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Dark Arts 4.0

This document presents two new races: Shadar-kai and Undead. Shadar-kai were originally humans who made a pact with the Raven Queen, gaining long life in exchange for serving as her agents. They have adapted to life in the Shadowfell, taking on an ashen gray complexion and finding ways to embrace strong emotions to counteract the depressive effects of that realm. Undead races from the Monster Manual are also presented as potential player characters if allowed by the DM.

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88% found this document useful (8 votes)
3K views11 pages

Dark Arts 4.0

This document presents two new races: Shadar-kai and Undead. Shadar-kai were originally humans who made a pact with the Raven Queen, gaining long life in exchange for serving as her agents. They have adapted to life in the Shadowfell, taking on an ashen gray complexion and finding ways to embrace strong emotions to counteract the depressive effects of that realm. Undead races from the Monster Manual are also presented as potential player characters if allowed by the DM.

Uploaded by

frostormio
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Credits Table of Contents

Lead Designer/Producer: Jonoman3000


References: Player’s Handbook, Monster Manual, Dragon
Chapter 1: Races………………………………………....3
Magazine #372 (Shadar-kai) Shadar-kai………………………………………………………..3
Cover Illustrator: Vance Kelly Undead…………………………………………………………...4
Interior Illustrators: Jason Juta (Shadar-kai 1), John Stanko
(Shadar-kai 2), Vincent Proce (Skeleton), Anthony Palumbo
Chapter 2: Subclasses………………………………...8
(Mummy), Tuan Duong Chu (Zombie), Slawomir Maniak Artificer: Bio-Alchemist…………………………………………8
(Wight), Greg Opalinski (Toxicologist), David Rapoza (Merciful Artificer: Toxicologist………………………………………….10
Venom) Barbarian: Path of Blood……………………………………….11
Proofreading/Editing: /u/DersitePhantom, /u/ElNalio,
/u/Zagorath, /u/eronth, /u/chifii, /u/SwordMeow, /u/IrishBandit,
/u/cometdance

Preface
In many adventures and campaigns, necromancy and similar
magic often plays a key role in the story. This supplement aims to
give both players and DMs more options in these types of
campaigns by giving them more races, subclasses, spells, and
creatures for them to work with. If your dungeon master allows,
these options can be used in any of your campaigns.

ON THE COVER
An archlich unleashes a display of arcane might, in this scene
illustrated by Vance Kelly.

Created June 2016, Updated 2022

Disclaimer: Always be sure to remember your Dark Magic Safety


Guidelines when handling dangerous magics and magical beings:
a) don’t let the vampires bite, b) try not to die, and c) don’t anger
an archlich

The Dark Arts Player’s Companion is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards.
Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Chapter 1: Races The Shadar-Kai moved to the Shadowfell, setting up their
communities on the borders of Letherna, the Raven Queen’s
HIS CHAPTER PRESENTS TWO NEW domain. Life in shadow changed the humans, reshaping them and
Races to supplement those in the Player’s altering their appearance. Eventually, they were so different from
Handbook: Shadar-kai and Undead. The humans that they became a distinct species. As they expanded
Shadar-kai are a race native to the toxic darkness their territory in the Shadowfell and began interacting again with
of the shadowfell. Undead are converted from the mortal world, the tribal name became the name for their race.
creatures in the Monster Manual and other
monster books, and should be treated in the same Ashen and Scarred
way as monstrous races from Volo’s Guide to
Shadar-kai are humanlike, but the weight of existence in the
Monsters. These new options are available when
Shadowfell has shaped them to be slightly shorter and much
you make a character, provided that your DM
thinner than their human counterparts. A shadar-kai has a
allows them in your campaign.
colorless complexion that varies from alabaster to dark gray.

Shadar-kai Shadar-kai hair is similarly drab or raven black. Pale hair might
have a hint of color within the range of human norms. The eyes
Shadar-kai were once humans, native to the world. They were all are lustrous and black, lacking any white or clear pupil. Shadows
members of an extended tribe who called themselves Shadar-Kai. near a shadar-kai sometimes seem to reach out or deepen,
These early humans had seen the abuses Nerull, once god of especially when the shadar-kai is angry.
death, perpetrated on the souls who passed into his power. They Although drab in natural appearance, shadar-kai are quite
also feared the unknowable reaches of death into which most elaborate and idiosyncratic in personal adornment. They like dark
souls pass even now. When the Raven Queen slew Nerull and and exotic clothing, jewelry, and weapons, often decorated with
ascended to godhood, in an age now largely forgotten, the swatches of bright color. Hair is similarly ornate and often dyed,
Shadar-Kai struck a deal with her. They promised to serve as her and many embellish their skin with tattoos, scars, and piercings.
mortal agents, and in exchange, she gave them incredibly long The tattoos, scars, and piercings a shadar-kai wears have more
life and freedom from frailty. The shadar-kai believe that, through than one purpose. They exist as a testament to the wearer’s ability
their pact, they became the chosen people of death and winter. to withstand pain as well as a means of personal expression and
decoration. Each decoration can also be a record of a deed done,
an honor gained, or a misdeed declared.

