The Codex of Forbidden Arcana
The Codex of Forbidden Arcana
ARCANA
PATREON | DMSLASH
THE CODEX OF
FORBIDDEN ARCANA
PATREON |DMSLASH
ART CREDITS ABOUT THIS BOOK
Within the ancient, tattered pages of this codex lies
Created by Luigi Caterino knowledge long hidden from mortal eyes – magic
so potent, so perilous, that it dares to reshape
Writing, Editing, Design: Luigi Caterino
reality itself. This tome is no mere manual; it is a
Inside Art: Alec Adams, Basilisk Art, Brett Neufeld, capable of bending the fabric of existence. Unearth
Brian Brinlee, Brgfx, Contatofelintobruna, Daniel forbidden rituals, enigmatic and perilous, requiring
Comerci, Ddraw, Dean Spencer, Fat Goblin rare components and ancient incantations to
Games, Gary Dupuis, Hounworks Stock Artworks, unlock their devastating potential.
Kim Holm, Lars Rune Illustrations, Purple Duck For those touched by the arcane, this grimoire
Games, Rick Hershey, Rmdesigner71, Rochak offers new paths to power, including forbidden
The Codex of Forbidden Arcana and all content herein © Luigi Caterino 2024
v1.0
Table of Contents
Spell List 93
Backgrounds 6 Cantrips 96
Overview 6 103
1st-Level Spells
Blood Acolyte 7 107
2nd-level Spells
Breaker of Oaths 8
3rd-level Spells 111
Shardbearer 14 122
9th-level Spells
The Hollowed 15
Overview 17
Epic Spells List 129
Gravecaller Race 18
Epic Spells 130
Lichborn Lineage 20
Wretched Lineage 22
Creatures and Monsters 148
59 Dreadfangs 199
Cleric: Oblivion Domain
65 Eldritchlings 207
Monk: Way of the Shadowflame
73 Liches 215
Rogue: Soulblade
75 Necrospiders 218
Rogue: Wraithwalker
84 Shadowmaws 227
Warlock Patron: The Mimic
91 Soulstealers 232
Wizard: School of Forbidden Arcana
Mechanics 262
266
Legends 294
Spell Reverberation
T
HE FOLLOWING SECTION PRESENTS A Planewalker
collection of backgrounds for You have crossed into realms beyond mortal
characters touched by forbidden understanding, and the experience has left its
knowledge, dark powers, and arcane mark. Whether by accident, design, or desperation,
mysteries. These backgrounds delve your return to the material world has not erased
into themes of blood magic, the echoes of what you saw. Planewalkers struggle
necromancy, eldritch horrors, and other aspects of to reconcile their alien memories with the familiar,
arcana that most would consider taboo or heretical. searching for answers or longing to return to the
otherworldly.
Blood Acolyte
You have embraced blood magic, unlocking Seeker of the Black Library
forbidden knowledge through sacrifice and the life Your life is consumed by the search for the
essence of others. Whether initiated into a secretive mythical Black Library, a fabled repository of
cult or drawn by an ancient ritual, you wield a forbidden knowledge. Whether guided by a
power that comes at a cost. fragment of its secrets or a haunting vision, you are
guilt, hunted by those they wronged, or cursed by A fragment of alien or divine power has bonded to
the power they defied. Their journey is one of you, its influence impossible to ignore. This shard
redemption, survival, or the pursuit of greater grants strange abilities but comes with whispers,
thoughts. This connection is both a gift and a Something essential is missing from you - a soul,
burden, shaping your life as you navigate the emotions, or even your shadow. This void defines
echoes of a divine legacy that the world has your existence, granting you unique insights but
forgotten but refuses to let you escape. leaving you yearning for what you lack. The
their sinister practices, but the scars of your time The voices of the departed linger in your mind,
remain. Cult Survivors carry knowledge of granting you a connection to the beyond. Whether
forbidden rites and the constant fear of being born with this gift or cursed through dark magic,
drawn back into their shadowy past. you act as a bridge between the living and the dead.
madness it brings.
rites and sacred blood magic. Whether initiated by and I will command it. (Evil)
a hidden cult, a dark mentor, or an ancient family 3 Knowledge. Every drop of blood carries a lesson; it
Skill Proficiencies: Arcana, Medicine 1 A sacred blood rite saved my life, and I owe
Languages: One of your choice everything to its power.
Equipment: A blood-stained ritual dagger, a vial of
2 I am sworn to protect an ancient site where blood
your own blood sealed with protective runes, a set
magic was first practiced.
3 A rival blood mage seeks to claim my knowledge or
of dark robes, a leather-bound journal detailing
my blood for their own purposes.
your rites, and a small pouch containing 15 gp.
4 My family bears a curse tied to our bloodline, and I
Feature: Crimson Pact must find a way to break it.
Your bond with blood magic grants you insight into
5 I carry a vial of an ancestor’s blood, believing it
holds the key to ultimate power.
the essence of life. Once per long rest, you can
6 My first blood pact haunts me, and I am
perform a 10-minute ritual using the blood of a
determined to understand or undo its effects.
living creature to gain a cryptic sense of its state or
d6 Personality Trait
Languages: One of your choice 1 Redemption. I will atone for my broken vow, no
Equipment: A broken token or emblem of your matter the cost. (Good)
former vow, a set of traveler’s clothes, a journal
2 Freedom. Oaths are chains meant to be broken; no
reaching consequences that directly impact your 1 I am paranoid, constantly expecting retribution for
character’s life. Depending on the nature of the my betrayal.
broken vow, you might be hunted by members of 2 I struggle to trust others, fearing they might betray
your former cult or order, cursed with lingering me as I once betrayed my oath.
penalties, or find your connection to divine or 3 I am reckless, believing I have little left to lose.
magical powers weakened or altered. These 4 I often avoid responsibility, terrified of making
consequences should be discussed with your GM to another promise I cannot keep.
ensure they align with the campaign setting, 5 My guilt over breaking my oath drives me to
destructive or self-sabotaging behaviors.
providing opportunities for rich storytelling,
6 I sometimes justify questionable actions by
character growth, and thematic depth.
claiming they are for the greater good.
forgotten. Perhaps your lineage carries a spark of reclaim their place in the world. (Good)
divinity from one of these lost deities, or perhaps 3 Vengeance. Those who erased the forgotten gods
Perhaps you gazed into the void, and it gazed back; burden I bear to shield others from it. (Good)
perhaps you stumbled upon a fragment of 3 Power. My bond is a tool, and I will use it to rise
d6 Personality Trait
possesses forbidden knowledge, such as having 1 A fragment of the Black Library’s lore saved my life,
read an ancient tome, performed a dark ritual, or
and I owe it everything.
glimpsed an otherworldly truth. This sense
2 I am sworn to protect an artifact I believe is a key
manifests as a subtle, intuitive feeling, allowing you
to finding the Library.
3 A rival seeks the Library as well, and I must find it
to approach potential allies - or rivals - more
before they do.
strategically.
4 My visions of the Library revealed a person I must
Suggested Characteristics find to unlock its secrets.
5 My family was destroyed by their pursuit of
Seekers of the Black Library are consumed by their
forbidden knowledge; I will succeed where they
quest, often walking the line between genius and
failed.
madness. They see the world as a puzzle to be
6 I am haunted by a mentor who died for their
solved, with the Library as the ultimate answer. obsession with the Library, and I carry on their
work.
open to interpretation and should be shaped to fit 1 My obsession blinds me to dangers that others see
the campaign setting. In consultation with your GM, clearly.
you might decide that your character has not truly 2 I struggle to tell the difference between reality and
glimpsed or found the Black Library. Instead, your my visions.
visions and knowledge could be the result of 3 I keep secrets from my allies, fearing they might
influence or manipulation by a dark power, a outpace me in my quest.
4 I am easily manipulated by anyone who promises
cunning entity, or even your own fractured psyche.
knowledge of the Library.
Be sure to discuss how this ambiguity fits within the
5 I alienate others with my single-minded focus on
narrative and tone of the campaign.
my goal.
6 I would betray anyone or anything to reach the
Black Library.
Skill Proficiencies: Arcana, Insight 1 Knowledge. The shard is a key to understanding the
Languages: One associated with the shard’s origin universe, and I will unlock its secrets. (Neutral)
(such as Deep Speech, Celestial, or Primordial)
2 Protection. I must safeguard the shard and its
your own soul. This absence shapes your very for good. (Good)
existence, setting you apart from the rest of the 3 Power. My void grants me strength, and I will use it
Equipment: A personal trinket that symbolizes 1 I seek the person or entity that stole what was
what you’ve lost, a set of dark common clothes, a mine.
journal detailing your thoughts and discoveries, and
2 I carry a keepsake that represents what I’ve lost,
a pouch containing 10 gp.
and I will never part with it.
3 Someone I love shares my condition, and I am
Feature: Hollowed Soul determined to help them.
Your lack of a complete self makes you resistant to
4 I encountered a being that promised answers, and
magical influence. You have advantage on saving
I am still searching for them.
throws against being charmed, frightened, or
5 A mentor taught me to embrace my condition, and
I honor their memory.
possessed, as well as against spells or effects that
6 I discovered a clue to my wholeness, and it drives
detect alignment, discern your thoughts, or attempt
my every action.
to determine your moral or spiritual state. This void
You tread the thin line between the living and the
d6 Ideal
dead, burdened by their secrets yet gifted with their
wisdom.
1 Guidance. It is my duty to help restless spirits find
peace. (Good)
Skill Proficiencies: Insight, Religion Languages:
2 Control. The dead are a resource to be harnessed,
T
HIS SECTION INTRODUCES THE UNIQUE through their veins. Shunned by society for their
races and lineages of The Codex of appearance and feared for their unpredictable
Forbidden Arcana. Each of these abilities, Wretched are survivors who find strength
options represents a deep connection to in their affliction. Their warped forms grant them
forbidden magic, dark rituals, or twisted unique abilities, while their tragic origins make
necromantic experiments, driven by shattered Whether seeking revenge on those who made them
ambitions, or shaped by volatile arcane forces, or embracing their new forms, Wretched tread a
these races bring a distinct and compelling flavor to path of resilience and adaptability.
Lichborn
their transformation.
Wretched
Appearance
Strengths and Weaknesses
Gravecallers resemble humanoid skeletons, their
Gravecallers are resilient beings with unique traits
bones unnaturally pristine and often marked with
that make them formidable allies or adversaries.
glowing sigils or faint carvings that pulse with
Their undead nature grants them immunity to
spiritual energy. A ghostly light burns in their
disease and resistance to necrotic energies, while
hollow eye sockets, a clear indication of the life
their connection to the dead allows them to
force that animates them.
commune with spirits and wield spectral power.
While their skeletal forms are unmistakable,
However, their skeletal forms are fragile, and they
Gravecallers often adorn themselves with shrouds,
are vulnerable to blunt damage and magic designed
tattered robes, or veils as a nod to their connection
to harm the undead. Additionally, the constant
to the grave. Their movements are unnervingly
whispers of the dead can sometimes distract or
fluid, and their voices carry an echo of the
overwhelm them, especially in areas with
countless souls they harbor within.
heightened spiritual activity.
Origins
Habitat
their undead nature. Whether serving as guides to Undead Creature Type and Game Balance
the living or guardians of the dead, Gravecallers In 5E, the vast majority of the playable races have
carve their path between realms. the Humanoid creature type to ensure consistency
with the game’s balance and spell interactions.
Ability Score Increase. Your Wisdom score Many spells and abilities specifically target
increases by 2, and your Constitution or Dexterity Humanoids, such as hold person or charm person,
score (your choice) increases by 1. which keeps all characters equally subject to
Age. Gravecallers are ageless. They do not age common magical effects. This classification also
naturally and remain in their skeletal form until simplifies interactions with other mechanics in the
destroyed.
game, such as certain abilities and other magical
Creature Type. You are an Undead.
effects.
The Gravecaller race is an exception, being classified
Alignment. Gravecallers tend toward neutral
as Undead rather than Humanoid. This distinction
alignments due to their detachment from mortal
grants both unique benefits and drawbacks. As an
concerns. However, their actions may vary widely
Undead creature, a Gravecaller character is immune
based on the spirits influencing them or their
to certain effects that specifically target Humanoids
personal goals.
and is unaffected by conditions that apply only to
Size. Gravecallers are roughly the same size as living creatures, such as exhaustion from lack of
most humanoids. They typically stand between 5 food or drink. However, this also makes them
and 6 feet tall and weigh around 100 to 150 vulnerable to abilities and spells that target Undead,
pounds, their skeletal frames making them lighter such as turn undead or destroy undead. Additionally,
than humans. Your size is Medium. in many settings and contexts, being an undead may
Speed. Your base walking speed is 30 feet.
cause fear or hostility in NPCs, adding a unique
Undead Nature. You do not need to eat, drink, or
social challenge.
breathe, and you are immune to disease.
At the GM’s discretion, the Gravecaller can be
adapted to be considered a Humanoid for game
Resilience of the Grave. You have resistance to
balance purposes. This allows the race to interact
necrotic damage, and you have advantage on saving
more smoothly with standard spells and mechanics.
throws against being frightened.
However, such a change may undermine the
Echoes of the Dead. You are a conduit for the immersion and thematic essence of this race.
voices of the deceased. As an action, you can cast It’s worth noting that Gravecallers’ unique
the speak with dead spell without expending a spell classification introduces opportunities for creative
slot. Once used, this property can’t be used again problem-solving and interaction. For example, their
until the next dawn. immunity to certain effects or lack of reliance on
Additionally when you cast speak with dead, you biological functions can offer innovative ways to
can choose to drawing upon the spirits in the handle encounters or environmental challenges.
surrounding area to answer your questions instead
Conversely, their vulnerability to anti-Undead effects
of targeting a specific undead, possibly providing
can serve as an additional risk-reward dynamic in
answers to your questions (which, at the GM’s
combat and narrative situations.
discretion, may or may not be accurate).
The aspiring lich must perform the ritual at the Fate of the Lichborn
moment of death, severing their soul from their
Becoming a Lichborn is a curse and a gift. While
body and anchoring it to the phylactery. If
they gain incredible resilience and an affinity for
successful, the body is reanimated as an undead
necromantic magic, they are forever denied the
vessel, controlled entirely by the immortal will of
perfection and immortality they sought in lichdom.
the lich.
For some, this existence is a torment, a constant
The process of achieving lichdom is fraught with
reminder of their failure. Others see it as an
peril, as even the slightest mistake can lead to
opportunity to refine their craft and try again, even
catastrophic failure. A flawed or incomplete
if it means enduring centuries of searching for
phylactery may only partially bind the caster’s soul,
answers. Despite this, Lichborn often tread a lonely
leaving them vulnerable to destruction or
path. Feared by the living and rejected by true
fragmentation. Errors in preparing the components
liches, they walk the line between mortal ambition
or performing the ritual can corrupt the soul,
and undead eternity, their fractured souls echoing
making it impossible for the caster to fully ascend
with unfulfilled purpose.
to lichdom. Furthermore, the transformation
prowess; if the caster falters, their body and mind Creating Low-Level Lichborn Characters
may be consumed by the unleashed necrotic magic, Despite its ties to the advanced ritual of lichdom,
resulting in destruction or a malformed existence the Lichborn lineage can work seamlessly for low-
caught between life and death. level characters by emphasizing the failures and
losses of their transformation. A character may have
Origins of a Lichborn
attempted the lichdom ritual prematurely – either
When the ritual to achieve lichdom fails, the out of arrogance, desperation, or coercion – only to
consequences are often dire. Some casters are suffer catastrophic failure, leaving them stripped of
driven to madness, their minds shattered by the
their magical power. Alternatively, a character who
arcane forces they sought to control. Others may
once held great power may have lost much of it
suffer horrifying physical deformities, reduced to
during the ritual’s failure, their abilities drained or
pitiable shells of their former selves, or have their
fractured along with their soul. This loss creates a
souls irreparably fragmented or destroyed.
compelling foundation for a character’s journey,
However, in rare cases, the caster survives,
connecting to the challenges of starting anew as a
broken remnant of their former self.
emerging as a Lichborn. Unlike true
increases by 1.
necrotic damage.
saving throws.
long rest. At 5th level, you can cast misty step once
per long rest. You can also cast these spells with
Wretched are the tragic remnants of forbidden The transformation that made the Wretched left
experimentation, cursed to bear the twisted them stronger in some ways but weakened in
outcomes of tampering with arcane forces. Once others. Their warped forms often grant them
ordinary beings (often humanoids), they were natural defenses or minor magical abilities, but
subjected to experiments designed to unlock their bodies can be fragile or prone to breaking
hidden power, immortality, or perfection. Instead, under strain. They also possess an innate
they emerged from the process malformed, their connection to magic, though it is often unstable and
and cursed to walk a lonely path. Wretched are living examples of the dangers of
Despite their afflictions, Wretched are survivors. forbidden arcana. Some resent their creators and
Their resilience is born of their suffering, and some seek vengeance, while others embrace their
find ways to harness the unstable magic coursing condition, using it to wield unique powers. They are
through their forms. They are outcasts, wanderers, often drawn to practitioners of forbidden magic,
and seekers, striving to carve meaning from the either as allies seeking understanding or as
ruin of their creation. enemies hunting those who would create more like
them.
Appearance
Habitat
The defining characteristic of the Wretched is their shared experience of being irreversibly changed by arcane
experiments or exposure to unstable magic. Most Wretched originate as humanoids - such as humans, elves,
dwarves, and others - who undergo a vast and often traumatic transformation. Their altered forms and new
abilities replace their original racial traits, reflecting the profound impact of their transformation.
However, their origins can vary significantly, with some having wildly unique appearances depending on the race
they once were, shaped by the nature of the magic that transformed them. If you are playing as a Wretched and
wish to retain certain traits or aspects of your character’s original race, it is recommended that you work with
your GM to adjust the Wretched traits accordingly.
Alignment. The isolation and trauma drive most and darkness. You gain advantage on
Wretched toward neutral alignments, though their Dexterity (Stealth) checks when in dim
responses to their condition vary greatly. Some light or darkness.
seek to do good and prove their worth, while others
Pliable Your flexible, partially liquefied body can
turn to selfish or destructive paths.
Frame squeeze through spaces as small as 3
inches wide without penalties.
Size. Your size matches that of your original race,
Eldritch Your eyes glow faintly with eldritch power,
though your warped form may cause you to appear
Eyes granting you darkvision out to 60 feet. If
larger or smaller than you truly are. Your size is
you already have darkvision, its range
Medium. increases by 60 feet.
Speed. Your walking speed is 30 feet. Extra You grow a small additional limb, such as
Appendage a tentacle, claw, or tail. This appendage
Corrupted Resilience. The experiments that
arcane power within you. You know one cantrip of while within 5 feet, it must succeed on a
your choice from any spell list. Constitution is your Constitution saving throw (DC equal to 8
spellcasting ability for this spell. + your proficiency bonus + your
Languages. You can speak, read, and write
Constitution modifier) or be poisoned
Common and one additional language of your
until the start of its next turn.
Spined Tail You grow a barbed tail capable of quick
choice.
strikes. As a bonus action, you can make
Mutated Physiology. Your transformation has left
an unarmed strike with the tail, dealing 3
you with a unique and permanent mutation, a
(1d6) piercing damage on a hit.
reflection of the magical energies and forces that Mutant Choose one of the following damage
reshaped you. Choose one mutation from the list Resilience types: acid, cold, fire, lightning, necrotic,
below, or work with your GM to create a custom or thunder. You have resistance to that
mutation that fits your backstory. This mutation damage type, reflecting the way your body
grants you a specific trait that represents your
has adapted to the arcane energies that
altered nature.
shaped you. This trait replaces the
Corrupted Resilience trait.
Prerequisite: 4th level, ability to cast at least one Prerequisite: Ability to cast at least one spell
Choose a class: bard, cleric, druid, sorcerer, of blood allows you to channel additional power in
warlock, or wizard. When you cast a cantrip from your blood magic. Spells you cast ignore resistance
that class’s spell list, you can add your spellcasting to necrotic damage, and treat immunity to necrotic
Prerequisite: 8th level, ability to cast at least one Your mastery over blood magic reaches new
Choose a class: bard, cleric, druid, sorcerer, necrotic energy. You gain the following benefits:
Psychic Resilience
against your cantrip, the creature takes half the Increase your Constitution or Wisdom score by
and magical effects that would banish or teleport Prerequisite: Wretched race
When you miss a creature with a cantrip, the You can select this feat multiple times. Each time
creature takes half the cantrip’s damage but suffers you do so, you must choose a different mutation.
Prerequisite: Ability to cast at least one spell Your skeletal form becomes tougher, bolstered by
You learn to siphon vitality from the magic you your connection to necromantic energy. Your
wield. Whenever you cast a spell of 1st level or Constitution score increases by 1, up to a
higher, you gain temporary hit points equal to the maximum of 20. Additionally, you gain resistance
Prerequisite: Gravecaller race You are attuned to the shadows, allowing you to
You channel necrotic energy into your attacks. react with preternatural speed. You gain a +1
Once per turn, when you hit a creature with a bonus to AC while in dim light or darkness.
melee weapon attack, you can deal additional Additionally, when a creature you can see misses
necrotic damage equal to your Wisdom modifier to you with an attack while you are in dim light or
Spellcasting feature, 8th level Prerequisite: Ability to cast at least one spell
You’ve mastered ancient techniques that meld When you cast a spell that requires you to roll one
martial skill with dark magic. You gain the or more damage dies, you can expend a number of
following benefits: hit dices equal to the spell’s level to reroll all the
maximum of 20.
You’ve developed an uncanny bond with death
You gain proficiency in the Arcana skill. When
itself, allowing you to linger at the edge of life. You
you make Intelligence (Arcana) checks related
gain the following benefits:
to forbidden magic or lore, you can add double
Increase your Constitution score by 1, to a your proficiency bonus instead of your normal
When you make a death saving throw, you can You learn one exotic language of your choice.
Dark Whisperer
level
cantrips.
throw.
