The Accursed, Volume Two: Horror Themed and Cursed Subclasses for 5e D&D

by CassBrews

Search GM Binder Visit User Profile

The Accursed, Volume Two: 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 second volume provides a further selection of subclasses for those who want a more terrifying bent to their character.

Artificer Specialist: Stitcher

A Stitcher is an artificer who pursues the creation of life. However, in their pursuit, stitchers produce horrifying, malformed creations, a far cry from a living being. Sometimes called necro-alchemists, these artificers stitch together corpses with the hope of producing a new life, though none has ever been successful.

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.

Stitcher Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Stitcher Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Stitcher Spells

Artificer Level Stitcher Spells
3rd False Life, Inflict Wounds
5th Ray of Enfeeblement, Wither and Bloom
9th Animate Dead, Lightning Bolt
13th Blight, Death Ward
17th Danse Macabre, Negative Energy Flood

Cobbled Corpse

By 3rd level, you've combined corpses and imbued them with a semblance of life: a cobbled corpse. It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Cobbled Corpse stat block, which uses your proficiency bonus (PB) in several places. You determine the corpse's appearance; your choice has no effect on its game statistics.

In combat, the corpse shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the corpse can take any action of its choice, not just Dodge.

If the corpse has died within the last hour, you can use your leatherworker's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The cobbled corpse returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new cobbled corpse if you have leatherworker's tools with you, and access to at least two corpses, one of which must be Medium or larger. If you already have a corpse from this feature, the first one immediately perishes. The corpse also perishes if you die.

Empowered Corpse

At 5th level, you've empowered the corpse's existing parts, granting it the following benefits:

  • Its movement speed increases by 10 feet.
  • When you command it to take the Attack action, it can make two attacks.

Stitched Enhancements

At 9th level, you've stitched additional parts onto the corpse. Choose one of the following options:

  • Additional Arms. You've stitched 2 additional arms onto the corpse. These additional arms can only be used to grapple other creatures. When the corpse takes the Attack action, it can attempt to grapple a creature as a bonus action.
  • Grafted Armor. You've attached armor plates onto sections of the corpse. It gains a +1 bonus to Armor Class.
  • Resilient Form. You've coated portions of the corpse with a layer of more resilient skin. The corpse gains resistance to acid, cold, and fire damage.
  • Surging Body. The electricity that gives your corpse life now arcs across its body. When the corpse uses its Meat Shield reaction and takes damage from a melee attack, the attacker suffers 2d4 lightning damage.

When you level up, you may swap the option you chose for a different one.

Stitched Perfection

At 15th level, the corpse has become enhanced to the peak of your capabilities. Choose one of the following options:

  • Enhanced Generator. You've reconstructed the generator that keeps the corpse animated with electricity, invigorating it. The damage dice of its Slam attack increases to 1d8, and the lightning damage it deals while Overcharged increases to 2d8.
  • Hulking Form. You've reconstructed the corpse with larger parts. Its size becomes Large, and its hit point total increases by 20.
  • Implanted Weapon. You've replaced one of the corpse's primary hands with a large blade, and strengthened its body to compensate. Its Strength score becomes 20, and it gains the Implanted Blade action:

Implanted Blade. Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target you can see. Hit: 1d12 plus PB slashing damage.

  • Stitched Wings. You've grafted twisted wings onto the corpse, granting it a flying speed equal to its walking speed.

Cobbled Corpse

Medium undead


  • Armor Class 10 plus PB (natural armor)
  • Hit Points 5 + your Intelligence modifier + 5 times your artificer level (the corpse has a number of Hit Dice [d10s] equal to your artificer level)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
16 (+3) 7 (-2) 20 (+5) 2 (-4) 4 (-3) 10 (+0)

  • Saving Throws Str +3 plus PB, Con +5 plus PB
  • Skills Athletics +3 plus PB, Intimidation +0 plus PB x 2
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses darkvision 60 ft., passive Perception 7
  • Languages understands the languages you speak
  • Proficiency Bonus (PB): equals your bonus

Undead Fortitude (1/day). If damage reduces the corpse to 0 hit points, it can make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the corpse drops to 1 hit point instead. On a failure, this feature is not expended.

Actions

Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d6 + PB bludgeoning damage.

Bonus Actions

Overcharge (3/day). The electricity that animates the corpse surges with power. The corpse takes 2d4 lightning damage, and until the end of its turn, its melee attacks deals an additional 1d6 lightning damage.

Reactions

Meat Shield. When a creature within 5 feet of the corpse is targeted by an attack, the corpse can use its body to block the blow. Before the attack roll is made, the corpse can use its reaction to become the target of the attack. If the attack hits, the damage dealt to the corpse is halved.

Barbarian Primal Path: Path of the Haunted

Barbarians of the Path of the Haunted are, as the name implies, haunted by a malevolent force. Their rage is instead a possession, losing control of their body to the evil that plagues them.

Possessing Rage

Starting when you choose this path at 3rd level, when you go into a rage, you become possessed by a supernatural force. While raging, you gain the following benefits:

  • When you enter your rage, each creature within 15 feet of you that can see or hear you must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier), or take 1d12 cold or necrotic damage (choose each time you rage) and become frightened of you until the start of your next turn. This damage increases at 5th level (2d12), 11th level (3d12), and 17th level (4d12).
  • As a bonus action, you can choose a creature within 15 feet of you that you can see. If the creature can see or hear you, it must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier). On a failure, the creature is frightened of you until the start of your next turn.
  • When you deal damage with an attack using Strength, you can choose for the attack to deal cold or necrotic damage, instead of its normal damage type. You choose the damage type each time you deal damage.

