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## Anathema Rapier drawn, an elf stands alone, ready, against the approach of a half-dozen bandits. When the first arrives, green pustules begin to cover his sword arm. The rest attempt to stand back as their comrade is infected, but its too late. As the sickness spreads, the elf advances. Among the other knights of the order, the earth genasi blends in well. When the band are attacked, the paladins prepare for battle against impending onslaught of infernal cultists. They are confident, but when the leader barks an order to the genasi, they are surprised to see that the burning symbol so often branded on their enemies now glows against their chest. As the cultists advance, the genasi turns to face the people that once considered him an ally. A dwarf sprints through the streets towards the guard post, exhausted, slow, and surrounded by encroaching shadows. Relived, he reaches the guard posts and believes that he had escaped the clutches of the goliath that cursed him. He reaches to open the door to the guard post, and as he does so he once again sees the goliath in the shadow of a building off to his right. Before he can shout, the shadows erupt in arcane energy, turning him to ash. All of these warriors are anathemas, people who use hexes to impose their will onto the world around them. While paladins strike foes down with divine smite, anathemas use emblems, dark expressions of their intent, to fell those who would stand in the way of their desires. ### Strength of Desire To an Anathema, the act of imparting a piece of their will onto another is the most important aspect of their magic. In battle, this will is often manifested as an Emblem, a volatile mote of magic, a representation of the anathema's desire to triumph over an enemy. The will of an anathema does not have to be malicious, however. It is not unheard of for an anathema to use their magic as a means to augment themselves or others. Regardless of their methods, an anathema's power is always defined by force of will and personal desire. ### Forged by Yearning Like the hexes they wield, an anathema almost always comes to be as a direct result of personal desire. Whether through study, worship, or personal awakening, the powers of an anathema awaken create the means to reach an end. Sometimes, the gratification is immediate, and the anathema is left to find a use for their new abilities. Often, new anathemas become adventurers as part of their conquest. ### Creating an Anathema When creating an anathema, think about what caused your character to rely on maledictions, what desires might have caused them to become an anathema. Were they scored by an order of paladins and now they wish to tear apart everything they stand for? Were they the child of high nobility, used to getting everything they desire, that lashed out when they stopped getting what they want? Consider their relationship with desire, and how they act as they get closer to getting what they want. \columnbreak
#### Quick Build You can make an Anathema quickly following these suggestions. First, make Strength or Dexterity your highest ability score, followed by Charisma and Constitution. Second, choose the Criminal or Haunted One background. \pagebreak
##### The Anathema | Level | Proficiency Bonus | Emblems | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | 2 | Emblem, Rejuvenating Hex | — | — | — | — | — | — | | 2nd | +2 | 2 | Spellcasting, Fighting Style | 2 | 2 | — | — | — | — | | 3rd | +2 | 3 | Cursebound, Anathema Archetype | 3 | 3 | — | — | — | — | | 4th | +2 | 3 | Ability Score Improvement | 3 | 3 | — | — | — | — | | 5th | +3 | 4 | Extra Attack | 4 | 4 | 2 | — | — | — | | 6th | +3 | 4 | Expedited Suffering | 4 | 4 | 2 | — | — | — | | 7th | +3 | 5 | Anathema Archetype Feature | 5 | 4 | 3 | — | — | — | | 8th | +3 | 5 | Ability Score Improvement | 5 | 4 | 3 | — | — | — | | 9th | +4 | 6 | ─ | 6 | 4 | 3 | 2 | — | — | | 10th | +4 | 6 | Anathema Archetype Feature | 6 | 4 | 3 | 2 | — | — | | 11th | +4 | 7 | Expiration Date | 7 | 4 | 3 | 3 | — | — | | 12th | +4 | 7 | Ability Score Improvement | 7 | 4 | 3 | 3 | — | — | | 13th | +5 | 8 | ─ | 8 | 4 | 3 | 3 | 1 | — | | 14th | +5 | 8 | Greater Hex (5th level) | 8 | 4 | 3 | 3 | 1 | — | | 15th | +5 | 9 | Expedited Suffering Improvement, Blighted Awareness | 9 | 4 | 3 | 3 | 2 | — | | 16th | +5 | 9 | Ability Score Improvement | 9 | 4 | 3 | 3 | 2 | — | | 17th | +6 | 10 | Greater Hex (6th level) | 10 | 4 | 3 | 3 | 3 | 1 | | 18th | +6 | 10 | Anathema Archetype Feature | 10 | 4 | 3 | 3 | 3 | 1 | | 19th | +6 | 11 | Ability Score Improvement | 11 | 