. They are also a natural weapon, which counts as a simple melee weapon for you, and you add your Strength modifier to the attack and piercing damage rolls. On a hit, they deal 1d6 piercing damage plus 1d6 necrotic damage. When you damage a creature that's not a Construct or an Undead with this bite, you regain a number of hit points equal to the necrotic damage dealt. You can only use this bite attack against a willing creature, a creature that is grappled by you, or a creature that is incapacitated or restrained. \pagebreak ### Vampiric Body Beginning at 6th level, the vampiric strength within you increases, causing the natural weapons of your Vampiric Armaments to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your rage also awakens more vampiric powers within you. While you're raging, you have resistance to necrotic damage, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check, while leaving your hands free. ### Drain the Blood At 10th level, when you regain hit points with your bite attack, you can drink deeply of the victim's blood, giving yourself one of the following effects. - **Celerity.** Until the end of the turn, your movement speed is doubled. - **Fortitude.** You recover hit points equal to twice the necrotic damage you dealt. - **Potence.** The next attack you make before the end of your next turn deals bonus damage equal to the number of hit points you healed from your bite attack. Regardless of which option you choose, you can only use this feature once per turn. You have a number of uses of this feature equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ### Bloody Critical At 14th level, your attacks with your natural weapons can leave a creature gushing blood. Whenever you score a critical hit on an attack with one of your natural weapons against a creature that's not a Construct or an Undead, the target additionally suffers half of the damage from the attack as necrotic damage at the start of its next turn, and you heal a number of hit points equal to the necrotic damage dealt. ## Bardic College: College of Damnation Bards learn all manner of things in their travels, often focusing on a specific subject or interest. Bards of the College of Damnation travel in search of one thing: curses. Maybe it's their power, or tendency to be forbidden, or maybe it's because it's a surefire way to leave your mark on people. Whatever the reason, these bards obsess over finding those most ancient and cruel of magics so that they too may wield them. \columnbreak ### Accursed Magic You learn additional spells when you reach certain levels in this class, as shown on the Curse Spells table. Each spell counts as a bard spell for you, but it doesn't count against the number of sorcerer spells you know. #### Curse Spells | Bard Level | Spells | |:---:|:-----------:| | 3rd | *Blindness/Deafness, Crown of Madness* | | 5th | *Bestow Curse, Remove Curse* | | 7th | *Blight, Elemental Bane* | | 9th | *Geas, Modify Memory* | ### Flesh Curse At 3rd level, you learn a curse to lead a creature to its doom. As a bonus action, you can expend a use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. Until the start of your next turn, the first time each turn the creature takes damage, it takes additional damage equal to the number you rolled. ### Mind Reave At 6th level, you have learned to use your curses to assault a creature's mind. As a reaction, when a creature within 60 feet of you makes an Intelligence, Wisdom, or Charisma saving throw, you can expend a use of your Bardic Inspiration and subtract the number you roll from the creature's saving throw. If the creature fails its saving throw, it takes psychic damage equal to the number you rolled plus your Charisma modifier (minimum of 1). ### Soul Drain At 14th level, you learn a curse which drains a creature's soul, ravaging their body and potentially causing death. As an action, choose a creature within 60 feet of you. It gains 1 level of exhaustion and is cursed for 1 minute. While cursed, at the start of each of its turns, the creature must make a Constitution saving throw. On a failure, the creature gains another level of exhaustion. On a success, the curse ends, but any exhaustion the creature has gained remains, following the normal rules for exhaustion. \pagebreak ## Cleric Divine Domain: Nightmare Domain The Nightmare Domain represents fear, from the abstract to the mundane. They seek to induce terror into those their deity deem fit, and have a fascination with what causes fear. Many Nightmare Domain clerics seek out exceptional people and entities: they wish to know what horrors fill the minds of those with the most power. #### Nightmare Domain Spells | Cleric Level | Spells | |:---:|:-----------:| | 1st | ***Cause Fear, Sleep*** | | 3rd | ***Darkness, Phantasmal Force*** | | 5th | ***Fear, Major Image*** | | 7th | ***Hallucinatory Terrain, Phantasmal Killer*** | | 9th | ***Dream, Seeming*** | ### Bonus Proficiencies When you choose this domain at 1st level, you gain proficiency with martial weapons. Additionally, you gain