Haunted Visage

At 3rd level, you bear signs of your haunting, a terrifying reminder to those around you. You gain a bonus to Charisma (Intimidation) checks equal to your Constitution modifier (minimum of +1).

Prey on Fear

Starting at 6th level, the entity that possess you delights in hunting those terrified of it. When you deal damage to a creature that is frightened of you with an attack using Strength, you can choose to end the frightened condition on it. If you do, it suffers additional cold or necrotic damage (choose each time you use this feature) equal to your barbarian level plus your Constitution modifier (minimum of +1).

You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.

Malevolent Grasp

At 10th level, the entity that possess you supplements your limited form with its own limbs. When you take the Attack action while raging, your reach is increased by 10 feet for those attacks.

Manifest Haunting

Beginning at 14th level, when you enter a rage, you can force the entity possessing you to partially manifest, floating behind you and bolstering your power. While the entity is manifested, you gain the following benefits:

  • You gain a flying speed equal to your walking speed and can hover.
  • You can frighten creatures that are immune to the frightened condition. A creature not immune to the frightened condition has disadvantage on its saving throw.
  • Any melee attack roll you make against a creature frightened of you is a critical hit on a roll of 19 or 20 on the d20.

Once you've used this feature, you cannot do so again until you finish a long rest, unless you expend a second use of your Rage feature when you enter a rage to use it again.

Bardic College: College of Puppetry

Bards pursue many different forms of art, be it spoken, written, or performed. Others, however, channel their creativity through the visual or physical arts, such as painting or sculpting. Therein is found the College of Puppetry, a bardic college dedicated to the creation and manipulation of dolls and marionettes. However, beneath the somewhat innocuous exterior, the College of Puppetry is truly about one thing: control.

Bonus Proficiencies

When you join the College of Puppetry at 3rd level, you gain proficiency with woodcarver's tools.

Marionette

At 3rd level, you've carved your own marionette, suitable to channel your arcane magic. The marionette looks however you choose, is a Tiny object with an AC of 14 + your proficiency bonus, hit points equal to twice your bard level, and immunity to all conditions. It is connected by near invisible wires to its cross brace. To see these wires, a creature can use its action to inspect the marionette and must succeed on an Intelligence (Investigation) check against your spell save DC.

As a bonus action while holding the cross brace, you may expend a use of your Bardic Inspiration to animate the marionette. While animated, the marionette can hear and see, and it has darkvision with a range of 60 feet. The marionette can telepathically share with you what it sees and hears (no action required).

Whenever you cast a spell on your turn, you can cast it as if you were in the marionette's space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

As a bonus action, you can cause the marionette to move up to 30 feet to an unoccupied space that you or it can see. It can move through the space of hostile creatures that are larger than it, though it cannot end its turn in the same space as one.

The marionette stops being animated if it is ever more than 1,000 feet away from you, if someone casts Dispel Magic on it, if the cross brace is destroyed, if you die, if you stop animating the marionette as a bonus action, or you finish a long rest.

If the marionette is ever destroyed, you can create a new one with 1 hour of work using your woodcarver's tools. This can be done as part of a short or long rest.

Flesh Bound Puppet

At 6th level, you gain the ability to puppet living beings, using your cross brace to marionette them. As an action, you may expend a use of your Bardic Inspiration to attempt to control a Large or smaller creature within 5 feet of your marionette. The creature must succeed on a Wisdom saving throw against your spell save DC, or become controlled by you. Your marionette attaches to the creature and moves with it.

You may immediately cause the creature to move up to half its movement speed and either interact with an object or make a single attack against a creature or object within its range. The effect then ends. When the effect ends, your marionette falls off, and occupies the nearest available space.

Puppet Master's Will

At 14th level, your ability to manipulate and control others vastly expands. Your Flesh Bound Puppet feature can target creatures of Huge or smaller size.

Additionally, when a creature fails its Wisdom saving throw against your Flesh Bound Puppet feature, instead of causing the creature to act briefly and immediately, you can choose to prolong your control. Your control lasts for 1 minute, until your concentration is broken (as if concentrating on a spell), or until your marionette is reduced to 0 hit points. On each of the creature’s turns, you choose how it moves and what actions and bonus actions it takes. To make the creature take a reaction, you must also use your reaction. A creature affected by this ability controls its own legendary actions and resistances. If the creature uses a legendary action, it must make a Wisdom saving throw. On a failure, the legendary action doesn't occur, though it doesn't expend any legendary actions. A creature controlled by this feature cannot be forced to attack itself.

Once you've used this feature, you cannot do so again until you finish a long rest.

Cleric Divine Domain: Agony Domain

The Agony Domain revels in pain, be it their own or others. They delight in inflicting torture and suffering on others, all in service of their god. Clerics of this domain believe that there is ecstasy in agony, and they only wish to share it with everyone they meet.

