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Shadows Of Ruin
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# It Begins With The End
Lone adventurers, scattered from the frozen tundra of Icewind Dale to the risen necrotic city of Warlock’s Crypt, share nothing but the bloody red skies above them. A solemn paladin kneels in supplication to the five-headed statue of Tiamat, the god-dragon that takes to the skies each day. A deceitful rogue creeps through the cobwebbed corridors of the lich claimed Candlekeep, seeking treasure and knowledge in equal measure. A haggard wizard, feeling the sea breeze against her braided locks, hazily recalls what life was like before Vecna the Whispered One emerged. They all do what they must to survive in a land that is well and truly doomed. The world of the Doomed Sword Coast is one of disaster and destruction. In the ancient battle of good versus evil, evil won. But evil is often evil’s own undoing—doubly so when the world is filled with competing factions with clashing ambitions. If it’s not trapped gods, tyrannical dragons, or endlessly ambitious liches, then it’s the small everyday evils that further the corruption of this land. Traversing the Sword Coast has never been entirely safe, but today, its dangers are unparalleled. Desperate bandits, intelligent undead, and itinerant mercenaries lurk in every shadow. For those who lived in the Sword Coast’s golden age, it now bears little resemblance to the life they once knew. \columnbreak
Imagine the worst possible ending for each published dungeons & dragons fifth edition adventure path all happening one after another: *Tyranny of Dragons*, *Princes of the Apocalypse*, *Out of the Abyss*, *Tomb of Annihilation*, *Storm King’s Thunder*, *Descent into Avernus*, and *Rime of the Frostmaiden*. In each adventure, those supposed heroes were slain in their conquest or never answered the call for aid. Throughout the Doomed Forgotten Realms Gazetteer, you’ll find summaries of those terrible outcomes woven into the history of this world. This apocalyptic retelling of the famous Forgotten Realms is for every D&D player, from those who’ve dutifully completed all the hardcover adventures, to those who haven’t touched a single one. In a universe of multiple planes of existence with endless possibilities, this is the alternate reality that adventurers fear, one that even the greatest heroes can’t easily undo. \pagebreakNum
Bregan D'aerthe
\pagebreakNum ## Bregan D'aerthe Bregan D’aerthe is the faction without a home, a drow-led mercantile guild that roams the seas of the Forgotten Realms, occasionally making landfall when the Sword Coast is clear. Here, the drow who wished to escape the matriarchy of the Underdark maintain their culture of rebellion today. Now that the demon lords took the Underdark, Bregan D’aerthe is arguably the only haven left for drow, though they’ve abandoned life underground for one on the seas instead. Ever pragmatists, the mercenary company relaxed their rules to strengthen their numbers, welcoming folks of every race and gender. The considerable size of their fleet and speed with which they move has kept them out of the direct eyeline of both Vecna and Tiamat (which ranges from one to eleven eyeballs). The faction has numerous settlements scattered among lost islands of the Trackless Sea; however, none are considered home and simply provide shipments of food or a safe place to dock. Members of Bregan D’aerthe who live on the mainland typically serve as spies, living unassuming lives in the few remaining cities while gathering intelligence for the fleet. To some, Bregan D’aerthe is simply the latest iteration of a piracy scourge on the sea, whereas for others, they’re the world’s last hope. ### Goals and Ambitions * Ensure Vecna’s downfall, returning the Forgotten Realms back to its former glory—with Bregan D’aerthe now a major player. * Establish spies throughout the Forgotten Realms. * Claim the seas, letting allies use it—for the right price.
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The Cult Of The Dragon
\pagebreakNum ## The Cult Of The Dragon The Cult of the Dragon, as its name might suggest, seeks to venerate and ultimately serve dragons. Dragon cultists brought about Tiamat’s return to the Forgotten Realms, ushering in what they thought would be a golden era under draconic rule—that is, until Vecna emerged. Even so, the dragons seized much territory, making them a formidable force in the land as they seek to satiate their Queen’s endless avarice. The cult’s lowest ranks are full of groveling kobolds and fanatics who believe chromatic dragons exist to be served, their innate power making them worthy of worship. Still, if a single dragon gets too greedy, they risk attracting the ire of Tiamat and guaranteeing a painful demise. Ultimately, the Cult of the Dragon exists only as long as its dragon overlords wish for it to. The cultists view themselves as irreplaceable, the eyes and hands of all dragons—but other factions see them as parasites that latched onto the dragons to avoid being crushed. Luckily for the cult, dragons have a grandiose sense of self and relish having hordes of humanoids that exist solely to serve them. ### Goals and Ambitions * Ensure Tiamat’s ultimate reign over the Forgotten Realms. * Serve all dragonkind, contribute to their hoards of treasure, and gain their alliance. * Decimate the giants, from hill to storm.