Prerequisite: Ability to cast at least one spell You have tapped into the void, gaining the ability to
You have mastered protective magics drawn from move through shadows undetected. You gain the
You learn the mage armor spell, which is always You have advantage on Dexterity (Stealth)
prepared for you without counting against the ability checks made to hide while in dim light or
per long rest, you can cast mage armor without You learn the void step cantrip. When you use it,
expending a spell slot. you can immediately take the Hide action as a
When you cast a spell that grants temporary hit bonus action during the same turn, provided you
points or increases AC, its duration is doubled, are in dim light or darkness.
Prerequisite: 8th level Your magic is fueled by your own life force,
You are specialized in defending against forbidden granting it immense power. You gain the following
You learn the counterspell and dispel magic spellcasting ability for this cantrip is
spells. Your spellcasting ability for these spells Intelligence, Wisdom, or Charisma (your
choice). You can cast one of these spells once When you are below half your hit point
without expending a spell slot, regaining the maximum, the damage of your necrotic spells
ability to do so when you finish a long rest. You increases by an amount equal to your
can also cast these spells using your spell slots proficiency bonus. This effect can occur only
check.
Prerequisite: Charisma 13 or higher
Dark Blessing
Increase your Intelligence or Wisdom score by
When you cast a spell that requires a ranged you vitality through the destruction of your foes.
attack roll, you can reroll the attack roll if the When you reduce a creature to 0 hit points, you
result is a 1 or 2. If you do so, you must use the gain a number of temporary hit points equal to your
Whispering Skull
message cantrip.
Bonecharm of Warding
or possessed by undead.
Ring, common
Meteorite Pendant
minor harm.
Potion of Featherstep
Potion, common
Potion, common
next hour.
Wand, common
beings.
at dawn.
unpredictably.
effect.
Potion, common
Bone Charm
Bloodthirst Needle
This plain white candle radiates a soft, serene light These sturdy leather boots are reinforced with
when lit, filling the air with a calming aura that faintly glowing runes that seem to grip the ground
Lighting the candle requires an action. While the While wearing these boots, you have advantage on
candle burns, any creature within 10 feet of it has ability checks and saving throws against being
Wondrous item, common when repairing something and glows faintly until
disturbances.
Belt of Pocket Storage
Wondrous item, common (requires attunement) This simple leather belt has a single enchanted
patterns and seems to exude a calming energy. holds far more than its size suggests.
the calm emotions spell (spell save DC 10). Once always weighs only 1 pound. Retrieving an item
next dawn.
bearer.
the die. If you do so, you must use the new roll.
at dawn.
Lifeblood Armor
(requires attunement)
surface.
Cloak of Bloodletting
dawn.
form.
protection and focus. This jagged dagger has a dark red blade that seems
While attuned, you gain advantage on saving to absorb the light around it.
throws against being charmed or frightened. When you hit a creature with this dagger while
Additionally, once per day, you can use your action attuned to it, the target takes an additional 1d4
to tap into the ring’s energies, ending the charmed necrotic damage, and you regain a number of hit
or frightened condition on yourself. Once used, this points equal to half the necrotic damage dealt in
property can’t be used again until the next dawn. this way.
This dark metal ring is set with a tiny onyx stone of a snarling devil on its cover, and faint whispers
that seems to pulse faintly. of infernal knowledge seem to emanate from its
while attuned to this band, you can increase the Over the course of studying this tome for 48 hours
damage of that spell by 1. This effect can occur only across 6 days, the reader gains deep insight into
once per turn. devils and other infernal beings, learning to read,
Wondrous item, uncommon (requires attunement) Wondrous item, uncommon (requires attunement)
While you wear this cloak, it projects an illusion This small charm is carved from a shard of
that makes you appear to be standing in a place blackened bone and hung on a simple leather cord.
near your actual location, causing any creature to While wearing this charm, you do not need to
have disadvantage on attack rolls against you. sleep. Instead, you can enter a trance for 4 hours a
If you take damage, the property ceases to function day, during which you remain conscious and alert
for the next minute. This property is suppressed to your surroundings. After resting in this way, you
while you are incapacitated, restrained, or gain the same benefit of a long rest.
This slender black wand is topped with a carved and faint arcs of purple energy occasionally spark
faint, muffling hum. The wand has 5 charges. When you hit a creature
The wand has 3 charges. As an action, you can with a ranged spell attack, you can expend 1 charge
expend 1 charge to cast the silence spell. to force the target to make a DC 13 Strength saving
The wand regains 1d3 expended charges daily at throw. On a failed save, the creature is pushed up
These rugged boots are enchanted with faint runes Wondrous item, uncommon
of mobility, allowing for impressive feats of agility. This small, sealed vial is made of black glass and
While attuned to these boots, your walking speed contains a faintly glowing green mist. Whispers can
increases by 5 feet, and your jump distance is sometimes be heard emanating from within.
doubled. Additionally, you have advantage on While holding this phylactery, you can use it to cast
Strength (Athletics) checks made to jump or climb. the comprehend languages spell at will.
liquid surface - such as water, acid, mud, snow, Wondrous item, uncommon (requires attunement)
quicksand, or lava - as if it were harmless solid This tattered cloak shimmers with faint, ghostly
ground (as if under the effects of the water walk light and seems to flutter on its own in complete
automatically propels you to the surface at a rate of The cloak has 3 charges. While attuned to it, you
60 feet per round. can use a bonus action and expend 1 charge to
creature you can see within 30 feet of you with a Wondrous item, uncommon (requires attunement)
minor hex, imposing disadvantage on the next While attuned to this charm, you gain advantage on
saving throw the target makes within 1 minute. saving throws against being charmed, frightened,
and a glowing, green orb is embedded in its cover, As an action, you can attempt to create a magical
with tendrils of dark energy branching out like tether between yourself and a creature within 30
grasping roots. The pages are brittle and covered in feet. The target must succeed on a DC 15 Wisdom
cryptic runes and symbols, which seem to shift and saving throw or be linked to you for 1 hour. While
change when read. tethered in this way, any healing the creature
While attuned to this magical tome, you gain a +1 receives is instead transferred to you, having no
bonus to all Intelligence, Wisdom, and Charisma effect on the target. A tethered creature can repeat
ability checks and saving throws. the saving throw at the end of each of its turns,
The tome has 3 charges. While holding the tome, breaking the magical connection on a success. This
you can use an action to expend 1 charge to ask it a effect cannot be used on creatures without blood,
question about a specific course of action you plan such as undead or constructs.
to take within the next 30 minutes. The answer, Once used, this property can’t be used again until
and woe (both good and bad), or nothing (if the Wondrous item, rare (requires attunement)
results aren’t especially good or bad). The effect This black iron chain wraps tightly around the wrist
doesn’t take into account any possible or neck, and once attuned, it partly fuses to your
such as the casting of additional spells or the loss When you cast a spell that deals necrotic damage
or gain of a companion. Unlike the augury spell, while attuned to this chain, you can increase the
this effect has no chance of error even when used damage of that spell by 1d8. In exchange, you take
multiple times in a day. The tome regains 1d3 necrotic damage equal to half of the result. This
Scroll, rare
Helm of Dread
and decay.
benefits:
damage.
Wondrous item, rare (requires attunement) Wondrous item, rare (requires attunement)
This ancient cauldron is made of rough, dark stone, The amulet is made from a dark, almost liquid-like
etched with arcane symbols, and exudes an aura of stone and hangs from a thick, knotted rope. It is
magical potential. When activated, the cauldron cold to the touch, and those nearby can feel the
fills with a swirling, luminescent mist that can be despair emanating form within. It is said to contain
used to create various beneficial potions and brews. the souls of those who have been betrayed and
certain amount of gold pieces worth of materials Echoes of the Damned. While wearing the amulet,
and time to brew a potion, as detailed in the table you can use an action to unleash a terrifying wail
Uncommon 250 gp 2 hours saving throw at the end of each of its turns, ending
Rare 1,250 gp 4 hours the effect on itself on a success.
Very Rare 5,000 gp 6 hours Once used, this property can’t be used again until
Legendary 25,000 gp 12 hours the next dawn.
longer.
spider’s web.
energy.
This dark, jagged ring is made of black iron and set This twisted rod is made of dark iron, capped with
cast the dominate person spell (spell save DC 15). spell attack rolls and the spell save DC of your
spells.
Once used, this property cannot be used again until
the next dawn. The rod has 7 charges. While holding it, you can
Weapon (dagger), uncommon spell save DC and spell attack bonus: command (1
This dagger’s blade is jagged and darkened, its charge), hold person (2 charges), fear (3 charges),
You have a +1 bonus to attack and damage rolls While you are charmed or frightened, you can also
made with this magic dagger. When you hit a expend 1 charge to remove one effect that charmed
creature that has blood with it, the target takes an or frightened you as a bonus action during your
increased by 1d4 if the target has fewer than half The rod regains 1d6 + 1 expended charges daily at
understanding.
directions.
magic, and can see into the Ethereal Plane, all out
Heartstone
following benefits:
dawn.
weapon attacks.
next dawn.
Wondrous item, very rare (requires attunement) necrotic damage and advantage on saving throws
This tarnished silver crown is adorned with faded against effects that would reduce your hit points
gemstones that pulse faintly when worn. The maximum. Additionally, when you deal necrotic
wearer hears the whispered advice of long-dead damage with a spell, you gain a number of
While wearing this crown, you gain a +1 bonus to (rounded up), lasting for 1 hour.
Ring, very rare (requires attunement) half the damage taken (rounded up). The ring can
This black iron ring is set with a dark ruby that store up to a maximum of 25 charges at any time.
glows faintly when its wearer exerts control over As an action, you can touch the ring and expend
While wearing this ring, you can cast the dominate see within 30 feet of you. The target regains 1 hit
monster spell (spell save DC 18). Once used, this point for each charge spent in this way.
property can’t be used again until the next dawn. The ring loses all unspent charges daily at dawn.
you dies, you can use your reaction to trap its soul
a time.
Devour Soul. As an action, you can consume the Potion, very rare
trapped soul’s energy to restore your vitality. When This dark purple liquid crackles with tiny arcs of
you do so, you regain 6d8 hit points, and the soul is energy. It feels volatile, but drinking it fills you with
again until the next dawn. When you drink this potion, each spell you cast
When you drink this potion, you gain the benefits of Wondrous item, very rare (requires attunement by
When you drink this potion, your spellcasting If you aren’t wearing armor, your base Armor
becomes incredibly focused and precise. For 1 Class is 13 + your Dexterity modifier.
hour, you gain a +1 bonus to your spell attack rolls You gain a +2 bonus to your spell attack rolls
and the saving throw DC of your spells. and to the saving throw DC of your spells.
All-Seeing Mirror
Detect Creatures. While bonded to the mirror, you
Wondrous item, legendary are always aware of the presence of any creatures
This towering, ornate mirror is framed with dark, within 60 feet of it, even if they are invisible,
intricately carved wood inscribed with intricate hidden, or concealed in any other ways. You know
runes of divination. The surface ripples like water the type (celestial, fiend, or undead) of any being
when touched, revealing hidden truths and offering whose presence you sense, but not its identity.
glimpses into distant places and alternate Within the same radius, you also detect the
To use the All-Seeing Mirror, a creature must Visions of Potential. Once per day, you can
spend 1 hour in focused communion with it, during meditate before the mirror for 10 minutes to
which they enter a trance-like state similar to glimpse possible outcomes of a decision or action
attunement. This process does not require you are about to take. This functions as the
attunement but creates a mystical bond between divination spell but provides a more vivid and
the creature and the mirror. Only one creature can detailed vision, showing cryptic but tangible images
be in communion with the mirror at any time. rather than just a spoken reply.
While a creature is bound to the mirror through Divination Anchor. The mirror creates a magical
communion, no other creature can attune to it. If anchor for divination and planar effects. Any
the bond is severed (either voluntarily or through scrying or planar tracking spells cast within 30 feet
the death of the bonded creature), another creature of the mirror gain a +3 bonus to their saving throw
may undergo this communion. DCs, and their effects cannot be detected or
The mirror has the following properties: blocked by spells of 7th level or lower.
dawn.
dawn.
conscious.
spellcaster)
save DCs while holding this staff. The staff has the
following properties:
1d8 + 2 charges.
resilience.
spell cast.
will.
in the gem. If the gem can’t hold the spell, the spell
spell stored in it. The spell uses the slot level, spell
you cast the spell. The spell cast from the gem is no
Uncommon 3
Rare 5
Very Rare 7
Legendary 9
Everflowing Chalice
next dawn.
Uncommon Common
Rare Uncommon
Very Rare Rare
Legendary Very Rare
Artifact Legendary
Common 1
Uncommon 2
Rare 3
Very Rare 5
Legendary 7
attunement)
the caster, using the slot level, spell save DC, attack
at dawn.
T
HE CODEX OF FORBIDDEN ARCANA IS A Cleric: Oblivion Domain
tome of dark and enigmatic power, and Clerics of the Oblivion Domain draw power from
its subclasses reflect its themes of the infinite void, enforcing the balance of existence
eldritch mystery, forbidden knowledge, through endings and erasure. With their
and dangerous power. These connection to the forces of nothingness, they
archetypes offer new paths for unravel magical connections, extinguish vitality,
adventurers willing to embrace the arcane and the and wield entropy as a tool for order. Oblivion is
unknown, each intertwining mechanics with their truth, a force that ensures cosmic harmony.
narrative depth.
Druid: Circle of the Night
Barbarian: Path of the Gory Vanguard
Druids of the Circle of the Night embrace the
Barbarians who walk the Path of the Gory mysteries of twilight and the power of shadow.
Vanguard view combat as a sacred ritual, with each They find strength in the interplay of light and dark,
drop of blood a tribute to the primal forces of life protecting nocturnal ecosystems and moving
and death. These warriors revel in the chaos of unseen through the gloom. For these druids, night
battle, drawing strength and power from the is not an end but a transformation, a time of hidden
carnage around them. For a Gory Vanguard, pain is potential.
Barbarians on the Path of the Revenant are bound expanse of nothingness, channeling its destructive
to the grave, having defied death through sheer will force into their strikes and movements. Masters of
or supernatural means. Haunted by the afterlife, disruption, they manipulate the battlefield with
these warriors fight with the unrelenting fury of uncanny precision, turning the void into a weapon
someone who has already faced the end. Their that destabilizes foes and warps reality.
Bards of the College of Eldritch Secrets blend their shadow. They wield these forces in perfect
performances with the cryptic truths of ancient and harmony, combining overwhelming power with
otherworldly powers. Their haunting melodies and precision and misdirection. Practitioners of this
cryptic tales channel arcane energy, granting them forbidden path are terrors in combat, striking with
the ability to inspire allies and unnerve foes with fiery grace and then vanishing into darkness.
Bards of the College of Magic combine their innate weapon, shattering the will of their enemies while
charisma with arcane mastery, weaving magic into fortifying their allies with an aura of menace. These
every note they play. These spellbinding performers knights embrace the power of terror, using it to
enhance their spells and those of their allies, taking enforce their will and protect what they hold
advantage of the magical energies they wield. sacred, commanding respect and fear wherever
they go.
Cleric: Madness Domain
Clerics of the Madness Domain channel the chaotic Paladin: Oath of the Inquisitor
power of fractured minds, uncovering hidden truths Paladins who swear the Oath of the Inquisitor
through the lens of insanity. They serve enigmatic dedicate themselves to exposing hidden evils and
deities of chaos, their unsettling presence dismantling deception. With their relentless pursuit
disrupting perceptions and sowing confusion. of truth, they wield divine power to resist
To these devouts, madness is a gift, offering a manipulation, uncover secrets, and bring swift
deeper understanding of reality’s hidden threads. justice to the corrupt and treacherous.
Arcane Marksmen blend precision marksmanship The Sealed One is an ancient, bound entity whose
with arcane power, turning every shot into a deadly immense power seeps through cracks in its
mix of magic and physical skill. Their mystical imprisonment. Warlocks who serve this cryptic and
techniques make them versatile battlefield otherworldly force act as its agents, wielding
tacticians, capable of manipulating the flow of forbidden energy to weaken the seals that bind it
combat with their enchanted arrows and bolts. and unleash its destructive potential.
Soulblades walk a perilous path, wielding Demonologists are daring wizards who delve into
fragments of their soul to empower their weapons the forbidden arts of the abyssal realms to summon
and senses. These spectral warriors balance demons, master infernal energies, and wield
extraordinary power with the risk of their own devastating powers. Their path is fraught with
essence being consumed. Masters of supernatural danger, as the chaotic allure of the abyss constantly
Wraithwalkers blur the line between the physical of traditional magic, uncovering hidden truths and
and spectral realms, using their connection to the wielding forbidden power. These fearless scholars
ethereal plane to move unseen and strike with push the limits of arcane knowledge, harnessing
otherworldly precision. They are shadows on the reality-altering spells while attempting to resist the
terror-inducing infiltrators.
Sorcerer: Hemomancer
lineage.
Barbarians who follow the Path of the Gory The origins of this path are extremely varied. Some
Vanguard view battle not as mere survival or Gory Vanguards hail from blood-soaked cultures
conquest but as a sacred, brutal ritual. For them, where battle is a sacred rite, taught to revel in the
the spilling of blood is an offering to the raw forces frenzy of war from a young age. Others may
of life and death, a communion with the primal discover their path after surviving a particularly
chaos that fuels all existence. These warriors thrive harrowing conflict, awakening to the strange,
in the midst of carnage, their power growing with empowering connection between pain and
every drop of blood shed - whether it belongs to strength. There are even whispers of barbarian
their foes or themselves. They embrace the warbands who believe that by spilling blood - both
visceral, unrelenting nature of combat, finding their enemies’ and their own - they draw the
strength in pain and exhilaration in destruction. attention of dark, ancient forces, trading bloodshed
Gory Vanguards often bear the marks of countless for supernatural might.
battles, wearing their scars as badges of honor and Gory Vanguards are a terrifying force on the
draping themselves in trophies taken from fallen battlefield, embodying the raw savagery of war. To
enemies. Their armor is stained with the blood of them, bloodshed is not a byproduct of combat but
combat, their weapons gleaming with the promise the very essence of it - a rite that fuels their power
of more. They stride into the fray with reckless and strikes fear into all who oppose them. They
abandon, channeling their rage into a ritualistic stride through the chaos with grim purpose,
frenzy that terrifies their foes and inspires their reveling in the carnage and leaving behind a trail of
allies. To them, every clash of steel and spray of blood-soaked destruction. Those who face a Gory
crimson is a hymn to the raw, unbridled power of Vanguard learn one undeniable truth: survival is
Vanguard view the battlefield as a sacred altar and without provoking opportunity attacks.
Crimson Fury
Ritual of Bloodletting
Sanguine Endurance
Avatar of Carnage
Barbarians who follow the Path of the Revenant even the most stalwart foes. In battle, they become
are touched by death yet refuse to succumb to its relentless juggernauts, striking with the fury of
finality. These warriors defy the natural order, their someone who has already faced death and won.
rage fueled by the thin boundary between life and Their enemies find no solace in retreat, as the
the afterlife. While other barbarians rely on sheer Revenant’s presence lingers like a shadow, a
physical might and primal instinct, Revenants are reminder that death is never far away.
sustained by an unholy resilience and an insatiable For a Revenant, death is not an end - it is a teacher,
drive to fulfill the purpose that brought them back. a companion, and a source of power. These
Whether they fight for vengeance, redemption, or warriors understand the fragility of life, which only
unfinished duty, these barbarians channel the strengthens their determination to carry out their
power of their defiance into terrifying combat purpose. They often find themselves drawn to
The origins of a Revenant’s power are often odds are impossible, as if they are magnetized by
shrouded in mystery. Some are resurrected by the forces that defy life. Their existence blurs the
sheer force of will, their fury too great for death to line between mortal and spectral, and their every
claim them. Others are bound to this world by dark step leaves behind a faint echo of the grave.
magic, cursed relics, or a bargain struck with a To take the Path of the Revenant is to embrace a
malevolent spirit. In rare cases, the Revenant arises fate that no one else could endure. These
from a divine purpose - chosen by a deity of death barbarians fight not only with the fury of the living
or vengeance to act as their enforcer. Regardless of but also with the cold inevitability of death itself.
their origin, these barbarians carry the weight of They are relentless seekers of vengeance,
the grave, their very existence a defiance of natural guardians of the balance between life and death, or
Revenants inspire awe and fear in equal measure. escape. In the end, a Revenant’s tale is one of
Their unyielding endurance makes them nearly defiance, of purpose forged in the fires of death,
impossible to kill, and their grim aura unnerves and of a spirit that refuses to be extinguished.
Aura of Dread
Bards of the College of Eldritch Secrets venture Secrets can vary depending on the strange forces
where few dare to tread, exploring the forgotten they serve. Some are drawn to this path by
and forbidden corners of the multiverse. These curiosity or ambition, uncovering fragments of lost
performers have delved into cryptic tomes, knowledge through exhaustive study or chance
communed with eldritch entities, and deciphered encounters with forgotten artifacts. Others may
the hidden rhythms of the cosmos. Their music and have been guided - or cursed - by the influence of
art are imbued with the whispers of the beyond, eldritch entities, their talents shaped by visions of
blending haunting melodies and cryptic prose into alien geometries and the subtle pull of otherworldly
Bards of this college are equal parts entertainers Those who walk this path often straddle the line
and arcane scholars, wielding their talent to between genius and madness, their mastery of
uncover truths hidden behind the veil of reality. forbidden knowledge marking them as outsiders in
Their connection to eldritch forces allows them to the world of more conventional magic. Yet for these
weave magic into their performances, confounding bards, the risk is worth the reward. They wield the
enemies and inspiring allies in ways that transcend power to unearth truths, weave impossible
mortal comprehension. wonders, and shape the course of destiny itself, all
The origins of bards in the College of Eldritch while standing on the precipice of the unknowable.