Agony Domain Spells

Cleric Level Spells
1st Dissonant Whispers, Hex
3rd Cloud of Daggers, Tasha's Mind Whip
5th Bestow Curse, Life Transference
7th Elemental Bane, Phantasmal Killer
9th Enervation, Synaptic Static

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with martial weapons and heavy armor.

Potent Suffering

Starting at 1st level, the pain you inflict lasts, even after the source is gone. When you deal damage to a creature with a weapon attack or a spell with a duration of instantaneous, you can choose to extend its suffering. At the start of its next turn, it suffers 1d4 damage of the same type it took from the triggering attack or spell. This damage increases at 5th level (2d4), 11th level (3d4), and 17th level (4d4).

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Agonizing Pain

At 2nd level, you can use your Channel Divinity to torment your enemies with immense pain.

As an action, you present your holy symbol, and choose a creature you can see within 30 feet of you. The creature must make a Constitution saving throw. On a failure, the creature is wracked with crippling pain for 1 minute. Its movement speed is halved and it has disadvantage on attack rolls and ability checks. At the end of each of its turns, the creature can repeat its Constitution saving throw, ending the effect on a success.

Sweet Torment

Starting at 6th level, you are invigorated by the suffering of others. When you hit a creature with a spell attack roll or it fails its saving throw against a spell of 1st-level or higher that includes a damage roll, you can regain hit points equal to the expended spell's level plus your Wisdom modifier (minimum of +1).

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Unending Agony

At 17th level, the pain you inflict will slowly deteriorate the mind and body of any who suffer it. Whenever a creature fails its saving throw against Agonizing Pain, it takes psychic damage equal to your half your cleric level (rounded down) plus your Wisdom modifier (minimum of +1).

Druid Circle: Circle of Shadows

In corrupted lands and darkened realms, where nature no longer thrives, some druids turn to embrace what remains. The Circle of Shadows are at home in the darkness, connecting to and shaping it. Stalking through the darkness, they take on the forms of shadowy beasts, ambushing their prey and dragging them back into the gloom.

Circle Spells

When you join this circle at 2nd level, you have formed a bond with the shadows around you Your connection grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Shadows 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.

Circle of Shadows Spells

Druid Level Spells
2nd Arms of Hadar, Inflict Wounds
3rd Darkness, Wither and Bloom
5th Summon Shadowspawn, Vampiric Touch
7th Greater Invisibility, Shadow of Moil
9th Creation, Enervation

Shadow's Eyes

At 2nd level, you're connection to the shadows has enhanced your sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Umbral Form

At 2nd level, you can wrap yourself in shadow, taking on an Umbral Form. As a bonus action, you can expend a use of your Wild Shape feature to take on your Umbral Form. The form appears as you choose, though it is always a shadowy, quadrupedal creature, and uses the statistics below, which uses your proficiency bonus (PB) in several places. Your Umbral Form still follows the normal rules for Wild Shape.

Umbral Empowerment

At 6th level, the power of your Umbral Form has grown. Your attacks while transformed are considered magical weapons with a +1 bonus to attack and damage rolls. This bonus increases to +2 at 10th level, and +3 at 14th level. Whenever you take the Attack action while in your Umbral Form, you may make one Bite attack and one Claw attack.

Shadow Jaunt

At 10th level, you gain the ability to traverse through the darkness and shadows with ease. As a bonus action, you can teleport up to 60 feet to an unoccupied space you can see. Both the space you teleport from and the space you teleport to must be in dim light or darkness. You may also use this ability to teleport between two shadows. Immediately after teleporting, you have advantage on the next attack roll you make.

When you use this ability in your Umbral Form, if your next attack after teleporting hits a creature, the creature suffers an additional 2d6 necrotic damage.

Grand Umbra

At 14th level, the embrace of darkness has vastly empowered your Umbral Form. While transformed, you gain the following benefits:

  • When you transform, you gain temporary hit points equal to twice your druid level. Your size is Large and you have immunity to necrotic damage.
  • Whenever you take the Attack action while in your Umbral Form, you may make one Bite attack and two Claw attacks.
  • When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
  • You may cast the spells from your Circle Spells feature while transformed. When you cast one of them as an action, you may make one Bite or Claw attack as a bonus action.

Umbral Form

Medium Monstrosity


  • Armor Class 14 plus PB (natural armor)
  • Hit Points 20 + five times your druid level
  • Speed 50 ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 18 (+4) - - -

  • Saving Throws Dex +4 plus PB
  • Skills Athletics +1 plus PB, Stealth +4 plus PB x 2
  • Damage Resistances necrotic; bludgeoning, piercing, and slashing while in dim light or darkness
  • Senses darkvision 120ft.

Actions

Bite. Melee Weapon Attack: +4 plus PB to hit, reach 5ft., one target. Hit: 1d6 + 4 piercing damage plus 2d4 necrotic damage. If the target is a creature, it must succeed on a Strength saving throw (DC equal to 13 + your PB) or be knocked prone.

Claw. Melee Weapon Attack: +4 plus PB to hit, reach 10ft., one target. Hit: 1d10 + 4 slashing damage.

Fighter Martial Archetype: Demonic Warrior

Be it through demonic bloodline, a fiendish pact, or exposure to the Abyss, a Demonic Warrior is a fighter suffused with demonic magic. A terror on the battlefield, these fighters bring the chaos of the Abyss to bear against their enemies.

