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Become a Patron!
Part 2 | Your Introduction
Soren's Tome Of Dark Secrets
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> ##### Be warned > This tome is a gateway to immense power, but possessing such power is like playing with fire. It can light your path and grant warmth, but it takes something in return to burn bright, and sometimes, it takes even you. before you venture deeper in my tome, know and be certain that you will not put it aside the same person ever again. > ~~ Soren The Skull Seeker
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> #### This documents includes.... > #### A revision on the following Subclasses > * Necromancer Wizard > * Shadow Magic Sorcerer > * Great Old One warlock > * Phantom Rogue > * Death Domain Cleric > #### New Subclasses > * Soul Feaster Barbarian > * Sorrow Warlock
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# School Of Necromancy > ##### Notes > The school of necromancy has always been a potent option due to its great ability to empower the party's action economy, however its blessing happens to be also its curse. As the more undead minions the necromancer gathers the more of a slog each combat encounter becomes. The Necromancer Wizard will not see a direct revision, but rather an alternative ruling on the Undead Thralls feature called Empowered Undead at 6th lvl. ### ## Undead Thralls At 6th level, you add the Animate Dead spell to your spellbook if it is not there already. When you cast Animate Dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Whenever you create an undead using a necromancy spell, it has additional benefits: * The creature's hit point maximum is increased by an amount equal to your wizard level. * The creature adds your proficiency bonus to its weapon damage rolls. ### ## Empower Undead Also at 6th lvl, * when the number of skeletons under your command through the animate dead spell exceeds 4, the 4 skeletons form into a Skeleton Brute. Skeleton Brute's count as 3 undead for the purpose of reasserting control over them through Animate Dead. * Should the number of skeleton brutes under your command exceed 3, the 3 skeleton brutes form a skeleton behemoth. A skeleton behemoth counts as 8 undead for the purpose of reasserting control over them through Animate Dead. When you have a skeleton behemoth, you can not make any more undead servants through animate dead. * Should the number of Zombies under your command through animate dead exceed 5, the 5 zombies join together and form an undead Abomination. Undead abominations count as 4 undead for the purpose of reasserting conrtol over them through Animate Dead. When you have 3 Undead Behemoths, you can not make any more servants through Animate Dead. \pagebreak ___ > ## Skelton Brute >*Medium undead, Lawful Evil* > ___ > - **Armor Class** (depends on armor) > - **Hit Points** 45 > - **Speed** 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|14 (+2)|16 (+3)|6 (-2)|8 (-1)|5 (-3)| >___ > - > - **Skills** Athletics +3 > - **Damage Vulnerabilities** bludgeoning > - **Damage immunities** poison > - > - **Condition Immunities** exhaustion, poisoned > - **Senses** darkvision 60 ft., passive Perception 9 > - **Languages** understands all languages it spoke in life but can't speak > - **Proficiency** All weapons and Armors and Shields > ___ > > ### Actions > ***Multiattack.*** The Skeleton Brute makes 2 attacks. > > ***Greatsword*** *Melee:* +5 to hit, 5 feet, one target. *Hit:* 2d6+ 3 > > ***Versatile*** Skeleton Brute can change weapons and armors with another provided by its master.
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___ > ## Skeleton Behemoth >*Large undead, Lawful Evil* > ___ > - **Armor Class** 15 (Natural armor) > - **Hit Points** 120 > - **Speed** 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|14 (+2)|16 (+3)|6 (-2)|8 (-1)|5 (-3)| >___ > - > - **Skills** Athletics +6 > - **Damage Vulnerabilities** bludgeoning > - **Damage immunities** poison > - > - **Condition Immunities** exhaustion, poisoned > - **Senses** darkvision 60 ft., passive Perception 9 > - **Languages** understands all languages it spoke in life but can't speak > - > ___ > > ### Actions > ***Multiattack.*** The Skeleton Behemoth makes 2 punch attacks or one slam attack. > > ***Punch*** *Melee:* +7 to hit, 5 feet, one target. *Hit:* 3d8+ 7 > > ***Slam*** Skeleton Brute slams the ground, forcing anyone in a 15 ft radios to make a dexterity saving throw or take 4d8 thunder damage.