4 | 3 | 3 | 3 | 2 | | 20th | +6 | 12 | Profane Monarch, Greater Hex (7th level) | 11 | 4 | 3 | 3 | 3 | 2 |
## Class Features #### Hit Points ___ - **Hit Dice:** 1d10 per anathema level - **Hit Points at 1st Level:** 10 + your Constitution modifier - **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per Anathema level after 1st #### Proficiencies ___ - **Armor:** Light armor, medium armor, shields - **Weapons:** Simple weapons, martial weapons - **Tools:** None ___ - **Saving Throws:** Constitution, Charisma - **Skills:** Choose two from Arcana, Athletics, Deception, Intimidation, Medicine, Persuasion, and Religion #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a martial weapon and a shield or *(b)* two martial weapons - *(a)* five javelins or *(b)* any simple melee weapon - *(a)* a priest's pack or *(b)* an explorer's pack - Scale mail and a component pouch ___ \columnbreak
If you forgo this starting equipment, as well as the items offered by your background, you start with 4d4 × 10 gp to buy your equipment.
#### Optional Rule: Multiclassing If your group uses the optional rule on multiclassing in the *Player's Handbook* (p.163), here's what you need to know if you choose the Anathema as one of your classes. ***Ability Score Minimum.*** As a multiclass character, you must have both Strength or Dexterity and Charisma score of 13 or higher to take a level in this class, or to take a level in another class if you are already an Anathema. ***Proficiencies Gained.*** If Anathema isn't your initial class, here are the proficiencies you gain when you take your first level in Anathema: light armor, medium armor, shields, simple weapons, martial weapons. ***Spell Slots.*** Add half your levels (rounded down) in the Anathema class to the appropriate levels from the other classes to determine your available spell slots.
\pagebreak
### Emblem *1st-level Anathema feature* ___ You can create and strengthen curses on enemies. As a bonus action, you can expend an emblem and hex a target wtihin 30 feet of you that, placing an emblem on the target. The hex appears as grasping shadows surrounding the target, pulling it down. Targets that you have placed an emblem on are called *Emblazoned Creatures.* While a creature is emblazoned, the target's speed is reduced by 5 feet per emblem that they carry. You can have a total number of emblems on any number of targets equal to your proficiency bonus. When you or an ally hits a target within 30 feet of you that you can see with one or more emblem on it, you can use reaction to dispel all of the emblems on the target, adding 2d4 necrotic damage to the triggering attack per emblem dispelled. All emblems disperse after one minute if you haven't either placed another emblem or dispelled the emblems on the target. If an emblazoned creature dies before the emblems could be dispelled, you can use your bonus action on any turn within the next minute to move all of the emblems from the dead creature to a new target. The number of emblems you have is listed under *Emblems* on your class table, and you regain all expended emblems upon completing a short or long rest. ### Rejuvenating Hex *1st-level Anathema feature* ___ When you use your reaction to dispel all of the emblems on a target, you can choose to regain two hit points for every emblem dispelled. You can regain a number of hit points in this way equal to three times your level, after which you must complete a long rest before you can use this feature again. ### Spellcasting *2nd-level Anathema feature* ___ Your maledictions have provided you with the ability to create stronger curses through the use of spells. See Chapter 10 of the *Player's Handbook* for the general rules of spellcasting and the end of this document for the Anathema spell list. #### Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the Anathema spell list. The Spells Known column of the Anathema table shows when you learn more Anathema spells of your choice. Each of these spells must be of a level for which you have slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Anathema spells you know and replace it with another spell from the Anathema spell list, which also must be of a level for which you have spell slots. \columnbreak
#### Spellcasting Ability Charisma is your spellcasting ability for your Anathema spells; your force of will allows you to impart a piece of that will onto your enemies, weakening them throughout the confrontation. You use your Charisma whenever an Anathema spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for an Anathema spell you cast and when making an attack roll with one.