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Cult Of The Elder Elemental Eye
\pagebreakNum ## Cult Of The Elder Elemental Eye The Cult of the Elder Elemental Eye is an insidious one, for those who join it don’t realize its evils until it’s too late. Prospective cultists come because they feel a connection to nature or the four elements, and the cults tap deeply into their emotions. But the cults of Eternal Flame, Black Earth, and Crushing Wave, and Howling Hatred united against all that opposed them and summoned four Princes of Elemental Evil into the Material Plane. Imix the All-Consuming Fire, Ogremoch the Mountain of Doom, Yan-C-Bin the Storm Born, and Olhydra the Well of Endless Anguish were brought forth into the Dessarin Valley, but they didn’t succumb to their base instincts and fight one another as they usually do. Instead, these Princes of Elemental Evil revealed their plan to their followers: to free Tharizdun, the Elder Elemental Eye imprisoned in some forgotten abyssal plane. Vecna immediately struck a deal, and the princes had no idea how one-sided it was: he’d summon forth their deity, Tharizdun the Chained, if they would terraform the Forgotten Realms as Vecna pleased. Vecna kept his word to the letter—he brought Tharizdun to the Forgotten Realms, but ironically left him in chains in Vecna’s own sanctum. The princes wait for Tharizdun’s rare moments of lucidity in which he can deliver guidance, but elementals aren’t known for their patience. ### Goals and Ambitions * Shape the Forgotten Realms to their whims, or if they can’t, ultimately destroy it. * Free Tharizdun from Vecna’s chains
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Zariel's Legion
\pagebreakNum ## Zariel's Legion Zariel’s Legion is a militaristic force with the singular goal of preventing the demons from winning the Blood War. Most of the faction consists of devils in their many shapes, from imps to pit fiends, led by Zariel, the angel who fell from Mount Celestia to become an archdevil in Avernus. When the Underdark was claimed by the demon hordes, the Blood War became a war on two fronts: Avernus and the Material Plane. Zariel vacated her role as Archduke, taking her entire basalt citadel to hover over the crater where Baldur’s Gate once stood. The crater’s depths peeled back the first layers of the Underdark, making it yet another front line akin to the River Styx, a multiplanar river that connects the Abyss to the Nine Hells. In turn, Zariel’s rival Bel reclaimed the title of Archduke, much to his delight, while maintaining the ongoing stalemate between devils and demons in Avernus. Now Zariel’s Legion receives reinforcements from the Nine Hells, perpetually clashing wherever the demons may emerge. Vecna and Zariel have never spoken about their apparent truce, but as long as Zariel’s Legion remains singularly focused on the Blood War, Vecna doesn’t interfere. Gutting the dwarfholds and filling them with his loyal orcs as he did, he’s certain he could defend against demonkind on his own. Conversely, Zariel’s Legion occasionally provides assistance to the Cult of the Dragon, though the factions have a complicated relationship. Originally, Zariel aided in freeing Tiamat from Avernus, mostly for her own selfish reasons, and now they happen to share the same plane of existence yet again. For as long as they keep clear of one another, the hatchet can remain buried. ### Goals and Ambitions * Prevent the demonic horde from consuming the multiverse. * Monitor both Vecna and Tiamat’s activities and report to Asmodeus. * Gather more souls to further populate their legion of fiends.