Abyssal Aura

At 3rd level, you're able to bring forth the power of the Abyss via a roiling aura of chaos. As a bonus action, you can activate the aura, which extends from you 5-feet in all directions. Roll on the Abyssal Aura table to determine the aura's effects. The aura affects each creature of your choice that enters the area for the first time on a turn or that starts its turn in the area. The DC for the aura is 8 + your proficiency bonus + your Strength modifier.

Abyssal Aura

d8 Effect
1 Acid. A creature must make a Dexterity saving throw, taking 1d6 acid damage on a failure, or half as much damage on a success. On a failure, a creature also takes a penalty to its Armor Class until the start of its next turn. The penalty is equal to half your proficiency bonus (rounded down).
2 Cold. A creature must make a Constitution saving throw, taking 1d6 cold damage on a failure, or half as much damage on a success. On a failure, a creature also has its speed reduced by a number of feet equal to 5 times your proficiency bonus until the start of its next turn.
3 Fire. A creature must make a Dexterity saving throw, taking 1d6 fire damage on a failure, or half as much damage on a success. On a failure, a creature suffers additional fire damage equal to your proficiency bonus.
4 Lightning. A creature must make a Dexterity saving throw, taking 1d6 lightning damage on a failure, or half as much damage on a success. On a failure, a creature cannot take reactions until the start of its next turn.
5 Necrotic. A creature must make a Constitution saving throw, taking 1d6 necrotic damage on a failure, or half as much damage on a success. On a failure, a creature cannot regain hit points until the start of its next turn.
6 Poison. A creature must make a Constitution saving throw, taking 1d6 poison damage on a failure, or half as much damage on a success. On a failure, a creature is also poisoned until the start of its next turn.
7 Psychic. A creature must make a Wisdom saving throw, taking 1d6 psychic damage on a failure, or half as much damage on a success. On a failure, a creature takes a penalty to the next attack roll it makes before the start of your next turn. The penalty is equal to your proficiency bonus.
8 Thunder. A creature must make a Constitution saving throw, taking 1d6 thunder damage on a failure, or half as much damage on a success. On a failure, a creature is also knocked prone.

The aura lasts for 1 minute, until you're incapacitated, or until you end it as a free action.

You can use this feature a number of times equal to your proficiency bonus, and 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.

The damage of the aura's effects and the aura's range increases at 5th level (2d6, 10 feet), 11th level (3d6, 15 feet), and 17th level (4d6, 20 feet).

Abyssal Presence

At 7th level, your presence is like that of a balor, terrifying to behold for those with a weak will. You gain a bonus to Charisma (Intimidation) checks equal to your Strength modifier.

Additionally, as an action, you can make a Charisma (Intimidation) check against a creature you can see that isn't incapacitated, contested by the target's Wisdom (Insight) check. On a success, the creature is frightened of you for 1 minute, until you successfully use this feature against a different target, or until you are the creature can no longer see you. The creature you target must be able to see or hear you.

Infused Strikes

By 10th level, the power of your Abyssal Aura also infuses the weapons you wield. When you hit a creature with an attack roll while your Abyssal Aura is active, you can choose for all of the damage of the attack to deal the same type of damage as your aura's current effect. Once per turn, when you change the damage type of an attack in this way, you may deal an additional 1d6 damage of the appropriate type.

This extra damage increases to 2d6 at 18th level.

Willful Chaos

At 15th level, you have greater control over your Abyssal Aura's effect. When you roll on the Abyssal Aura table, you may roll twice and use either number.

Chaos Warp

At 18th level, the burst of Abyssal energy that accompanies your aura can allow you to quickly travel through the Abyss to appear somewhere new. When you use your bonus action to activate your Abyssal Aura, you can choose to teleport to a point you can see within 60 feet before you roll for the aura's effect.

Monastic Tradition: Way of the Werebeast

Monks who practice this monastic tradition are lycanthropes or others with similar afflictions who wish to be able to control their curse, while still utilizing its benefits. Through intense focus and force of will, these monks are able to control the beast that rages within them. However, one slip up is all it takes for the chains to shatter.

Bestial Strength

At 3rd level, you've learned to control your supernatural strength. You may use your Strength, instead of Dexterity, for your Unarmored Defense, Martials Arts, and Deflect Missiles features.

Werebeast Transformation

At 3rd level, you can transform into your bipedal werebeast form. You choose what the form looks like when you gain this feature. As a bonus action, you can transform. While transformed, you are able to speak, but anything you are wearing or carrying meld into your new form, and you cannot perform the somatic components of spells. Additionally, you gain the following benefits:

  • Beastial Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons.
  • Enhanced Senses. You have advantage on Wisdom (Perception) checks.
  • Feral Armaments. Your unarmed strikes deal bludgeoning, piercing, or slashing damage (your choice). Once per turn, when you deal damage to a creature with an unarmed strike, you can attempt to knock it to the ground. The creature must make a Strength saving throw against your ki save DC or be knocked prone.

Your transformation lasts 10 minutes, until you revert to your normal form as a free action, until you are reduced to 0 hit points, or until you lose concentration (as if concentrating on a spell). If you would lose concentration on your transformation, you lose control of the monster within. You must immediately move up to your movement speed and take the Attack action against the nearest friendly creature, as you prey on the least suspecting creature. This movement does not provoke attacks of opportunity. If multiple allies are equally close to you, roll randomly to determine your target.