The Raven Queen


Through their pact with the Raven Queen, each shadar-kai is an
instrument of death and fate. The Raven Queen doesn’t demand
worship from the shadar-kai, though she receives it in abundance.
She demands only that they observe the pact by following her
commandments. So most shadar-kai hold no pity for the dying
and try to punish those who defy fate. But shadar-kai also believe
that nobody truly knows what fate holds.
The Raven Queen is a fair mother, if not a loving one. When
the shadar-kai called upon her in ancient times, she answered. She
still does. While she spares little love, she also never demands the
love of her children. Almost all shadar-kai revere the Raven
Queen, but each shadar-kai is free to choose his or her destiny and
way of life, including religion.

Strong Emotions
The Shadowfell saps living creatures of creativity and the will to
live. When shadar-kai moved to the Shadowfell ages ago, they
were not immune to this depression. Numerous members of their
early society gave in to ennui and simply slipped out of existence,
driving the shadar-kai to change their lifestyle, embracing strong
emotions and peak experiences. These practices, born out of
necessity, became traditions over countless generations.
The current culture of the shadar-kai is a study in pushing
boundaries. Shadar-kai welcome difficult tasks and physical and
emotional extremes as a way of life. They learn to channel the
darkness of the Shadowfell rather than allowing that darkness to
consume them. And they accept death as the inevitable end for
those who fail to attain the right amount of power or fame.
Shadar-kai embrace living with gusto. The limits of pleasure
and pain distract them from the wearying melancholy of the
Shadowfell. They also strive for personal greatness, so that if they
fail to gain the ability to live forever, stories of their great deeds
will grant a sort of immortality. In this search for personal glory,
most shadar-kai ignore banalities such as comfort and safety.

CHAPTER 1 | RACES 6
Call of the Shadowfell Shadar-kai and Mordenkainen’s Tome of Foes
Although shadar-kai leave the Shadowfell to seek fortune in the Well after the creation of the Dark Arts Player’s Companion in
world and among the planes, a few needs and wants drive a 2016, Wizards of the Coast released an official version of the
shadar-kai to return home from time to time. Most shadar-kai feel Shadar-kai in 2018, with the release of Mordenkainen’s Tome of
a basic need to visit the enveloping dimness of the Shadowfell at Foes. The official 5e version of the Shadar-kai is vastly different
least intermittently. The plane is unlike even the darkest reaches from this one, however, which is based on the 4e lore for
of other planes. Obtaining new adornments and equipment in the Shadar-kai. Since the versions are so different, I consider this
proper style often requires a return to the Shadowfell. Shadar-kai race to be worth keeping around.
also return to their gloomy settlements to spend time among those
who see extreme, weird, or even deviant as normal. And they
come home to brag.

Shadar-kai Names
Shadar-kai have similar names to their human counterparts,
though they did change slightly due to their isolation in the
Shadowfell, with the only real influencing force being the will
of the Raven Queen. Their names are often merely the inventions
of their parents, though some common names do exist.

Male names: Albrek, Baden, Codren, Emul, Horiam, Hutahn,


Ioan, Lucyan, Mahahn, Niku, Ovid, Petru, Razvahn, Serbahn,
Shathys, Teodahr, Vasylay, Zahar.
Female names: Afyn, Anka, Bahnka, Codruta, Doru, Dyon,
Floahr, Ghita, Helayna, Ioana, Jenit, Katryn, Lucya,
Markella, Nadya, Roduka, Sahyeh, Tabita, Yalda, Zyna