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
knowledge of ancient realms and entities beyond increased by 15 feet until the start of its turn.
chaotic energies of the multiverse, weaving the next ability check or attack roll it makes
with cosmic truths. These bards are conduits of the W arped Fortune: The creature can roll a d4 and
When you join the College of Eldritch Secrets at At 6th level, your performances unravel the weave
3rd level, your immersion in eldritch secrets of reality itself. As an action, you can perform an
sharpens your understanding of arcane mysteries. otherworldly song or recite an ancient chant,
You gain proficiency in the Arcana skill, and you forcing all creatures of your choice within 30 feet to
have advantage on ability checks made to identify make a Wisdom saving throw against your spell
or understand eldritch phenomena, magical save DC. On a failed save, creatures are
anomalies, or the workings of spells and artifacts overwhelmed by the maddening truths woven into
Starting at 3rd level, your Bardic Inspiration is action to shake the creature out of its temporary
uses one of your Bardic Inspiration dice, it gain an A creature that fails this save by 5 or more is also
additional effect of its choice from the list below. afflicted with one long-term madness (as
If an effect from this feature does not have a determined by rolling on the Long-Term Madness
specified duration, it lasts until the creature table), lasting for 1d10 x 10 hours or until cured by
finishes a short or long rest. the greater restoration spell or similar magic.
the ability to weave magic into every gesture, every Bards of the College of Magic possess the rare
note, and every word. Their performances evoke ability to infuse their Bardic Inspiration with arcane
wonder, drawing upon the boundless reservoirs of power, enhancing the spells of their allies with an
the arcane to craft spells and enchantments of extra surge of magical energy.
unparalleled finesse.
These bards blend their musical talents with the Mystical Resonance
raw essence of magic, creating performances that As their connection to the weave of magic deepens,
are as captivating as they are powerful. They these bards become attuned to the ambient magic
summon creatures from distant planes with around them. They can manipulate this energy,
ethereal melodies, conjure illusions that bewilder refining their spells and those of their allies,
and confound, and enhance the spells of their allies ensuring that the magic they wield is always at its
with an innate understanding of the Weave. Every most effective and powerful.
control. However, the path of the College of Magic At the height of their power, these bards wield
is fraught with danger. As these bards delve deeper magic with unmatched mastery. Their deep
into the arcane, they risk being consumed by the understanding of arcane forces allows them to
very forces they seek to master, their minds channel extraordinary energy into their spells,
teetering on the edge of the abyss. Yet those who bending reality to their will. In moments of critical
emerge unscathed become legends, wielding magic need, they can unleash a surge of magic so potent
with an artistry and precision that few can rival. that it can alter the course of a battle.
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Not all bards draw their power from music alone; Upon reaching 14th level, you can infuse your
some have an innate connection to the mystical and spells with an unparalleled surge of magical
magical forces that shape the world. These bards energy. When you cast a spell, you can decide to
are known to form the College of Magic, and they channel additional arcane power into it, gaining
weave their bardic talents into the fabric of arcane advantage on any attack roll for that spell or
Bonus Proficiencies spell. You can use this ability once per long rest
Mystical Resonance
Clerics devoted to deities of the Madness Domain Through their connection to the disordered mind,
tread a precarious path between revelation and these clerics wield abilities that baffle and terrify.
ruin. These enigmatic figures channel the chaotic They touch the minds of others, leaving them
energy of fractured minds, uncovering truths that questioning their own perceptions and sowing
elude the rational and the sane. For these acolytes, disarray among their enemies. As they rise in
madness is not a curse but a force to be embraced - power, their presence becomes an unsettling force,
a lens that distorts reality, revealing hidden twisting reality and binding others to the chaotic
connections and forbidden knowledge. revelations they bring. These clerics embrace the
Madness Domain clerics are both feared and unpredictable, for it is within the chaos that the
revered. They serve gods and forces that revel in deepest truths are found.
chaos and unpredictability, often ranging from Clerics of the Madness Domain walk a delicate
tricksters to eldritch horrors. Their devotion to this tightrope between enlightenment and madness,
domain manifests in strange and unsettling ways: embracing the blurred lines between lucidity and
whispers in the night, visions that defy chaos. They seek to unravel the cosmic riddles
comprehension, and powers that sow confusion hidden within the depths of the human mind and
and awe in equal measure. Whether they are discover hidden truths concealed beyond the realm
prophets of madness, agents of disorder, or seekers of sanity. These clerics often find solace in the
of hidden truths, their methods challenge the status tangled web of uncertainty, seeing madness as a
quo and reshape the perceptions of those they powerful force that can reshape reality and
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Clerics who delve into the Madness Domain are Starting at 1st level, you gain the ability to harness
enigmatic conduits of chaos and perplexity, madness as a weapon. As an action, you can touch
drawing power from the eldritch and far realms a willing creature, imbuing it with the chaotic
where imagination and reality intertwine. Guided power from the depths of the mind. The target
by their profound understanding of the mind’s gains temporary hit points equal to your Cleric level
darkest corners, these clerics traverse the + your Wisdom modifier for the next minute. While
tumultuous sea of consciousness to unravel the these temporary hit points last, the creature is
secrets hidden within the labyrinthine depths. With momentarily invigorated by the bewildering
fervent devotion, they embrace the unpredictable essence of true madness, gaining advantage on the
nature of madness, wielding its enigmatic force to next attack roll, ability check or saving throw it
challenge the beliefs of the world and illuminate makes. You can use this feature a number of times
the obscured truths of existence. equal to your Wisdom modifier (minimum of once),
next turn.
Unfathomable Psyche
Clerics of the Oblivion Domain are guardians of the creatures to the outer reaches of existence. The
inevitable, wielding the forces of nothingness to void is both their ally and their weapon, offering
enforce the quiet finality that underpins all protection and destruction in equal measure.
existence. To them, endings are not an act of Far from being agents of wanton destruction,
destruction but a crucial phase in the natural cycle Clerics of the Oblivion Domain are harbingers of
of creation and renewal. They see the void as a balance, walking the line between creation and
force of balance, a silent, unyielding power that annihilation. Their presence is a stark reminder of
ensures nothing outstays its purpose. Through life’s fragility and the inescapable pull of destiny.
their connection to this force, they silence the They act with precision, wielding the void to
chaotic, erase the corrupted, and bring order to a enforce order on a cosmic scale.
world often marred by unchecked growth and With a faith forged in the quiet power of endings,
decay. Their faith grants them the ability to act as these clerics are both feared and revered. Their
arbiters of transition, ensuring that existence itself methods may seem harsh, but their resolve is
These clerics serve gods or entities tied to entropy, themselves as caretakers of the cosmic balance,
endings, or the infinite void that lies beyond mortal safeguarding the integrity of existence by ensuring
understanding, drawing their power from the that all things meet their destined conclusion.
inexorable truth that all things must one day end. Oblivion, to them, is not simply absence - it is the
Their abilities reflect this philosophy: they suppress ultimate equalizer, a force that transforms chaos
magic that disrupts the natural order, unravel the into stillness and corruption into silence, restoring
life force of those who defy destiny, and banish harmony to a world perpetually in flux.
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Clerics of the Oblivion Domain draw power from At 6th level, you emanate an aura that suppresses
the void, embracing the balance that endings bring magical movement. Creatures of your choice within
to existence. They channel the forces of 10 feet of you cannot benefit from effects that grant
and banish the unnatural. For these clerics, Additionally, when a creature attempts to teleport
oblivion is not destruction but a necessary part of into, out of, or within this area, it must succeed on a
the cosmic order, cleansing corruption and Wisdom saving throw against your spell save DC.
ensuring balance. Whether facing fiends, undead, On a failed save, the teleportation attempt fails, and
or otherworldly threats, they wield the void as both the creature’s action, spell, or ability is wasted.
5th counterspell , dispel magic weapon strikes with void energy. Once on each
7th banishment , greater invisibility of your turns when you hit a creature with a
9th dispel evil and good, hold monster
weapon attack, you can deal an extra 1d8 force
Channel Divinity: Nullify points, or until you dismiss it (no action required by
Nullify Magic: As an action, you present your when you deal damage to a creature within the
holy symbol and target a creature, object, or aura, you can force it to make a Constitution saving
magical effect within 60 feet of you. For each throw against your cleric spell save DC or be
spell of 1st level or higher on the target, make stunned until the end of its next turn. Additionally,
an ability check using your Wisdom modifier. when an affected creature dies within the aura, its
The DC equals 10 + the spell’s level. On a body is disintegrated into ash and cannot be
success, the spell ends. resurrected by any means short of a wish spell.
Nullify Vitality: As an action, you present your Once you use this feature, you can’t use it again for
holy symbol and target a creature within 60 feet the next 7 days.
Druids of the Circle of the Night embrace the Night Druids are masters of stealth and
stillness and mystery of the world after the sun has concealment, moving through the gloom as easily
set. To them, the night is not a realm of fear but a as others navigate sunlight. They summon veils of
time of potential, where the interplay of light and shadow to protect their allies, call forth nocturnal
shadow reveals truths hidden from the brightness beasts to aid them, and strike with precision before
of day. Under the glow of the moon and the blanket vanishing back into the darkness. Their magic is
of stars, they find beauty and power in the stillness subtle but powerful, drawing strength from the
of twilight, weaving shadows into their magic and unseen world. These druids are both watchful
moving unseen through the world. sentinels and fearsome adversaries, wielding
The Circle of the Night calls to those who feel a twilight as their shield and their weapon.
deep connection to the subtle rhythms of the night. Those who walk this path find strength in what
These druids are guardians of nocturnal creatures others dismiss or fear. They become part of the
and ecosystems, protecting the delicate balance of night itself, silent and watchful, embodying its
life that relies on darkness to flourish. Whether grace and stillness. To these druids, darkness is not
safeguarding shadowy groves, moonlit glades, or an end but a transformation, a time when life
star-strewn skies, they honor the cycles of light and adapts and flourishes in unexpected ways. With
dark, ensuring neither overwhelms the other. To unwavering devotion to nature’s balance, they
them, twilight is a sacred threshold, where stand as guides to the hidden paths of the world,
opposites blend and the boundaries of reality revealing beauty and strength that can only be
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
3rd +2 — 2 4 2 — — — — — — —
4th +2 Wild Shape improvement, Ability Score 3 4 3 — — — — — — —
Improvement
5th +3 — 3 4 3 2 — — — — — —
6th +3 Silent Stalker 3 4 3 3 — — — — — —
7th +3 — 3 4 3 3 1 — — — — —
8th +3 Wild Shape improvement, Ability Score 3 4 3 3 2 — — — — —
Improvement
9th +4 — 3 4 3 3 3 1 — — — —
10th +4 Reflexes of the Night 4 4 3 3 3 2 — — — —
11th +4 — 4 4 3 3 3 2 1 — — —
12th +4 Wild Shape improvement, Ability Score 4 4 3 3 3 2 1 — — —
Improvement
13th +5 — 4 4 3 3 3 2 2 1 — —
14th +5 Night’s Embrace 4 4 3 3 3 2 1 1 — —
15th +5 — 4 4 3 3 3 2 1 1 1 —
16th +5 Wild Shape improvement, Ability Score 4 4 3 3 3 2 1 1 1 —
Improvement
17th +6 — 4 4 3 3 3 2 1 1 1 1
18th +6 Timeless Body, Beast Spells 4 4 3 3 3 3 1 1 1 1
19th +6 Wild Shape improvement, Ability Score 4 4 3 3 3 3 2 1 1 1
Improvement
20th +6 Archdruid 4 4 3 3 3 3 2 2 1 1
night is not a realm of fear but of potential, where until your drop to 0 hit points, or until you dismiss
drawing power from the interplay of darkness and At 6th level, your bond with the shadows heightens
nature’s rhythms. your ability to move unseen. While you are in dim
Your connection to the mysteries of the night cover against attacks made by creatures relying on
sight.
grants you access to certain spells. At 2nd level, you
learn the shadow bolt cantrip. You also gain access Additionally, while in dim light or darkness, you
These spells are always prepared, and they don’t it were difficult terrain.
appear on the druid spell list, the spell is At 10th level, your connection to the shadows
nonetheless a druid spell for you. sharpens your instincts, allowing you to evade
Circle of the Night Spells in dim light or darkness, when a creature you can
2nd shadow bolt reaction to halve the damage you take from that
3rd darkness , darkvision attack. After doing so, you can move up to 10 feet
Twilight Veil
Void Knights are warriors who harness the cold Void Knights are disruptors by nature, embodying
power of the void, the infinite expanse of the paradox of the void. To them, the void is more
nothingness between realms. Unlike traditional than emptiness - it is potential, a limitless force
fighters who rely solely on physical prowess, Void waiting to be shaped by their will. Their training
Knights wield the destructive energy of the void to teaches them to master the balance between
manipulate the battlefield, disrupt their foes, and destruction and precision, using the void to sever
turn absence into a weapon. Their strikes resonate magical connections, dismantle physical barriers,
with the raw force of unformed reality, and their and evade detection. With every step they take, they
movements defy the constraints of space itself. distort the fabric of existence, carving paths
The origins of Void Knights are as mysterious as through space and leaving behind only echoes of
adventurers who stumble upon ancient relics, To those who face a Void Knight, the experience is
cryptic texts, or forbidden techniques that reveal disorienting and terrifying. They strike with
the secrets of the void. Others are chosen - marked unrelenting force, disappearing and reappearing
by an encounter with voidbound entities or planar with uncanny precision. Their enemies are left
anomalies that alter their very essence, granting reeling, struggling to hold their ground against
them an unnatural connection to the vast warriors who seem to exist beyond the bounds of
nothingness. Whether by choice or fate, Void reality. For all these reasons, Void Knights are
Knights are forever changed, their presence manifestations of the unknown, capable of wielding
Void Knights are defined by their ability to manipulate the void, an enigmatic force that exists beyond the
comprehension of most mortals. At the GM’s discretion, the this connection may extend beyond the battlefield,
affecting the character’s environment or interactions. For example, the void might manifest as subtle distortions
in the air around a Void Knight, strange whispers when they stand in silence, or objects inexplicably shifting in
their presence, adding depth to the character and emphasizing the otherworldly nature of their abilities.
disarray.
Void Strikes
Voidwalk
At 10th level, the void’s influence warps the space The area becomes difficult terrain.
around you, destabilizing your enemies’ magic and An affected creature has disadvantage on
movements. Creatures of your choice within 5 feet Strength and Dexterity saving throws while
maintain concentration on spells and consider this An affected creature takes 4d10 force damage
area difficult terrain. when it starts its turn within the area or enters it
The Way of the Shadowflame is a rare and steeped in secrecy, often shared only with the few
forbidden discipline born from the confluence of deemed worthy to follow its teachings. Training is
light and dark, chaos and control. This ancient grueling, blending the physical rigor of martial arts
tradition is said to have originated in the twilight with meditative techniques to attune the monk’s ki
lands between worlds, where the primordial forces to the interplay of shadow and flame. Rituals often
collide. Its practitioners channel the destructive involve trials by fire and darkness - walking through
fury of flame and the elusive stillness of shadow flames without fear or meditating in utter,
into a unique combat style, blending precision, oppressive shadow to commune with the forces at
misdirection, and overwhelming power. play. These practices are said to connect the monk
Legends speak of the first monks who pursued this to the primordial energies of creation and
way as outcasts - wanderers who were drawn to destruction, allowing them to call forth fire that
places of intense magical convergence, where fire burns the soul and shadows that shroud the mind.
burned black and shadows danced with an The teachings of the Shadowflame remain
unnatural glow. Through rigorous meditation and shrouded in secrecy, passed down through cryptic
perilous experimentation, they uncovered the riddles and elusive masters. Those who walk this
secret to harnessing this dual force. The path are often drawn by necessity or fate, seeking
shadowflame is as beautiful as it is perilous, its power for their own ends or a greater good. To
demanding perfect balance from those who wield their allies, they are fearsome defenders cloaked in
it. The fire consumes, the shadow deceives, and searing fire and impenetrable darkness. To their
only the most disciplined souls can command both enemies, they are terrors incarnate, striking from
without being destroyed. the shadows and leaving only ash and echoes in
Strikes
7th +3 1d6 7 +15 ft. Evasion, Stillness of Mind
8th +3 1d6 8 +15 ft. Ability Score Improvement
9th +4 1d6 9 +15 ft. Unarmored Movement improvement
10th +4 1d6 10 +20 ft. Purity of Body
11th +4 1d8 11 +20 ft. Burning Shadows
you gain the ability to weave flame and shadow into magical darkness extends from you you,
your attacks. When you hit a creature with an spreading around corners. A creature with
unarmed strike, you can expend 1 ki point to deal darkvision can’t see through this darkness, and
an extra 1d4 fire damage and 1d4 necrotic damage nonmagical light can’t illuminate it. The
you can expend 1 ki point to teleport up to 30 feet other creatures of your choice within 60 feet of
to an unoccupied space you can see that is in dim you gain the ability to see normally in darkness,
light or darkness. When you reappear, you can both magical and nonmagical, out to a distance
cause a burst of flame in a 5-foot radius centered of 120 feet.
yourself) must succeed on a Dexterity saving throw Once you use this feature, you can’t use it again
against your ki save DC or take fire damage equal until you finish a long rest, unless you expend 6 ki
to one roll of your Martial Arts die. At 11th level, points to use it again.
Shadowflame Resilience
damage.
Burning Shadows
successful one.
The Oath of Dread is a solemn vow taken by those or forces that revealed the power of fear as a means
who have learned to harness fear as both a weapon of control. A rare few are trained by shadowy
and a shield. These paladins understand the primal orders or enigmatic mentors who teach them how
power of terror, wielding it to break the will of their to weaponize dread for the greater good - or for
overcome but a natural force to be mastered. By Paladins of this oath are imposing figures, often
commanding dread, they aim to dominate the mind cloaked in darkness or adorned with fearsome
of their foes, ensuring their own victory. symbols of their unyielding resolve. They strike
Those who swear the Oath of Dread often walk a with an aura of menace, their every action a
fine line between righteousness and ruthlessness. calculated display of dominance. On the battlefield,
Some take this path to protect the innocent, they are unrelenting, shattering the confidence of
believing that fear is a necessary tool to deter evil their foes and leaving a path of despair in their
and maintain order. Most embrace a darker calling, wake. Off the battlefield, they are mysterious and
delighting in the power that terror brings and often intimidating, their mere presence
reveling in the submission of those who dare to commanding respect or unease in others.
oppose them. Whatever their motives, these While their methods may provoke controversy,
paladins are characterized by an unwavering belief these paladins are steadfast in their belief that fear
in their cause and their own strength. is a force of justice, balance, and order. Whether
The origins of a paladin of the Oath of Dread are they use it to protect the weak or to bend others to
often tied to moments of profound fear or despair. their will, they know that few can stand against the
Some take their vows after surviving harrowing power of dread. As they grow in strength, they
experiences that left them face-to-face with their become living embodiments of terror, wielding fear
own mortality, vowing never to be powerless again. not just to crush their enemies but to inspire awe,
you or others.
Aura of Dread
3. Crush the Defiant: Those who defy your will or
Starting at 7th level, your presence becomes a
harm the innocent must be broken, their resolve
beacon of terror. Creatures of your choice within
shattered before your might.
10 feet of you have disadvantage on saving throws
4. Rule Through Power: True strength lies in
against being frightened.
controlling fear, both in yourself and in those who
At 18th level, the range of this aura increases to 30
oppose you.
feet.
17th dominate person, hold monster your choice that starts its turn within the area must
When you take this oath at 3rd level, you gain the creature is also paralyzed. A frightened creature
following two Channel Divinity options: can repeat the saving throw at the end of each of its
Paladins who swear the Oath of the Inquisitor are The Oath of the Inquisitor imbues its followers with
relentless crusaders against corruption, deceit, and divine gifts that amplify their ability to uncover
hidden evils. They dedicate their lives to uncovering deceit and resist manipulation. Their presence
the truth, rooting out darkness wherever it lurks, bolsters allies, instilling courage and clarity of
and bringing justice to those who undermine the thought, while their foes find themselves exposed
sanctity of order. For an Inquisitor, no secret is and vulnerable under the weight of divine scrutiny.
safe, and no veil of lies can withstand their piercing These paladins wield their powers not only to
gaze. Their divine authority is a beacon of light that deliver righteous retribution but also to maintain
exposes treachery and banishes shadows, ensuring the delicate balance of order in a chaotic world.
that even the most cunning of foes are brought to To most, Inquisitors inspire awe and trepidation in
These paladins stand apart from others in their can make them inflexible or even ruthless, but their
focus on precision and perception. They are as commitment to justice is absolute. Whether they
much investigators as they are warriors, employing are interrogating a potential traitor, purging a nest
sharp minds and unshakable resolve to dismantle of fiends, or confronting a secret cabal, Inquisitors
the webs of conspiracy spun by fiends, rogue carry the weight of their sacred duty with
spellcasters, and subversive forces. Inquisitors bind unwavering determination. To take up this oath is
themselves to the pursuit of justice and truth, to become a shield against deception, a sword
refusing to waver in the face of adversity or against corruption, and a relentless seeker of truth
dedicate themselves to rooting out corruption and insight in a 30-foot radius centered on yourself
they wield divine power to pierce deception, resist location of all invisible creatures and objects
often feared for their unyielding determination and Wisdom (Perception) checks during this time.
battlefield, making them protectors of order and Divinity to brand an enemy with divine
undertaken:
Aura of Truth
3. Courage to Confront: Fear neither power nor At 18th level, the range of this aura increases to 30
light.
Relentless Pursuit
4. Loyalty to the Cause: Your mission transcends
personal ties. Serve the greater good with At 15th level, your pursuit of truth and justice
5th hold person, zone of truth disadvantage on saving throws against your
13th locate creature, banishment When you deal damage to a creature, you can
17th geas, flame strike force it to make a Wisdom saving throw. On a
minute.