proficiency in the Intimidation skill. Your proficiency bonus is doubled for any ability check you make that uses this skill. ### Haunting Visions Starting at 1st level, the fear you inflict is toxic to the mind, causing the target to see terrifying hallucinations. Whenever you frighten a creature, it takes psychic damage equal to half your cleric level (rounded up) plus your Wisdom modifier (minimum of 1). ### Channel Divinity: Extract Dread At 2nd level, you can use your Channel Divinity to peer into a creature's mind, learning its greatest fears. As a bonus action, you present your holy symbol, and one creature that you can see within 30 feet of you must succeed on a Wisdom saving throw, or you learn its greatest fear or most recurring nightmare, leaving itself vulnerable to your mental manipulations. For the next minute, whenever you force the creature to make a saving throw against the frightened condition, it has disadvantage on the saving throw. ### Mental Poison Beginning at 6th level, the horrors you inflict upon others can break even the strongest minds. Your spells and Haunting Visions ability ignore resistance to psychic damage, and spells you cast that cause the frightened condition now ignore immunity to the frightened condition. Additionally, your own mind is inured to terror. You are immune to the frightened condition and have resistance to psychic damage. \columnbreak ### Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8. ### Nightmare of the End At 17th level, you can inflict horror so great that it can induce a near-death state. As an action, a creature within 30 feet of you that can see or hear you must make a Wisdom saving throw. Creatures immune to the frightened condition have advantage on their saving throw. On a success, the creature takes 4d10 psychic damage. On a failure, the creature falls unconscious for 1 minute, its mind believing itself to be dead. At the end of each of its turns, the creature can repeat its saving throw, regaining consciousness on a success. Once you use this feature, you can't use it again until you finish a long rest. ## Druid Circle: Circle of the Far Realm Two main types of druids exist within the Circle of the Far Realm: those already warped and corrupted by the plane of madness and those who wish for nothing else in life. While most druids work to understand and connect with nature, druids of this circle seek an understanding of those things that are beyond mortal ken. These druids harness great psionic power, and the influence of the Far Realm, able to warp the world around them, often pushed onward by their desire to connect with things far beyond their reach. This desire often leads these druids to madness: the price one pays for true understanding of the unknowable. ### Circle Spells Your mental connection to the Far Realm and your ability to tap into your latent psionic potential grants you access to certain spells. At 2nd level, you learn the Mind Sliver cantrip. At 2nd, 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Far Realm Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. \pagebreak
**Circle of the Far Realm Spells** | Druid Level | Circle Spells | |:---:|:-----------:| | 2nd | *Mind Sliver, Arms of Hadar, Dissonant Whispers* | | 3rd | *Detect Thoughts, Mind Spike* | | 5th | *Hypnotic Pattern, Intellect Fortress* | | 7th | *Confusion, Raulothim's Psychic Lance* | | 9th | *Dominate Person, Synaptic Static* | ### Aberrant Body At 2nd level, you gain the ability to harness power from the Far Realm to alter your form. As a bonus action, you can expend a use of your Wild Shape feature to take on an Aberrant Body, rather than transforming into a beast. While in your Aberrant Body, you retain your game statistics, but your body becomes warped, taking on characteristics of aberrations; you might have extra eyes or arms, tentacles, translucent skin, or other similar alien characteristics. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again. While this feature is active, you gain the following benefits: - You gain telepathy out to a range of 60 feet. You don't need to share a language with the creature for it to understand you, but the creature must be able to understand at least one language. - You gain resistance to psychic damage. Additionally, when a creature within 30 feet hits you with an attack, you can use your reaction to deal psychic damage to it equal to 1d6 plus your druid level. - Whenever a creature comes within 10 feet of you for the first time on a turn or starts its turn there, it must make an Intelligence saving throw. On a failure, its frightened of you for 1 minute. At the end of each of its turns, it can repeat its saving throw, ending the effect on a success. A creature frightened in this way takes psychic damage equal to your Wisdom modifier (minimum of 1) at the start of each of its turns while it is frightened. ### Shape the Flesh At 6th level, when you transfrom using your Aberrant Body ability, you may choose to manifest one of the following traits: - You gain a swimming speed equal