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 3 ki points to use this feature again.

Beastial Rampage

At 6th level, the beast inside you hungers for blood. When you reduce a creature to 0 hit points on your turn, you may move up to your movement speed and make an unarmed strike against a different creature. You cannot do so more than once per turn.

Slake the Hunger

By 11th level, you have the control to slacken the chains on your beast, allowing it to feast. When you reduce a creature to 0 hit points, if it is not a construct or undead, you can expend up to 3 ki points to eat of its body. You regain hit points equal to a number of rolls of your Martial Arts die equal to the number of ki points you expended, plus your Wisdom modifier (minimum of +1). You must choose to use this ability before you choose to use Beastial Rampage.

Once you've used this feature, you cannot do so again until you finish a short or long rest.

Exalted Werebeast

At 17th level, your control over the beast within you allows you to takes its power to greater heights. When you transform using Werebeast Transformation, you may expend 5 ki points to transform into the true representation of the monster within you. You gain the following benefits:

  • If you are smaller than Large, you become Large. If you lack the room to become Large, your size doesn't change.
  • You have resistance to bludgeoning, piercing, and slashing damage.
  • You have advantage on Strength checks and Strength saving throws.
  • When you deal damage with an unarmed strike, it deals an additional 1d6 damage of the same type.
  • You have advantage on attack rolls against any creature if at least one of the your allies is within 5 feet of the creature and the ally isn't incapacitated.
  • Your movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce your speed nor cause the you to be paralyzed, restrained, or stunned.

Paladin Sacred Oath: Oath of Slaughter

The Oath of Slaughter is carried only by those most dedicated to death and destruction. Paladins of this oath live only for carnage, be it to please the deity they follow, to appease an otherworldly master, or simply because they enjoy the bloodshed. Merciless and ceaseless, to fight a paladin of the Oath of Slaughter is to offer yourself upon their altar of butchery.

Tenets of Slaughter

A paladin who takes this oath has the tenets of slaughter permanently marked upon their flesh, a reminder of what they've committed themselves to.

Butcher the Weak. Those of fragile mind and body should not live. Only those with the strength to survive deserve to.

Kill to Live. By slaying those stronger than you, you prove your right to continue living. Cut down all who oppose you. Prove your strength.

Until the Work is Done. Your task will never be over. Continue to create carnage until you can create no more. Only then may you die.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Slaughter Spells

Paladin Level Spells
3rd Hunter's Mark, Inflict Wounds
5th Shadow Blade, Spiritual Weapon
9th Haste, Spirit Guardians
13th Shadow of Moil, Sickening Radiance
17th Conjure Volley, Steel Wind Strike

Channel Divinity

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

  • Cleaving Strike. You can use your Channel Divinity to augment your strength, allowing you to swiftly cut down those around you. When you reduce a creature to 0 hit points with a melee weapon attack, you can use your Channel Divinity to cleave through them. You may make a new attack roll against another creature within your reach. If the attack reduces that creature to 0 hit points, you can continue making attack rolls against creatures within your reach until an attack doesn't reduce a creature to 0 hit points.
  • Invigorating Carnage. You can use your Channel Divinity to empower yourself with the blood of your enemies. When you score a critical hit against a creature with a melee weapon attack, you can use your Channel Divinity to regain hit points equal to twice your paladin level and gain advantage on the next weapon attack you make before the end of your next turn.

Aura of Death

At 7th level, you emit an aura of impending death while you aren't incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

At the start of each of your turns, you may choose a damage type. A number of creatures of your choice within the aura up to your Charisma modifier (minimum of 1) lose resistance to that damage type, or become resistant if they are normally immune. This effect lasts until you choose a different damage type or the creature is no longer in your aura's range.

At 18th level, the range of this aura increases to 30 feet.

Ravaging Blows

At 15th level, your strikes can land with even more devastating power. You can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

Avatar of Slaughter

At 20th level, you can become a near perfect killer for a short time. As a bonus action, you gain the following benefits for 1 minute:

  • Your melee weapon attacks deal additional damage equal to your Charisma modifier (minimum of +1).
  • When you take the Attack action on your turn, or use your reaction to make an attack of opportunity, you may make one additional melee weapon attack.
  • Once per round, you can use Cleaving Strike or Invigorating Carnage without expending your use of Channel Divinity.

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 Conclave: Revenant Conclave

Empowered by their hatred and desire for vengeance, rangers of this Conclave have risen from the dead. Rangers of the Revenant Conclave are akin to paladins who have sworn an Oath of Vengeance: relentless trackers hellbent on getting revenge for themselves or others. The ire of a member of the Revenant Conclave is strong enough to preserve their life, even when they should otherwise die. However, with such power comes a single minded focus, one that can often lead to tragedy.