Channel Divinity
When you take this oath at 3rd level, you gain the Once you use this feature, you can’t use it again
Arcane Marksmen are rangers who blend precision natural and mystical worlds, embodying a rare
marksmanship with arcane mastery, turning their harmony between the two.
ranged attacks into powerful conduits of magic. These rangers are more than sharpshooters - they
Unlike traditional rangers, these warriors harness are battlefield tacticians and disruptors, capable of
mystical energy to imbue their arrows and bolts turning the tide of combat with a single well-placed
with supernatural effects, transforming each shot shot. Whether firing an arrow that erupts into a
into a calculated strike infused with raw magical fiery explosion, unleashing a volley of arrows
power. Their mastery allows them to manipulate similar to a storm, or binding their targets with
the battlefield with explosive force, piercing strikes, magical effects, their techniques set them apart as
and disruptive arcane techniques, making them deadly and adaptable warriors. Arcane Marksmen
versatile and powerful foes. are often called upon to hunt magical beasts,
The origins of Arcane Marksmen are as varied as confront rogue spellcasters, or safeguard lands
their abilities. Some learn their craft from ancient threatened by supernatural forces.
mystics or lost texts that merge martial discipline Through rigorous practice and a deep
with arcane knowledge. Others develop their understanding of arcane energies, Arcane
talents through sheer instinct, discovering a natural Marksmen become living weapons, capable of
ability to channel magical energy through their striking fear into their enemies with their precision
weapons. Some others are trained by secretive and ingenuity. To them, a bow or crossbow is not
orders or skilled mentors who recognize their just a weapon - it is a channel through which their
unique affinity for blending the physical and the unique magic flows, reshaping the battlefield and
arcane. Regardless of their path, all Arcane ensuring their foes never see the next attack
Marksman combine their mastery of ranged or be blinded until the end of its next turn.
have learned to channel arcane energy into their on a Strength saving throw against your Ranger
ancient orders or through the study of forgotten succeed on a Wisdom saving throw against your
allows them to excel in combat at any range, and confusion spell) until the start of your next turn.
effects makes them formidable hunters of both sound wave. On a hit, each creature within 10
Arcane Shot
Mystic Precision
Also starting at 3rd level, you learn to channel
At 11th level, your ability to blend magic with
magic into your ranged attacks. When you hit a
ranged combat improves. Whenever you hit a
creature with a ranged weapon attack, you can
creature with a ranged weapon, the creature takes
expend one spell slot to deal force damage to the
an extra 1d6 force damage.
target, in addition to the weapon’s damage. The
Soulblades are rogues who have forged an unique bond, standing apart even among other
essence, drawing power from their very soul to Soulblades are both feared and revered, their
enhance their combat prowess. This connection spectral weapons as much a symbol of their skill as
grants them supernatural abilities that transcend their willingness to sacrifice. To their allies, they
the limits of mortal flesh. Their strikes resonate are uncanny warriors capable of striking with
with otherworldly energy, as fragments of their soul unerring precision and tapping into a power that
empower their weapons with spectral precision. defies the physical realm. To their enemies, they
Yet, this power comes at a cost, as each strike chips are haunting figures whose very presence hints at
away at their own life force. To walk the path of the their lethal potential.
Soulblade is to embrace a delicate balance between As a Soulblade grows in strength, they master the
power and sacrifice. art of channeling their soul into their weapons,
The origins of a Soulblade’s abilities are as varied turning the ebb and flow of their essence into a tool
as the individuals who wield them. Some are driven for survival and destruction. Their power grows to
by desperation, offering part of their soul in the point where they can reap the energy of their
exchange for vengeance, protection, or redemption. fallen foes, using the very essence of their enemies
Others may have been born with this talent, the to sustain themselves. Soulblades are masters of
result of a curse or an ancestral bond to a spiritual the art of balance, walking the fine line between
force. Still, others uncover forbidden rituals or lost extraordinary power and the perilous cost of
knowledge, deliberately binding their soul to their wielding it. For them, the soul is both a weapon and
weapons in pursuit of unrivaled power. Regardless a battlefield - a place where strength and sacrifice
Rogue: Soulblade
Soulblades wield the power of their own soul, At 13th level, your soul fragments can linger on
channeling fragments of their essence to imbue your strikes, marking foes for precise elimination.
their weapons with supernatural energy. This When you hit a creature with an attack made with a
connection grants them a supernatural edge in soul-infused weapon, you can choose to mark the
combat but comes at a cost: every strike chips away target’s soul for 1 minute. While a creature’s soul is
at their very being. These rogues walk a razor’s marked, you have advantage on attack rolls against
edge between power and self-destruction, it, and you always know the target’s exact distance
mastering spectral blades that bridge the material and location, provided you are on the same plane of
Starting at 3rd level, you can imbue your weapons another is already marked, you can choose to keep
with fragments of your soul, enhancing them with the old mark or replace it with the newest.
by any means, to magically infuse a nonmagical Upon reaching 17th level, you learn how to reap
weapon you are holding for the next hour. For the the souls of your enemies, wielding your weapons
duration, an infused weapon is considered magical with deadly precision and supernatural power.
for the purpose of overcoming resistance and Attacks made with soul-infused weapons ignore
immunity to nonmagical attacks and damage. resistance to their damage types and treat
Additionally, the first time you hit a creature with a immunity as resistance.
soul-infused weapon on each of your turns, the Additionally, when you hit a creature with an attack
target takes an extra 1d4 necrotic damage. This made with a soul-infused weapon, you harvest a
damage increases to 1d6 at 7th level, 1d8 at 11th fragment of its soul, gaining a number of temporary
level, 1d10 at 15th level, and 1d12 at 19th level. hit points equal to half the necrotic damage dealt by
Rogues who follow the path of the Wraithwalker forever marked by their brief sojourn beyond the
have stepped beyond the veil of mortality, forging a mortal plane. Others may inherit their gifts from a
connection to the spectral plane. Whether through cursed bloodline or uncover ancient rites that bind
a brush with death, a pact with a restless spirit, or a them to the spectral realm. There are even tales of
forbidden ritual, these rogues have gained the rogues who stumble upon their powers
ability to harness the eerie power of the accidentally, perhaps after disturbing a haunted
incorporeal. They move through the world like site or wielding a cursed artifact. Regardless of
shadows, untouchable and unseen, leaving behind how they are born, all Wraithwalkers share an
only whispers of their presence and the lingering innate understanding of the ephemeral, treating the
their abilities blurring the line between life and Though their abilities are rooted in darkness,
death. To their allies, they are protectors in the Wraithwalkers are not inherently evil. Their
dark, capable of slipping past any barrier or foe. To mastery of the spectral plane can serve many
their enemies, they are harbingers of dread, purposes, from protecting the innocent to wreaking
striking with ghostly precision and disappearing vengeance on those who would exploit the weak.
before retaliation can land. These rogues embody However, their close ties to the ethereal often make
the wraith’s essence, blending the physical and the them aloof, their connection to the world of the
ethereal to become both deadly infiltrators and living fading as they draw strength from the realm
The origins of a Wraithwalker’s powers are resolve in the face of mortal dangers, as their
extremely varied. Some gain their abilities after existence itself straddles the line between two
Rogue: Wraithwalker
Wraithwalker Rogues have stepped beyond the veil At 13th level, your connection to the spectral plane
of mortality, harnessing the ethereal power of the grows, allowing you to terrify your foes. As an
spectral plane. These rogues are masters of action, you can extend your spectral influence to
incorporeal movement, supernatural stealth, and strike fear into any number of creatures you can
striking terror into the hearts of their foes. By see within 30 feet of you. Each target must succeed
forging a connection to the realm of spirits, on a Wisdom saving throw (with a DC equal to 8 +
whether through dark rituals or a near-death your proficiency bonus + your Charisma modifier)
experience, they have gained the ability to move or become frightened of you for the next minute. A
unseen and untouchable, making them deadly frightened creature can repeat the saving throw at
infiltrators and formidable foes. the end of each of its turns, with disadvantage if
Starting at 3rd level, you can briefly enter an You can use this feature a number of times equal to
incorporeal state, allowing you to move through your proficiency bonus, regaining all expended uses
creatures and objects. As a bonus action, you can when you finish a long rest.
creatures and objects as if they were difficult Upon reaching 17th level, your spectral nature
terrain. If you end your turn inside a creature or allows you to instill paralyzing dread in your
object, you are immediately shunted to the nearest enemies. Once per turn, when you hit a creature
unoccupied space and take 1d10 force damage. with your Sneak Attack, you can force the target to
Additionally, while incorporeal, you have advantage make a Constitution saving throw (with a DC equal
on Dexterity (Stealth) checks, and you leave behind to 8 + your proficiency bonus + your Charisma
no sound or physical traces of your movement. modifier) or become paralyzed with fear until the
Phantom Escape
Hemomancers are sorcerers whose magic flows wounds awakening latent magic within them.
through the essence of life itself - blood. This innate Some Hemomancers stumble upon their abilities
connection allows them to harness their own during an encounter with ancient relics, forbidden
lifeforce and that of others to wield dark and tomes, or powerful rituals tied to blood magic,
forbidden magic. To these dark practitioners, blood forever altering the course of their lives. In rare and
is both a source of power and a tool that enables harrowing cases, a Hemomancer’s origin may be
them to channel spells of terrifying potency, linked to a curse, where the power of blood
drawing strength from the very substance that manifests as both a gift and a burden.
The origins of a Hemomancer’s bloodline are as manipulate blood in ways others cannot
varied as they are mysterious, often steeped in comprehend. They can enhance their spells by
shadow and tragedy. Some Hemomancers trace sacrificing their vitality, create barriers of blood to
their lineage to a pact made by an ancestor - an protect themselves, and even siphon the lifeforce of
agreement forged with vampiric lords, necromantic their enemies to heal their wounds. However, their
forces, or even forgotten deities of blood and power comes at a price, since each spell and
sacrifice. These bloodlines carry an inherent dark sacrifice pushes them closer to the brink, testing
power, often manifesting in unsettling ways during the limits of their body and soul. Those who master
childhood. Others gain their abilities after hemomancy learn to wield its devastating potential
experiencing a brush with death, their near-mortal without succumbing to its dangers.
Sorcerer: Hemomancer
Level Bonus Points Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Hemomancers are bound to the raw essence of life At 6th level, you can shape your own blood into a
itself - blood. Their magic is fueled by their vitality, protective ward. As a reaction when you would take
enabling them to wield devastating and forbidden damage, you can spend a hit die to create a shield
powers. However, each spell they cast demands a of blood that grants temporary hit points equal to
personal toll, making their magic as dangerous to the roll plus double your Constitution modifier until
When you choose this subclass at 1st level, your At 14th level, you can use a bonus action to forge a
connection to blood magic grants you a unique set bond with a creature within 30 feet that has blood.
of spells that are always prepared and count as Whenever you deal necrotic damage to a bonded
sorcerer spells for you. At certain levels, you gain creature, you regain hit points equal to half the
access to the spells listed in the Blood Magic table. damage dealt (rounded up). The bond lasts for 1
spell.
roll.
Marked by the unyielding power of Hell, sorcerers oppressive heat - remind others of their hellish ties.
of the Infernal Heritage are living conduits of fiery These sorcerers are often torn between the allure
destruction. This lineage may have been forged of their power and the stigma it carries. While
generations ago, when an ancestor struck a bargain some embrace their fiery destiny, reveling in the
with a devil for power, wealth, or forbidden destruction they can unleash, others seek to use
knowledge. Some are the result of a bloodline their abilities to protect and defend, turning the raw
cursed by the fury of an archdevil, binding their might of Hell into a force for good. Regardless of
descendants to an eternal legacy of fire and their goals, mastering their heritage requires iron
shadow. In rarer cases, this heritage may arise will and unshakable resolve, for the influence of
from exposure to a catastrophic event, such as a their infernal lineage is as cunning as the devils
remnants of infernal magic saturating the own soul As these sorcerers grow in strength, they embody
The power these sorcerers wield is unmistakably relentless determination, and a commanding
diabolic. Hellfire courses through their veins, presence that none can ignore. They learn to
granting them the ability to command flames and summon devilish flames, protect themselves with
bend destructive magic to their will. Their presence infernal resilience, and eventually, transcend their
often unnerves those around them, as subtle signs mortal limitations to become living avatars of
of their infernal legacy - a faint smell of brimstone, hellish power, a beacon of fire and fury whose
a flicker of fire in their eyes, or an aura of presence alone can change the tide of battle.
Level Bonus Points Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
7th , stoneskin
fire shield
Hellish Resistance
charmed.
Hellfire Attunement
per turn.
transcended the limits of life through forbidden enhance the Lich’s power or expand its
necromantic rituals and sheer force of will. Having dominion over death.
sacrificed their mortal coil to achieve immortality, Spreading its influence by creating sanctuaries
these spellcasters are beings of unfathomable for necromantic rituals or subverting local
existence. Warlocks who forge a pact with a Lich Assisting in the creation or protection of its
become inheritors of its dark legacy, granted a phylactery to ensure its immortality.
fragment of its necromantic prowess to shape the Hunting and neutralizing divine agents or rival
living and the dead alike. This relationship is not necromancers who threaten the Lich’s plans.
demanding loyalty and the relentless pursuit of The Lich is a paradoxical figure - an isolated being
The Lich is cold, calculating, and insatiably curious opposed to deities and champions of natural life
about the mysteries of life and death. Its cycles or the sanctity of the soul. Conversely, a Lich
communication is precise and intellectual, often may hold alliances with dark gods, other undead
delivered through visions of ancient texts, spectral beings, or mortal cults that revere undeath as the
apparitions, or disembodied whispers. While it may ultimate transcendence. Warlocks of the Lich often
occasionally offer guidance, the Lich expects its find themselves at odds with clerics of light and life
warlocks to be resourceful and self-reliant, or competing with rival necromancers, while they
mirroring its own path to power. are occasionally aided - or hindered - by those who
Quests from the Lich might include: share their patron’s dark ambitions.
The Lich Patron lets you choose from an expanded Creating a Phylactery
list of spells when you learn a warlock spell. The
Creating a phylactery is not an easy task, even for
following spells are added to the warlock spell list
the most powerful liches. When you gain this
for you.
feature for the first time at 14th level, you must
Lich Patron Expanded Spells perform an unholy ritual that lasts up to 8 hours to
4th mass drain life, shadow ensnare completed, your first phylactery is created, binding
5th curse of tongues, mana burn a fragment of your soul to an object of your
Undead creatures per spell level. Creating a Phylactery beyond the first
Warlocks who form a pact with a mimic enter into Patron Personality
a bizarre and unsettling relationship unlike any The mimic is an unusual patron in that it lacks the
other. Instead of drawing power from a distant and grandiose schemes or far-reaching ambitions of
intangible entity, these warlocks find themselves other entities. Instead, its motives are immediate
permanently fused with their patron, a and primal, driven by hunger and survival.
shapeshifting creature known for its cunning, However, the mimic is not mindless; it is cunning
deception, and insatiable hunger. This symbiotic and opportunistic, seeing its bond with you as
union is often born out of desperation - a grievous mutually beneficial. It communicates through
injury that left the warlock on the brink of death, visceral sensations - pangs of hunger, flashes of
with the mimic offering a twisted solution - or out of instinct, or strange whispers in your mind. As your
an ambitious willingness to embrace such an alien relationship deepens, it might begin to display
Through this pact, the mimic bestows bargaining for greater control.
cost. The mimic’s boundless hunger is ever- relationship fundamentally different from most
Should the warlock fail to satisfy this need, the figure doling out commands, the mimic is a
subsume the warlock entirely. As time passes, the companion. Other creatures might view this bond
with the mimic’s alien instincts and desires, their recognize the nature of your symbiotic bond, while
a mimic, a cunning and voracious predator that has save, the mimic takes over you for 1 hour, acting in
grievously injured, and the mimic offered a Additionally, at the end of each hour, you must
outright. Or perhaps you willingly sought this bond, still above the limit.
has given you powerful, shape-shifting abilities, but Also starting at 1st level, the mimic within you
it comes with a cost: the mimic’s insatiable hunger, grants you the ability to transform parts of your
which you must constantly feed lest it consume body by using its shape-shifting power. As a bonus
your mind and body. action during your turn, you gain one of the
Gaining Hunger Points damage scales as you gain levels in the warlock
Reducing Hunger Points your body. Immediately when you first use this
Your movement speed increases by 10 feet, and A huge thanks to Micah, a valued Patreon supporter,
you gain a climbing speed equal to your walking for commissioning this subclass and contributing
speed. several ideas to its core concepts and mechanics.
You gain advantage on Strength and Dexterity
required).
The Sealed One is an ancient, unfathomable entity Locating and dismantling ancient wards, seals,
bound away from the mortal realms by gods, or artifacts tied to its imprisonment.
cosmic forces, or powerful mortals who feared its Gathering obscure knowledge and forbidden
immense power. Whether a primeval deity, a rogue lore to weaken the forces that bind it.
archfiend, or an eldritch anomaly, the Sealed One Corrupting or defeating the champions of the
potential. Though imprisoned, its influence seeps Establishing a cult or network of followers to
through cracks in its bonds, calling out to those bolster its influence in the material world.
granted a sliver of its power, tasked with acting as The Sealed One’s imprisonment often makes it the
The Sealed One is enigmatic and manipulative, dangerous pawns, threats that must be neutralized.
offering power in exchange for obedience. Its On the other hand, the Sealed One may have allies
communication is fragmented and cryptic, among similarly imprisoned or rogue entities who
manifesting through dreams, flashes of insight, or share its disdain for the forces of order and
pulses of dark energy. The entity rarely reveals its restraint. Warlocks serving this patron may find
true intentions, instead guiding its warlocks to themselves hunted by celestial factions, guardians
perform acts that further its eventual liberation. of the seals, or rival warlocks who serve beings
Quests from the Sealed One might include: with conflicting goals.
1st +2 ,
Expanded Spell List Forbidden 2 2 1 1st —
Power , Pact Magic
2nd +2 Eldritch Invocations 2 3 2 1st 2
3rd +2 Pact Boon 2 4 2 2nd 2
4th +2 Ability Score Improvement 3 5 2 2nd 2
5th +3 — 3 6 2 3rd 3
6th +3 Unshackled Strength 3 7 2 3rd 3
7th +3 — 3 8 2 4th 4
8th +3 Ability Score Improvement 3 9 2 4th 4
9th +4 — 3 10 2 5th 5
10th +4 Chains of Suppression 4 10 2 5th 5
11th +4 Mystic Arcanum (6th level) 4 11 3 5th 5
12th +4 Ability Score Improvement 4 11 3 5th 6
13th +5 Mystic Arcanum (7th level) 4 12 3 5th 6
14th +5 Avatar of the Sealed One 4 12 3 5th 6
15th +5 Mystic Arcanum (8th level) 4 13 3 5th 7
16th +5 Ability Score Improvement 4 13 3 5th 7
17th +6 Mystic Arcanum (9th level) 4 14 4 5th 7
18th +6 — 4 14 4 5th 8
19th +6 Ability Score Improvement 4 15 4 5th 8
20th +6 Eldritch Master 4 15 4 5th 8
Expanded Spell List next. While restrained in this way, a creature has
Sealed One Expanded Spells until you finish a short or long rest.
3rd counterspell, fear during your turn to channel the full might of your
4th greater invisibility, phantasmal killer patron and become an unstoppable force of power.
5th dominate person, geas For the next minute, you gain the following
benefits:
Forbidden Power
You have resistance to all damage.
Starting at 1st level, you can call upon a fragment
Your spells and magical effects ignore
of your patron’s forbidden energy to enhance your
resistance to their damage types and treat
magic. As a bonus action, you can unleash this
immunity to their damage types as resistance.
power for 1 minute, gaining the following benefits:
When a creature you can see starts its turn
Unshackled Strength
The Sealed One’s Identity
At 6th level, the Sealed One’s boundless will The Sealed One’s true identity is an enigma
fortifies your resolve, allowing you to defy even the shrouded in layers of secrecy and half-whispered
gravest threats. When you fail a saving throw, you truths. Whether the warlock knows the full nature of
can use your reaction and choose to succeed their patron or remains in the dark depends on the
instead. If you do so, the strain of channeling the story and setting. Some warlocks might experience
Sealed One’s power wracks your body and mind, only fleeting visions, cryptic whispers, or vague
causing you to gain a level of exhaustion. Only by impressions of their patron’s purpose, leaving them
finishing a long rest can you remove a level of
to piece together the mystery over time. Others may
exhaustion gained in this way.
enter their pact with full knowledge of the entity they
Once you use this feature, you can’t use it again
serve, aware of its origin and the consequences of
until you finish a long rest.
its eventual freedom.
Within the hallowed halls of arcane academies lies bind powerful demons to their will, wielding these
a forbidden path known as the School of fiendish allies to wreak havoc and instill fear
Demonology. Only the boldest and most ambitious among their enemies. Every spell cast and ritual
of wizards dare to tread this enigmatic discipline, completed is a dance on the edge of chaos, a
venturing into the realms of unimaginable darkness testament to their iron resolve and unyielding
raw malevolence, have long captivated scholars However, such power comes with a steep price.
and inspired dread in common folk. Yet for a true The allure of demonic energies threatens even the
demonologist, this fascination transforms into strongest minds, and the seductive pull of the
something far deeper: an insatiable pursuit to abyssal realms is relentless. For every practitioner
uncover the mysteries of the abyssal realms and of this dark art, there is a price to pay - a constant
bend its sinister magic to their will. struggle against the insidious promises of
Guided by ancient grimoires and dark rituals, unimaginable power and unending corruption. Only
demonologists master forbidden spells and tame those who can resist the dark whispers and retain
infernal energies. They study the abyssal tongue to their sense of self can hope to emerge unscathed,
decipher whispers from beyond, learning the art of forging their own legend among wizards who dared
demonic summoning. With practice, they learn to to tame the forces of the abyss itself.
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Becoming a Demonologist
The path of a demonologist is fraught with peril and often comes at a personal cost. At the GM’s discretion,
choosing this subclass may involve both mechanical and roleplaying implications, such as suffering corruption,
negative effects after failed summoning attempts, or risking a loss of control over summoned demons.
Roleplaying consequences might include dealing with lingering whispers from the summoned demons, strained
relationships with factions wary of your dark pursuits, or encountering entities seeking to exploit your forbidden
knowledge. Consider working with your GM to determine how these challenges might enhance your story.
Starting at 2nd level, you gain the ability to speak, hit points equal to your Intelligence modifier
Starting at 2nd level, you have unearthed the spells. As a bonus action during your turn, you can
forbidden arts of demonic summoning, discovering create an abyssal conduit in an unoccupied space
a powerful ritual that binds demonic entities to within 60 feet. This conduit connects to the darkest
your will. By performing a dark ritual lasting one corners of the abyss, channeling its power into your
hour, fueled by a vial of blood from a humanoid spells. For the next minute, your spells cast while
slain within the past 24 hours, you channel the you are 60 feet from a conduit ignore resistance to
arcane might of a spell slot into the ritual, calling necrotic and fire damage, and they treat immunity
forth a demon to heed your summons. The level of to those damage types as resistance instead. You
the spell slot you expend in this way determines the can use this feature a number of times equal to
maximum Challenge Rating for the summoned your Intelligence modifier, and you regain any
creature (which must be a Demon), as detailed in expended uses when you finish a long rest.