to your walking speed and can breathe underwater. - You gain darkvision out to a range of 120 feet. If you already have darkvision, its range instead increases by 60 feet. - You can add your Wisdom modifier (minimum of +1) to any Intelligence skill checks that you make. \columnbreak ### Alien Mind At 10th level, your mind has changed, becoming more like that of an aberration. You have resistance to psychic damage. If you are transformed using your Aberrant Body, you instead become immune to psychic damage. Additionally, while transformed, whenever you cast a spell that deals psychic damage, roll a d8, and you gain a bonus equal to the number rolled to one damage roll of the spell. Finally, while transformed, you have a flying speed of 60 feet and can hover. ### Call to the Far Realm At 14th level, your connection to the Far Realm is so strong that you can inflict its madness upon your enemies. As an action, a creature that can see or hear you within 60 feet must make an Intelligence saving throw, as you connect its mind to the Far Realm. On a failure, roll on the Far Realm Madness table below to determine what effect takes place. The effect lasts for 1 minute, but the creature can repeat its saving throw at the end of each of its turns, ending the effect on a success. Constructs and creatures with an Intelligence score of 5 or lower are immune to this ability. Once you use this feature, you can't use it again until you finish a long rest. **Far Realm Madness** | d100 | Effect | |:---:|:-----------:| | 01–20 | The creature retreats into its mind and becomes Paralyzed. The Effect ends if the creature takes any damage. | | 21–30 | The creature becomes Incapacitated and spends the duration screaming, laughing, or weeping.| | 31–40 | The creature becomes Frightened and must use its Action and Movement each round to flee from you. | | 41–50 | The creature begins babbling and is incapable of normal speech or spellcasting. | | 51–60 | The creature must use its Action each round to Attack the nearest creature other than itself. | | 61–70 | The creature experiences vivid hallucinations and has disadvantage on Ability Checks. | | 71–80 | The creature is Blinded and Deafened, continuing to experience the sights and sounds of the Far Realm. | | 81–90 | The creature is Charmed by you, believing you to be its god, and does whatever you ask of it, as long as it isnt harming itself. | | 91–95 | The creature is Stunned and takes 10d10 psychic damage. | | 96–100 | The creature falls Unconscious. | \pagebreak ## Fighter Martial Archetype: Dread Knight Not to be confused with a death knight, a dread knight is a warrior who has been reanimated by something, be it a deity, a powerful undead, or even planar forces, like that of the Shadowfell. These fighters are not necessarily beholden to the thing that reanimated them, but some do work in their service. Whatever path they pursue, dread knights now augment their martial ability with the sort of power only death can provide. ### Returned from the Grave When you choose this archetype at 3rd level, your return from the dead has changed you, physically and mentally. You gain proficiency in one of the following skills of your choice: Arcana, Intimidation, or Religion. Additionally you gain darkvision out to a range of 60 feet. If you already have darkvision, its range is increased by 30 feet. Finally, you are immune to disease. ### Dread Weaponry Starting at 3rd level, you can imbue your weapons with the touch of death. As a bonus action, a weapon you are holding becomes a Dread Weapon. When you hit a creature with an attack using a Dread Weapon, it takes an additional 1d4 necrotic damage. A Dread Weapon remains transformed for 1 minute, until you dismiss it as a bonus action, or until you're incapacitated. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. In addition, as an action, you can regain one expended use of this feature, but you can't do so again until you finish a short or long rest. ### Spirit of the Damned At 7th level, the deathly energy that flows through you has grown, augmenting your existing abilities. When you use your Second Wind or Action Surge abilities, you can choose to empower them: - **Vampiric Wind.** Immediately after you use your Second Wind, creatures of your choice within 10 feet of you must make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier) or take necrotic damage equal to the number of hit points you regained on a failure, or half as much damage on a success. - **Frightening Surge.