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Zhentarim
\pagebreakNum ## Zhentarim The Zhentarim, also known as the Black Network, once skulked in the shadows, dealing in illicit wares and morally questionable mercenaries. Now that Vecna casts a shadow over the whole world, they begrudgingly step into stark daylight. The Zhentarim’s militia upholds Vecna’s laws in every major city, squashing any flickering hope of insurrection. When Vecna and Tiamat arrived in the Forgotten Realms, the Black Network’s leader Manshoon made a shrewd choice: he appealed to the Archlich’s logical side and preserved the Zhentarim. Outwardly, this force is just another part of Vecna’s Alliance. But secretly, Manshoon wants more. The Zhentarim still never turns down a chance to make coin. Their assassins target members of the other factions, and elite soldiers train in special tactics designed to counter dragons. They say dead kings are buried with all their wealth, and no one has seen the inside of the tomb Vecna rose from. Perhaps in there Manshoon might also find a convenient solution to this Vecna “problem.” ### Goals and Ambitions * Amass wealth and influence throughout the Forgotten Realms. * Seize power through any means. * Wait for the perfect moment to betray Vecna and take control of Faerûn.
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Subclasses
\pagebreakNum ## Character Options Despite everything the Sword Coast has gone through, pockets of people still attempt to lead ordinary lives. Life in and around the cities has fundamentally shifted, and nearly everyone struggles to find their place. Perhaps you were fortunate enough to be born into such a place, or perhaps you fought to make one for yourself. When creating a character for the Doomed Sword Coast, consider how the end of the world affected your character. Did they have a life before everything fell to pieces? What sort of upbringing could they have had if raised in a land in evil’s clutches? The answer to those questions can help shape your character: where they stand on the fate of the world, what drives them to adventuring, and what dark secrets they hold dear. This chapter contains new character options, including five new subclasses, ten alternative background features, and a Heroic Chronicle to help flesh out the backstories of player characters and NPCs alike.
##### Subclass Options | Class | Subclass | Features | |:---:|:---:|:---:| | Bard | College Of The Elements | These weavers of song and dance incorporate the elements into their performances | | Druid | Circle Of The Nine | These corrupted druids reshape the world around them into a cruel hellscape | | Fighter | Zhentilar's Finest | These warriors strike their enemies down with fear and blade in kind | | Rogue | Spell Slayer | These assassins excel in disrupting magic and slaying spellcasters | | Wizard | School Of Secrets | These scholars twist the secrets of enemies into painful weapons |
\pagebreakNum ## Bard ### College Of The Elements The Cult of the Elder Elemental Eye would have everyone believe there is a perfect balance between air, earth, fire, and water. In truth, the four battle endlessly, their very natures at odds with one another. A flame can’t exist in a storm, much like the sea erodes all land. However, those who recognize this elemental nature and align themselves with it may find the very elements at the whims of their fingertips. Bards who join the College of the Elements could be members of the Cult of the Elder Elemental Eye or servants of other elemental forces. Much of the world has been disrupted, twisted, and left desolate. Members of College of the Elements view the misshapen world with a yearning to restore a balance—or a selfish desire to exploit the imbalance for their own gain. ### Song Of The Elements *3rd-level College of The Elements feature* You know harmonies that resonate with the elements. You can spend 1 minute channeling one of the elements, after which you gain one of the following effects of your choice: #### Air. You can take the Dash action as a bonus action and you can levitate up to 5 feet off the ground. While levitating in this way, you can move up or down as part of your move. While you are not touching the ground, you can move only by pushing or pulling against a fixed object or surface within reach (such as a wall), which allows you to move as if you were climbing. #### Earth. You have a +2 bonus to your AC. #### Fire. You radiate dim light out to 30 feet. Any creature that hits you with a melee attack while within 5 feet of you takes fire damage equal to your bard level. #### Water. You can breathe underwater and gain a swim speed equal to your walking speed. You can move through a space as narrow as 1 foot wide without squeezing. The effect ends after 1 hour or if you fall unconscious, drop to 0 hit points, or die. Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a spell slot of any level to use it again. ### Summon Elemental Ambassador *3rd-level College of The Elements feature* You’ve learned how to conduct yourself in front of countless fickle elementals. You learn the find familiar spell and can cast it as a ritual. The spell counts as a bard spell for you, but it doesn’t count against your number of spells known. \columnbreak When you cast the spell, instead of choosing a normal form for your familiar, choose one of the following special forms: **mud mephit**, **smoke mephit**, or **steam mephit**. In addition, you gain proficiency in the Nature skill, and you learn to speak, read, and write Primordial or one other language of your choice. ### Invoke Essence *6th-level College of The Elements feature* You can bend your connection with the elements to deliver an explosive burst of primordial power. As an action, you can expend any number of your Bardic Inspiration dice to create one of the following effects: #### Air. One Large or smaller creature you can see within 30 feet of you must succeed on a Dexterity saving throw against your spell save DC or be launched into the air. On a failed saving throw, it rises vertically a number of feet in the air equal to 3 × the total rolled on the Bardic Inspiration dice. While aloft, the target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. At the end of your next turn, the effect ends and the target falls back to the ground, taking fall damage as normal. #### Earth. A creature you can see within 30 feet of you gains temporary hit points equal to the total rolled on the Bardic Inspiration dice. Until the target loses all these temporary hit points, it can ignore difficult terrain. #### Fire. You create a 10-foot-high, 5-foot-wide, and 1-foot-thick pillar of flame on a solid surface within 5 feet of you. The pillar is opaque and lasts until the end of your next turn. When the pillar appears, any creature within its area must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes fire damage equal to the total rolled on the Bardic Inspiration dice, or half as much damage on a successful save. A creature takes the same damage when it enters the pillar for the first time on a turn or ends its turn there. #### Water. One creature you can see within 30 feet of you gains temporary hit points equal to the total rolled on the Bardic Inspiration dice. For as long as the creature has those temporary hit points, it has resistance to bludgeoning, piercing, and slashing from nonmagical attacks and can move through a space as narrow as 1 inch wide without squeezing. ### Primordial Unity *14th-level College of The Elements feature* You can forge a connection between elements, combining their boons. Whenever you use your Song of the Elements feature, you can gain a second elemental effect of your choice for the duration. \pagebreakNum ## Druid ### Circle Of The Nine Druids of the Circle of the Nine accept that fiends are a natural part not of the cycle of life, but of the cycle of death. Such druids see the hellscape the world has become, and they’ll be damned (perhaps literally) if they don’t sculpt the land to make it someone else’s personal hell. In a world where nearly everyone is complicit in evil deeds, these druids terraform the world to punish everyone around them. Some may do this out of a belief it’s the natural order of things— after all, even the Nine Hells are shaped to torment corrupt souls—while others simply mourn the world they lost and wish others to understand their pain. ### Infernal Mentor *2nd-level Circle of the Nine feature* You gain an infernal contact within the Nine Hells. When you first gain this feature they are indifferent to you, but you may be able to curry favor with them in time. Once per day, you can cast the sending spell with no components, targeting this devil only. In addition, you learn to speak, read, and write Infernal or one other language of your choice. \columnbreak ### Hellscape Architect *2nd-level Circle of the Nine feature* You’ve seen truly hellish landscapes and can ensure everyone shares your vision (whether they like it or not). As a bonus action, you can expend a use of your Wild Shape feature to take on a fiendish form and manipulate the surrounding area to torment your enemies. You retain your game statistics, but horns of flame protrude from your forehead (if you don’t have them already) and the area around you smells of brimstone. This form lasts for 10 minutes. 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. Whenever you assume this fiendish form, choose a hellscape that manifests around you, which grants you its benefits for the duration: #### Festering Hellscape. Winds of salt blow into open wounds and your surroundings develop a coating of tarnish and rust. Immediately after you deal damage to a creature within 60 feet of you, you can use a bonus action to force that creature to make a Constitution saving throw against your spell save DC. On a failed save, the creature’s wounds fester and it takes necrotic damage equal to 1d8 + your Wisdom modifier at the start of each of its turns. Any creature can take an action to staunch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. A creature can only have one festering wound at a time. #### Tempting Hellscape. You present dark temptations of vice and desire to sway your foes. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can target one creature you can see within 60 feet of you and cause it to make a Wisdom saving throw against your spell save DC. On a failed saving throw, the target makes attacks with disadvantage on until the end of its next turn, provided you remain within its line of sight. #### Grasping Hellscape. You conjure claws, vines, tentacles, or an unspeakable horror that grasps at its victims. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can target one creature you can see within 60 feet of you. The target must succeed on a Strength saving throw against your spell save DC or have its speed reduced to 0 until the end of your next turn, as pieces of the environment grasp the target. If a target fails the save by 5 or more, it is restrained for the duration.