1st 1
2nd 2
3rd 3
4th 4
5th 5
6th 6
7th 7
8th 8
9th 9
Wizards who delve into the School of Forbidden Wizards of Forbidden Arcana often find themselves
Arcana tread a perilous path, one fraught with walking a fine line between discovery and disaster.
untold power and terrible risks. These mages seek The spells they wield are potent, bending reality in
knowledge hidden beyond the bounds of tradition - ways that more cautious mages would deem
ancient rites, forbidden spells, and esoteric secrets reckless. Their abilities allow them to manipulate
that others fear to even whisper. To a practitioner and resist magical forces with uncanny skill,
of Forbidden Arcana, magic is not merely a tool or unraveling the spells of their foes or piercing
a science; it is a gateway to realms of unimaginable through illusions and veils with ease. Yet with this
potential, where the price of enlightenment often power comes a constant temptation to push
comes at a great cost. further, to uncover one more secret, to grasp one
They explore abandoned libraries, decipher texts Though feared and mistrusted, these wizards are
warded by curses, and seek out the cryptic wisdom not inherently evil. Many use their knowledge to
of entities better left forgotten. While other mages protect the innocent, wielding forbidden magic as a
confine themselves to the constraints of what is shield against greater evils. Others, however, are
“safe” or “acceptable”, those of the School of consumed by their ambition, becoming the very
Forbidden Arcana revel in pushing boundaries, threat their peers had warned against. Whether
unearthing truths that were sealed away for good hero or villain, a wizard of Forbidden Arcana is
reason. Their efforts grant them a unique always a force to be reckoned with, their mastery of
perspective on the true nature of reality, but the dangerous magic making them both a boon and a
power they wield is incredibly dangerous. bane to the world around them.
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Forbidden Arcana
You use this feature a number of times equal to
Wizards of the School of Forbidden Arcana delve
your Intelligence modifier (minimum of once), and
into the shadowy recesses of magic that others
you regain all expended uses of this feature when
dare not explore. Their knowledge is drawn from
you finish a long rest.
grimoires sealed with wards, whispered tales of
Roll Effect
True Vision
1 The spell fails and has no effect.
2 The spell acts as normal. At 14th level, your mastery of forbidden arcana
3-5 The spell is empowered (see below). allows you to perceive the true nature of reality.
6 The spell is empowered, and you do not expend a You gain truesight out to a range of 30 feet.
use of this feature.
Additionally, you have a +10 bonus on Intelligence
If the spell requires a saving throw, one target of senses as a bonus action, increasing the range of
throw. into and through solid matter out to the same range
its duration is doubled (to a maximum of 24 stone, 2 inches of common metal, or up to 5 feet of
T
HIS SECTION INTRODUCES A DIVERSE COLLECTION OF SPELLS STEEPED IN THE DARK AND FORBIDDEN ARTS,
perfect for adventurers and storytellers seeking to delve into the forbidden and arcane. Within
these pages, you will find spells that manipulate blood, summon void energy, twist reality, and
channel eldritch horrors. These spells embody the themes of corruption, necromancy, and
otherworldly power, providing an arsenal for those daring enough to wield forbidden magic.
Many of the spells included here are designed to complement the subclasses detailed in The
Codex of Forbidden Arcana, enriching their narratives with new, thematic capabilities. For those seeking
even greater power, rules for Epic Spellcasting are explored later in this compendium.
Spell List
(enchantment)
Venomous Bloom
Cantrips Cantrips (conjuration)
4th Level
Maddening Melody Rotting Grasp (necromancy)
Blood Bond (necromancy) 9th-Level Spells
(enchantment) Necrotic Touch
Curse of Blood (necromancy) Corruption of the Wilds
Cursed Lullaby (necromancy)
(necromancy)
2nd Level
7th Level
Sanguine Shield
Mind Flay (enchantment) (necromancy)
Blood Transfer (necromancy)
Breath of Unmaking Thicket of Thorns
3rd Level (conjuration)
(evocation)
Void Weapon (necromancy)
3rd Level
8th-Level Spells
Eldritch Sight (divination)
Eldritch Cataclysm Grasp of the Void Feral Curse (enchantment)
(enchantment) (necromancy)
Shadow Bolt (evocation) Blood Darts (necromancy) Necrotic Touch Sanguine Shield
Curse of Frailty (necromancy) Void Pulse (necromancy) (necromancy) (necromancy)
Sanguine Shield Shadow of Dread (illusion) Shadow Lash (illusion) Blood Nova (necromancy)
(necromancy) Eldritch Lash Lesser Blood Pact Soul Sever (necromancy)
Blood Lance (necromancy) (transmutation)
(necromancy) Mind Flay (enchantment)
Fiery Breath (evocation) Blood Transfer (necromancy) Breath of Unmaking
3rd Level
Life Sap (necromancy) Eldritch Blades (evocation) (evocation)
Shadow Word: Pain Lingering Terror (illusion)
Spectral Shackle
(enchantment) Wounding Shadows 8th-Level Spells
(necromancy)
Crimson Surge (necromancy) Lesser Void Pulse (necromancy) Shadow Word: Death
Void Sphere (conjuration) (evocation)
Void Grasp (conjuration) (necromancy)
(necromancy)
Grasping Shadows Blood Darts (necromancy) Eldritch Cataclysm
Blood Bolt (necromancy) (conjuration) Eldritch Beacon (conjuration) (enchantment)
Spectral Shackle Shadow Lash (illusion) Void Pulse (necromancy) Void Cascade (necromancy)
(necromancy)
Lesser Blood Pact 9th-Level Spells
Rotting Grasp (necromancy) 5th Level
(necromancy)
Void Bolt (evocation) Blood Pact (necromancy) Army of the Dead
Eldritch Torment
Fiery Breath (evocation) (enchantment)
Mana Burn (necromancy) (necromancy)
Cantrip illusion
Shadow Bolt
Casting Time: 1 action
Cantrip evocation
Range: 60 feet
Duration: Instantaneous
You manifest an illusory shadow around a creature,
Classes: Sorcerer, Warlock, Wizard
invoking primal fear. The target must succeed on a
You hurl a bolt of dark, shadowy energy at a Wisdom saving throw or become frightened until
creature you can see within range. Make a ranged the end of its next turn.
Casting Time: 1 action By using a drop of your own blood as a catalyst, you
Target: One creature within range creature you can see within range. Make a ranged
Duration: Instantaneous takes 1d8 necrotic damage. If you are below half
Classes: Warlock, Wizard your hit point maximum when you cast this spell,
Curse of Frailty
Cantrip necromancy
Range: 30 feet
Duration: Instantaneous
Target: One creature within range Target: All creatures within 10 feet of you
Components: V, S Components: V, S
You summon a tendril of eldritch energy and lash You release a pulse of void energy in all directions.
out at a creature within range. The target must Each creature within 10 feet of you (other than
make a Strength saving throw or take 1d6 force yourself) must make a Constitution saving throw.
damage and be pushed up to 10 feet towards you. On a failed save, a creature takes 1d4 force damage
This spell’s damage increases by 1d6 when you and is pushed 5 feet away from you. On a
reach 5th level (2d6), 11th level (3d6), and 17th successful save, a creature takes half as much
Cantrip necromancy
Rotting Grasp
Casting Time: 1 action
Cantrip necromancy
Range: Touch
Duration: Instantaneous
You drain a small amount of vitality from a creature
Classes: Cleric, Warlock, Wizard
you touch. Make a melee spell attack against the
target. On a hit, the target takes 1d4 necrotic Your hand radiates necrotic energy as you reach
damage, and you regain a number of hit points out to touch a creature to rot its flesh. Make a
equal to half the damage dealt. This spell’s damage melee spell attack against the target. On a hit, the
increases by 1d4 when you reach 5th level (2d4), creature takes 1d8 necrotic damage, and if the
11th level (3d4), and 17th level (4d4). creature is living, its speed is reduced by 10 feet
Range: 30 feet
Designer’s Note on “Living Creatures”
Target: One creature within range
Some spells in this manual include additional
Components: V, S
effects that only work on “living creatures”. Living
Duration: Instantaneous
creatures refer to those with biological processes,
Classes: Warlock, Wizard
such as Humanoids, Beasts, and Plants. Constructs,
You conjure spectral chains that momentarily bind
Undead, Elementals, and similar beings (at the
the movement of a creature you can see within
Game Master’s discretion) are not considered
range. The target must make a Strength saving
living.
throw or take 1d4 necrotic damage and have its
Target: One creature within range Target: One creature you touch
Components: V, S Components: V, S
You conjure a bolt of pure void energy, hurling it at Your touch infuses necrotic energy into a creature.
a creature within range. Make a ranged spell attack Make a melee spell attack. On a hit, the target takes
against the target. On a hit, the target takes 1d8 1d6 necrotic damage and cannot regain hit points
force damage. This spell’s damage increases by until the end of its next turn. The damage increases
1d8 when you reach 5th level (2d8), 11th level by 1d6 when you reach 5th level (2d6), 11th level
(3d8), and 17th level (4d8). (3d6), and 17th level (4d6).
Target: One creature within range Target: One creature within range
Components: V, S Components: V, S
You command shadows to entangle a creature you You conjure an eerie, green flame imbued with
can see within range. The target must succeed on a eldritch energy and hurl it towards a creature
Dexterity saving throw or have its movement speed within range. Make a ranged spell attack against
halved until the start of your next turn. If the target the target. On a hit, the target takes 1d4 fire
is in dim light or darkness, it has disadvantage on damage and 1d4 psychic damage. The fire and
the saving throw. psychic damage both increase by 1d4 when you
Cantrip transmutation
Mind Fray
Casting Time: 1 action
Cantrip enchantment
Range: 30 feet (5-foot radius)
Target: A point you can see within range Casting Time: 1 action
Duration: Instantaneous
You summon creeping vines and thorns that fill a 5-
Classes: Sorcerer, Warlock
foot radius centered on a point you can see within
range. For the duration, any creature that starts its You assault a creature’s mind with chaotic
turn in the area or enters it for the first time in a whispers. The target must succeed on an
turn must make a Strength saving throw or take Intelligence saving throw or take 1d4 psychic
1d4 piercing damage and have its movement speed damage and be unable to take reactions until the
reduced by 10 feet until the start of its next turn. start of your next turn. This spell’s damage
This spell’s damage increases by 1d4 when you increases by 1d4 when you reach 5th level (2d4),
reach 5th level (2d4), 11th level (3d4), and 17th 11th level (3d4), and 17th level (4d4).
level (4d4).
Cantrip transmutation
Range: 30 feet
Components: V, S
Duration: Instantaneous
Eldritch Surge
Cantrip transmutation
Range: Self
Target: Self
Components: V, S
Fiery Breath
Duration: 1 minute
Cantrip evocation
Classes: Sorcerer, Warlock
Duration: Instantaneous
Spectral Ward
Classes: Cleric, Sorcerer, Warlock, Wizard
Cantrip abjuration
Cantrip enchantment spectral energy. Until the start of your next turn,
Range: 60 feet
Void Step
Target: One creature within range
Cantrip transmutation
Components: V, S
Components: V, S
You speak a fragment of an unknowable language,
Duration: Instantaneous
rattling the mind of a creature you can see. The
Classes: Sorcerer, Warlock, Wizard
target must succeed on an Intelligence saving
You briefly step into the void, allowing you to
throw or take 1d4 psychic damage and have
disadvantage on the next saving throw it makes teleport up to 15 feet to an unoccupied space you
damage increases by 1d4 when you reach 5th level reach 5th level (20 feet), 11th level (25 feet), and
Cantrip enchantment
Range: 30 feet
Components: V, S
Duration: Instantaneous
Classes: Bard
level (4d6).
Necrotic Burst
Cantrip necromancy
Components: V, S
Duration: Instantaneous
you reach 5th level (2d6), 11th level (3d6), and 17th
Cantrip necromancy
Cursed Lullaby
Casting Time: 1 action
Cantrip enchantment
Range: Touch
Duration: Instantaneous
You touch a creature or object and cause it to
Classes: Bard
rapidly decay. If you target a nonmagical plant or
You sing a haunting lullaby that clouds the mind of food, it instantly withers. If you target a creature, it
a creature. The target must succeed on a Wisdom must succeed on a Constitution saving throw or
saving throw or take 1d4 psychic damage and be take 1d6 necrotic damage and have its speed
unable to take reactions until the start of your next reduced by 10 feet until the start of your next turn.
turn. This spell’s damage increases by 1d4 when This spell’s damage increases by 1d6 when you
you reach 5th level (2d4), 11th level (3d4), and 17th reach 5th level (2d6), 11th level (3d6), and 17th
Target: One creature within range Target: A 5-foot radius area within range
Components: V, S Components: V, S
You drain a sliver of life force from a creature you You summon a cloud of dark, poisonous spores in a
can see within range. The target must make a 5-foot radius sphere centered on a point you can
Constitution saving throw or take 1d4 necrotic see within range. Each creature in the area must
damage. You gain a number of temporary hit points succeed on a Constitution saving throw or become
equal to half the damage dealt (rounded down). poisoned until the start of your next turn. The
This spell’s damage increases by 1d4 when you spell’s radius increases by 5 feet when you reach
reach 5th level (2d4), 11th level (3d4), and 17th 5th level (10-foot radius), 11th level (15-foot
Components: V, S Components: V, S
You unleash a burst of sound that reverberates You channel necrotic energy to toughen your body,
within the target’s mind. Make a ranged spell gaining a number of temporary hit points equal to
attack. On a hit, the target takes 1d6 thunder 1d4 + your spellcasting ability modifier until the
damage and has disadvantage on the next saving start of your next turn. The temporary hit points
throw it makes before the start of your next turn. granted by this spell increase by 1d4 at 5th level
This spell’s damage increases by 1d6 when you (2d4), 11th level (3d4), and 17th level (4d4).
Cantrip necromancy
Poisoning Ray
Casting Time: 1 action
Cantrip necromancy
Range: 60 feet
Duration: Instantaneous
You fire a beam of necrotic energy at a creature.
Classes: Bard, Cleric, Druid
Make a ranged spell attack. On a hit, the target
You send a ray of poisonous energy towards a takes 1d6 necrotic damage, and it has disadvantage
creature you can see withing range. The target on the next Strength-based attack roll it makes
must succeed on a Constitution saving throw or before the start of your next turn. This spell’s
take 1d4 necrotic damage and become poisoned damage increases by 1d6 when you reach 5th level
until the end of its next turn. This spell’s damage (2d6), 11th level (3d6), and 17th level (4d6).
d6 Affected Score
1 Strength
2 Dexterity
3 Constitution
4 Intelligence
5 Wisdom
6 Charisma
1st-level necromancy
Eldritch Brand
Casting Time: 1 action
1st-level transmutation
Range: 30 feet
Casting Time: 1 action Target: One creature you can see within range
Duration: 1 minute
You drain the vitality from a creature you can see
Classes: Sorcerer, Warlock
within range. The target must make a Constitution
You mark a creature with a glowing arcane sigil saving throw, taking 2d8 necrotic damage on a
that sears into its flesh, drawing upon otherworldly failed save, or half as much damage on a successful
energies. The target must make a Wisdom saving one. You regain hit points equal to the necrotic
throw. On a failed save, the creature is marked with damage dealt. This spell has no effect on undead or
Spectral Knife
1st-level necromancy
Range: 60 feet
Duration: Instantaneous
maximum.
1st-level abjuration the damage dealt. The curse ends early if you and
energy around yourself. For the duration, you gain 1st-level illusion
above 1st.
1st-level necromancy
Range: 30 feet
Components: V, S
Range: 60 feet
Classes: Sorcerer, Warlock
This spell has no effect on undead or constructs. You summon ethereal blue flames that burn with a
1st-level enchantment At Higher Levels: When you cast this spell using a
Components: V, S
Chains of Dread
Duration: Instantaneous
1st-level conjuration
Classes: Warlock
You fire a ray of malevolent energy a creature you The creatures must be within 30 feet of each other
can see within range. Make a ranged spell attack when you target them.
1st-level necromancy
action
Range: 30 feet
within range
Components: V, S
Duration: Instantaneous
Warlock
ability modifier.
above 1st.
1st-level necromancy
Corrupting Touch
Casting Time: 1 action
1st-level necromancy
Range: 60 feet
Duration: 1 minute
You curse a creature with a sense of impending
Classes: Bard, Druid, Cleric
doom. The target must succeed on a Wisdom
saving throw or be cursed and have disadvantage You touch a creature and spread a mild but
on all attack rolls for the duration. The cursed lingering infection. The target must make a
creature can repeat the saving throw at the end of Constitution saving throw. On a failed save, the
each of its turns, ending the effect on itself on a creature takes 2d8 necrotic damage and becomes
At Higher Levels: When you cast this spell using a repeat the saving throw at the end of each of its
spell slot of 2nd level or higher, you can target one turns, ending the effect on itself on a success.
additional creature for each slot level above 1st. At Higher Levels: When you cast this spell using a
The creatures must be within 30 feet of each other spell slot of 2nd level or higher, the damage
when you target them. increases by 1d8 for each slot level above 1st.
2nd-level illusion
Mind Twist
Casting Time: 1 action
2nd-level enchantment
Range: 30 feet
You assault and twist the mind of a creature, on a Wisdom saving throw or take 3d8 psychic
spawning delusions and provoking uncontrolled damage and is frightened until the end of its next
actions. The target must succeed on a Wisdom turn. On a successful save, it takes half damage and
1: The creature uses all its movement to move in a when you target them.
d8 and assign a direction to each die face. The Lesser Blood Pact
9-10: The creature can act and move normally. Classes: Sorcerer, Warlock, Wizard
Range: 30 feet The spell ends if you or the linked creature drop to
Target: A 20-foot square area 0 hit points. It also ends if the spell is cast again on
the ground in a 20-foot square area you can see spell slot of 4th or 5th level, the duration increases
success.
Target: Two creatures within range, both of which Target: Self (5-foot radius)
Duration: Instantaneous
You summon spectral, shadowy blades to encircle
Classes: Cleric, Druid, Sorcerer, Warlock
you, slashing at creatures that approach. For the
You create a conduit of life energy between two duration, any creature that starts its turn within 5
creatures you can see within range. Choose one feet of you or enters a space within 5 feet of you for
creature to lose hit points and the other to regain the first time on a turn takes 2d6 force damage.
them. If the creature losing hit points is willing, it At Higher Levels: When you cast this spell using a
may transfer up to 3d10 hit points, restoring an spell slot of 3rd level or higher, the damage
equal amount to the other creature. increases by 1d6 for each slot level above 2nd.
the creature loses 3d10 hit points, which are then 2nd-level enchantment
transfer increases by 1d10 for each slot level above You whisper words of eldritch power, tormenting
Wounding Shadows
2nd-level necromancy
Range: 60 feet
Components: V, S
ends.
2nd-level evocation must take the Dash action and move away from its
You imbue your weapon with unholy energy. The A creature has advantage on the saving throw to
next time you hit a creature with a weapon attack resist this spell if the creature chosen as the source
before this spell ends, the attack deals an extra 3d8 of fear is one of its allies.
At Higher Levels: When you cast this spell using a 2nd-level necromancy
2nd.
Target: One creature within range
You summon a tangled thicket of dark, twisting At Higher Levels: When you cast this spell using a
vines that fills a 20-foot-square area on the ground spell slot of 3rd level or higher, the necrotic
within range. The area becomes difficult terrain for damage increases by 1d10 for each slot level above
the duration. Any creature that starts its turn in the 2nd.
At Higher Levels: When you cast this spell using a Casting Time: 1 action
damage increases by 1d8 for each slot level above Target: Self
2nd.
Components: V, S, M (an obsidian shard)
You implant a subtle terror in the mind of a the start of its next turn.
creature you can see within range. The target must At Higher Levels: When you cast this spell using a
succeed on a Wisdom saving throw or drop spell slot of 2nd level or higher, the temporary hit
whatever it is holding and become frightened of a points increase by 1d4 for each slot level above 1st.
2nd-level conjuration
Range: 30 feet
Sanguine Shield
2nd-level necromancy
Range: Self
Duration: 10 minutes
3rd-level enchantment
Echoes of the Damned
Casting Time: 1 action
3rd-level necromancy
Range: 60 feet
You invoke the echoes of tormented spirits to haunt target takes 1d10 psychic damage immediately and
a living creature you can see. The target must make again at the start of each of its turns until the spell
a Wisdom saving throw. On a failed save, the ends. This spell has no effect on undead or
penalty of -2 to AC, attack rolls, and saving throws At Higher Levels: When you cast this spell using a
for the duration. This spell has no effect on undead spell slot of 4th level or higher, the psychic damage
or constructs. increase by 1d10 for each two slot levels above 3rd.
additional creature for each slot level above 3rd. 3rd-level necromancy
Range: 30 feet
You infuse a nonmagical weapon you are holding
Target: One creature within range
with void energy. For the duration, the weapon has
Components: V, S, M (a wolf’s fang)
a +1 bonus to attack rolls and deals an extra 1d6
Duration: Concentration, up to 1 minute
force damage on a hit.
Classes: Druid, Ranger
At Higher Levels: When you cast this spell using a
You invoke a curse that brings out the feral side of spell slot of 5th or 6th level, the bonus to attack
a creature. The target must succeed on a Wisdom rolls increases to +2 and the extra damage
saving throw or become cursed for the duration. increases to 2d6. When you use a spell slot of 7th
While cursed in this way, the creature cannot level or higher, the bonus increases to +3 and the
speak, loses the ability to cast spells, and must use extra damage increases to 3d6.
Components: V, S, M (a tiny crystal prism) Target: A willing creature that you can see within
the duration, you gain advantage on Intelligence You channel blood magic into a frenzy of speed and
(Arcana) and Wisdom (Insight) checks. strength, bolstering the power of a willing creature
Additionally, you can see creatures that are that you can see within range at a cost. For the
invisible, ethereal, or otherwise hidden within 60 duration, the target gains advantage on all attack
feet of you, though you can’t perceive exact details. rolls, and its movement speed increases by 10 feet.