** Immediately after your use your Action Surge (but before you take your action), creatures of your choice within 10 feet of you must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier) or become frightened of you for 1 minute. A frightened creature can repeat its saving throw at the end of each of its turns, ending the effect on a success. Once you've used this feature, you cannot do so again until you finish a short rest. \columnbreak ### Unearthly Fortitude By 10th level, the deathly power that flows through you can keep animated when others would fall, allowing you to stay in the fight when others normally couldn't. When you would be reduced to 0 hit points, you can use your reaction to expend a number of hit dice equal to or less than your Constitution modifier (minimum of 1), rolling them and regaining hit points equal to the total. Once you use this feature, you can't use it again until you finish a long rest. Additionally, you gain resistance to necrotic damage and immunity to poison. Finally, the damage of your Dread Weaponry increases to 1d6. ### Burgeoning Necrosis At 15th level, your Dread Weapons can cause a creature to start rotting from a single touch. When you deal necrotic damage to a creature using a Dread Weapon, you can choose to inflict it with necrosis. The creature must make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier). On a failure, the creature begins to rot for 1 minute. A rotting creature takes necrotic damage equal to 1d6 plus your fighter level at the start of each of its turns and has disadvantage on attack rolls and ability checks. At the end of each of its turns, it may repeat its saving throw, ending the effect on a success. Once you use this feature, you can't use it again until you finish a long rest. ### Dread Armor At 18th level, you gain the ability to infuse your armor with the same deathly power as your weapons. As an action, you can grant yourself the following benefits for 10 minutes: - You are immune to necrotic damage. When a creature hits you with an attack while within 5 feet of you or starts its turn grappling you, it takes necrotic damage equal to half your fighter level (rounded up). - The necrotic damage of your Dread Weapons ignore resistance to necrotic damage and treat immunity to necrotic damage as resistance. Additionally, you may add your Constitution modifier (minimum of +1) to the necrotic damage they deal. Once you use this feature, you can't use it again until you finish 1d4 long rests. \pagebreak ## Monastic Tradition: Way of the Specter Monks who follow the Way of the Specter believe that death is the truest act of life: all that is living will someday die, so these monks seek to emulate the dead, even before their passing. The nature of their abilities make monks of the Way of the Specter expert assassins, able to slip into tightly protected places, quiet and unseen, ready to ferry their victims into their next life. ### Reap Life At 3rd level, you're able to infuse your strikes with the touch of death, absorbing the energy of the living. When you hit a creature with an unarmed strike, you can spend 1 ki point to cause the attack to deal necrotic damage, instead of bludgeoning. When you deal necrotic damage in this way, you regain hit points equal to half the necrotic damage dealt. This ability has no effect on Constructs or Undead. ### Ghost Walk Also at 3rd level, you gain the ability to take on a ghostly form. As a bonus action, you can become partially incorporeal for 10 minutes, until you end it as a free action, or you lose concentration (as if concentrating on a spell). While incorporeal, you gain the following benefits: - You have resistance to bludgeoning, piercing, and slashing damage. - You have advantage on Dexterity (Stealth) checks. - You can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. You have 2 uses of this feature, and you regain one use of this feature when you complete a short rest, and all uses when you complete a long rest. You gain additional uses of this feature at 11th and 17th level. While you have no uses available, you can spend 2 ki points to use this feature again. ### Spectral Eyes At 6th level, when you transform using Ghost Walk, you may spend 1 ki point to enhance your sight with spectral power. If you do, you can see invisible creatures for as long as you are transformed, and you can see creatures and objects on the Ethereal Plane that are within 10 feet of you. ### Spectral Body By 11th level, your body has become more resilient, thanks to your time spent between life and death. You have resistance to necrotic damage. If you are transformed using Ghost Walk, you instead become immune to necrotic damage. Additionally, when you use Reap Life, you can spend up to 3 additional ki points. For each ki point you spend, you deal an additional martial arts die of necrotic damage. ### Harbinger of Death At 17th level, your ghostly form heralds the end for your enemies. While transformed, you have a flying speed equal to your walking speed. Additionally, the first time each turn you use Reap Life, you don't have to spend ki points to do so, though you must still spend ki points as normal if you would like to deal additional damage. Finally, you have resistance to all damage except force and radiant damage. ## Paladin Sacred Oath: Oath of Corruption The Oath of Corruption is for paladins who want to twist the minds and bodies of those around them. Paladins of this oath seek to lure people in with honeyed words and good deeds, before turning on them, distorting their desires into something far more malicious. Paladins of this oath forsake that which is good, purely to drag others into the inky blackness with them. Some paladins of this oath consort with fiends, corrupting mortals for their archdevil masters, or corrupting the environment to befit a demon prince. ### Tenets of Corruption A paladin who takes this oath has the tenets of corruption branded on their face or tongue, only visible when they commit their most heinous acts. ***Blaspheme the Pure.