Shadar-kai Traits
The weight of existence in the Shadowfell has shaped the
physical qualities of the Shadar-kai, granting them traits
unique to their native realm.
Ability Score Increase. Your Dexterity score increases by 2,
and either your Intelligence score or your Charisma score
increases by 1.
Age. The Shadar-kai reach physical maturity at the same rate as
humans, but they generally live far longer. A shadar-kai may live
up to 800 years.
Alignment. Shadar-kai society is often seen as cruel and
apathetic. The shadar-kai generally strive to create chaos and
death, bringing death for both purposes of evil as well as good. The Raven Queen
Size. Shadar-kai are generally a tad below 6 feet in height and Goddess of Death, Fate, and Winter
they weigh between 110 and 170 pounds. Your size is medium. Alignment: Unaligned
Speed. Your base walking speed is 30 feet. Suggested Domains: Death, Nature
Superior Darkvision. Accustomed to the black skies and Symbol: Head of a black raven
eternal shadow of the Shadowfell, you have superior vision in The Raven Queen was once a powerful mortal sorcerer-queen.
dark and dim conditions. You can see in dim light within 120 feet When she died, she came to Pluton, the domain of the evil death
of you as if it were bright light, and in darkness as if it were dim god Nerull. Nerull, impressed with her will and ambition, gave
light. You can’t discern color in darkness, only shades of grey. her form and made her his consort, naming her Nera. She stole
Cold of Heart. The chilling air of the shadowfell has made Nerull's power over mortal shades, and by freeing most of them
your body accustomed to the bitter cold. You are naturally she managed to destroy Nerull and become the god of death.
adapted to cold climates, as described in chapter 5 of the After overthrowing Nerull, she abandoned Pluton and created
Dungeon Master’s Guide. her own realm in the Shadowfell.
Doomspeaker. You gain proficiency in the Intimidation skill. She is the spinner of fate and the patron of winter. She marks
Fatespinner. When you fail a death saving throw, you can the end of each mortal life, and mourners call upon her during
choose to reroll it and use the new roll. After you use this trait, funeral rites, in the hope that she will guard the departed from
you can’t use it again until you finish a long rest. the curse of undeath. She expects her followers to abide by these
Shadow Jaunt. On your turn, when you reduce a creature to 0 commandments:
hit points, you can use your bonus action to teleport up to 15 feet 1) Hold no pity for those who suffer and die, for death is the
to an unoccupied location that you can see. natural end of life.
Languages. You can speak, read, and write Common and one 2) Bring down the proud who try to cast off the chains of fate;
other language of your choice. you must punish hubris where you find it.
3) Destroy the cults of Orcus, for the Demon Prince of the
Undead seeks to claim the Raven Queen's throne.

CHAPTER 1 | RACES 7
Undead
Undead are once-living creatures brought to a horrifying state of
undeath though necromantic magic, unholy curses, or other such
means. Though highly varied in shape and origin, the magic that
animates these beings tends to drive them towards evil. Though
some undead creatures may be able to resist these tendencies,
they remain ever-present in the depths of their psyche.

Feared and Reviled


Undead are near-universally feared and hated by the mortal races.
As a symbol of evil and corruption, they are unwelcome in most
civilized societies. Therefore, most intelligent, independent
undead tend to either exist far from civilization, or take great care
to hide their true form through means such as illusions, full-body
covering clothing or armor, or other such means. Only the
greatest deeds and acts of good could allow an undead creature to
become truly accepted by most societies.

Undead Names
Undead creatures have no set naming conventions. They might
retain the name they had in life, or take on a new name chosen by
their master, compatriots, or themselves. Therefore, an undead’s
name may be based on the race they were in life, or on the names
common to the society they were resurrected in.

Undead Traits
The weight of existence in the Shadowfell has shaped the
physical qualities of the Shadar-kai, granting them traits unique to
their native realm.
Ability Score Increase. Your Constitution score increases by 2.
Age. As a being of undeath, you do not age or mature, and can
live for thousands of years as long as you are not slain.
Alignment. Undead are created through dark magic, and most
often by evil masters. Though they need not be evil as a rule, the
vast majority of undead are of an evil alignment.
Size. Undead are the same size as whatever race they were in
life. You choose whether your size is Small or Medium.
Speed. Your base walking speed is 25 feet.
Darkvision. Undeath has made you a creature of the night, Awakened Skeleton
granting you superior vision in dark and dim conditions. You can Skeletons are usually lesser undead creatures, mindless servants
see in dim light within 60 feet of you as if it were bright light, and of dark spellcasters. Awakened skeletons, on the other hand, are
in darkness as if it were dim light. You can’t discern color in animated skeletons that have retained or regained their mental
darkness, only shades of grey. faculties and independence. They might have been intentionally
Undead. Your type is both humanoid and undead, meaning you awakened by an unusually powerful spell, though in rare cases
are affected by any features or abilities that affect either of those previously mindless skeletons can spontaneously regain their
types. For example, you can be targeted by hold person or turned sentience and begin to think for themselves.
by turn undead. The exception to this is healing: any spell, Ability Score Increase. Your Dexterity score increases by 1.
feature, or ability that restores hit points and normally has no Agile Undead. Your base walking speed increases to 30 feet.
effect on undead instead restores you for half the number of hit Bludgeoning Weakness. When you take bludgeoning damage
points it would normally restore, rather than having no effect. from a critical hit, the attacker deals maximum damage to you,
Due to your undead nature, you have advantage on saving rather than rolling. If the attack deals multiple damage types, this
throws against disease and being poisoned, and you have only applies to the dice that deal bludgeoning damage.
resistance to poison damage. You do not need to eat or breathe, Collapse. As an action, you can collapse into a pile of bones, a
but you can ingest food or drink if you wish. Instead of sleeping, state that is near-indistinguishable from death. Until this state
you enter an inactive state for 4 hours each day. You do not dream ends, you are blinded, your speed is reduced to 0, you gain
in this state, but resting in this way is otherwise identical to resistance to all damage except psychic damage, and you can’t
sleeping. Magically induced sleep can cause you to enter this take actions other than using your action to end this state. Magic
inactive state. can still be used to reveal your true status as an undead creature.
Languages. You can speak, read, and write Common and one False Death. When you take damage, you can use your
other language of your choice. collapse racial trait as a reaction. The damage resistance provided
Subraces. Six subraces of guardrin exist, one for each of the by collapse applies to the triggering damage.
guardinal varieties. Choose one of them for your character, based Once you use this trait, you can’t use it again until you finish a
on the variety of guardinal you chose for your celestial parent. short or long rest.