Creatures detected in this way appear as faint, However, at the end of each of your turns, the
shadowy figures in your vision. target takes 1d8 necrotic damage as the magic
At Higher Levels: When you cast this spell using a drains its vitality. This damage can’t be reduced by
spell slot of 4th or 5th level, you can maintain your any means.
concentration on the spell for up to 1 hour. When At Higher Levels: When you cast this spell using a
you use a spell slot of 6th level or higher, you can spell slot of 4th level or higher, the speed increase
maintain your concentration on the spell for up to 8 and damage bonus both increase by 5 feet and 1d8,
Target: One creature within range Target: Up to two willing creatures within range
creature, binding it to another realm. The target You forge a dark pact with up to two willing
must succeed on a Constitution saving throw or be creatures within range, binding your vitality to
cursed for the duration. While cursed, the creature theirs. Each creature in the pact (other than
has disadvantage on Strength and Dexterity saving yourself) gains 15 temporary hit points and can add
throws, and it takes 1d10 necrotic damage at the your spellcasting ability modifier to one attack roll,
start of each of its turns. The creature can attempt ability check, or saving throw once per turn for the
ending the curse on a success. If you or any target drops to 0 hit points during the
At Higher Levels: When you cast this spell using a duration, the spell ends early, and all participants
spell slot of 4th level or higher, the necrotic damage take 4d6 psychic damage as the covenant fractures.
increases by 1d10 for each slot level above 3rd. At Higher Levels: When you cast this spell using a
3rd-level conjuration
Range: 90 feet
within range
4th-level necromancy
Duration: Instantaneous
Blood Mirror
4th-level abjuration
Range: Self
Target: Self
Components: V, S
Classes: Warlock
the damage you take back at your attacker. For the 4th-level illusion
You conjure an arrow of dark, void energy and hurl On a success, the spell ends on the target. This
it toward a creature within range. Make a ranged spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a additional creature for each slot level above 4th.
spell slot of 5th level or higher, the damage The targets must be within 30 feet of each other
increases by 1d10 for each slot level above 4th. when you target them.
Target: Two creatures within range Components: V, S, M (a drop of your own blood)
Duration: 10 minutes
You conjure nine razor-sharp darts of coagulated
Classes: Cleric, Sorcerer, Warlock
blood magic that hover around you, ready to strike.
You attempt to create a blood bond between two As a bonus action on each of your turns, you can
creatures you can see within range. Both creatures launch up to three darts at creatures you can see
must make a Constitution saving throw or have within 120 feet. Make a ranged spell attack for each
their their life forces linked together for the dart. On a hit, the target takes 2d4 necrotic
duration. Whenever one of the creatures takes damage. This damage increases to 3d4 if you are
damage while linked in this way, the other creature below half your hit point maximum when you cast
takes an identical amount of damage, unless both this spell. Whether you hit or miss, the dart is
creatures took damage from the same single expended. The spell ends early if you expend the
source, such as a fireball spell. Whenever one of last dart. When the spell ends, any unused darts
the creatures regains hit points while linked in this dissolve into red mist.
way, the other creature regains an identical number At Higher Levels: When you cast this spell using a
of hit points, unless both creatures regained hit spell slot of 5th level or higher, you create three
points from the same single source, such as a mass additional darts for each slot level above 4th.
Target: An unoccupied space you can see within Target: One creature within range
You conjure a pulsating beacon of eldritch energy draining hex. The target takes 4d6 necrotic damage
in an unoccupied space you can see within range to and must succeed on a Constitution saving throw
distort the minds of creatures in its vicinity. Any or be cursed for the duration. While cursed in this
creature that starts its turn within 30 feet of the way, a creature takes an additional 1d6 necrotic
beacon or enters this area for the first time on a damage each time it takes damage from any
turn must make a Wisdom saving throw or be source. A cursed creature can repeat the saving
charmed for the duration, compelled to protect the throw at the end of each of its turns, ending the
beacon and harm those who approach it. A effect on itself on a success. This spell has no effect
melee attack against a randomly determined At Higher Levels: When you cast this spell using a
creature within its reach. If there is no creature spell slot of 5th level or higher, the additional
within its reach, a charmed creature must move necrotic damage the target takes while cursed
towards the nearest creature it can see within 30 increases by 1d6 for each two slot levels above 4th.
itself on a success.
Void Pulse
4th-level necromancy
on you
Duration: Instantaneous
Blood Pact
Range: 30 feet
participant)
Duration: 24 hours
time.
Mana Burn
5th-level necromancy
You target a creature within range and disrupt its Duration: Concentration, up to 1 hour
magical energy. The target loses spell slots with a Classes: Warlock, Wizard
You summon a violent storm of blood that rains increases by 1d10 for each slot level above 5th.
bloodstorm or enters it for the first time on a turn You summon a chaotic tempest of eldritch energy
must make a Constitution saving throw. On a failed that crackles with dark lightning, tearing reality
save, a creature takes 5d8 necrotic damage and is within a 20-foot radius. For the duration, the area
frightened until the start of its next turn. On a becomes difficult terrain, with spectral energies
successful save, the creature takes half as much swirling through it, and the tempest emits dim light
As long as the spell lasts, you can use your bonus Each creature that starts its turn in the area or
action during a turn to move the storm up to 10 feet enters it for the first time on a turn must make a
into any direction. Dexterity saving throw, taking 4d10 force damage
At Higher Levels: When you cast this spell using a on a failed save, or half as much damage on a
successful one.
spell slot of 6th level or higher, the damage
increases by 1d8 for each slot level above 5th. At Higher Levels: When you cast this spell using a
Mind Shatter increases by 1d10 for each slot level above 5th.
5th-level enchantment
Venomous Bloom
Casting Time: 1 action
5th-level conjuration
Range: 60 feet
of incomprehensible, eldritch whispers and visions. You summon a corrupted bloom that emits toxic
The target must make a Wisdom saving throw. On spores in a 20-foot-radius sphere. Each creature in
a failed save, it takes 7d10 psychic damage and the area must make a Constitution saving throw,
becomes mentally disrupted for the duration. On a taking 10d6 poison damage and being poisoned
successful save, the creature takes half damage and until the end of its next turn on a failed save, or
does not suffer the mental disruption. taking half as much damage and not being
6th-level conjuration
Arcane Scourge
Casting Time: 1 action
6th-level evocation
Range: Self
Components: V, S
You partially step into the void, becoming
Duration: Instantaneous
translucent and difficult to perceive. For the
Classes: Sorcerer, Wizard
duration, you have advantage on Dexterity (Stealth)
You unleash a devastating surge of raw arcane ability checks, you gain resistance to all damage
power in a 30-foot radius centered on a point you types except psychic, and you can move through
can see within range, disrupting magic and tearing creatures and objects as if they were difficult
through reality. Each creature in the area must terrain. You take 1d10 force damage if you end
make a Constitution saving throw, taking 7d10 your turn inside an object. Additionally, you can use
force damage on a failed save, or half as much your reaction when hit by a melee attack to briefly
damage on a successul one. Any creatures within slip into the void, causing the attack to miss.
increase by 1d10 for each slot level above 6th. 6th-level evocation
have blood
You hurl an undulating, warbling mass of chaotic
Components: V, S, M (a shard of blackened bone
energy at one creature within range. Make a ranged
and a drop of blood)
spell attack against the target. On a hit, the target
Duration: Instantaneous
takes 6d8 psychic damage and 6d8 force damage.
Classes: Sorcerer, Warlock, Wizard
At Higher Levels: When you cast this spell using a
You invoke a searing curse upon the blood of up to
spell slot of 7th level or higher, both the psychic
three living creatures within range, causing it to
and the force damage increase by 1d8 for each slot
burn with unrelenting, supernatural heat. Each
level above 6th.
target must make a Constitution saving throw. On a
spell slot of 7th level or higher, you can target one You envelop a creature’s mind in a void of
additional creature for each slot level above 6th. forgetfulness. The target must succeed on an
The creatures must be within 30 feet of each other Intelligence saving throw or forget all events it
7th-level necromancy creature takes 8d10 necrotic damage, and its soul
A creature killed in this way cannot be resurrected You unleash a wave of destructive energy in a 60-
by any means short of a wish spell. foot cone, eroding everything in its path. Each
forbidden symbols)
You conjure a sphere of intense gravitational force
Duration: Concentration, up to 1 minute
that draws creatures and objects toward its center.
Classes: Warlock, Sorcerer, Wizard
For the duration, the sphere exerts a powerful pull
on all creatures and objects within 40 feet of it, You unleash a surge of eldritch energy, tearing
turning the area into difficult terrain. A creature open the veil of reality and flooding the minds of
that starts its turn within this radius or enters it for creatures within a 30-foot radius with
the first time on its turn must make a Strength incomprehensible horrors. Each creature in the
saving throw. A creature that fails the saving throw area must make an Intelligence saving throw. On a
takes 4d10 force damage and is be pushed up to 20 failed save, a creature takes 12d6 psychic damage
feet towards the center. A creature that succeeed and is overwhelmed with visions for the duration.
on the save takes half as much damage and is On a successful save, the creature takes half as
pushed only half as much. much damage and suffers no additional effects.
A creature that is pushed in the area within a 10- While affected, a creature is blinded and deafened,
foot radius of the black hole is restrained by the hearing only the chaotic whispers from beyond
crushing gravity. A restrained creature can use its reality. An affected creature must also make a
action to make a Strength check against your spell Wisdom saving throw at the end of each of its
save DC. On a success, it frees itself. turns. On a failed save, the creature takes 3d6
Any objects not worn or carried are automatically psychic damage. On a successful one, the effect
pulled into the black hole’s center. A nonmagical ends on the target.
Range: 60 feet
You create a cascading void in a 20-foot-radius
Target: One creature within range
sphere centered on a point you choose within
Components: V
range. Each creature in the area must make a
Duration: Instantaneous
Constitution saving throw. On a failed save, a
Classes: Cleric, Warlock, Wizard
creature takes 10d10 necrotic damage, and its hit
You utter a forbidden word of death that resonates points maximum is reduced by an amount equal to
with dark power, targeting a creature within range the damage taken. This reduction lasts until the
whose remaining life force is weak. If the creature creature finishes a long rest. On a successful save,
has 100 hit points or fewer, it must make a a creature takes half damage and its hit points
Disintegration Wave
9th-level evocation
5,000 gp)
Duration: Instantaneous
9th-level necromancy
Casting Time: 1 hour
Range: 120 feet Target: All creatures and terrain within a 1-mile
You invoke the power of cosmic entropy, creating a You unleash a wave of dark energy that corrupts
burst of decay and withering energy in a 60-foot nature within a 1-mile radius. All plant life in the
radius centered on a point you can see within area withers, rivers and streams turn stagnant, and
range. Each creature in the area must make a animals mutate or die. The entire area becomes
Constitution saving throw. On a failed save, the difficult terrain, and any creature that spends more
creature takes 16d10 necrotic damage, and its hit than 1 hour in the area must succeed on a
point maximum is reduced by an amount equal to Constitution saving throw or gain a level of
until cured by a greater restoration spell or similar Each creature within the area also has
magic. The target dies if this effect reduces its hit disadvantage on Wisdom (Survival) checks, and
point maximum to 0. On a successful save, the when a creature would regain hit points while
creature takes half as much damage, and its hit within the corrupted area, it regains only half as
9th-level necromancy during your turn in combat. If you don’t issue any
range
Army of the Dead and Rule of Cool
Components: V, S, M (diamond dust worth 1,000
At the Game Master’s discretion, the Army of the
gp, which the spell consumes)
Dead spell can be used to summon an army of
Duration: Concentration, up to 1 hour
undead creatures whose combined challenge rating
Classes: Cleric, Warlock, Wizard (CR) is equal to or less than 15. The caster can
You summon an army of undead creatures,
choose any combination of undead creatures as
choosing one the following options for what
long as their total CR does not exceed this limit.
appears:
This allows for greater flexibility and creativity in the
deployment of the Army of the Dead spell,
One undead of challenge rating 15 or lower facilitating moments of epic and cinematic
Two undead of challenge rating 8 or lower
gameplay that enhance the overall gaming
Three undead of challenge rating 5 or lower
experience as per the rule of cool. For instance, if
Five undead of challenge rating 3 of lower
the narrative and dramatic tension of a session
Eight undead of challenge rating 2 or lower
would be heightened by summoning a horde of
Fifteen undead of challenge rating 1 or lower
lesser undead creatures instead of a few stronger
ones, the Game Master might allow this variation of
The summoned creatures appear in unoccupied the spell. The original wording of the spell is crafted
spaces that you can see within range and disappear
for ease of use and efficiency during gameplay,
when they drop to 0 hit points or when the spell
aiming to prevent excessive delays during turns and
ends, disintegrating into dust and leaving no
excessively slowing down the game while
physical trace of their existence. They follow your
mantaining an engaging pace of play.
E
PIC SPELLCASTING REPRESENTS THE of the world or performing a ritual dance that
pinnacle of magical power, where echoes through the planes. A bard might also have
spellcasters transcend the boundaries to perform at a celestial or infernal court, where the
of conventional magic to tap into stakes are nothing less than their soul.
forces that can reshape reality itself. Clerics: Clerics may learn Epic Spells through
and 12th level spells, are not simply handed down holy sites or sacred temples to receive visions from
or acquired through leveling up; they require an their deity. These visions might guide them to lost
unwavering commitment to the arcane arts, often relics or ancient scriptures that contain the
involving dangerous quests, forbidden knowledge, knowledge they seek. Alternatively, a cleric might
and the acceptance of tremendous risks. Epic need to prove their faith by confronting and purging
Spellcasting is a rare skill, reserved only for those a great evil, earning the favor of their god.
who are willing to pay the ultimate price for power. Druids: Druids might be called to undertake a
threat. When spellcasting classes gain the ability to event, using it to fuel their newfound abilities.
wield Epic Spells, it’s important to ensure balance W arlocks: For Warlocks, the path to learning Epic
within the party. For example, martial characters Spells is deeply tied to their patron. A warlock’s
may be granted powerful artifacts or unique abilities patron might demand increasingly dangerous
that emphasize their strengths to counteract the tasks, such as retrieving a forbidden grimoire from
spellcasters’ newfound abilities. In this way, each the depths of an abyssal realm or siphoning power
class maintains its unique role and contribution to from an imprisoned god. The warlock might also
the group, promoting a well-rounded and engaging have to face trials set by their patron, proving their
gameplay experience for everyone at the table. worth and loyalty before being granted the
The Quest for Knowledge These quests might involve decoding ancient
The journey to acquire an Epic Spell often involves tomes, deciphering cryptic riddles, or negotiating
a perilous quest that tests the character’s resolve, with powerful entities for a scrap of forbidden lore.
intelligence, and willingness to delve into the Wizards might have to undertake a dangerous
unknown. The nature of these quests can vary journey to a planar library or bargain with a
widely depending on the spell being sought and the timeless lich who guards the knowledge they seek.
Bards: Bards might uncover Epic Spells through The quest to learn an Epic Spell is not merely a
performances. Their quest could involve recovering that shapes the character’s destiny. The quest
a long-forgotten song that was sung at the creation should provide deep insights into the spell’s history,
Rules for Epic Spellcasting physically, they are ready to cast the Epic Spell.
Casting an Epic Spell involves great power and an equally great risk.
1. Preparation
Spell Slots: Epic Spells do not have dedicated spell
Before casting an Epic Spell, the caster often needs
slots. Instead, a spellcaster must expend a 9th-level
to undergo an intense period of magical
spell slot to cast an Epic Spell. The power required
preparation. This often involves gathering rare and
to cast such a spell is so immense that the caster
potent components (as outlined in the spell’s
also suffers a number of levels of exhaustion based
description), some of which may only be found in
on the spell’s level, as shown in the table below:
the most dangerous and remote parts of the world.
The quest to obtain these components often forms Side Effects of Casting Epic Spells Table
a crucial part of the journey to cast an Epic Spell.
Spell Level Duration Exhaustion
At the Game Master’s discretion, a spellcaster may
10th 1 day 2
– or
also need to attune itself to the weave of magic
11th 1 week 3
another powerful source of magic to draw from –
12th 1 month 4
before being able to cast an Epic Spell. Some ideas
on how a character may do so (depending on their This exhaustion lasts for the duration detailed in
specific class) are detailed below. the aforementioned table (depending on the spell’s
receive a divine blessing that attunes them to their Epic Spell is a herculean task. If a spellcaster’s
Druids might need to commune with the oldest time, the spell fails, and the caster suffers 1d4 + 1
tree or the spirit of a vast forest, asking for a levels of exhaustion. Furthermore, the magical
fragment of its ancient wisdom to connect with the backlash originating from a failed attempt at
primal forces of nature. casting an Epic Spell may – at the GM’s discretion
Sorcerers could have to meditate at a ley line – have catastrophic consequences, such as creating
nexus, allowing the raw, flowing arcane energy to a magical rift, summoning an uncontrollable entity,
merge with their own magic, enhancing their or causing a localized apocalypse.
natural abilities.
The power of Epic Spells is so overwhelming that The immense power of Epic Spells should always
even the most skilled spellcasters can only cast come with a cost. Whether it’s a permanent toll on
them sparingly. After casting an Epic Spell, the the caster’s body and mind, the moral implications
caster must endure a recovery period, during which of using such power, or the risk of unintended
they are unable to cast another Epic Spell. The consequences, Epic Spells should never be used
Spell Level Recovery Time An Epic Spell can easily serve as the foundation of
the process.
most campaign worlds, Epic Spellcasting is not Divine Decree: In times of dire need, when the
only incredibly rare but is outright banned or world itself teeters on the brink of destruction, a
heavily restricted by ancient decrees, divine laws, god or celestial being might intervene, allowing a
or powerful entities who vigilantly guard the mortal to wield the knowledge and power to cast an
balance of the universe. These spells can draw the Epic Spell as a last resort. This divine boon is often
disrupt the natural order, making their use a matter consequences and a heavy personal price. The
Soulshatter
10th-level necromancy
Duration: Instantaneous
10th-level evocation
10th-level necromancy
Range: Self
Duration: 1 hour
Celestial Convergence
10th-level conjuration
Range: Self
Duration: 1 hour
Starfall
10th-level evocation
Range: 1 mile
range
meteorite)
Duration: Instantaneous
You unleash a torrent of primal fury, creating a body, clothes, and gear.
storm centered on yourself. Each creature within a Crackling Lightning. Bolts of lightning arc through
150-foot radius centered on you (other than the air, striking up to three creatures within the
yourself) must make a Dexterity saving throw. On a area at initiative count 20 (losing ties) for the next
failed save, a creature takes 10d8 acid damage, minute. Each creature (determined randomly
10d8 cold damage, 10d8 fire damage, 10d8 between all creatures within the area except
lightning damage, and 10d8 thunder damage. On a yourself) must make a Dexterity saving throw,
successful save, the creature takes half as much taking 3d8 lightning damage on a failed save, or
The area becomes a volatile storm of elemental Thundering Echoes. The deafening sound of
energy, where each type of elemental damage thunder reverberates throughout the area, shaking
lingers, transforming the environment into a the ground and causing disorientation. Any
deadly, chaotic battlefield. The storm creates the creature that ends its turn within the area must
following effects, lasting for 1 minute: make a Constitution saving throw or take 2d8
10th-level evocation
Duration: Instantaneous
Classes: Cleric
Range: 1 mile
10th-level abjuration gp, a vial of pixie dust, and a lock of hair from a
Casting Time: 1 reaction, which you take when you sleeping fey)
Components: S, M (an enchanted crystal worth at transforms reality within a 500-foot radius area
least 50,000 gp) centered on a point you can see. For the duration,
throws.
disadvantage.
duration.
You rend a rift in the flow of time, trapping Casting Time: 1 action
point you can see within a swirling vortex of Components: V, S, M (a shard of a black hole)
within the area or enters it for the first time on a Classes: Sorcerer, Warlock, Wizard
1. Aging Surge. The creature is aged by 1d10 x 10 radius centered on you. Each creature in the area
equal to the result. If this aging pushes a creature throw. On a failed save, a creature takes 40d10
and undead are immune to this effect but take the center of the explosion. On a successful save, a
2. De-Aging Surge. The creature is de-aged by 1d10 up to 150 feet. This spell deals quadruple damage
on a success.
while displaced.
11th-level enchantment
the duration.
Target: Any number of creatures of your choice Target: A mountain or large geological formation
least 25,000 gp, infused with the essence of Components: V, S, M (a fist-sized chunk of
You summon a shimmering, spherical barrier of You call upon the primal forces of the earth to
energy to envelop you and any other creatures of move an entire mountain or similarly large
your choice within range. For the duration, the geological formation. With a gesture and a word of
chosen creatures have a +3 bonus to their AC and power, you cause the ground to shudder and groan
saving throws and resistance to all damage. as it bends to your will. Choose a mountain or a
Range: Self (60-foot radius) speed of up to 30 feet per minute (3 feet per round).
Components: V, S, M (a leaf from the most ancient Any buildings or natural formations on top of the
You weave an intricate symphony of elemental 10d8 bludgeoning damage and being knocked
energies and unleash it on any number of creatures prone on a failed save, or half as much damage and
you can see within range. Each target takes 20d12 not being knocked prone on a successful one.
spell.
You expand your consciousness to reach into the used to spread a message, instill fear, or rally
minds of all sentient beings within a 500-mile support. Each creature hears the message as if it
radius, connecting you telepathically to every were a voice in its own mind.
creature capable of thought and reason. A creature Mind Blank. You are immune to psychic damage,
with an Intelligence score of 2 or lower is any effect that would sense your emotions or read
unaffected by this spell. your thoughts, divination spells, and the charmed
For the duration, you gain the following benefits: condition. The spell even foils wish spells and
connected to you.
loves, or hates).
up to 1 hour.
your advantage. For the duration, you can’t be You assert your dominance over the ephemeral
surprised and have advantage on all ability checks, planes, reshaping reality to your will and
attack rolls, and saving throws, while other establishing your rule over a vast area. All
creatures have disadvantage on attack rolls against creatures within a 100-mile radius from the point in
you. Additionally, you have the ability to take one which spell is cast are affected by a powerful geas
additional turn during each round of combat. as long as the spell lasts, compelling them to follow
Casting Time: 24 hours affected by the spell, while any creature leaving it is
Range: Self (500-mile radius) immediately breaks free from any effect. Deities or
Components: V, S, M (a chunk of obsidian from a beings of similar power are unaffected by this spell.
dead star)
Duration: Instantaneous
becomes enveloped in
an impenetrable void,
becoming obscured
by magical darkness
(both magical or
nonmagical) are
extinguished.