*** Tarnish the reputation of those in good standing. Let everyone see them for the filth they are. ***Desecrate the Sacred.*** Destroy that which your enemies hold most dear, for only in true suffering can hatred be found. ***Plague the Righteous.*** Do not give them a moment's rest. Be it physical or mental, torture them until they become as you are. ### Oath Spells You gain oath spells at the paladin levels listed.
**Oath of Corruption Spells** | Paladin Level | Spells | |:---:|:-----------:| | 3rd | *Bane, Charm Person* | | 5th | *Shadow Blade, Suggestion* | | 9th | *Bestow Curse, Vampiric Touch* | | 13th | *Blight, Charm Monster* | | 17th | *Contagion, Dominate Person* | \pagebreak ### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. - ***Emissary of Lies.*** You can use your Channel Divinity to augment your presence with an air of deceit. As a bonus action, you grant yourself a +5 bonus to Charisma (Deception) checks for the next 10 minutes. - ***Corrupting Strike.*** You can use your Channel Divinity to poison the mind of a creature you injure. Immediately after you deal damage to a creature, you can attempt to charm it. The creature must make a Wisdom saving throw. On a failure, the creature is charmed by you for 1 minute. While it is charmed, the creature spends each of its turns attacking its closest ally. At the end of each of its turns, the target can repeat its saving throw, ending the effect on a success. ### Aura of Corruption At 7th level, you emit an aura that's poisonous to the mind while you aren't incapacitated. The aura extends 10 feet from you in every direction, but not through total cover. If a creature is charmed by you, it takes psychic damage equal to half your paladin level (rounded down) if it starts its turn in the aura. A creature that takes this psychic damage does not get to make a new save against a charm effect because of taking this damage. At 18th level, the range of this aura increases to 30 feet. ### Wave of Desecration At 15th level, when you are struck, you can unleash devastating rot. When a creature hits you with a melee attack, you can use your reaction to unleash a wave of decay in a 10-foot radius sphere, centered on yourself. Each creature of your choice within the radius must make a Charisma saving throw, taking 6d6 necrotic damage on a failure, or half as much on a success. On a failure, a creature also begins to rot, taking 2d6 necrotic damage at the start of each of its turns and has disadvantage on ability checks, both for 1 minute. A creature can repeat its saving throw at the end of each of its turns, ending the effect on a success. Once you use this ability, you can't use it again until you finish a long rest. ### Icon of Sin At 20th level, you gain the ability to become a symbol of pure corruption. As a bonus action, you gain the following benefits for 1 minute: - You have immunity to necrotic, poison, and psychic damage and your Divine Smite and Improved Divine Smite damage becomes necrotic or psychic (choose when you transform) instead of radiant. - You are immune to the charmed condition and have advantage on Intelligence, Wisdom, and Charisma saving throws. \columnbreak - Any creature that enters within 10 feet of you or ends its turn there must make a Wisdom saving throw or be charmed by you until the end of their next turn. - Once per turn, when you force a creature to make a saving throw against the charmed condition, you can give them disadvantage. Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again. ## Ranger Conlave: Shade Wanderer Conclave A shadowy air surrounds you, thanks to the boon of a powerful undead, a tainted artifact you stole, the blackened sea you were dragged into, or some other inauspicious event. However you acquired your shade magic, you are now a Shade Wanderer, a ranger who represents both the mortal and the Shadowfell. As you wander, your dark presence signals the end for your foes, and your martial prowess strikes terror into those you face, for great is the power of the Shadowfell. ### Gloaming Strikes At 3rd level, you can augment your weapon strikes with dark magic, drawn from the gloom of the Shadowfell. When you hit a creature with a weapon, you can deal an extra 1d4 necrotic damage to the target, which can take this extra damage only once per turn. The extra damage increases to 1d6 when you reach 11th level in this class. ### Shade Wanderer Magic Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Shade Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. **Shade Wanderer Spells** | Ranger Level | Spell | |:---:|:-----------:| | 3rd | *Arms of Hadar* | | 5th | *Shadow Blade* | | 9th | *Nondetection* | | 13th | *Shadow of Moil* | | 17th | *Enervation* | \pagebreak You also possess a preternatural marking from a shadowy ally or a place of shade power. Choose your marking from the Shadowfell Marks table or determine it randomly.