6 CHAPTER 1 | RACES
Awakened Zombie
Like awakened skeletons, awakened zombies are a form of lesser
undead that have been granted sentience and independence.
Whether they gained these faculties through powerful magic or
spontaneously, these undead creatures are frighteningly tough to
kill and often grotesque to behold.
Ability Score Increase. Your Strength score increases by 1.
Undead Fortitude. If damage reduces you to 0 hit points, you
must 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, you drop to 1 hit point instead.
Once you succeed on this saving throw, you can’t use this trait
again until you finish a short or long rest.
Powerful Slam. Your unarmed strikes can deal bludgeoning
damage equal to 1d6 + your Strength modifier on a hit.

Mummy
An undead mummy is created when the priest of a death god or
other dark deity ritually imbues a prepared corpse with
necromantic magic. The mummy's linen wrappings are inscribed
with necromantic markings before the burial ritual concludes,
creating an undead creature that unquestioningly serves the
whims of its master for as long as it lives. However, once those
masters are gone, a rare few mummies may choose to stray from
their ancient tasks, traveling out of their tombs to inflict
themselves on the world above.
Ability Score Increase. Your Strength score increases by 1.
Flame Weakness. When you take fire damage from a critical
hit, the attacker deals maximum damage to you, rather than
rolling. If the attack deals multiple damage types, this only
applies to the dice that deal fire damage.
Deathly Body. You gain resistance to necrotic damage.
Dreadful Glare. As an action, you can target one creature you
can see within 10 feet of you. The target must succeed on a
Wisdom saving throw or become frightened of you until the end
of your next turn. The DC for this saving throw equals 8 + your
Constitution modifier + your Proficiency bonus.
After you use your glare, you can't use it again until you
complete a short or long rest.
Rotting Fist. Your hands rot those they touch. When you hit a
creature with an unarmed strike, you deal necrotic damage equal
to 1d6 + your Strength modifier, instead of the bludgeoning
damage normal for an unarmed attack.

CHAPTER 1 | RACES 7
Sword Wraith Wight
When a glory-obsessed warrior dies in battle without earning the The word "wight" meant "person" in days of yore, but the name
honor it desperately sought, its valor-hungry spirit might haunt now refers to evil undead who were once mortals driven by dark
the mortal realm as a sword wraith, continuously seeking out new desire and great vanity. When death stills such a creature's heart
battles where it may prove its worth. A sword wraith’s very and snuffs its living breath, its spirit cries out to the demon lord
existence is driven by the idea of valor and glory in battle, so they Orcus or some vile god of the underworld for a reprieve: undeath
often fly into a rage if their valor is ever questioned. in return for eternal war on the living. If a dark power answers the
Ability Score Increase. Your Strength score increases by 2. call, the spirit is granted undeath so that it can pursue its own
Agile Undead. Your base walking speed increases to 30 feet. malevolent agenda.
Martial Training. You are proficient with two martial weapons Ability Score Increase. Your Charisma score increases by 1.
of your choice and with light armor. Agile Undead. Your base walking speed increases to 30 feet.
Brave. You have advantage on saving throws against being Reanimator. Using a 1-hour ritual, which may be performed
frightened. during a short rest, you can raise the corpse of a Medium or Small
humanoid you touch as a zombie. Only one zombie may be
created through this ability at any one time; if another is created
then the first becomes inanimate. Once you use this trait, you
can’t use it again until you finish a long rest.
The zombie has the statistics of the Zombie (Monster Manual
pg. 316), except its number of hit points is equal to three times
your level rather than the value written on the statblock.
Sunlight Sensitivity. You have disadvantage on attack rolls and
on Wisdom (Perception) checks that rely on sight when you, the
target of your attack, or whatever you are trying to perceive is in
direct sunlight.