Curse of Vengeance

At 3rd level, you've gained the ability to focus your ire on one creature, allowing you to pursue it relentlessly. As a bonus action, choose one creature you can see within 60 feet of you. The target is cursed for 1 hour. The curse ends early if the target dies, you die, you are incapacitated, you use this feature again, or you lose concentration (as if concentrating on a spell). Until the curse ends, you gain the following benefits:

  • You deal an extra 1d8 damage to the target whenever you hit it with a weapon attack.
  • Once per turn, when you hit the creature with a weapon attack, you can reduce its movement speed by 15 feet until the end of its next turn.
  • You have advantage on any Intelligence (Investigation), Wisdom (Perception), or Wisdom (Survival) check you make to find the creature.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Revenant Magic

At 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Revenant Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Revenant Spells

Ranger Level Spell
3rd False Life
5th Branding Smite
9th Spirit Shroud
13th Locate Creature
17th Hold Monster

Touched By Death

Also at 3rd level, your time spent dead has altered you. You gain the following benefits:

  • You have resistance to necrotic and poison damage, and advantage on saving throws against poison.
  • You don't need to eat, drink, or breathe.
  • You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.

Vengeful Glare

Beginning at 7th level, you can channel your hatred towards a creature through a single look. As an action, you can force a creature affected by your Curse of Vengeance that you can see to make a Wisdom saving throw against your ranger spell save DC. On a failure, the target is paralyzed for a number of rounds equal to half your proficiency bonus (rounded up). When the paralysis ends, the target is frightened of you for 1 minute. The frightened creature can make a WIsdom saving throw at the end of each of its turns, with disadvantage if it can see you, ending the frightened condition on itself on a success.

Once you've used this feature, you cannot do so again until you finish a short or long rest.

Unstoppable Hatred

At 11th level, your need for vengeance can keep you going in the most dire of situations. When you are reduced to 0 hit points, you can choose to drop to 1 hit point instead. You can only use this feature if a creature is currently under the effect of your Curse of Vengeance.

Once you've used this feature, you cannot do so again until you finish a long rest.

Tireless Revenge

At 15th level, you will get the vengeance you seek, no matter what. The extra damage of your Curse of Vengeance increases to 1d10, and whenever you reduce the target to 0 hit points, you can regain a number of hit points equal to half your ranger level (rounded down) plus your Wisdom modifier (minimum of +1).

Roguish Archetype: Skinshifter

With the ability to change their face on a whim, you never know if a skinshifter rogue is in your presence. Be it through genetics, like that of a changeling, or some sort of accident, these rogues now have the ability to reshape their body as they see fit.

Skinshifting

When you choose this archetype at 3rd level, you gain the ability to manipulate your flesh at will. As a bonus action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight and can change your size between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of an individual you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die.

Additionally, you can perfectly recreate the appearance and voice of any creature, as long as you have spent at least 10 minutes observing them.

Shifter's Deceit

Also at 3rd level, your time spent in other's skin has made you an expert at pretending to be what you're not. You gain proficiency in the Deception and Persuasion skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Ambush Predator

Starting at 9th level, you know to strike when your target is least expecting it. When you are transformed with the appearance of another creature you have observed, you can attempt to get a creature to let its guard down.

As an action, choose a creature within 30 feet of you. If it is familiar with the creature who you are impersonating, you can force it to make a Wisdom (Insight) check contested by your Charisma (Deception) check. If the creature fails, it fully believes you to be that creature, until proven otherwise. The first time within the next minute you make an attack roll against that creature, it has advantage, and if you use Sneak Attack, its damage is increased by a number of d6s equal to your proficiency bonus. If the creature succeeds, the creature knows that something is amiss about you, but not necessarily that you are an imposter.

Once you've used this feature, you cannot do so again until you finish a short or long rest. Additionally, you cannot use this feature against the same target with the same skinshifted appearance ever again.

Horrifying Visage

At 13th level, you can use your skinshifting to terrify those around you. As an action, you can rapidly take on grotesque appearances and horrifying forms. Each creature of your choice within 30 feet of you must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier). On a failure, a creature takes psychic damage equal to half the number of Sneak Attack dice for your level (round up), and is frightened for 1 minute. On a success, a creature takes half as much damage and isn't frightened. A frightened creature can repeat its saving throw at the end of each of its turns, ending the effect on a success.

Using this trait reveals your shapeshifting nature to any creature within 30 feet that can see you. Once you use this feature, you can’t use it again until you finish a short or long rest.

Uncanny Mimic

At 17th level, your skinshifting has evolved, allowing you to absorb the memories and forms of other creatures. As an action, you can touch a humanoid creature that has died in the last minute, absorbing some of its essence.

When you use your bonus acting to skinshift, you can choose to use an essence you have absorbed. When you do so, you consume it, transforming into that creature. This special transformation lasts until you finish a long rest, or you skinshift into a different form.

While you're transformed, you gain access to all information that the humanoid would freely share with a friend, as well as the events they experienced in the last 3 days.

You can hold a number of these essences equal to your Charisma modifier (minimum of 1).

Sorcerous Origin: Infernal Bloodline

You are infused with the fiery power of the Hells. Perhaps you have a devil in your lineage, or your family has long served one of the Lords of the Nine. Regardless of how you obtained your gift, this power now courses through your veins, giving you command over the fires of Baator.

Infernal Magic

You learn additional spells when you reach certain levels in this class, as shown on the Infernal 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 evocation spell from the sorcerer, warlock, or wizard spell list.

Infernal Spells

Sorcerer Level Spells
1st Burning Hands, Command
3rd Heat Metal, Suggestion
5th Fireball, Stinking Cloud
7th Charm Monster, Wall of Fire
9th Infernal Calling, Modify Memory

Tongue of the Hells

At 1st level, your connection to the Hells gives you an otherworldly presence. You can speak, read, and write Infernal.