\pagebreakNum ### Freedom’s Cost *6th-level Circle of the Nine feature* Your time among the devils has taught you much about making sinister deals. You can use an action to target one creature you can see that is currently affected by your Hellscape Architect feature and offer it a deal: its freedom for momentary servitude. The creature is forced to use its reaction to respond to the deal, either accepting or declining it. If the creature accepts the deal, it becomes charmed by you. While charmed in this way, it obeys your reasonable commands, granting you favors it would offer to someone it was indebted to. This effect ends on a target after 1 hour, if you attack it, or if it witnesses you attacking or damaging any of its allies. If the creature declines the deal, it must succeed on a Wisdom saving throw against your spell save DC or be stunned until the end of its next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.
### Emboldened Hellscape *10th-level Circle of the Nine feature* The tormenting nature of your Hellscape Architect form improves. At the start of each of your turns while in your Hellscape Architect form, you can change which hellscape manifests around you (no action required). Additionally, the benefits of each form increase as follows: #### Festering Hellscape. The damage dealt by your Festering Hellscape wounds increases from 1d8 to 2d8. #### Tempting Hellscape. On a failed saving throw, the target has disadvantage on ability checks, in addition to attack rolls. #### Grasping Hellscape. You can target two creatures instead of one.
### Fiendish Perfection *14th-level Circle of the Nine feature* Your fiendish form has evolved gloriously beyond that of real devils. While in your Hellscape Architect form, fiendish wings sprout from your back, giving you a flying speed of 30 feet. You also gain advantage on saving throws against spells and other magical effects.
\pagebreakNum ## Fighter ### Zhentilar's Finest All the Zhentarim who operate in Darkhold Keep under the Pereghost learn his tenets and battle mantras. Leaders of the Zhentarim know that it’s not enough to simply best your enemy—you must strike fear into them and all those who stand beside them. A fighter trained by Zhentarim’s Finest believes in one thing: might over matter. Battle is won by those of iron will and lost by those who crumble from the pressure. Even those warriors who’ve turned their back on the Zhentarim still fight with their techniques, because despite what you feel about the faction, you can’t argue with their results. ### Instill Fear *3rd-level Zhentilar’s Finest feature* You’ve internalized the teachings of the Zhentarim to strike fear into your enemies while never showing fear yourself. As a bonus action on your turn, you can force a creature you can see that you dealt damage to this turn to make a Wisdom saving throw. The DC equals 10 or half of the damage you dealt, whichever number is higher. If the creature fails the save, it falls prone and is frightened for 1 minute. 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 ### Intimidation Tactics *7th-level Zhentilar’s Finest feature* You’ve learned how to carry yourself in and out of battle to “encourage” others to see your way of thinking. Whenever you make a Charisma (Intimidation) check, you gain a bonus to the check equal to your Strength modifier. In addition, you can use your bonus action to force a creature you can see within 30 feet of you to make a Charisma (Intimidation) check contested by your Charisma (Intimidation) check. If you succeed, the creature’s next attack is reduced by the difference between your checks. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. \columnbreak ### Exhibit Might *10th-level Zhentilar’s Finest feature* You wield your weapon to not just harm your enemies, but to utterly destroy their psyche. When you attack a target that is frightened of you, your weapon attacks score a critical hit on a roll of 18–20. When you score a critical hit on a creature that is frightened of you, it suffers the following additional effects until the end of its next turn: * The creature has disadvantage on Wisdom, Intelligence, and Charisma saving throws. * The creature’s movement speed becomes 0, and it can’t benefit from any bonus to its speed.
### Emboldened Strike *15th-level Zhentilar’s Finest feature* You take advantage of the moment of panic your enemies experience when they see you in battle. Immediately after you cause a creature within 5 feet of you to become frightened, you can use your reaction to make a melee weapon attack against it, provided you can see it. On this attack, when you roll a 1 on a damage die, you can reroll the die and must use the new roll, even if the new roll is a 1. 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.