8 CHAPTER 1 | RACES
Chapter 2: Subclasses Metamorphosis
At 3rd level, your research into bio-alchemy has allowed you to
HIS CHAPTER PRESENTS [some] NEW modify your own biology. As a bonus action, you can induce a
subclasses to supplement those in the Player’s metamorphosis, choosing an option from the Metamorphoses
Handbook: one or more for each class. These new table on the next page that you have the appropriate components
options are available when you make a character, for. When you do so, you gain the benefits listed in the
provided that your DM allows them in your Temporary Mutations column of the Metamorphoses table, which
Campaign. last for 10 minutes or until you use this feature again. At the same
time, you can choose to gain the benefits listed in the Lasting
For subclasses that use the spells featured in this Mutations column, which last until you gain a different lasting
companion, those spells are denoted by DAPC. mutation from this feature.
Once you use this feature, you can’t use it again until you
Artificer Specialists finish a long rest or expend a spell slot of 1st level or higher. If
you expend a spell slot of 2nd level or higher, you gain 5
At 3rd level, an artificer gains the Artificer Specialist feature. temporary hit points for each slot level above 1st. The temporary
When an artificer gains this feature, the following additional hit points are added together with any temporary hit points
options are available to them: Gene-Splicer and Toxicologist. granted by your metamorphosis.
Gene-Splicer When you choose this subclass, you also choose two
metamorphoses from the Metamorphoses table to be your
A Gene-Splicer is an artificer that has delved into the study of signature metamorphoses. When you use these metamorphoses,
living creatures, with the goal of modifying their own body to you can ignore their components. Otherwise, you must have the
create a more perfect being. Most other artificers look upon necessary components, which is always the genetic material of a
gene-splicers with disgust, as their experiments tend to transform creature that is of the creature type stated in the Type column of
them into grotesque, monstrous creatures. the Metamorphoses table. The material is consumed by the
process, and must be personally extracted by you from a living
Tool Proficiency creature or within 10 minutes of the creature’s death. An
When you adopt this specialization at 3rd level, you gain individual creature can provide only one usable sample of genetic
proficiency with alchemist’s supplies. If you already have this material every 24 hours.
proficiency, you gain proficiency with one other type of artisan’s When you finish a short or long rest, you can also swap out
tools of your choice. your lasting mutation for a different one, without spending a use
of this feature but still expending components as normal.
Bio-Alchemist Spells When you gain a level in this class, you can swap one of your
Starting at 3rd level, you always have certain spells prepared after your signature metamorphoses for a different one.
you reach particular levels in this class, as shown in the
Gene-Splicer Spells table. These spells count as artificer spells for Adaptive Element
you, but they don't count against the number of artificer spells Starting at 5th level, whenever you deal damage you can choose
you prepare. to deal an additional 1d8 acid, cold, fire, lightning, or poison
damage (your choice) to one of the creatures damaged. Once you
Gene-Splicer Spells do so, you can’t do so again until the start of your next turn.
Artificer Level Spells Resistive Metamorphosis
3rd expeditious retreat, featherfall Starting at 9th level, you receive all the following additional
5th alter self, enhance ability benefits while you are under the effect of the temporary mutations
9th fly, haste granted by your Metamorphosis feature:
13th giant insect, polymorph
• The damage dealt by your Adaptive Element feature increases\
17th reincarnate,
by 1d8.
skill empowermentXGE
• When you enter your Metamorphosis, choose acid, cold, fire,
lightning, or poison. You gain resistance to the chosen damage
type for the duration.
Master of Mutation
Starting at 15th level, you can have two lasting mutations active
at once. When you gain a lasting mutation and already have two,
you choose which one to replace. Also, you gain one of the
following special mutations, which you can swap for a different
one whenever you finish a short or long rest.
Third Eye. You gain truesight and can see into the Ethereal
Plane, both out to a range of 30 feet.
Regeneration. At the start of each of your turns, you regain hit
points equal to your Intelligence modifier if you have no more
than half of your hit points left. You don't gain this benefit if you
have 0 hit points.
Magic Resistance. You have advantage on saving throws
against spells and other effects.