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___ > ## Undead Abomination >*Large undead, Neutral Evil* > ___ > - **Armor Class** 12 (Natural armor) > - **Hit Points** 45 > - **Speed** 20 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|6 (-2)|16 (+3)|3 (-4)|6 (-2)|5 (-3)| >___ > - > - **Skills** Athletics +3 > - > - **Damage immunities** poison > - > - **Condition Immunities** poisoned > - **Senses** darkvision 60 ft., passive Perception 8 > - **Languages** understands all languages it spoke in life but can't speak > - > ___ > > ### Actions > ***Multiattack.*** The Skeleton Behemoth makes 2 punch attacks or one slam attack. > > ***Punch*** *Melee:* +5 to hit, 5 feet, one target. *Hit:* 2d6+ 3 > > ***Death burst*** Once the Undead Abomination is reduced to 0 hitpoints, it will explode in a burst of necrotic energy, forcing everyone in a 10 ft radios to make a dexterity saving throw, taking 3d8 necrotic damage on fail and half as much on a success. \pagebreak # Sorcerer: Shadow Magic You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. ### ## Eyes of the Dark From 1st level, you have darkvision with a range of 120 feet. When you reach 3rd level in this class you can see through magical darkness with a range of 60 feet as well. ### ## Strength of the Grave Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit. After the saving throw succeeds, you can't use this feature again until you finish a long rest. ### ## Shadow Magic Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Shadow Magic Spells. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Sorcerer LvL
Spells
1st
Toll the dead, Flase Life
Inflict wounds
3rd
Darkness
Shadowblade
5th
Speak with dead,
Fear
7th
Shadow Of Moil,
Greater invisibility
9th
Enervation,
Creation
\pagebreak ## Hound of Ill Omen At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf's statistics, with the following changes: * The hound is size Medium, not Large, and it counts as a monstrosity, not a beast. * It appears with a number of temporary hit points equal to half your sorcerer level. * It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object. * At the start of its turn, the hound automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound. The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.
> ##### Notes > Each sorcerer subclass will have a personal metamagic option that only they can learn to use.
\columnbreak ## Shadow Walk At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness. ### ## Umbral Form Starting at 18th level, you can spend 6 sorcery points as a bonus action to transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object. You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action. ### ## Meta Magic Option ###### **Shadow Engulfed Spell**: When you cast a spell that deals damage to other creatures other than you, you can spend 1 sorcery points to change its damage type to necrotic and gain a number of temporary hit points equal to twice the spell slot used.
\pagebreak # Warlock; The Great Old One Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings. ### ## Expanded Spell List
Spell LvL
Spells
1st
Dissonant Whispers
Tasha's Hideous laughter
2nd
Detect Thoughts
Phantasmal Force
3rd
Clairevoyance,
Sending
4th
Dominate Beast,
Evard's Black Tentacles
5th
Dominate Person,
Telekinesis
You automatically know these spells. \columnbreak ## Awakened Mind Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you know within 60 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. Additionally, as an action, you can plant fear in the minds of a creature you can see within 60 feet of you. Forcing theئ to succeed on a wisdom saving throw or become frightened of you until the end of your next turn. If a creature succeeds on this save you can't use this feature against them until you finish a long rest.
### > #### Notes > The original version was a bit weak since it was a very short range and was tied to creatures you can see. It also lacked any form of offensive capabilities. \pagebreak ## Entropic Ward At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest. ### ## Thought Shield Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do. ### ## Create Thrall At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a Remove Curse spell is cast on it, the charmed condition is removed from it, or you use this feature again. Once a creature is charmed by you in this way it will obey your commands as best as it can. You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.