### Warcry of the Zhentarim *18th-level Zhentilar’s Finest feature* You have a voice to command legions of loyal Zhentarim into battle, crying for war in such a way that no enemy feels safe. Your Zhentilar’s Finest features that impose the frightened condition can do so even on creatures that are normally immune to the frightened condition, such as mindless Undead or Constructs. Additionally, you can use your action to strike fear in the hearts of your foes. When you do so, each hostile creature within 60 feet of you that can see or hear you must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Strength or Charisma modifier (your choice). On a failed save, a creature becomes frightened for the next minute. While frightened, it has disadvantage on Wisdom, Intelligence, and Charisma saving throws, its movement speed becomes 0, and it can’t benefit from any bonus to its speed. A creature can repeat the saving throw at the end of each of its turn, ending the effect early on a success. Once you use this action, you can’t use it again until you finish a long rest.
\pagebreakNum ## Rogue ### Spell Slayer Spell Slayers came to existence out of necessity. These bands of like-minded scoundrels, assassins, and thieves saw all the liches who rose to power, emboldened by Vecna’s return, and simply knew what must be done. To successfully defeat a spellcaster of any kind, you must first study much like a wizard does—if only to use those lessons against them. Rogues who walk the path of the Spell Slayer have seen the utter devastation that powerful magic can cause, and they’ve made it their purpose to ensure none abuse such arcane power. Children might tell tales of ghosts and shadows in the night, but wizards spend their nights scared of the possibility that a Spell Slayer might be lurking around that next corner. ### Shatter Concentration *3rd-level Spell Slayer feature* You can strike with such precision as to disrupt the concentration of even the most mentally resolved spellcasters. Immediately after you deal your Sneak Attack damage to a creature that is currently concentrating on a spell or effect, you can increase the DC of its Constitution saving throw to maintain concentration on the spell or effect (no action required). The DC increases by half your rogue level (rounded up). 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. ### Know Thy Enemy *3rd-level Spell Slayer feature* You’ve spent countless hours studying spellcasters of all kinds to ensure you’re never surprised by a spell. You gain proficiency in the Arcana skill if you don’t already have it. In addition, you can use your reaction to make an Intelligence (Arcana) check to identify a spell as it’s being cast. The DC equals 10 + the spell’s level, and you make the check with advantage. ### Stolen Magic *9th-level Spell Slayer feature* You learn not only how to break a caster’s concentration, but to outright steal it temporarily. When you cause a creature to lose concentration on a spell or similar effect, you can use your reaction to cast that spell or create that effect. The new spell save DC equals 8 + your proficiency bonus + your Intelligence modifier. Regardless of the spell’s normal duration, it only lasts until the end of your next turn. Once you use this feature, you can’t use it again until you finish a long rest. \columnbreak
### Arcane Contingency *13th-level Spell Slayer feature* You’ve seen and subjected yourself to countless spell effects to learn how to best defend against them. You gain advantage on any saving throw against a spell you’ve successfully identified. In addition, when you’re subjected to a spell or magical effect that allows you to make a saving throw to take only half damage, you can use your reaction to instead take no damage if you succeed on the saving throw, and only half damage if you fail. Once you use your reaction in this way, you can’t do so again until you finish a long rest. ### Sever the Weave *17th-level Spell Slayer feature* You’ve mastered separating the caster from their most prominent spells. When you deal Sneak Attack damage to a creature, you can force it to make a Wisdom saving throw (DC equals 8 + your proficiency bonus + your Intelligence modifier). On a failed save, the creature immediately loses concentration on any spell or effect it’s concentrating on, and it can’t use features or cast spells that require concentration for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect early on a success. Once you use this feature, you can’t use it again until you finish a long rest.