The magical
darkness can’t
be dispelled by
any means.
regardless of location.
the environment.
12th-level evocation
magic)
Duration: Instantaneous
12th-level transmutation
Range: Self
Duration: Instantaneous
Classes: Druid
12th-level transmutation
Range: Self
Duration: Instantaneous
T
HIS SECTION DELVES INTO THE SHADOWED CR 3
Each creature listed here draws from the themes Walking Death
that permeate The Codex of Forbidden Arcana,
CR 6
with many utilizing the spells or other options from
this manual, along with content from the 5E SRD. Death Frog Shaman
Grimhorn Reaper
CR 1/8
Nameless Disciple
Death Frogkin
CR 8
Eldritchling
Abyssal Ravager
CR 1/4
Inquisitor Novus
Cult Acolyte
CR 9
Death Frog Warrior
CR 10
Blood Spawn
CR 1 CR 11
Necrospider
CR 12
Shadowmaw
Leviathan Herald
CR 2
Soul Eater
Cosmic Tendril
CR 13
Dreadfang Pack Leader
Bone Dragon
CR 15
Arcane Custodian
Eldritch Chimera
CR 16
Dark Reaper
Death Worm
Soulstealer
CR 17
Behemoth
Soul Engine
CR 18
Inquisitor Summus
Void Dragon
CR 19
CR 20
CR 21
Void Colossus
CR 22
Astral Warden
CR 23
Lich
CR 24
Praetor Arcanum
CR 25
Cosmic Horror
CR 28
CR 30
Arbiter Maximus
Archlich
Arcane Custodians are powerful protectors of vast Arcane Custodian Magic Items
libraries, usually filled with magical texts, ancient The library guarded by each custodian is a
artifacts, and untold secrets. As neutral beings, they repository of arcane knowledge and magical
hold allegiance to the preservation of knowledge artifacts. With the capacity to attune to five magical
above all else. Their primary duty is to guard, items simultaneously, an Arcane Custodian always
organize, and maintain the library, ensuring that wears a robe of the archmagi, enhancing its
the valuable lore contained within remains safe spellcasting abilities and defenses. To determine
from those who would misuse it. the other four items the custodian has attuned, you
Their attire often includes robes adorned with can roll on the table below. Given the custodian’s
arcane symbols and enchantments, reflecting their knowledge and experience in crafting, it may also
mastery over magic. Each Custodian’s appearance have additional items available, ready to use based
Encounters with an Arcane Custodian manual of golems. You can roll a d20 and compare
Arcane Custodians often construct intricate magical it to the table below to determine which type of
defenses around their domains, turning them into manual it has available at any given time:
slashing from nonmagical attacks Arcane Staff. Melee Weapon Attack: +9 to hit, reach 5 ft.,
Condition Immunities charmed, paralyzed
one target. Hit: 7 (1d6 + 4) bludgeoning damage, or 8
(1d8 + 4) bludgeoning damage if wielded with two hands,
Senses darkvision 60 ft., passive Perception 18
An Archlich epitomizes the zenith of magic power, The lairs of these supreme necromancers are
having transcended beyond the dichotomy of good fortified in places pulsing with magical energies,
and evil to a realm of pure arcane dominance. such as ancient ruins or forgotten temples,
These ancient beings are not only survivors of surrounded by undead legions and protected by
countless ages but architects of their own immortal layers of magical wards and deadly traps.
existence, leveraging their boundless knowledge of An Archlich’s motivations are often driven by an
dark arts to manipulate the forces of life and death. unquenchable thirst for knowledge and control
Over centuries or even millennia, Archliches refine over the universe’s fundamental laws. They often
their abilities not merely for conquest or dominion see themselves as custodians of secrets too potent
but to delve into the deepest mysteries of the for lesser minds, and their plans frequently involve
arcane, often venturing into forbidden knowledge cataclysmic magic that could alter the natural
and the manipulation of the weave of magic itself. order. Despite their detachment from worldly
Their skeletal forms are draped in robes rich with affairs, the ambitions of an Archlich can pose
esoteric symbols and dark majesty, often existential threats, requiring them to engage in
accompanied by relics and artifacts of immense intricate plots that span centuries and involve
power. Their eyes burn with a cold, calculating chess-like manipulation of mortal and immortal
define most creatures. This archetype of a lich has hidden demiplane, an ancient ruined temple
evolved beyond the typical ambitions of power or infused with ley lines, or deep within a labyrinth
destruction, instead embracing a path that explores beneath the world. These lairs are fortified with
the deeper mysteries and complexities of the magical wards and traps, designed to challenge or
universe. Such entities frequently adopt goals that deter the most skilled intruders. The lair itself is
are intricate and enigmatic, unfathomable to most filled with relics of forgotten magic, libraries of
prevent them from falling into the wrong hands or Archlich can take a lair action to cause one of the
between different planes of existence or even lair to magically seal until it chooses to end the
different divine beings, intervening only when this effect. A door sealed in this way can be forced
With their extensive mastery over arcane and Necrotic Rift: The Archlich opens a rift to a
necromantic magic, Archliches occupy a unique plane of negative energy in any point of its
position that allows them to be both compelling choice within the lair. Each creature within 30
allies and complex villains. Their motives extend feet of the rift must make a DC 22 Constitution
beyond mere destruction to encompass plans that saving throw, taking 28 (8d6) necrotic damage
stabilize magical forces, alter historical outcomes, on a failed save, or half as much on a successful
or maintain cosmic balance. This also makes them one. A creature that fails the saving throw is
excellent quest givers or allies in campaigns where also cursed until the next initiative count 20.
they could enlist adventurers to retrieve ancient Temporal Stasis: The Archlich targets a
artifacts, intervene in extraplanar conflicts, or thwart creature it can see within the lair. The target
demonic incursions. must make a DC 22 Wisdom saving throw or be
Archliches are known for dwelling in remote planes held in a stasis field, becoming paralyzed until
or ancient sanctuaries, shrouded in layers of mystery the next initiative count 20. A creature that fails
and protected by complex wards. However, during the saving throw by 5 or more is also aged by 10
times of dire need, they may choose to interact with
years when this effect ends.
the mortal world, possibly acting as a catalyst for
major events in a campaign. Regional Effects
While this portrayal depicts them as possessing a
The region containing an Archlich’s lair is warped
neutral alignment to highlight their transcendence
by its unnatural presence, which creates the
beyond typical ethical concerns, this framework is
following effects:
easily adaptable. For this reason, the statblock for an
Archlich can also be used to represent entities with 1. Unsettling Aura: The general atmosphere
different alignments, ranging from benevolent within 5 miles of the lair is one of dread and
beings who guard the universe from hidden threats foreboding. Creatures experience nightmares
to malevolent versions that seek to subjugate or and a pervasive sense of being watched, leading
remake the cosmos according to their twisted to the inability to benefit fully from long rests.
visions. This flexibility allows Game Masters to
2. Distorted Realities: Illusory figures and
utilize the Archlich in a variety of roles, making them
landscapes frequently appear and disappear
either formidable adversaries or mysterious
within a mile of the lair, imposing disadvantage
benefactors based on the needs of the narrative.
on Wisdom (Survival) checks to navigate the
area.
Challenge 30 (155,000 XP) Proficiency Bonus +9 Paralyzing Touch. Melee Spell Attack: +18 to hit, reach 5 ft.,
one creature. Hit: 31 (4d10 + 9) force damage. The target
Arcane Flow.At the start of each of its turns, the archlich must succeed on a DC 25 Constitution saving throw or be
regains one expended spell slot of 3rd level of lower. paralyzed until the end of its next turn. A creature that
fails the save by 5 or more is also restrained for the next
Eternal Knowledge. The archlich has advantage on any minute. A restrained creature can make a DC 20
Intelligence, Wisdom, or Charisma ability check or saving Constitution saving throw at the end of each of its turns,
throw it makes. ending the effect on itself on a success.
Immutable Will. The archlich cannot be compelled to act Necrotic Orb. Ranged Spell Attack: +18 to hit, range 150
in a specific way (as per the command spell) by any means. ft., one target. Hit: 35 (10d6) necrotic damage. If the
Additionally, the archlich is immune to any effect that target is a creature, it must succeed on a DC 26
would alter its form or move it against its will. Constitution saving throw or its hit point maximum is
reduced by an amount equal to the necrotic damage
Legendary Resistance (5/Day).If the archlich fails a saving taken. This reduction lasts until the target finishes a long
throw, it can choose to succeed instead. rest. The target dies if this effect reduces its hit point
maximum to 0.
Rejuvenation. If it has a phylactery, a destroyed archlich
Bonus Actions
gains a new body in 1d4 days, regaining all its hit points
and becoming active again. The new body appears within Arcane Attunement (Recharge 4-6). The archlich rolls a d10
5 feet of one of the archlich’s phylacteries (of its choice). and regains expended spell slots of a combined level that
is less than the result (minimum of 1).
Spellcasting. The archlich is a 20th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 26, +18 Ethereal Step.The archlich magically shifts into the
to hit with spell attacks). The archlich has all the wizard Ethereal Plane from the Material Plane, or vice versa.
spells prepared, and the following spell slots available:
Legendary Actions
Cantrips (at will) The archlich can take 5 legendary actions, choosing from
1st level (4 slots) the options below. Only one legendary action option can
2nd level (3 slots) be used at a time and only at the end of another creature’s
3rd level (3 slots) turn. The archlich regains spent legendary actions at the
4th level (3 slots) start of its turn.
5th level (3 slots)
6th level (2 slots) Move. The archlich moves up to half its speed.
7th level (2 slots) Attack (Costs 2 Actions). The archlich makes one attack.
8th level (1 slot) Minor Spellcasting (Costs 3 Actions). The archlich casts a
Superior Magic Resistance. Any time the archlich is targeted magic at 9th level without expending a spell slot.
by a spell of 4th level or lower while conscious, it can Spellcasting (Costs 5 Actions). The archlich casts a spell.
or lower during its Eldritch Reawakening, the spell flow of time in a 300-foot radius around itself. Every
doesn’t expend any spell slot. Additionally, the archlich creature of the archlich’s choice within the area must
can cast two spells in a turn as long as this phase lasts. reroll initiative.
Disintegration Wave (Costs 4 Actions). The archlich
Legendary Actions
releases a wave of destructive energy in a 60-foot cone.
If the archlich’s Eldritch Reawakening trait has activated Each creature in the area must make a DC 26 Dexterity
in the last hour, it can use the options below as legendary saving throw or take 88 (16d10) force damage. If this
actions. damage reduces a creature to 0 hit points, it is
disintegrated (as per the disintegrate spell).
The archlich teleports, along with any
Teleport.
Spell Echo (Costs 5 Actions). The archlich recasts the last
equipment it is wearing and carrying, up to 30 feet to an spell it cast without expending a spell slot, targeting the
unoccupied space it can see. same point, area, or creatures.
Archlich Knowledge Checks DC 25: An Archlich’s phylactery, the object
god-like beings in certain cults and dark Designer’s Note Regarding Insight Checks
religions, viewed as the ultimate harbingers of When allowing players to roll for Insight checks to
necromantic power. gain understanding about an Archlich, it’s important
DC 20: Their transformation into undeath for Game Masters to consider the amount of
involves complex rituals often tied to specific information available to the players, possibly
astrological or planar alignments, hinting at adjusting the DC of these checks and insights
their deep connection to the cosmos. obtained depending on various contextual factors.
Armor Class 15 (natural armor) appearing as majestic black horses with manes and
Hit Points 119 (14d10 + 42) tails that seem to be made of swirling, violet flames.
Speed 60 ft., fly 90 ft. (hover)
Their bodies are marked with patches of glowing
Saving Throws Wis +5, Cha +7 guides and guardians, leading lost souls through
SkillsPerception +5, Insight +5 the astral void and protecting them from the
Damage Resistances psychic; bludgeoning, piercing, and horrors that lurk in the shadows.
slashing from nonmagical attacks Astral Mares are solitary by nature, but when
Condition Immunities charmed, frightened, restrained
encountered, they exude a calm, reassuring
Senses darkvision 60 ft., passive Perception 15
presence. Their mere presence can ease the minds
Languages understands all languages but can’t speak
of those who have lost their way. However, should
Challenge 7 (2,900 XP) Proficiency Bonus +3
they perceive a threat to themselves or those they
Incorporeal Movement. The astral mare can move through Though they cannot speak, Astral Mares are highly
other creatures and objects as if they were difficult intelligent and communicate through gestures and
terrain. It takes 5 (1d10) force damage if it ends its turn subtle shifts in the aether, conveying emotions and
inside an object. intent to those who travel with them.
Planar Travel (1/Day). The astral mare can cast the plane
shiftspell (spell save DC 15, +7 to hit with spell attack
rolls) without expending a spell slot or requiring material
components. When using this trait, the astral mare can
only travel to the Astral, Ethereal, and Material Planes.
Actions
to action whenever a
entities back to the void from whence they came. Astral Wardens are the vigilant protectors of the
In their rare moments of respite, Astral Wardens cosmic balance, guardians appointed by ancient
are known to meditate beneath the stars, drawing celestial powers to roam the astral plane and
strength and clarity from the celestial bodies above. beyond. While their primary duty is to safeguard the
Their connection to the stars grants them multiverse from interdimensional threats, Astral
incredible foresight. It is said that the eyes of an Wardens are also known to intervene in mortal
Astral Warden can see the threads of fate, and their
affairs when the fabric of reality is at risk. They are
guidance is often sought by those who wish to
impartial enforcers of cosmic laws, strictly aligned
understand the greater mysteries of the universe.
with maintaining balance within the cosmos.
Astral Wardens are ageless, their lives extended by
Mortals who encounter an Astral Warden often
describe them as distant and inscrutable, their
the cosmic energy that flows through them. They
motives not easily understood. However, those who
are beings of both immense power and wisdom,
earn the trust of these celestial beings may find
forever dedicated to their eternal quest to keep the
themselves granted boons or knowledge. Astral
darkness at bay and to ensure that the light of the
Wardens value courage, wisdom, and a steadfast
stars shines brightly across all planes of existence.
commitment to preserving the natural order, and
they are known to bestow their favor on those who
embody these virtues.
Saving Throws Str +14, Con +15, Wis +14, Cha +13 Astral Step.The astral warden magically teleports, along
SkillsArcana +12, Insight +21, Intimidation +13, Nature with any equipment it is wearing and carrying, up to 60
+12, Perception +14, Persuasion +13, Religion +12 feet to an unoccupied space it can see.
Damage Resistances radiant; bludgeoning, piercing, and
slashing from nonmagical attacks Celestial Nova (Recharge 5-6). The astral warden releases a
Damage Immunities necrotic, psychic burst of celestial energy. Each creature within 30 feet of it
Condition Immunities charmed, frightened, exhaustion, (other than the astral warden) must make a DC 22
paralyzed, restrained Constitution saving throw, taking 72 (16d8) radiant
Senses truesight 120 ft., passive Perception 24 damage on a failed save, or half as much on a successful
Languages Celestial, Common, Telepathy 120 ft. one. A creature that fails the save by 5 or more is also
Challenge 22 (41,000 XP) Proficiency Bonus +7 stunned until the end of its next turn.
Bonus Actions
The astral warden has a +2 bonus to AC
Celestial Armor.
Seal of Banishment (Recharge 5-6). The astral warden
against ranged attacks. Additionally, any critical hit against
targets one creature it can see within 60 feet and places a
the warden becomes a normal hit.
seal of banishment on it. The target must succeed on a
Cosmic Insight. The astral warden has advantage on DC 22 Charisma saving throw or be banished to a
Intelligence (Arcana) and Intelligence (History) checks harmless demiplane for 1 minute. While banished , the
related to the planes, stars, and cosmic events. creature is also incapacitated. A banished creature can
Additionally, the astral warden knows if it hears a lie. repeat the saving throw at the end of each of its turn,
ending the effect on itself on a success. When the effect
Cosmic Weapons. The astral warden’s weapon attacks are ends, the target reappears in the space it left or in the
magical. When the astral warden hits with any weapon, nearest unoccupied space if that space is occupied.
the weapon deals an extra 27 (6d8) force damage (already The astral warden can have only one seal at any time. If
included in the attack). the warden is incapacitated, any seal immediately ends.
Innate Spellcasting. The astral warden’s innate spellcasting Seal of Wrath (Recharge 5-6). The astral warden targets one
ability is Wisdom (spell save DC 22, +14 to hit with spell creature it can see within 60 feet and places a seal of
attacks). It can innately cast the following spells, requiring wrath on it for 1 minute. At the start of each of its turns, a
no material components: sealed creature takes 21 (6d6) radiant damage.
The astral warden can have only one seal at any time. If
At will: banishment, detect magic, dispel magic, plane shift the warden is incapacitated, any seal immediately ends.
3/day each: demiplane, dimension door, guardian of faith
Legendary Actions
1/day each: astral projection, maze, teleport
The astral warden can take 3 legendary actions, choosing
Legendary Resistance (3/Day). If the astral warden fails a from the options below. Only one legendary action option
saving throw, it can choose to succeed instead. can be used at a time, and only at the end of another
creature’s turn. The astral warden regains spent legendary
Magic Resistance.The astral warden has advantage on actions at the start of its turn.
saving throws against spells and other magical effects.
Astral Step.The astral warden uses its Astral Step action.
Radiant Aura. The astral warden emits an aura of radiant Attack (Costs 2 Actions). The astral warden makes one
energy in a 30-foot radius centered on itself. Any creature astral blade or starlight ray attack.
of the astral warden’s choice that starts its turn within the Astral Warp (Costs 3 Actions). The astral warden warps the
aura takes 14 (4d6) radiant damage. space around a creature it can see within 60 feet. The
Actions target must succeed on a DC 22 Intelligence saving throw
or be teleported to an unoccupied space of the astral
Multiattack. The astral warden makes three attacks with warden’s choice within 60 feet of its original location.
its astral blade or two starlight ray attacks. It can replace
Arcana Check
Behemoths are titanic, primal creatures born from
DC 10: Behemoths are massive, ancient
the raw forces of creation. These ancient
monstrosities of raw physical power, unaligned
monstrosities embody the untamed power of the
with any mortal or magical faction.
natural world, existing as manifestations of pure
DC 15: These creatures are incredibly resilient,
strength and resilience. Legends claim that
possessing resistance or immunity to most
behemoths were formed in the primordial chaos
forms of elemental and nonmagical damage.
that preceded the birth of the multiverse, imbued
DC 20: Behemoths can channel elemental
with elemental might by the same forces that
chaos, releasing devastating bursts of energy in
shaped the planes. Though they are not inherently
battle. They are also immune to forced
malicious, their mere presence disrupts the
movement, paralysis, and other effects that
delicate balance of the world, their every movement
hinder mobility.
leaving devastation in their wake.
Religion Check
Behemoths are the ultimate embodiment of raw, with deities of destruction or chaos, revered by
primordial power, making them ideal for high-stakes cults that seek to harness their power.
encounters. These massive creatures can serve as DC 18: Some religious orders view behemoths
connection to elemental and primordial forces ties DC 23: Behemoths are immune to most holy or
them thematically to campaigns involving forbidden divine interventions, with only the most
magic, world-ending rituals, or the unraveling of powerful radiant magics capable of halting their
natural laws. rampages.
Armor Class 18 (natural armor) Mighty Roar (Recharge 5-6).The behemoth unleashes a
Hit Points 296 (16d20 + 128) deafening roar. Each creature within 60 feet of it that can
Speed 40 ft., burrow 40 ft., swim 80 ft. hear must succeed on a DC 18 Constitution saving throw
or be stunned until the end of its next turn.
STR DEX CON INT WIS CHA
29 (+9) 10 (+0) 26 (+8) 3 (-4) 16 (+3) 9 (-1) Elemental Chaos (Recharge 5-6). The behemoth exhales a
chaotic burst of elemental energy in a 60-foot cone. Roll a
Saving Throws Str +15, Dex +6, Con +14, Wis +9 d6 to determine the damage type, as detailed in the table
Damage Resistances acid, cold, fire, lightning, necrotic, below. Each creature in the area must make a DC 18
thunder; bludgeoning, piercing, and slashing from Dexterity saving throw, taking 55 (10d10) damage on a
nonmagical attacks failed save, or half as much on a successful one.
Condition Immunities charmed, exhaustion, frightened,
d6 Damage Type
paralyzed
Senses darkvision 120 ft., tremorsense 60 ft., passive
1 Acid
Perception 13 2 Cold
Languages —
3 Fire
Challenge 17 (18,000 XP) Proficiency Bonus +6 4 Lightning
5 Thunder
6 Force
Ancient Might.The behemoth’s weapon attacks are
magical. When the behemoth scores a critical hit, it rolls Legendary Actions
damage dice three times, instead of twice.
The behemoth can take 3 legendary actions, choosing
Devastating Charge. If the behemoth moves at least 20 feet from the options below. Only one legendary action can be
straight toward a target and then hits it with a slam attack used at a time and only at the end of another creature’s
on the same turn, the target takes an extra 14 (4d6) turn. The behemoth regains spent legendary actions at
bludgeoning damage. If the target is a creature, it must the start of its turn.
succeed on a DC 18 Strength saving throw or be knocked
prone. Move. The behemoth moves up to half its speed without
provoking opportunity attacks.
Indomitable Presence.The behemoth is immune to effects Slam Attack (Costs 2 Actions). The behemoth makes one
that would forcibly move it against its will, knock it prone, slam attack.
or alter its form. Soul Siphon (Costs 3 Actions). The behemoth targets one
Customizing Behemoths
Behemoths are not limited to a single form, but they can manifest in a variety of shapes, from massive serpents
and towering beasts to colossal monstrosities that defy description. These creatures adapt to the environment or
the elemental forces they embody, allowing for incredible versatility in their representation. The statblock
provided in this section is designed to be as flexible as possible, representing the core traits of a behemoth
regardless of its appearance. However, Game Masters are encouraged to further customize behemoths to fit their
campaign’s specific needs, altering its abilities, traits, or attacks to better reflect its unique form or thematic role.