Art by Grzegorz Rutkowski


CHAPTER 2 | SUBCLASSES 8
Metamorphoses
Type Lasting Mutations Temporary Mutations
Two eye stalks sprout from your body. As a bonus action, you can roll
You can speak telepathically to any creature
a d4 and choose a target within 120 feet of you. The target must make
within 30 feet of you. The creature
a Wisdom saving throw against your artificer spell save DC. If you
Aberration understands you only if the two of you share
rolled a 1 or 2, the target is charmed until the start of your next turn
a language. You can speak telepathically in
on a failed save, and has disadvantage on attack rolls while charmed
this way to one creature at a time.
in this way. If you rolled a 3 or 4, the target takes 2d8 psychic damage.
You gain temporary hit points equal to your artificer level, and sharp
Your speed increases by 5 feet, and you
claws sprout from your fingers. You can make unarmed strikes with
Beast or choose hearing, smell, or sight. You have
your claws, which deal 1d6 slashing damage and use your Intelligence
Monstrosity advantage on Wisdom (Perception) checks
modifier for the attack and damage rolls. As a bonus action, you can
that rely on the chosen sense.
make an attack with your claws or take the Dash action.
You have advantage on Wisdom (Insight) You gain a flying speed equal to your walking speed, as angelic wings
checks used to spot a lie, and when you sprout from your back. As a bonus action, you can make a ranged
Celestial
spend a hit die and roll a 1 or 2, you can spell attack at one creature or object within 120 feet of you. On a hit,
reroll the die and must take the new roll. the target takes 2d6 radiant damage.
You gain a flying speed equal to your walking speed, as draconic wings
You gain two of the following: Darkvision sprout from your back, and choose one of acid, cold, fire, lightning, or
with a range of 60 feet, the ability to breathe poison. As a bonus action, you can exhale energy of the chosen type in
Dragon underwater, or either a climbing or a 15-foot cone. Each creature in that area must make a Dexterity
swimming speed equal to your walking saving throw against your artificer spell save DC, taking 2d4 damage of
speed. the chosen type on a failed save, or half as much damage on a
successful one.
You can speak, read, and write primordial, You gain temporary hit points equal to your artificer level. As a bonus
and you gain two of the following cantrips of action, you can make a melee spell attack at one creature or object
Elemental
your choice: control flames, gust, mold earth, you touch. On a hit, the target takes 2d8 acid, bludgeoning, cold, fire,
or shape water. lightning, or thunder damage. (your choice)
Beasts and plants can understand you,
though you can’t understand them in return.
Fey As a bonus action, you can turn invisible until the end of the turn.
You have advantage on all Charisma checks
you make to influence them.
You gain temporary hit points equal to your artificer level. As a bonus
You gain darkvision with a range of 120 feet.
action, you can target a creature you can see within 30 feet of you. The
Fiend Magical darkness does not impede your
target must succeed on a Wisdom saving throw against your spell save
darkvision.
DC or be frightened of you until the start of your next turn.
You gain advantage on Strength checks, and If you are smaller than Large, you become Large, along with anything
you count as one size larger when you are wearing. If you lack the room to become Large, your size
Giant
determining your carrying capacity and the doesn't change. As a bonus action, you can grant yourself 2d10
weight you can push, drag, or lift. temporary hit points.
You either cause yourself to take the
You gain temporary hit points equal to your artificer level. As a bonus
appearance of the opposite sex, but retain
action, you can roll a d4. Once before the start of your next turn, you
Humanoid most of your general characteristics, or you
can add the result of the d4 to a failed ability check, attack roll, or
take the appearance of whatever humanoid
saving throw, potentially changing the outcome.
you took genetic material from.
You (but not your equipment) can move You gain temporary hit points equal to your artificer level. When you
through a space as narrow as 1 inch wide take damage, you can use your reaction to roll a d8, and reduce the
Ooze without squeezing. You can don and doff damage you take by the amount rolled. If you were damaged by a
clothing/ armor by expending 5 feet of creature within 5 feet of you, it must succeed on a Dexterity saving
movement. throw against your spell save DC or take 1d8 acid damage.
You gain temporary hit points equal to your artificer level, and
Choose arctic, coast, desert, forest, writhing vines with a 10-foot reach sprout from your body. The vines
grassland, mountain, or swamp. While in the can hold and manipulate objects, but cannot be used to make attacks.
Plant
chosen environment, you have advantage on As a bonus action, you can attempt to grapple a creature within 10
Dexterity (Stealth) checks. feet of you with the vines. On a successful attempt, the creature is also
pulled within 5 feet of you.
You gain temporary hit points equal to your artificer level. As a bonus
action, you can become incorporeal until the end of the turn. While
You don’t need to breathe nor sleep. To gain incorporeal, you gain a 10-foot bonus to your speed, your movement
Undead the benefits of a long rest, you can spend all does not provoke opportunity attacks, and you can move through
8 hours doing light activity. other creatures and objects as if they were difficult terrain. You take
force damage equal to your artificer level if you end your turn inside
an object.