\pagebreakNum ## Wizard ### School of Secrets Every wizard knows of the eight traditional schools of magic: conjuration, necromancy, evocation, abjuration, transmutation, divination, enchantment, and illusion. But another school believes it holds mastery over all others: the School of Secrets. Why dedicate yourself to one discipline, each with its hidden faults, when you could simply undermine all of them by exposing their darkest secrets? Wizards who follow the teachings of the School of Secrets traditionally fall into one of two camps: servants of Vecna or his bitter enemies. It’s true that the School of Secrets was originally Vecna’s creation, but not even Vecna can keep a secret this good hidden forever. ### Observe Weakness *2nd-level School of Secrets feature* After a lifetime of discovering or prying secrets from people, you’ve magically honed your judgment of others’ character (or lack thereof). As a bonus action, you can size up a creature you can see within 60 feet, learning its two lowest ability scores and any vulnerabilities it has. 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. ### Deceit’s Demise *2nd-level School of Secrets feature* You can tell when someone is withholding information. You gain proficiency in the Insight skill if you don’t already have it. You have advantage on Wisdom (Insight) checks to determine whether someone is lying to you. In addition, you have advantage on any saving throws against effects that compel you to speak the truth. ### Bestow Vulnerability *6th-level School of Secrets feature* You’ve mastered exposing a foe’s secrets, leaving them devastated and vulnerable. As an action, choose one creature you can see within 60 feet of you that can see or hear you. It must succeed on an Intelligence saving throw against your spell save DC or gain a vulnerability to a damage type of your choice. The vulnerability lasts for 1 minute or until it takes damage of that type from you. You can use this feature a number of times equal to your Intelligence modifier, and you regain all expended uses of it when you finish a long rest. \columnbreak
### Absolute Disclosure *10th-level School of Secrets feature* No matter how deeply others keep their darkest secrets locked away, you know how to find the key. You can use an action to compel a creature you can see within 30 feet of you that shares a language with you to reveal a dark secret it holds. The creature makes your choice of a Constitution, Intelligence, Wisdom, or Charisma saving throw against your spell save DC as you shape your argument against its weakness. The creature has advantage on its save if you or your companions are fighting it. If it fails the saving throw, it immediately discloses its darkest secret. After it does so, the creature knows it was forced to disclose a secret to you. ### Expose Secrets *14th-level School of Secrets feature* Everyone has a secret that, if exposed, will utterly ruin their psyche. As an action, you can choose a creature you can see within 60 feet of you. That creature must make a Wisdom saving throw against your spell save DC or become stunned. While stunned in this way, a creature takes 4d6 psychic damage at the end of each turn, after which it can make a Wisdom saving throw to end the stunned effect. The DC of this saving throw equals 30 − the psychic damage dealt that turn by this feature. The effect ends automatically if the creature takes damage from a source other than this feature. Once you use this feature, you can’t do so again until you finish a long rest.
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Backgrounds
\pagebreakNum ## Backgrounds This section presents alternate background features to reflect life in a world where evil runs amok. ### Acolyte One of Vecna’s first decrees as the self-imposed Lord of Toril was to sever the connection between gods and their followers. This understandably decimated the population of acolytes. Now most who remain follow Vecna’s teachings or one of the two major cults in the Sword Coast. **Alternative Feature: Draconic Cultist**. Whether or not you still hold to those beliefs, your experience as a devout follower of Tiamat grants you understanding of their organization and how best to avoid the ire of a dragon. You easily identify other followers of Tiamat and can invoke religious rites to exert influence over lower-ranked cultists. **Alternative Feature: Elemental Cultist**. Whether or not you still hold to those beliefs, your experience in the Cult of the Elder Elemental Eye has granted you the skills to traverse the harshest conditions. You become a natural wilderness guide, skilled in identifying typical dangers (steep cliffs, underwater currents, blistering winds, or forest fires) and valuable resources. ### Charlatans Charlatans of the Doomed Sword Coast haven’t changed much, except in how abundant they now are. In all walks of life, there are always going to be those who lie, cheat, and steal to make it through each day. ### Criminal Criminals thrive throughout the land, stealing from the needy, the needless, and everyone in between. Many have graduated from skulking in the shadows to being an official blackmailer, hired killer, or fence. **Alternative Feature: Freedom Fighter**. The outlaws of this land are the heroes of old who try to save the day or break up the status quo. Your heroics have branded you a criminal in the eyes of Vecna’s laws. If you find yourself in a dire situation, there