\pagebreak # Rogue: Phantom Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves' guilds value them as highly effective information gatherers and spies. Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many necromancers practice their craft, a Phantom can become a wizard's confidant and right hand. In temples of gods of death, the Phantom might work as an agent to track down those who try to cheat death and to recover knowledge that might otherwise be lost to the grave. How did you discover this grim power? Did you sleep in a graveyard and awaken to your new abilities? Or did you cultivate them in a temple or thieves' guild dedicated to a deity of death? ### ## Whispers of The Dead When you choose this archetype at 3rd level, echoes of those who have died cling to you. Whenever you finish a short or long rest, you can gain one skill or tool proficiency of your choice, as a ghostly presence shares its knowledge with you. You lose this proficiency when you use this feature to choose a different proficiency that you lack. ### ## Wails from the grave At 3rd level, as you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes necrotic damage equal to the roll's total, as wails of the dead sound around them for a moment. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest ###
\pagebreak ## Tokens of the Departed At 6th level, when a life ends in your presence, you're able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you can open your free hand and cause a Tiny trinket to appear there, a soul trinket. The DM determines the trinket's form or has you roll on the Trinkets table in the Player's Handbook to generate it. You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can't create one while at your maximum. You can use soul trinkets in the following ways: * When you deal Sneak Attack damage on your turn, you can destroy one of your soul trinkets that's on your person and then immediately use Wails from the Grave, without expending a use of that feature. * As an action, you can destroy one of your soul trinkets, no matter where it's located. When you do so, you can ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It's under no obligation to be truthful, and it answers as concisely as possible, eager to be free. The spirit knows only what it knew in life, as determined by the DM. * As a bonus action, you can absorb the life essence within a soul tricket and grant yourself 1d8 + proficiency modifier temporary hitpoints. ## Soul Imbue At 9th lvl, you have found more ways to harness the powers of a soul trinket and can use them in the following ways as well. * While a soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, for your vitality is enhanced by the life essence within the object. * As a bonus action you can break a number of soul trinkets you possess and add an additional 1d6 of necrotic damage for each broken trinket into your next weapon attack damage until the end of your current turn. * As a bonus action, you can break 2 soul trinkets and take the dodge action. ### > #### Notes > An additional 6th lvl feature has been added to this rogue subclass to mke a smoother progression for rogues and providing more features for them. Future revisions will follow this example. \columnbreak ## Ghost Walk At 13th level, you can phase partially into the realm of the dead, becoming like a ghost. As a bonus action, you assume a spectral form. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object. You stay in this form for 10 minutes or until you end it as a bonus action. To use this feature again, you must finish a long rest or destroy 3 of your soul trinkets as part of the bonus action you use to activate Ghost Walk. ### ## Death's Friend At 17th level, your association with death has become so close that you gain the following benefits: * When you use your Wails from the Grave, you can now deal the necrotic damage to both the first and the second creature. * At the end of a short or long rest, a soul trinket appears in your hand if you don't have any soul trinkets, as the spirits of the dead are drawn to you. ### > #### Notes > With more ways to use soul trinkets and encouraging the player to spend more and have this resource be more dynamic it was fair to increase the cost of Ghost walk and also making it easy to gain soul trinkets with a short rest at 17th lvl.
\pagebreak # Cleric: Death Domain The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and Wee Jas are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Anubis, Bhaal, and Pyremius), pain (Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion), and the underworld (Hades and Hel). ### ## Death Doamin Spells
Cleric LvL
Spells
1st
Cause Fear
False life
3rd
Blindess/Deafness
Ray of Enfeeblement
5th
Animate dead,
Life transferrence
7th
Blight,
Death Ward
9th
Antilife shell,
Cloudkill
### ## Bonus Proficiency When you choose this domain at 1st level, you gain proficiency with martial weapons and Heavy Armor. ### ## Reaper At 1st level, you learn one necromancy cantrip of your choice from any spell list. Additionally, whenever you deal necrotic damage to a creature, you grant yourself a number of temporary hitpoints equal to your wisdom modifier. ### ## Channel Divinity: Touch Of Death Starting at 2nd level, you can use Channel Divinity to destroy another creature's life force by touch. When you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + a number of d6s equal to your wisdom modifier. ### \columnbreak ## Inescapable Destruction Starting at 6th level, your ability to channel negative energy becomes more potent. Necrotic damage dealt by your cleric spells and Channel Divinity options ignores resistance to necrotic damage. When you reach 17th lvl in this class, if a creature is immune to necrotic damage, they take half of the necrotic damage from your spells and channel divinity option still.
\pagebreak ## 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 Necrotic to the target. When you reach 11th lvl and later 14th level, the extra damage increases by 1d8. This damage benefits from Inescapable destruction. ### ## Life Siphon At 17th lvl, you can forcefully harvest the life energy of those around to heal yourself from injuries. As an action, you can force all creatures of your choice within 30 feet to make a constitution saving throw and take 6d8 necrotic damage on a failed save and half as much damage on successful save. You heal a number of hp equal to the total damage dealt by this feature. Once you use this feature you must finish a long rest before you can use it again. \columnbreak >#### Notes > The Death Domain cleric while not terrible was clearly not meant to be used by players. this revision worked around its design flaws to provide a different take on a character with necromatic powers and making it more in line with a balanced player option.