CHAPTER 2 | SUBCLASSES 8
The injection needles are magic weapons that can be used as
Toxicologist blowgun ammunition or improvised melee weapons. When a
filled injection needle hits a creature, it deals the normal damage
A Toxicologist specializes in the making, administering, and
of a blowgun needle and injects its entire contents into the target.
detection of poisons, with some dabbling in acids as well. This
The target must make a Constitution saving throw against your
specialization developed as an offshoot of alchemy, for those that
artificer spell save DC. The effect of this saving throw is based on
were uninterested in the idea of creating life-giving concoctions
the toxin chosen. Needles that miss can usually be recovered and
and instead hyper-specialized into dealing death. Toxicologists
reused unless intentionally destroyed, as the magic used to create
craft various deadly toxins, each with their own purpose. And to
an injection needle also strengthens it
administer these poisons, they often make use of the blowgun—a
When you reach certain levels in this class, you can make more
small, stealthy weapon ideal for their purposes.
arcane toxins at the end of a long rest: two at 6th level and three
Tool Proficiency at 15th level. Each toxin requires its own vial.
When you adopt this specialization at 3rd level, you gain You can create additional arcane toxins by expending a spell
proficiency with poisoner’s kits, and can use them as a slot of 1st level or higher for each one. When you do so, you use
spellcasting focus. If you already have this proficiency, you gain your action to create the toxin in an empty vial you touch, and
proficiency with one type of artisan’s tools of your choice. you choose the toxin’s effect from the Arcane Toxins table. If you
expend a slot of 2nd level or higher, the toxin deals 1d6 bonus
Toxicologist Spells poison damage on a hit for each slot level above 1st.
Starting at 3rd level, you always have certain spells prepared after
you reach particular levels in this class, as shown in the Arcane Toxins
Toxicologist Spells table. These spells count as artificer spells for Toxin Effect
you, but they don't count against the number of artificer spells
The target takes 4d6 acid damage on a failed save,
you prepare. Death
or half as much damage on a successful one.
The target takes 1d6 poison damage. On a failed
Toxicologist Spells save, whenever the target makes an attack roll or
a saving throw during the next minute, the target
Artificer Level Spells
must roll a d4 and subtract the number rolled
3rd detect poison and disease, ray of sickness Mind Fog
from the attack roll or saving throw. The target can
5th blindness/deafness, protection from poison repeat the saving throw at the end of each of its
9th merciful venomDAPC, stinking cloud turns, ending the effect on a success. A creature
13th sickening radiance, vitriolic sphere immune to poison is immune to this effect.
17th cloudkill, contagion On a failed save, the target is frightened of all
creatures it can see for 1 minute. The target can
Paranoia repeat the saving throw at the end of each of its
Blowgun Master turns, ending the effect on a success. A creature
At 3rd level, you accompany your research of poisons with immune to poison is immune to this effect.
training on administering them from range. You gain the The target takes 2d6 poison damage. On a failed
following benefits: save, it is also poisoned for 1 minute. The target
Sickness
can repeat the saving throw at the end of each of
• You gain proficiency with blowguns.
its turns, ending the effect on a success.
• When you attack with a blowgun, you can use your
Intelligence modifier, instead of your Dexterity modifier, for Deadly Concoctions
the attack and damage rolls.
Starting at 5th level, whenever you deal poison damage or acid
• Standard blowgun needles you use deal 1d4 bonus poison
damage to a creature, you can choose to deal 2d4 bonus damage
damage or acid damage (your choice) on a hit.
of that type to the creature. Once you do so, you can’t do so again
• When you take the Attack action, you can stow one item
until the start of your next turn.
you’re holding and draw a blowgun as part of that action.
• Attacking at long range doesn't impose disadvantage on your Improved Injections
attack rolls using a blowgun. Beginning at 9th level, you become more effective at injecting
Arcane Toxins your arcane toxins:
Beginning at 3rd level, whenever you finish a long rest, you can • When you make an attack to inject an arcane toxin, you gain
touch a vial, magically adding an injection needle onto the vial advantage on the attack roll.
and filling it with an arcane toxin. When you create the toxin, you • As a bonus action, you can inject yourself with an arcane toxin
choose its effect from the Arcane Toxins table. you created. Regardless of the type of toxin, you take 3d8
Creating an arcane toxin requires you to have a poisoner’s kit poison damage, and gain temporary hit points equal to the
on your person, and any toxin you create with this feature lasts poison damage taken plus an additional 1d8. The temporary hit
until it is injected or until the end of your next long rest. points last for up to 1 minute, and while they last your speed is
increased by 10 feet and you gain a +2 bonus to your AC.
Debilitating Afflictions
At 15th level, when you deal poison damage to a creature, you
impose disadvantage on the next Constitution saving throw the
creature makes before the start of your next turn. When you deal
acid damage to a creature, you impose disadvantage on the next
ability check the creature makes before the end of your next turn.