**Spell Save DC** =
8 + your proficiency bonus +
your Charisma modifier
**Spell attack modifier** =
your proficiency bonus +
your Charisma modifier
\pagebreak
### Fighting Style *2nd-level Anathema feature* ___ You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. - **Archery.** You gain a +2 bonus to attack rolls you make with ranged weapons. - **Blind Fighting.** 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. - **Defense.** 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, 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. - **Hex Warrior.** You learn two cantrips of your choice from the Anathema spell list. They count as Anathema spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Anathema spell list. \columnbreak - **Thrown Weapon Fighting.** You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll. ### Cursebound *3rd-level Anathema feature* ___ Your affinity for curses has provided you with a near permanent memorization of a few of the more common ones. You learn additional spells when you reach certain levels in this class. Cursebound spells don't count against the number of Anathema spells you know. If you already know any of these spells, you can choose to learn a different spell from the Anathema spell list. #### Cursebound Spells | Anathema Level | Spell | |:---:|:-----------:| | 3rd | *bane* | | 5th | *blindness/deafness* | | 9th | *bestow curse* | | 13th | *confusion* | | 17th | *contagion* | ### Anathema Archetype *3rd-level Anathema feature* ___ You choose an archetype that captures your connections to your hexes, either Hexmage, Anomaly, Blasphemer, or Scourge. The details on the specific traditions are at the end of this document. Your choice grants you features at 3rd level and again at 7th, 10th, and 18th level. #### Archetype Spells Each archetype has a list of additional spells that you automatically learn at denoted levels. The spells count as Anathema spells for you, but do not count against the number of Anathema spells you know. ### Ability Score Improvement *4th-level Anathema feature* ___ 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 *5th-level Anathema feature* ___ You can attack twice, instead of once, whenever you take the Attack action on your turn. \pagebreak
### Surging Blight *6th-level Anathema feature* ___ You can quicken the process of compounding your emblems. When you use your bonus action to emblazon a creature, you can choose to put two emblems on the target creature instead of one , though you still must expend the equivalent amount of emblems. When you reach 15th level, you can use this feature to apply three emblems instead of two. You can do this a number of times equal to half of your proficiency bonus (rounded down), regaining expended uses upon completing a long rest. ### Accursed Strikes *11th-level Anathema feature* ___ Your curses empower your strikes, even without dispelling them. Attacks that you make against targets that have been emblazoned deal an extra 1d4 necrotic damage. ### Greater Hex *14th-level Anathema feature* ___ You begin to master the hexes that you wield. You gain one 5th-level spell slot, which you can use to cast your Anathema spells. At higher levels, you gain additional spell slots: one 6th level spell slot at 17th level, and one 7th level spell slot at 20th level. You regain all expended spell slots when you finish a long rest. ### Blighted Awareness *15th-level Anathema feature* ___ The presence of the hexes of others begins to register to your senses. As an action, you can hone your awareness to such curses. Until the end of your next turn, you know the location of any cursed object or creature within 60 feet of you that is not behind total cover. You can use this feature a number of times to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. ### Profane Monarch *20th-level Anathema feature* ___ You can release a pulse of malice to the area around you. As an action, you can choose up to a number of targets equal to your Charisma modifier within 30 feet of you, spreading a number of emblems equal to your Charisma modifier between them in any way you wish. These emblems are free, though you cannot use this to bypass your emblem limit. After you use this feature, you cannot do so again until you complete a long rest. \pagebreak ## Anathema Archetypes The type of hex an Anathema uses decides what archetype an Anathema falls into. Each archetype is defined by which ways an Anathema spreads malice on the battlefield. ### The Hexmage Hexmage Anathemas focus on creating versatility with their emblems, giving themselves as many options in battle as they can possibly manage. Hexmages tend to be intelligent and tactical, but this may come with hubris in some circumstances. #### Active Hex *3rd-level Hexmage feature* ___ You gain greater control over your emblems. When you deal damage with your emblems, you can choose to have them deal force damage instead of necrotic. Additionally, you gain a new way to dispel your emblem. As an action on your turn, you can choose to dispel all of your active emblems, dealing the damage of the emblems without requiring a weapon attack. When you dispel your emblems in this way, the damage dice are d6s instead of d4s. #### Archetype Spells *3rd-level Hexmage feature* ___ You gain archetype spells at the Anathema levels listed. ##### Hexmage Spell | Anathema Level | Spells | |:---:|:---| | 3rd | *hex* | | 5th | *phantasmal force* | | 9th | *fear* | | 13th | *shadow of moil* | | 17th | *geas* | #### Additional Emblems *3rd-level Hexmage feature* ___ You gain a number of additional uses of your emblem feature equal to half of your proficiency bonus (rounded up). #### Energy Transfer *7th-level Hexmage feature* ___ You can convert spell slots into emblems. As a bonus action, you can expend one spell slot and regain a number of emblems equal to the level of spell slot expended. You can use this feature a number of times equal to half of your Charisma modifier (rounded up), and you regain all expended uses upon completing a long rest. \columnbreak #### Refined Malisons *10th-level Hexmage feature* ___ Your practice with your hexes has improved your abilities. You gain an additional number of emblems equal to your proficiency bonus, instead of half of your proficiency bonus. Additionally, the damage dice of your emblems when you use your action become d8s instead of d6s. #### Hex Master *18th-level Hexmage feature* ___ Your control over the state of your emblems is unparalleled. You can expend emblems instead of spell slots when casting spells. The price of a spell slot is equal to the spell's level. You cannot use the emblems gained through the additional emblems feature to replace spell slots in this way. ### The Anomaly Anomaly Anathemas combine their emblems with psionics, sapping those around them of their life and will while damning them with curses. Anomalies are often agents of greater powers reaching into the Material Plane from the Far Realm. #### Aberrant Hex *3rd-level Anomaly feature* ___ Your emblems have been enhanced with psionic energy. When you deal damage with your emblems, you can choose to have them deal psychic damage instead of necrotic. Additionally, when a creature fails a saving throw against a the Mind Leech psionic power provided to you by the Cursed Psionics feature, you can use your reaction to detonate your emblems as if the creature had been hit by an attack. #### Archetype Spells *3rd-level Anomaly feature* ___ You gain archetype spells at the Anathema levels listed. See the Anathema Archetype class feature for how archetype spells work. ##### Anomaly Spells | Anathema Level | Spell | |:---:|:-----------:| | 3rd | *dissonant whispers* | | 5th | *detect thoughts* | | 9th | *fear* | | 13th | *compulsion* | | 17th | *dominate person* | #### Cursed Psionics *3rd-level Anomaly feature* ___ You gain the Mind Leech psionic power. You use emblems as Psi Points, with a limit of one emblem. This limit increases to two emblems at 5th level, three emblems at 9th level, four emblems at 13th level, and five emblems at 17th level. \pagebreak
Additionally, you gain a number of additional emblems equal to your proficiency bonus that can only be spent to empower the Mind Leech psionic power, regaining them on a short or long rest. ##### Mind Leech *Psionic Power* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** S - **Duration:** Instantaneous ___ You assault the mind of a target you can see within range, rending and devouring its psionic energy. The target must succeed on a Charisma saving throw against your spell save DC or take 