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\pagebreak # Barbarian: Path of the Soul Feaster Some Barbarians focus on their inner rage and connect with their spirit. Such warriors channel their spiritual energy in battle to strengthen themselves from souls of fallen foes. Barbarians who follow this path emit dim light from their eyes and bring with themselves an unnatural awe. ### ## Feaster Of Essence Starting when you choose this path at 3rd level, your spiritual energy aids you in battle. You gain resistance to a damage type depending on your alignment when you rage. Necrotic (If Evil) and Radiant (If natural or good) Additionally, any foe defeated in battle strengthens your might. When a creature dies within 30 feet of you, you can use a reaction and absorb a sliver of their life essence and gain one soul charge while raging. You can have up to as many soul charges equal to your constitution modifier (minimum of 1). You heal a number of hit points equal to twice the soul charges you carry at the end of each turn while raging. You lose all your soul charges once you finish a long rest, drop to 0 hit points or become incapacitated. ### ## Soul Chained Weapon Additionally at 3rd lvl, you can perform a 1 hour ritual whicj can be done during a short rest to chain a weapon to your soul. Once you have chained a weapon to your soul, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can only have two soul Chained weapon at a time. Once you use the ritual on a different weapon, the previous weapon loses this benefit. Once you are dead, this bond breaks. ### ## Soothing Echos Starting at 6th lvl, your spirit reaches tranquility once harness the essence of life. You can expend a soul charge as a bonus action and grant yourself a number of temporary hitpoints equal to 1d6 + your constitution modifier. ### ## Raging Spirit Starting at 10th lvl, You do an additional 1d4 Necrotic (if your alignment is evil) or Radiant (If your alignment is neutral or good) damage once per turn with a weapon attack per soul charges you carry. \columnbreak ## Spectral rampage At 14th lvl, your consumption of souls boost your physical limitations. Before you enter your rage, you can expend a number of soul charges to enter a more potent state called spectral rampage. * 1: Your movement speed is doubled. * 2: Get a +2 to your AC. * 3: You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object. * 4: Add your constitution bonus to all saving throws. * 5: Get a flying speed equal to your normal speed. These benefits last until the end of your spiritual rampage. Once you do this, you must finish a long rest to use it again.
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\pagebreak # Warlock: The Sorrow You have made a pact with a manifestation of darkness and despair like Umbra or an archfey of shadowfell. Those who make such pacts allow themselves to be engulfed and embraced in its wicked magic, forever altering them in some form, making them into a shadow of their former self, forever doomed to drag those close to the abyss down with them into the sea of darkness blow. Only to eventually realize.... ***It's an Ocean***. ### ## Expanded Spells
Spell LvL
Spells
1st
Dissonant Whispers
Inflict Wounds
2nd
Phantasmal Force
Tasha's Mind whip
3rd
Fear
Major Image
4th
Compulsion
Phantasmal killer
5th
Mislead
Dominate Person
You automatically know these spells. ### ## Unknown Image At 1st lvl, you learn the minor illusion cantrip and can create both sound and an image at the same time. Additionally, if a creature fails it's investigation check to determine weather the illusion is real or not, you can force it to also succeed on a wisdom saving through against your spell save DC or be frightened of the illusion as long as it is active. The creature can repeat the saving through at the end of each of its following turns, ending the effect of a success. If a creature succeeds on it's save against this feature, they become immune to it until the next 24 hours. ### ## One with Shadows Also at 1st lvl, you get 120 feet of dark vision and can see through magical darkness as well. ### \columnbreak ## Touch of Darkness At 6th lvl, you can extend your presence of darkness onto others and temporarily corrupt them with despair. As a bonus action on your turn you can manifest a burst of negative energy in a 30 feet radios centered on yourself. Any creature of your choice within the area must succeed on a wisdom saving throw against your spell save DC or be frightened of you for 1 minute. While frightened in this way their speed is reduced to 0. They can repeat the saving throw at the end of their subsequent turns ending the effect on a success. Once you use this feature, you must finish a short or long rest to use it again. ### ## Shackles of Gloom At 10th lvl, you can gradually take away a creatures hope and slowly erode and break them. Once per turn when you hit a creature with an attack roll you can give them a minus 1d6 on their next attack roll or saving throw it makes until the end of end of your next turn. ### ## Engulf in despair At 14th lvl, you can directly intrude one's soul and attempt to take away their hope entirely. Filling them with nothing but sorrow. As an action, you can force a creature within 120 feet of you to make a wisdom saving throw against your spell save DC. On a failed save, the creature is surrounded in eternal darkness for one minute and is considered blinded and deafened. At then end of each turn, they take 1d10 necrotic damage and can repeat the save ending the effect on a success and on a failed save, the damage dealt by this feature increases by 1d10 until they succeed or the effect ends. Once you use this feature, you must finish a short or long rest to use it again. ###
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Practice Safe Homebrewing
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