CHAPTER 2 | SUBCLASSES 9
Primal Paths Path of the Totem Warrior
At 3rd level, a barbarian gains the Primal Path feature. When a If you follow the Path of the Totem Warrior from the Player’s
barbarian gains this feature, the following additional options are Handbook, you have access to the options presented here.
available to them: the Path of Blood and two additional Totem
options for the Path of the Totem Warrior.
Totem Spirit
The following additional options are available when you choose a
Path of Blood totem animal at 3rd level.
Bat. While you’re raging, you can use the Disengage action as
The Path of Blood is a path taken by only the most ruthless and a bonus action on your turn, and you have blindsight with a range
battle-hungry barbarians. Touched by dark powers, the rage of of 30 feet. Within that range, you can effectively see anything that
these barbarians calls upon the mystical powers of hemomancy to isn't behind total cover, even if you're blinded or in darkness.
drain the life of their foes. Barbarians that follow this path tend to Moreover, you can see an invisible creature within that range,
come from especially savage tribes that participate in frequent unless the creature successfully hides from you.
blood sacrifices of beasts or even fellow humanoids. Snake. After you hit a target with a melee weapon attack while
Bloodrage you’re raging, you can use your bonus action to either attempt to
grapple the target or attempt to poison the target. If you attempt to
Starting when you select this path at 3rd level, you learn to poison the target, it must succeed on a Constitution saving throw
channel hemomancy through your rage, allowing you to imbue with a DC of 8 + your proficiency bonus + your Constitution
dark power into your weaponry and drain the life of those that modifier or become poisoned until the end of your next turn.
dare to strike you. While you rage, your speed is increased by 10
feet, and whenever you deal damage with a weapon, you can Aspect of the Beast
choose to deal necrotic or poison damage (your choice) instead of At 6th level, you gain a magical benefit based on the totem
the weapon’s normal damage type. If you do so, you can roll the animal of your choice. You can choose the same animal you
damage roll twice, and take the higher of the two rolls. selected at 3rd level or a different one.
Also during your rage, when a creature within 10 feet of you Bat. You gain the nightvision of a bat. You gain darkvision
deals damage to you of a damage type that you have resistance to, with a range of 60 feet. If you already have darkvision, its range
you can choose to take that damage as if you had no resistance to instead increases by 60 feet. Additionally, dim light doesn’t
it (no action required). If you choose to do so, the creature that impose disadvantage on your Wisdom (Perception) checks.
damaged you takes necrotic or poison damage (your choice) equal Snake. You gain the slipperiness of a snake. You can ignore the
to half the damage you took. first 10 feet of difficult terrain you encounter on each of your
Deathly Resistance turns, and you have advantage on Strength or Dexterity checks
made to escape from a grapple, restraints, or anything else that is
At 6th level, choose poison or necrotic. While you rage, you gain restricting your movement.
resistance to the chosen damage type, and starting at 10th level
you also gain resistance to the other damage type while you rage. Totemic Attunement
Scent of Death These options are available to you when you choose a totem
animal at 14th level.
Also at 6th level, you gain the ability to smell the scent of the Bat. Once per turn when you hit a creature with a melee
injured from up to a mile away, and accurately pinpoint the weapon attack while you’re raging, you can choose to change the
scent’s direction. Once you get within 1000 feet of the source, attack’s damage type to necrotic. If you do so, you regain hit
you can make a DC 15 Wisdom (Perception) check to determine points equal to half the damage dealt.
its identity. On a success, you know the exact identity of the Snake. While you’re grappling a target while you rage, you can
creature if you have encountered it before; otherwise you only move at full speed, and the grappled target takes 2d8 magical
determine its type and the severity of its injury. Either way on a bludgeoning damage at the start of each of its turns.
success, you know the exact distance and direction to the injured
creature. On a failed check, you know that you failed the check
and can’t make another one for 1 hour.
Sanguine Visions
Starting at 10th level, touching spilled blood allows you to see the
circumstances under which the blood was spilled. As an action,
you can touch at least a drop of blood that has been spilled within
the last 48 hours. For the next 12 seconds, you become blind and
deaf to your own senses as your mind experiences the minute that
led to that blood being spilled, from the point of view of the
creature whose blood was spilled.
Path of Destruction
Beginning at 14th level, whenever a creature within 15 feet of
you is struck by a critical hit or reduced to 0 hit points while
you’re raging, you can use your reaction to move up to half your
speed without provoking opportunity attacks, and make a single
melee weapon attack.
As part of the same reaction, you may also spend a hit die to
heal yourself. If you choose to do so, roll the die, add your
Constitution modifier, and regain a number of hit points equal to
the total (minimum of 1).
CHAPTER 2 | SUBCLASSES

Art by Karl Kopinski

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