1d6 psychic damage. If the target is frightened, charmed, stunned, restrained, grappled, or paralyzed, the psychic damage becomes 1d12 instead. On a failed save, you gain a psionic charge of consumed power until the end of your next turn. You can expend this charge when you deal damage to deal additional damage equal to your Intelligence modifier, or consume this charge at the end of your turn to gain temporary hit points equal to your Intelligence modifier. You can spend only one charge at a time. You can target the corpse of a recently perished creature with this power, as long as the target has died within the last minute and not been previously leeched by this power. ___ **Devouring (2 psi points):** The range of Mind Leech becomes a radius of 5 feet, centered on you. ___ **Nourishing (1 psi point):** On a failed saving throw, you gain an additional psionic charge. ___ **Rending (1+ psi points):** The target takes an additional die of damage (1d6 or 1d12 as applicable if they are under the effect of a listed condition) per psi point spent on a failed save. ___ **Shredding (1 psi point):** You leave the target's mind and soul shredded, reducing their next saving throw before the end of your next turn by 1d4. ___ **Stunning (3 psi points):** On a failed saving throw, the target becomes stunned until the start of your next turn. If the power affects multiple targets, select one target for this effect. #### Warped Intelligence *7th-level Anomaly feature* ___ You gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened #### Parallel Processing *10th-level Anomaly feature* ___ The difference between your psionics and your curses begins to become less defined. When you use your action to use your Mind Leech on a creature and the creature fails their Charisma saving throw, you can place an emblem on the target as part of the same action. \columnbreak
You can use this feature a number of times equal to your Charisma modifier (minimum one), and you regain all expended uses when you complete a long rest. #### Impenetrable Mind *18th-level Anomaly feature* ___ Your psionic abilities have made your mind impervious to psychic attack. You gain immunity to psychic damage, and your thoughts can't be read by any means, unless you allow it. \pagebreak
### The Blasphemer Blasphemer Anathemas take advantage of their Charisma to create an expert facade. Blasphemers fake nobility and radiance to create an opening into righteous orders, often hoping to take them down from the inside using a combination Divine and Fiendish abilities. #### Stygian Hex *3rd-level Blasphemer feature* ___ Your emblems take on hellish properties, though they may appear holy. When you emblazon a creature, you can choose to make your emblem appear to be a divine symbol. When you do so, any damage dealt by dispelling your emblems on the emblazoned creature appears to be radiant. A creature that uses its action to examine the emblem can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. You can choose to have your emblems deal fire damage instead of necrotic damage when they are dispelled. Additionally, you gain a new way to dispel your emblem. As a reaction, when an emblazoned creature makes a Wisdom check or saving throw, you can dispel one of your emblems on that creature to give them disadvantage #### Archetype Spells *3rd-level Blasphemer feature* ___ You gain archetype spells at the Anathema levels listed. ##### Blasphemer Spells | Anathema Level | Spell | |:---:|:---| | 3rd | *hellish rebuke* | | 5th | *suggestion* | | 9th | *incite greed* | | 13th | *fire shield* | | 17th | *infernal calling* | #### Otherworldly Charisma *3rd-level Blasphemer feature* ___ You gain proficiency in the Deception skill. If you are already proficient in Deception, your proficiency bonus is doubled for any check that uses that skill. Additionally, you have advantage on (Charisma) Deception checks to convince other creatures that your abilities are divine. #### False Divinity *7th-level Blasphemer feature* ___ Your aptitude with impersonating divinity has provided you with divine strength to call your own. When your spellcasting feature lets you learn an Anathema spell of 1st level or higher, you can choose the new spell from the Paladin spell list or the Anathema spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes an Anathema spell for you. \columnbreak #### Expert Deecptions *10th-level Blasphemer feature* ___ Your magical falsehoods become nearly indistinguishable from the truth. You can now choose to make your emblems appear invisible to the naked eye. Creatures have disadvantage on Intelligence (Investigation) checks to determine that your emblem is an illusion. Additionally, you can swap any of your blasphemer spells for a spell on the paladin spell list, or back to its default state, when you complete a long rest. #### Web of Lies *18th-level Blasphemer feature* ___ Your curses last longer and provide even more benefit to your deceptions. Your emblems now disappear after 1 hour, as opposed to 1 minute, and all emblazoned creatures now subtract 1d4 from every Wisdom ability check or saving throw they make. Additionally, you can choose to have any damage done by your emblems not be outwardly distinguishable. \pagebreak
### The Scourge Scourge Anathemas use their emblems to create a
sort of pseudo-plague on the battlefield, infecting
their enemies with their hexes. Scourges tend to
be sickly individuals, and are often outcasts in developed societies. #### Virulent Hex *3rd-level Scourge feature* ___ Your emblems become contagious. Your maximum emblems are doubled, along with your maximum active emblems, but dispelling your emblems only deals 1d6 necrotic or poison damage (your choice when you dispel your emblems) per emblem, in addition to the triggering damage. Your emblems now also only reduce an emblazoned target's speed by 5 feet for every two emblems, as opposed to one. Additionally, each round you can place one more emblem than the previous round, so long as all new targets are within 30 feet of one of the targets you emblazoned last turn. For example, you can place one emblem on turn one, and then two emblems on turn two, and so on, so long as both targets are within 30 feet of the target that was emblazoned last turn. New targets do not have to be within 30 feet of you, so long as they are within 30 feet of an emblazoned target. #### Archetype Spells *3rd-level Scourge feature* ___ You gain archetype spells at the Anathema levels listed ##### Scourge Spells | Anathema Level | Spell | |:---:|:---| | 3rd | *nauseating poison^K^* | | 5th | *poison dart^K^* | | 9th | *stinking cloud* | | 13th | *blight* | | 17th | *cloudkill* | \columnbreak
#### Fervid Replication *3rd-level Scourge feature* ___ When you dispel all emblems on a target, you regain a number of emblems equal to half of the emblems dispelled (rounded down). You can regain a number of emblems this way equal to your proficiency bonus, after which you must complete a short rest to use this feature again. #### Toxic Dispersal *7th-level Scourge feature* ___ You gain a new way to dispel your emblems. As an action, you can dispel two emblems on any number of emblazoned creatures. Each creature must make a Constitution saving throw against your spell save DC. On a failed save, the creature is poisoned until the end of your next turn. You can increase the duration of the poisoned by dispelling an additional emblem for every extra turn, to a maximum of nine extra emblems. Creatures poisoned in this way can make an additional saving throw at the end of each of their turns, ending the effect on a success. #### Potent Infection *10th-level Scourge feature* ___ You deal an additional 1d4 poison damage when you deal poison damage against a poisoned target. Additionally, when you deal necrotic damage, you can choose to deal poison damage instead. #### Miasma *18th-level Scourge feature* ___ You gain an aura of poison. When a creature ends its turn within 5 feet of you, they must make a Constitution saving throw against your spell save DC. On a failed save, the creature is poisoned until the end of your next turn. \pagebreak
##### Cantrips (0 Level) - Chill Touch - Decaying Touch^K^ - Friends - Frostbite - Illusionary Dart^K^ - Infestation - Mage Hand - Message - Mind Silver - Sapping Sting - Shocking Grasp - Vicious Mockery ##### 1st Level - Arms of Hadar - Awaken Rope^K^ - Bad Blood^K^ - Bane - Befuddling Curse^K^ - Binding Curse^K^ - Cause Fear - Charm Person - Command - Compelled Duel - Crippling Agony^K^ - Dissonant Whispers - Ensnaring Strike - Entomb^K^ - False Life - Gift of Alacrity - Hellish Rebuke - Hex - Hunter's Mark - Illusory Pit^K^ - Induce Headache^K^ - Karmic Reflection^K^ - Nauseating Poison^K^ - Ray of Sickness - Rotting Curse^K^ - Searing Smite - Shadow Bind^K^ - Sleep - Stone Fist^K^ - Tasha's Hideous Laughter ##### 2nd Level - Alacrity^K^ - Alter Self - Become Stone^K^ - Blindness/Deafness - Boil Blood^K^ - Branding Smite - Burning Strike^K^ - Calm Emotions - Clay Touch^K^ - Crown of Madness - Disorient^K^ - Earthbind - Enlarge/Reduce - Enthrall - Ethereal Immolation^K^ - Heat Metal - Infernal Shackles^K^ - Jim's Glowing Coin - Levitate - Mind Spike - Moonbeam - Nystul's Magic Aura - Phantasmal Force - Ray of Enfeeblement - Suggestion - Tasha's Mind Whip - Vicious Hound^K^ ##### 3rd Level - Animate Shadow^K^ - Arctic Aura^K^ - Bestow Curse - Blinding Smite - Cruel Puppetry^K^ - Enemies Abound - Fast Friends - Fear - Ghost Step^K^ - Hypnotic Pattern - Incite Greed - Intellect Fortress - Life Transference - Mounting Paranoia^K^ - Mutate^K^ - Nondetection - Slow - Spider Bite^K^ - Vampiric Touch - Wither^K^ ##### 4th Level - Banishment - Blight - Charm Monster - Compulsion - Confusion - Devour Shadow^K^ - Dominate Beast - Elemental Bane - Giant Insect - Locate Creature - Phantasmal Killer - Staggering Smite ##### 5th Level - Banishing Smite - Contagion - Curse of Impotence^K^ - Deglove Creature^K^ - Dominate Person - Enervation - Geas - Immolation - Killing Curse^K^ - Modify Memory - Swapping Curse^K^ - Synaptic Static ##### 6th Level - Baba's Walking Hut^K^ - Create Homunculus - Disintegrate - Drawmij's Instant Sumons - Eyebite - Flesh to Stone - Harm - Magic Jar - Mass Suggestion - Melt^K^ - Mental Prison - Otto's Irresistable Dance - Soul Cage ##### 7th Level - Finger of Death - Forcecage - Power Word Pain - Sequester - Symbol - Tether Essence - Twisting Eruption^K^
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## Credits ##### Art: - [Full Page Watercolor Stains](https://www.gmbinder.com/share/-L4Yt8ZSxmhwqt--yNRT) by /u/flamableconcrete - Ihsan's Shade MTG Art by Daarken - Hour of Eternity MTG Art by Tyler Jacobson - Inalla, Archmage Ritualist MTG Art by Yongjae Choi - Liliana MTG Art by Wizards of the Coast - Mind Flayer MTG Art by Daarken - Kamahl, Heart of Krosa MTG Art by Kekai Kotaki - Damnation MTG Art by Seb Mckinnon - Oblivion MTG Art by Sidharth Chaturvedi ##### Design - Created by /u/Oranje_Guise. You can find more of my work [here](https://drive.google.com/drive/folders/1YaAkD-6s-tPv7zox8cQXagkSSY1AnUw9?usp=drive_link) ##### Spells - Spells marked with ^K^ are by /u/KibblesTasty from [Kibbles' Casting Compendium](https://www.kthomebrew.com/krd) #### Fan Content Policy This work is unofficial Fan content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used ar property of Wizards of the Coast. ©Wizards of the Coast LLC.
\columnbreak ### Anathema V1.0 -> V1.1 - Fixed some general errors. - Reduced the maximum healing per long rest from **Rejuvenating Hex**, but increased the per emblem healing, so that emptying the pool is now reasonable at higher levels. - Changeded the first two **Archetype Spells** for the **Hexmage**, because *crown of madness* really sucks and *hunter's mark* doesn't work with spell attacks. - Changed the first two **Archetype Spells** for the **Scourge**. - Renamed **Plaguebearer** to **Miasma** because its a little more fitting. - Added some spells from [Kibbles' Generic Spells](https://www.kthomebrew.com/krd), *ray of enfeeblement,* and *hunter's mark* to the spell list. ### Anathema V1.1 -> V1.2 - Fixed some more general errors. - Formatting changes. - Reduced the per emblem healing provided by **Rejuvenating Hex**, but kept the new maximum. Three hit points per emblem felt like a little too much, almost like just giving Anathemas an extra 3 hit points per level. Now players have to work for those hit points a little more, since short rests are required to get everything out of that feature at a lot of levels. - Renamed **Expedited Suffering** to **Surging Blight** - Renamed **Expiration Date** to **Accursed Strikes**. - Added a subclass: the **Anomaly**. - Added a ton of spells from [Kibbles' Casting Compendium](https://www.kthomebrew.com/krd) to the spell list. Thank you for clicking!
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