Additionally, whenever you make a Charisma (Deception), Charisma (Intimidation), or Charisma (Persuasion) check, you can roll a d4 and add it to the check's total. You can do so after seeing the initial roll but before any of the roll's effects occur.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Hell's Presence

Also at 1st level, you can channel the authority of a devil through your spells. Whenever you cast a spell using a spell slot of 1st-level or higher, you can choose a creature within 30 feet feet of you that was not a target of the spell. The creature must make a Wisdom saving throw against your sorcerer spell save DC. On a failure, they are either charmed or frightened of you (your choice) until the end of your next turn.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Hellfire

Starting at 6th level, the arcane fire you conjure burns almost as hot as hellfire. Whenever you cast a spell that includes a fire damage roll, you gain a bonus to the roll equal to your Charisma modifier (minimum of +1). Spells you cast ignore resistance to fire damage.

At 14th level, spells you cast treat immunity to fire damage as resistance.

Infernal Form

At 14th level, you've developed a constitution similar to that of a devil. You gain resistance to cold and fire damage, and immunity to poison.

At 18th level, you gain immunity to fire damage. Additionally, you can manifest a pair of leathery wings. As a bonus action, you can manifest these wings, which give you a flying speed equal to your walking speed.

You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Infernal Contract

Beginning at 18th level, you gain the ability to form minor infernal contracts with other creatures, granting you additional power for each creature bound to you. Over the course of 1 hour, you can bind a willing creature other than yourself under contract, granting it additional power at a cost. A creature can make one of the following contracts:

  • Aptitude. You enhance one of a creature's skills, to the detriment of another. The creature chooses a skill that they are proficient in. The creature's proficiency bonus is doubled for any ability check they make that uses that skill. The skill they choose cannot already be benefiting from Expertise or a Ranger's Canny feature. The creature also choses another skill that they are proficient with. They lose proficiency in that skill.
  • Brawn. You enhance a creature's physical might, making it much stronger, at the cost of manual dexterity. The creature's Strength score increases by 2, as does its maximum for that score. Its Dexterity score is reduced by 2, as is its maximum for that score.
  • Celerity. You enhance a creature's agility, making it much more agile, at the cost of physical strength. The creature's Dexterity score increases by 2, as does its maximum for that score. Its Strength score is reduced by 2, as is its maximum for that score.
  • Comprehension. You enhance a creature's mind, allowing it to retain more information, at the cost of physical health. The creature's Intelligence score increases by 2, as does its maximum for that score. Its Constitution score is reduced by 2, as is its maximum for that score.
  • Endurance. You enhance a creature's physical body, making it much hardier, at the cost of mental acuity. The creature's Intelligence score increases by 2, as does its maximum for that score. Its Constitution score is reduced by 2, as is its maximum for that score.
  • Magic. You enhance a creature's magical capabilities, at the cost of their physical health. The creature gains an additional spell slot of a level of their choice that they have access to. This slot cannot be of 6th level or higher. The creature's hit point maximum is reduced by an amount equal to 5 times the level of the spell slot gained.
  • Personality. You enhance a creature's personality, allowing it to carry conversation better, at the cost of understanding. The creature's Charisma score increases by 2, as does its maximum for that score. Its Wisdom score is reduced by 2, as is its maximum for that score.
  • Sagacity. You enhance a creature's awareness, making it much better at listening and understanding, at the cost of its personality. The creature's Wisdom score increases by 2, as does its maximum for that score. Its Charisma score is reduced by 2, as is its maximum for that score.

Regardless of what contract a creature makes, it lasts until you or the other creature dies. Alternatively, you can perform an hour long ritual with the creature to unbind its contract. When a contract is ended, a creature loses all benefits and penalties from their contract. A creature can only be under one contract from this feature at a time.

When you form a contract with a creature, choose either Hit Points or Sorcery Points. If you choose hit points, your maximum hit points increase by 3 until that contract is ended. If you choose sorcery points, your sorcery point maximum is increased by 1 until that contract is ended.

You can have a number of creatures under contract equal to your Charisma modifier (minimum of 1).

Warlock Otherworldly Patron: The Hunger

You have made a pact with a being of pure hunger, an entity that wants for nothing but to consume all. Such entities are not necessarily malevolent, and may not even be aware of a warlock who has made a pact with them, existing on such a vast and cosmic scale, like a Great Old One. Regardless of circumstance, you are able to draw magic from it, allowing you to utilize its hunger for your own ends.

Expanded Spell List

The Hunger 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.

The Hunger Expanded Spells

Spell Level Spells
1st False Life, Inflict Wounds
2nd Silence, Wither and Bloom
3rd Bestow Curse, Life Transference
4th Evard's Black Tentacles, Vitriolic Sphere
5th Cloudkill, Insect Plague

Destructive Hunger

At 1st level, you can call forth your patron's ravenous hunger, potentially sating yourself. When you hit a creature with an attack, or it fails its saving throw against a warlock spell you cast that includes a damage roll, you may choose tap into your patron's hunger. The creature takes an additional 2d6 necrotic damage. If the attack or spell reduces the creature to 0 hit points, you regain hit points equal to your warlock level plus your Charisma modifier (minimum of 1). You may only use this ability once per turn.