**Shadowfell Marks** | d6 | Mark | |:---:|:-----------:| | 1 | Illusory ravens or carrion birds hang around you whenever you take a short or long rest. | | 2 | Staying in one place for too long causes the plants and grass to wither and decay. | | 3 | Shadows seem to perpetually trail off you in faint wisps. | | 4 | Your shadow thrashes violently while no one is looking directly at it. | | 5 | Bones sprout from your head, forming a crown or halo. | | 6 | Your skin becomes pale or gray and your hair becomes inky black. | ### Shadowy Visage Additionally at 3rd level, your shadowy qualities make you hard to discern and read. As a result, whenever you make a Charisma (Deception), Charisma (Intimidation), or Dexterity (Stealth) check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1). In addition, you gain proficiency in one of the following skills of your choice: Deception, Intimidation, or Stealth. ### Body of Shadow Beginning at 7th level, the magic of the Shadowfell suffuses you, protecting you from harm. You gain resistance to necrotic damage, and you have advantage on Constitution saving throws against necromancy spells and abilities of Undead. Additionally, when an attacker that you can see hits you with an attack, you can use your reaction to cover yourself in shadow, halving the attack’s damage against you. You cannot use this ability if the attack deals radiant damage. ### Army of Gloom At 11th level, your connections to the Shadowfell allow you to call forth shadowy servants: you know the spell *Summon Shadowspawn*. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest. Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting. \columnbreak ### Wanderer In Shadow When you reach 15th level, you can slip in and out of the shadows to move in a blink of an eye: When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness. In addition, whenever you teleport in this way you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space. Immediately after teleporting, you and the creature gain resistance to all damage except force and radiant until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ## Roguish Archetype: Butcher You focus on the use of cutting implements, not necessarily adhering to typical roguish weapons. Those who adhere to this archetype are diverse: slasher-esque villains, hunters with a keen eye for weak spots, and even actual butchers all fall under this archetype. Those who follow this archetype only have one thing in common: the best weapon in their hands is one with a good cutting edge. ### Butcher's Implements When you choose this archetype at 3rd level, you've honed your skills with cutting implements. When you wield a weapon that you are proficient with that deals slashing damage, it's considered to have the finesse property, as long as it lacks the heavy property. ### Relentless Hunter Starting at 3rd level, you know that momentum is key to a good cut. Whenever you use your Cunning Action to dash as a bonus action, you have advantage on the first weapon attack you make, so long as the weapon you use deals slashing damage. ### Preternatural Endurance Starting at 9th level, your body is almost supernaturally capable of dealing with exhaustion. Your speed increases by 10 feet, you have advantage on saving throws to avoid exhaustion, and whenever you finish a long rest, you may remove up to 2 levels of exhuastion, instead of just 1. Additionally, whenever you make a Strength check, you gain a bonus to the check equal to your Constitution modifier (minimum of +1). \pagebreak ### Thrill of the Kill At 13th level, you know that it's important to press your advantage and stay in the fight when enemies start to fall. When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to 1d10 + your rogue level. ### Hack and Slash At 17th level, your blades can cut through any foe, be it man or monster. Whenever you take the attack action on your turn, you may make one additional attack. If you hit with the attack, you can deal additional damage equal to half the number of Sneak Attack dice for your level (rounded down). You must be using a slashing weapon to deal this bonus damage. You can deal this bonus damage a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ## Sorcerous Origin: Vampiric Bloodline The undead power of your ancestory suffuses your body. Someone from your lineage was a vampire, their spawn, or even a servant to a powerful vampiric master. Regardless of how it came to be, you find yourself bearing the innate magical abilities of a vampire. It is up to you whether you restrain them, or give into the thirst. ### Vampiric Magic You learn additional spells when you reach certain levels in this class, as shown on the Vampiric Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an