is still a flicker of hope in the common folk who are willing to aid you or make sacrifices to ensure you succeed. ### Entertainer Tyrants have no tolerance for satirists and jesters. Most entertainers make a living spreading only the messages the overlords approve of. **Alternative Feature: Public Executioner**. You have experience doing macabre work that invokes fear, anger, and sometimes even celebration within the populace. In exchange for doing this dirty work, local authorities give you legal leeway and decent pay. Occasionally your profession can be used to intimidate citizens, lest they become a central piece of your next “performance.” \columnbreak ### Folk Hero The world hardly has enough citizens, let alone those willing to risk becoming a few heroes. The closest to heroes the world has now are a few grizzled survivors or broken has-beens. **Alternative Feature: Folk Villain**. Unlike the rustic hospitality that any folk hero would expect, your past actions strike fear (you would call it “respect”) into the heart of common folk. You can extract tribute and concessions, but go too far and you might have an angry mob on your hands. ### Guild Artisan Many of the established guilds crumbled along with the civilizations that traded their goods. Everything that remains is a crude knockoff of what it used to be, but a few trades are even more coveted than before. **Alternative Feature: Lost Art.** You know how to make something so rare and valuable that people will always offer the most coin, information, supplies, or support they can afford in exchange for your craft. ### Hermit Civilizations became dangerous almost overnight as people were forced from their homes into the wilderness. Some without surviving families became hermits, disconnecting themselves entirely to avoid all the horror. **Alternative Feature: Untouched Haven**. During a period of seclusion, you built or found a natural haven that appears to be entirely undiscovered and untouched by the world’s destruction. It could be a natural grove, cavern, or beachfront where a small settlement could live somewhat comfortably. ### Noble When the forces of evil crept into the high places of the Sword Coast, the ruling class had to decide: make a stand, or align themselves with the new powers? Suffice to say the only nobles still around are those who chose the latter. **Alternative Feature: Advantageous Blackmail**. Thanks to countless schmoozing events and careful conversations, you’ve harvested a network of incriminating secrets. This leverage can be used to gain access to one or more minor nobles in most settlements. Use caution, however; you can only bend someone’s will so much before it snaps back at you. \pagebreakNum ### Outlander Many people believed they could weather an apocalypse, but very few actually had the survival skills and wherewithal to do it. If you find a body in the woods, you can be sure it wasn’t a true outlander. ### Sage Knowledge is power, and Vecna enslaves countless sages to scour the libraries of the Sword Coast for it. Others use their scholarly training to bury snippets of information that the Whispered One doesn’t know, hoping to one day use that information against him somehow. ### Sailor Some sailors were among the first to raise anchor and leave the Sword Coast for brighter shores. Others learned sailing because a crew won’t take on freeloaders. ### Soldier The Sword Coast’s armies were fundamentally ill-equipped for Tiamat or Vecna’s return. How does your standard soldier stand toe-to-toe with a dragon or undead horde? They don’t. Most soldiers that remain are deserters or are still fighting a war they lost years ago. **Alternative Feature: Forged in Darkhold**. Years of deliberate training, honing your mind and body into a weapon to be used against the Zhentarim’s foes, have prepared you for the doomed world. When spotting enemy forces from afar, you can anticipate what their strategy might entail and plan suitable countermeasures. Outside of battle, while in Zhentarim-owned settlements, you have significant freedom to do as you please, provided it doesn’t clash with other Zhents. ### Urchin Even cities teeming with undead still have people who escape daily notice, rummaging through the streets and alleyways. **Alternative Feature: Shared Strife**. Your experiences on the harsh streets taught you that urchins survive only by sharing warnings with one another. You can communicate with fellow urchins to uncover the most significant cause of unhappiness in the area and key information about it
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Doomed Forgotten Realms
People love to flex their creative muscles while composing new homebrew content. More often than not, the inspiration for you homebrew comes from another source. Sometimes significantly. Other times just as a spark. What is important for the community is that you share your sources of inspiration. This back cover can serve as an easy to find, easy to read place for you to do just that. So go ahead, remove this chunk of copy and tell everyone who inspired you. Cover Art: [A_True_Khaleesi](https://creator.nightcafe.studio/u/a_true_khaleesi)
When you're ready to share with the community, don't forget to mark your document as public so people can find it in the [GM Binder Search](https://www.gmbinder.com/search)
[WWW.GMBINDER.COM](https://www.gmbinder.com)
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## Yadi's Thanks