You have a number of uses of this feature equal to your proficiency bonus, and regain all expended uses when you finish a long rest. You can recover a number of expended uses equal to half your proficiency bonus (rounded down) when you finish a short rest. Once you've recovered uses in this way, you cannot do so again until you finish a long rest.

The damage of this feature increases at 5th level (3d6), 10th level (4d6), and 15th level (5d6).

Spell Devourer

At 6th level, you can channel your patron's hunger to devour another creature's magic. When a creature you can see within 60 feet of you casts a spell, you can use your reaction to attempt to consume it. The creature must make a Charisma saving throw against your warlock spell save DC. On a failure, its spell fails and has no effect, and you gain temporary hit points equal to 5 times the level of the spell slot expended.

Once you've used this feature, you cannot do so again until you finish a short or long rest.

Ravenous Consumption

At 10th level, you make sure that nothing you consume goes to waste. When you regain hit points from a spell or ability, and the number of hit points regained exceeds the amount needed to restore you to your hit point maximum, you may choose to gain the remaining amount as temporary hit points. Temporary hit points gained in this way cannot exceed an amount equal to twice your warlock level plus your Charisma modifier (minimum of 1). Additionally, you cannot use this feature if you are already at your hit point maximum when the spell or ability is used.

Once you've gained temporary hit points using this feature, you cannot do so again until you finish a long rest.

Gluttonous Maw

Starting at 14th level, you can summon an apparition of your patron's hungering maw to consume anything within reach. As an action, choose a point you can see within 60 feet of you. For 1 minute, a translucent maw manifests in a 10-foot radius sphere centered on that point.

For the duration, the sphere and any space within 20 feet of it are difficult terrain, and nonmagical objects fully inside the sphere are destroyed if they aren't being worn or carried.

When the sphere appears and at the start of each of your turns, unsecured objects within 40 feet of the sphere are pulled toward the sphere's center, ending in an unoccupied space as close to the center as possible.

A creature that starts its turn within 20 feet of the sphere must succeed on a Strength saving throw or be pulled straight toward the sphere's center, ending in an unoccupied space as close to the center as possible.

A creature that enters the sphere for the first time on a turn or starts its turn there takes 4d10 necrotic damage and is restrained until it is no longer in the sphere. If the sphere is in the air, the restrained creature hovers inside the sphere. A creature can use its action to make a Strength check against your warlock spell save DC, ending the restrained condition on a success. A creature reduced to 0 hit points by this feature is annihilated, along with any nonmagical items it is wearing or carrying.

Once you've used this feature, you cannot do so again until you finish 1d4 long rests.

Wizard Arcane Tradition: Lichdom

Within arcane circles, no subject is more tantalizing or taboo than that of lichdom. The allure of near immortality is enough to drive many to commit heinous acts in pursuit of it. Those who choose to walk the path of lichdom have made a deal with an entity such as Orcus or Vecna for forbidden knowledge, allowing them to pursue this arcane tradition. Though it by no means grants them the powers of a fully realized lich, this arcane tradition helps those who seek the path come ever closer to their goal.

Path to Undeath

At 2nd level, you have started down the road to lichdom, drawing you ever closer to your goal. You gain the following traits:

  • You have advantage on saving throws against disease and being poisoned, and you have resistance to poison and necrotic damage.
  • You have advantage on death saving throws.
  • You don’t need to eat, drink, or breathe.
  • You don't age, and effects that would cause you to age have no effect on you.
  • You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
  • Your creature type is Undead.

Soul Siphon

Also at 2nd level, because certain magical healing no longer restores you, you have turned to alternate methods. Once per turn, when you deal necrotic damage to a creature with a wizard spell, you may regain hit points equal to half the necrotic damage dealt.

Disrupt Life

At 6th level, your mastery of necromancy allows you to further extract the life from living creatures. Spells you cast ignore resistance to necrotic damage.

Additionally, whenever you cast a Necromancy spell of 1st level or higher that includes a damage roll, you can choose to deal additional necrotic damage to one creature affected by the spell. The necrotic damage is equal to your wizard level. You cannot deal this extra damage to constructs or undead.

Resilience of the Dead

Beginning at 10th level, your body has progressed closer to that of a full lich, providing you with many of its benefits. You gain immunity to poison and disease, as well as the charmed, frightened, and poisoned conditions. Additionally, you gain resistance to cold and lightning damage.

Lesser Phylactery

At 14th level, you've learned to construct a less powerful version of a phylactery, through much effort and time. You can spend 8 hours to perform a ritual and create a lesser phylactery. A phylactery is traditionally an amulet in the shape of a small box, but it can take the form of any item possessing an interior space into which arcane sigils of naming, binding, immortality, and dark magic are scribed in silver.

When you die, your soul goes into your lesser phylactery, as long as its within 5 feet of you. You gain a new body in 10 days, regaining all of your hit points and becoming active again. The new body appears within 5 feet of your phylactery. If a Dispel Magic cast as a 9th-level spell targets the phylactery while your soul is inside, the phylactery is destroyed and you die permanently.

Once you've used your phylactery to gain a new body, you must perform the 8 hour ritual again to restore its magic. If you die without restoring the phylactery's magic, you die permanently.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.