enchantment or a necromancy spell from the sorcerer, warlock, or wizard spell list. **Vampiric Spells** | Sorcerer Level | Spells | |:---:|:-----------:| | 1st | *Charm Person, Inflict Wounds* | | 3rd | *Levitate, Spider Climb* | | 5th | *Gaseous Form, Vampiric Touch* | | 7th | *Blight, Charm Monster* | | 9th | *Dominate Person, Negative Energy Flood* | \columnbreak ### Tinge of Death Starting at 1st level, your body hangs somewhere between life and death. You gain the following benefits: - You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage. - You have advantage on death saving throws. - You have darkvision with a range of 60 feet. If you already have darkvision, its range increases by 30 feet. - You don’t need to eat, drink, or breathe. Additionally, your growth and aging is largely halted. For every 10 years that pass, your body ages only 1 year. ### Cloak of the Night Beginning at 6th level, your body gains increased resilience. You have resistance to necrotic damage. Additionally, you can transform into some of the vermin that fill the night. As an action, you can transform into a [bat](https://5e.tools/bestiary.html#bat_mm "title") or [rat](https://5e.tools/bestiary.html#rat_mm "title") for 10 minutes. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply: - Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them. - When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. - You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast. - You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense. \pagebreak - You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. Regardless of what form you take, you can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ### Exsanguinate Beginning at 14th level, your magic has life leeching properties. When you cast a spell that deals necrotic damage, you can add your Charisma modifier to one damage roll of that spell. Additionally, when you expend a spell slot to cast a spell that includes a necrotic damage roll, you regain hit points equal to the slot’s level + your Charisma modifier. ### Everlasting Predator At 18th level, your body's regenerative capabilities far exceed normal beings. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points. ## Warlock Otherworldly Patron: The Evershifting Place You have not made a pact with a *thing* so much as a *place*. You draw your power from a living place, be it a house that is everchanging and shifting, a place possessed by a poltergeist or other spirit, or even a living structure. Whatever it may be, your patron allows you some of their power: the ability to shape and warp the very structures around you. ### Expanded Spell List The Evershifitng Place lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
**Evershifting Place Expanded Spells** | Spell Level | Spells | |:---:|:-----------:| | 1st | *Catapult, Tenser's Floating Disk* | | 2nd | *Arcane Lock, Magic Mouth* | | 3rd | *Erupting Earth, Meld into Stone* | | 4th | *Fabricate, Stone Shape* | | 5th | *Animate Objects, Wall of Force* | ### Structural Understanding At 1st level, you can understand the layouts and compositions of structures, as well as minorly effect them. You learn the *Thaumaturgy* cantrip, which doesn't count against the number of warlock cantrips you know. Additionally, as an action, you can learn the structure and layout of any room or enclosed space that is within 60 feet of you. You learn how large it is, basic details about furniture and its location, the majority material that makes up its floors, walls, and ceiling, and if it has any unhidden windows, doors, or other entryways. Using this ability also gives you advantage on any ability check you make in a detected room to find hidden doorways, secret passages, or other similar features. ### Spatial Alteration Also at 1st level, you gain the ability to shift and change the space around you to your benefit. As a bonus action, you can cause one of the following effects within 60 feet of you: - Light or snuff a lantern, torch, brazier, or campfire/fireplace (up to a large size). - Change the ground in a 10 by 10 foot square into Difficult Terrain or from Difficult Terrain into normal ground. Difficult Terrain created in this way reverts after 10 minutes. - Turn a plain window opaque or an opaque window clear for 10 minutes. - Turn a stairway into a flat, angled surface. Any creature on the stairs must make a Dexterity saving throw against your warlock spell save DC or slide down to the bottom. The stairway reverts at the end of the current turn. - Create a stairway up to 5 feet wide and 20 feet long until the start of your next turn. Regardless of which option you choose, you have a number of uses of this ability equal to your Charisma modifier (minimum of 1), and you regain all expended uses whenever you finish a short or long rest. ### Living Walls At 6th level, you can cause the floors, walls, or ceilings to bend to your will, momentarily protecting you or an ally. When a creature you can see within 30 feet of you is targeted by an attack or forced to make a Dexterity saving throw, you can use your reaction to grant them half cover. The cover disappears at the end of the current turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. \pagebreak ### Spatial Reconstruction Starting at 10th level, you gain the ability to reconstruct rooms and enclosed spaces on a whim. As an action, you can choose one or more of the following effects: - Add or remove up to 3 doors/doorways or windows. - Rotate the room 90 degrees. Any creature that is unsecured and doesn't have a climbing or flying speed must make a Dexterity saving throw against your warlock spell save DC, as they fall to the room's new floor. Creatures take falling damage as normal, but take half as much damage on a successful save. - Change the material the room is made of from one of the following into a different type: wood, stone, plaster, metal, or glass. - You slide a number of creatures up to your Charisma modifier (minimum of 1) up to 30 feet toward or away from you. This movement can only occur to creatures touching the ground. The changes you make last for 10 minutes, unless you revert them as an action. You have 2 uses of this ability, and regain all expended uses when you finish a long rest. ### Extradimensional Microcosm When you reach 14th level, you can access a smaller scale version of your patron's domain to entrap your foes. When you hit a creature with an attack, you can use this feature to instantly transport the target into a mind bending extradimensional space. The creature disappears and remains trapped in an evershifting location for 10 minutes. At the end of each of the creature's turns, it can make an Intelligence check against your warlock spell save DC. On a success or after 10 minutes, it frees itself from the space, returning to the space it disappeared from. If the space is occupied, it instead appears in the nearest available space. ## Wizard Arcane Tradition: Diabolist A diabolist is not to be confused with a warlock. While a warlock may trade their soul to borrow power from a devil, a diabolist seeks to *become* a devil. Sacrificing their soul, a diabolist draws on the powers and abilities of devils. Should they fail and perish, however, their soul will forever be condemned to the Nine Hells of Baator. ### Soul Sacrifice At 2nd level, you've sacrificed your soul in a bid for power. You offer your soul- but not necessarily your loyalty- to the forces of the Nine Hells in exchange for power. When you die permanently, your soul becomes the possession of a powerful devil. The devil uses your soul as it sees fit. \columnbreak ### Hellish Knowledge Also at 2nd level, your decision has provided you with knowledge not privy to those outside the Hells. You gain the following benefits: - You gain proficiency in the Religion skill, if you do not already have it. You have advantage on skill checks made to recall or learn information about devils or the Nine Hells. - You learn the *find familiar* spell. When you cast it, your familiar can only take the form of an [imp](https://5e.tools/bestiary.html#imp_mm "title"). - When your Spellcasting feature lets you learn a wizard cantrip, you can choose the new spell from the warlock spell list or the wizard spell list. When you learn 2 new spells at each level of 1st level or higher, at least one of them must be from the warlock spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a wizard spell for you. Additionally, you can copy warlock spells into your spellbook, following the same rules as wizard spells, though the gold and time you must spend to copy a warlock spell into your spellbook is halved. ### Conjure Hellfire At 6th level, you can transform the mundane flames you create into roiling hellfire. Whenever you cast a spell that deals fire damage, you can choose to have half of the damage dice rolled (rounded down) instead deal necrotic damage. You must choose to do so before rolling damage. ### Devil's Form At 10th level, your body has begun to take on the characteristics of a devil. You gain resistance to cold, fire, and poison damage, and have advantage on saving throws against poison. Additionally, you can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. As an action, you can cause leathery wings to sprout from your back, giving you a flying speed of 40 feet. These wings last for 10 minutes. Once you have used this bonus action, you cannot do so again until you complete a short or long rest. ### Hell's Command At 14th level, your connection to the Hells is so powerful that you can potentially command devils lesser in power to you. As an action, you can choose a devil that you can see within 60 feet of you. It must make an Intelligence saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again for 24 hours. If it fails, it becomes friendly to you and obeys your commands until you use this feature again. Powerful devils are completely immune to this ability. The maximum CR of devil you can try to command is equal to half your wizard level (rounded down) plus your Intelligence modifier (minimum of 1).