Blood Hags, sinister entities within the realm of the Unlike some of their kin, Blood Hags engage in
fey, exhibit a disturbing obsession with blood which overt terror and manipulation. They might create
they utilize as a conduit for their dark magic. doppelgangers of their enemies from blood,
Known to dwell in areas marked by tragedy and sending these horrors to commit acts that sow
death such as ancient battlegrounds or desecrated discord and fear. Their strategies often involve
tombs, Blood Hags surround themselves with the weakening entire communities over time, turning
remnants of their gruesome exploits, creating lairs ally against ally by manipulating their perceptions
that reek of blood and decay. These lairs are often and planting seeds of distrust, all while staying
protected by blood-fueled spells and are adorned behind the scenes as much as possible. A Blood
with chilling trophies from their victims, such as Hag’s plots are usually complex and multifaceted,
drained corpses or body parts used in their aiming not just to harm individuals but to corrupt
These hags harness their blood magic to curse and bastions of despair and horror from which she can
often thick with the iron scent of blood, and the Armor Class 16 (natural armor)
ground slick with it. Decorations include macabre Hit Points 127 (15d8 + 60)
trophies from past victims, such as preserved body
Speed 30 ft.
parts or blood-drained corpses displayed in
STR DEX CON INT WIS CHA
grotesque poses. Walls might be painted or marked
19 (+4) 18 (+4) 19 (+4) 16 (+3) 16 (+3) 21 (+5)
with runes drawn in blood, serving as potent
magical wards that protect the hag’s sanctuary. SkillsArcana +7, Deception +9, Medicine +7
Damage Immunities necrotic, poison
Lair Actions
Condition Immunities charmed, exhaustion, frightened,
initiative count 20 (losing initiative ties), the Blood Languages Common, Infernal, Sylvan
Hag can take one of the following lair actions: Challenge 10 (5,900 XP) Proficiency Bonus +4
15 Wisdom saving throw or be paralyzed until Sanguine Regeneration. The blood hag regains 10 hit
the next initiative count 20. The blood hag is points at the start of her turn if she has at least 1 hit
unaffected by her own Hematologic Animation. point and has drunk blood in the past hour.
Invoke Blood: The blood hag recharges her
Sense Blood. The blood hag can sense the presence and
Blood Curse or her Blood Siphon.
direction of any creature within 300 feet of her that has
Regional Effects
blood flowing through its veins.
blighted by her dark presence, which manifests in Multiattack.The blood hag makes two attacks with her
several unsettling ways: claws. She can replace one attack to cast a spell or use
her Blood Curse.
1. Dead Animals: Small animals within three
miles of the lair are often found dead without Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one
any visible wounds, completely drained of blood.
target. Hit: 15 (2d10 + 4) slashing damage plus 10 (3d6)
necrotic damage.
2. Sanguine W aters: Water sources within five
Blood Hags rely on blood not only for sustenance but also as a core component of their spells and dark rituals.
When a Blood Hag consumes a significant amount of blood, she gains access to the Sanguine Regeneration trait,
but she may possibly also gain temporary enhancements at the GM’s discretion - such as temporary hit points,
strengthened spell effects, or access to unique abilities. This dependency on blood also shapes their behavior;
Blood Hags are compelled to seek out creatures from which they can draw this life force.
However, if a Blood Hag is unable to feed on blood for an extended period, she suffers dire consequences. While
a Blood Hag can survive without consuming blood for up to a week without repercussions, beyond this period,
she begins to experience intense pain and physical debilitation. For each additional day a blood hag goes without
consuming blood, she gains one level of exhaustion, up to a maximum of five. Although a blood hag cannot die
from blood deprivation, the pain escalates, severely weakening them and potentially impairing their ability to cast
spells or defend themselves effectively. This vulnerability can be a critical factor in encounters with blood hags,
especially if they have been isolated or trapped away from sources of blood for extended periods of time.
forbidden necromantic rituals. Once majestic and Armor Class 16 (natural armor)
powerful beings, they have been twisted by the Hit Points 152 (16d10 + 64)
corrupting power of undeath into skeletal
Speed 40 ft., fly 60 ft.
abominations. Stripped of their former intelligence,
STR DEX CON INT WIS CHA
Bone Dragons are driven solely by an insatiable
19 (+4) 10 (+0) 18 (+4) 8 (-1) 12 (+1) 6 (-2)
hunger for death and destruction.
Stripped of flesh and muscle, their hollow rib cages Saving Throws Dex +4, Con +8, Wis +5, Cha +2
rattle with the echoes of death itself as the raw Damage Resistances cold
energy of undeath courses through their bones, Damage Immunities necrotic, poison
granting them resilience far beyond that of any Condition Immunities exhaustion, frightened, paralyzed,
Damage Resistances cold; bludgeoning, piercing, and Frightful Presence.Each creature of the bone dragon’s
slashing from nonmagical attacks choice that is within 120 feet of the bone dragon and
Damage Immunities necrotic, poison aware of it must succeed on a DC 19 Wisdom saving
Condition Immunities exhaustion, frightened, paralyzed, throw or become frightened for 1 minute. A creature can
poisoned repeat the saving throw at the end of each of its turns,
Senses darkvision 120 ft., passive Perception 17 ending the effect on itself on a success. If a creature’s
Languages understands Common and Draconic but can’t saving throw is successful or the effect ends for it, the
speak creature is immune to the bone dragon’s Frightful
Challenge 14 (11,500 XP) Proficiency Bonus +5 Presence for the next 24 hours.
one claw and one tail attack with advantage on the attack
rolls.
Certain Bone Dragons have reinforced skeletal structures, fortified with additional layers of hardened bone,
making them significantly harder to damage. You can use the following trait to reflect this enhanced durability.
Reinforced Bone Structure. The bone dragon’s AC is increased by 2. Additionally, the bludgeoning, piercing, and
slashing damage the bone dragon takes is reduced by 3 (Lesser Bone Dragons), 4 (Bone Dragons), or 5 (Greater
Bone Dragons).
Designer’s Note. At the GM’s discretion, this trait could reduce only piercing and slashing damage taken to reflect
Legendary Resistance (3/Day). If the greater bone dragon The bone dragon can take 3 legendary actions, choosing
fails a saving throw, it can choose to succeed instead. from the options below. Only one legendary action option
can be used at a time and only at the end of another
Magic Resistance.The bone dragon has advantage on creature’s turn. The bone dragon regains spent legendary
saving throws against spells and other magical effects. actions at the start of its turn.
Magic Weapons. The bone dragons’ weapon attack are Bone Shard Attack. The bone dragon makes a bone shard
magical. attack.
Bite Attack (Costs 2 Actions). The bone dragon makes a bite
Undead Fortitude. If damage reduces the bone dragon to 0 attack.
hit points, it must make a Constitution saving throw with Necrotic Frenzy (Costs 3 Actions).The bone dragon makes
a DC equal to 5 + the damage taken, unless the damage is one claw and one tail attack with advantage on the attack
radiant or from a critical hit. On a success, the bone rolls.
dragon drops to 1 hit point instead. Bone Cage (Costs 3 Actions). The bone dragon conjures a
History Check
escorts a lesser bone dragon, attacking
adventurers from the skies as the dragon assaults
DC 13: Bone Dragons are reanimated corpses of them from the ground.
ancient dragons, often resurrected by 6 Haunting Apparition: The players first encounter a
destruction. These undead dragons are often magic, only revealing its true, skeletal form after it
found guarding ancient tombs, forgotten lairs, or has already launched an attack.
serving dark necromancers and liches.
7 Cult of Bone: A group of cultists and cult fanatics
might but are enslaved by their reanimation. dragon are slowly reanimating under the influence
destroying a Bone Dragon. rival lich have been locked in a territorial battle for
DC 20: Bone Dragons are often tied to control of a vast, undead-infested swamp. The
necromantic deities or dark cults that seek to players are caught in the crossfire of their ancient
unleash death and destruction across the land. feud.
DC 25: Some dark cults or similar organizations
12 Cursed Forest Guardian: A bone dragon serves as
listen.
Arcana Check
STR DEX CON INT WIS CHA DC 15: They wield powerful necromantic magic
10 (+0) 14 (+2) 18 (+4) 16 (+3) 20 (+5) 18 (+4) and are known for their cryptic prophecies.
Condition Immunities charmed, frightened, poisoned They can deliver terrifying visions that frighten
Senses darkvision 120 ft., passive Perception 19 and weaken their enemies.
Languages Common, Deep Speech, telepathy 60 ft. DC 25: Their cryptic whispers reveal forbidden
Challenge 10 (5,900 XP) Proficiency Bonus +4 knowledge but drive mortals to madness. To
Innate Spellcasting. The carrion oracle’s innate its tether to its dark patron or the eldritch force
spellcasting ability is Wisdom (spell save DC 17, +9 to hit that sustains it.
with spell attacks). The oracle can innately cast the
following spells, requiring no material components: History Check
(already included in the statblock). DC 23: Cults and lesser undead revere Carrion
Rotting Staff. Melee Weapon Attack: +6 to hit, reach 5 ft., Oracles are tied to eldritch patrons, who use
one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 9 them to spread despair and corruption.
(2d8) necrotic damage. Destroying one may bring the wrath of its
patron.
Horrific Vision (Recharge 5-6).The carrion oracle forces a
creature within 60 feet to confront a horrific vision of its Religion Check
future. The target must succeed on a DC 17 Wisdom
DC 10: Most religious orders view Carrion
saving throw or take 27 (6d8) psychic damage and be
frightened for 1 minute. A frightened creature can repeat Oracles as abominations, their existence a
the saving throw at the end of each of its turns, ending perversion of life and prophecy.
the effect on itself on a success. DC 15: They exude an aura of dread, which
and realities. They hail from the dark recesses of otherworldly beings exist beyond the scope of
the cosmos, where time, space, and sanity break mortal understanding, ancient entities from the
down into chaos. These entities are believed to darkest corners of the multiverse, or perhaps from
predate not only mortal existence but the very realms beyond it. They are harbingers of madness,
fabric of the multiverse itself, making them destruction, and chaos, and their very presence
terrifyingly ancient and powerful. Though their true warps reality around them, spreading corruption,
nature is unknown, many scholars speculate that fear, and despair. Cosmic Horrors act according to
Cosmic Horrors are the physical manifestation of motives that are impossible for mortal minds to
the universe’s most primal fears – entities from a comprehend, and their goals are often as
realm of madness, where logic and reason are inscrutable as they are horrifying. They may seek to
twisted into incomprehensible forms.
unravel the fabric of existence itself, consume the
Cosmic Horrors rarely show themselves in the
life energy of entire worlds, or simply cause chaos
material world, but when they do, their presence
on an unimaginable scale.
alone warps reality. The sky darkens, the ground
Incorporating cosmic horrors into a campaign offers
shudders, and time itself seems to fracture as these
numerous narrative possibilities. They can serve as
the patron for a warlock, offering immense,
beings emerge. Those unfortunate enough to gaze
otherworldly power at the cost of the chracter’s
upon a Cosmic Horror are often driven to madness,
sanity or soul. Alternatively, they can exist in the
their minds unable to process the creature’s
background of a campaign as a dark force venerated
unnatural, constantly shifting form. Cosmic
by a secretive cult, with the cult’s ultimate goal
Horrors are often depicted with grotesque,
being to unleash their godlike power upon the
tentacled bodies, featureless faces, and enormous,
material world. The players might spend the
mind-bending shapes that seem to defy the laws of
campaign unraveling the cult’s mysteries, ultimately
physics.
culminating in a battle to prevent the horror’s
These beings feed not on flesh, but on the very
arrival. Cosmic Horrors can also be central figures
essence of life, consciousness, and reality. Their in apocalyptic storylines, where their corruption
mere presence distorts the weave of magic, influences not just the minds of individuals, but
disrupting spellcasters’ powers and altering the entire landscapes, turning reality itself against the
environment around them. Cosmic Horrors are party as they try to stop the horror’s influence from
often accompanied by lesser horrors and eldritch spreading.
beings – twisted, nightmare-inducing creatures that While the statblocks provided in this section are still
serve as extensions of their will. incredibly powerful and designed for high-level play,
While their motives remain an enigma, some they represent only a fraction of the true power of
speculate that Cosmic Horrors seek to unravel the these otherworldly beings. A Cosmic Horror in its
universe itself, dragging entire worlds into the full form would likely be beyond the scope of any
same void from which they came. Others suggest
single statblock. The statblocks here might
that they are simply indifferent to mortal life, acting
represent avatars or fragments of these larger,
according to laws and desires that no one can
incomprehensible entities. For campaigns seeking
comprehend. Regardless of their intentions, one
an even greater challenge, a statblock for a Great
fact is universally agreed upon: encountering a
Old One, representing beings such as Cthulhu or
deities of similar apocalyptic power, is provided in a
Cosmic Horror is an experience that few survive,
separate section. These Great Old Ones are the true
and none escape unscathed.
masters of cosmic madness and devastation,
Though rare, some powerful arcane practitioners
capable of reshaping reality itself, and they make
have attempted to summon and bind these entities,
even the most terrifying Cosmic Horrors seem
seeking their vast knowledge or power. Such
insignificant by comparison. Whether serving as
efforts rarely end well, as even the slightest
eldritch patrons, ancient enemies, or the driving
fragment of a Cosmic Horror’s consciousness can
force behind an apocalypse, these entities add depth
overwhelm mortal minds.
and high stakes to any campaign they touch.
Armor Class 18 (natural armor) Warp Reality. The lesser cosmic horror warps reality within
Hit Points 237 (19d12 + 114) a 120-foot radius centered on itself. This area is difficult
Speed 40 ft., fly 60 ft. (hover) terrain for creatures other than the cosmic horror.
Additionally, a creature must succeed on a DC 20 Wisdom
STR DEX CON INT WIS CHA saving throw at the end of each minute spent within the
23 (+6) 14 (+2) 22 (+6) 19 (+4) 22 (+6) 22 (+6) area or suffer a random long-term madness effect.
Actions
Saving Throws Int +10, Wis +12, Cha +12
Skills Arcana +10, Perception +12, Stealth +8 Multiattack. The lesser cosmic horror makes three attacks:
Damage Resistances cold, fire, lightning, necrotic; one with its bite and two with its tentacles.
bludgeoning, piercing, and slashing from nonmagical
attacks Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one
Damage Immunities psychic
target. Hit: 19 (3d8 + 6) piercing damage plus 10 (3d6)
Condition Immunities charmed, exhaustion, frightened
psychic damage.
Senses truesight 120 ft., passive Perception 22
Tentacle. Melee Weapon Attack: +12 to hit, reach 20 ft., one
Languages Deep Speech, telepathy 120 ft.
Innate Spellcasting. The lesser cosmic horror’s innate Mind Blast (Recharge 5-6). The lesser cosmic horror
spellcasting ability is Charisma (spell save DC 20). It can magically emits psychic energy in a 60-foot cone. Each
innately cast the following spells, requiring no material creature in that area must succeed on a DC 20
components: Intelligence saving throw or take 44 (8d10) psychic
damage. A creature that fails the save by 5 or more is also
At will: detect thoughts, dispel magic, dominate person, fear, stunned for 1 minute. A stunned creature can repeat the
levitate saving throw at the end of each of its turns, ending the
3/day each: confusion, dominate monster, plane shift, effect on itself on a success.
telekinesis
Legendary Actions
1/day each: feeblemind, gate, maze
The lesser cosmic horror can take 3 legendary actions,
Inscrutable Mind. The lesser cosmic horror is immune to choosing from the options below. Only one legendary
any effect that would sense its emotions or read its action option can be used at a time and only at the end of
thoughts, divination spells, and any other spells or effects another creature’s turn. The lesser cosmic horror regains
used to influence its mind or gain information about it. spent legendary actions at the start of its turn.
Legendary Resistance (3/Day). When the lesser cosmic Space Warp. The cosmic horror magically teleports to an
horror fails a saving throw, it can choose to succeed unoccupied space it can see within 60 feet.
instead. Tentacle Attack (Costs 2 Actions). The lesser cosmic horror
Cosmic Horrors are manifestations of raw chaos and madness, their forms constantly shifting and adapting due
to the incomprehensible forces that shape them. Each Cosmic Horror is unique, warped by the unfathomable
powers of the cosmos, and no two are exactly alike. To reflect this unpredictability, GMs can use the Cosmic Traits
Table found in the following page to determine distinctive traits that alter a Cosmic Horror’s abilities.
Cosmic Horrors are shaped by chaotic, otherworldly forces, and no two are exactly alike. Game Masters can
roll on the table below or select traits to add unique and terrifying abilities to a Cosmic Horror. Consider
adjusting the CR and XP awarded by a Cosmic Horror accordingly depending on the chosen traits.
1 Void-Touched The cosmic horror’s connection to the void grants it increased resilience. Its hit point
maximum increases by 50, and it gains resistance to force damage.
2 Otherworldly The cosmic horror’s body is covered in a thick, otherworldly hide. Its AC increases by 2, and it
Hide gains immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks.
3 Void Adaptation The cosmic horror’s body is adapted to the void between realities. It gains immunity to cold,
fire, and necrotic damage.
4 Cosmic Reflection The cosmic horror distorts incoming magical energy. When it is targeted by a spell of 5th
level or lower, it can roll a d6. On a 5 or 6, the spell has no effect on the horror.
5 Temporal The cosmic horror flickers in and out of time. Attack rolls against it are made at
Instability disadvantage.
6 Reality Bender The cosmic horror can manipulate the fabric of reality itself. Once per day, it can use an
action to cast the wish spell without expending a spell slot.
7 Eternal Hunger The cosmic horror drains ambient energy from the world around it. At the start of its turn, it
regains 10 hit points for each creature within 30 feet that is frightened of it.
8 Gaze of the As a bonus action, the cosmic horror can focus its gaze on a creature within 60 feet. The
Cosmos target must succeed on a Wisdom saving throw agains the cosmic horror’s spell save DC or
fall unconscious for 1 minute. The target awakes earlier if it takes damage or if a creature
within 5 feet of it takes an action to shake it awake.
9 Dimensional The cosmic horror is surrounded by an invisible barrier of distorted space. Its AC increases
Shield by 1, and ranged attacks against it are made with disadvantage.
10 Flesh of Stars The cosmic horror’s body pulses with cosmic energy, regaining 10 hit points at the start of its
turn if it has at least 1 hit point. Additionally, whenever the cosmic horror is hit by a melee
attack, the attacker takes 7 (2d6) radiant damage.
11 Astral Resilience The cosmic horror’s resilience extends beyond normal, gaining resistance to all damage types
except bludgeoning, piercing, and slashing.
12 Unnatural Flight The cosmic horror gains the ability to move through the air at incredible speed, doubling its
flying speed.
13 Gravitic Pulse As a bonus action, the cosmic horror can unleash a wave of gravitic energy. Each creature
within 30 feet (other than itself) must succeed on a Strength saving throw against the cosmic
horror’s spell save DC or take 22 (4d10) force damage and be knocked prone.
14 Additional The cosmic horror grows additional tentacles, granting it one extra tentacle attacks as part of
Tentacles its Multiattack action.
15 Voidwalker The cosmic horror can move through solid objects as if they were difficult terrain. It can’t end
its turn inside an object.
16 Unfathomable The cosmic horror regains 20 hit points at the start of its turn if it has at least 1 hit point.
Regeneration
17 Entropic Drain The cosmic horror’s mere existence drains the life force of creatures around it. Creatures of
the cosmic horror’s choice within 30 feet of it have their speed reduced by 10 feet, and they
can’t take reactions while within this radius.
18 Rift Teleportation As a bonus action, the cosmic horror can teleport to an unoccupied space within 120 feet.
Any creature within 10 feet of the starting and arrival point must succeed on a Dexterity
saving throw against the cosmic horror’s spell save DC or take 22 (4d10) force damage.
19 Warping Flesh The cosmic horror’s body is constantly shifting. At the start of each of its turns, roll a d6. On
a 1–3, nothing happens. On a 4–6, the cosmic horror’s AC increases by 2 for the current turn
as its body warps to avoid attacks.
20 Gravitational Pull The cosmic horror’s mass draws creatures towards it. Each creature that starts its turn within
30 feet of the cosmic horror or enters this radius for the first time on a turn must succeed on
a Strength saving throw against the cosmic horror’s spell save DC or be pushed up to 15 feet
towards the horror.
Languages Deep Speech, telepathy 120 ft. Mind Rend (Recharge 5-6). The cosmic horror targets one
Challenge 25 (75,000 XP) Proficiency Bonus +8 creature it can see within 90 feet. The target must succeed
on a DC 23 Intelligence saving throw or take 66 (12d10)
Eldritch Aura. The cosmic horror radiates an aura of psychic damage and be stunned until the end of its next
otherworldly energy in a 60-foot radius. Each creature that turn.
starts its turn in the aura must make a DC 22 Wisdom
Mind Blast (Recharge 5-6). The cosmic horror magically
saving throw, taking 21 (6d6) psychic damage on a failed
emits psychic energy in a 90-foot cone. Each creature in
save, or half as much on a successful one. A creature that
that area must succeed on a DC 23 Intelligence saving
fails the save by 10 or more is also affected by the
throw or take 44 (8d10) psychic damage. A creature that
confusion spell until the start of its next turn.
fails the save by 5 or more is also stunned for 1 minute. A
Innate Spellcasting. The cosmic horror’s innate stunned creature can repeat the saving throw at the end
spellcasting ability is Charisma (spell save DC 23). It can of each of its turns, ending the effect on itself on a
innately cast the following spells, requiring no material success.
components: Bonus Actions
At will: detect thoughts, dispel magic, dominate person, fear, Telepathic Assault.The cosmic horror telepathically
levitate, telekinesis assaults any creatures of its choice within 60 feet of it.
3/day each: confusion, dominate monster, plane shift, power Each target must make a DC 23 Intelligence saving throw
word stun or have disadvantage on the next attack roll it makes until
1/day each: feeblemind, gate, power word kill the end of its next turn.
Legendary Actions
Inscrutable Mind. The cosmic horror is immune to any
effect that would sense its emotions or read its thoughts, The cosmic horror can take 3 legendary actions, choosing
divination spells, and any other spells or effects used to from the options below. Only one legendary action option
influence its mind or gain information about it. can be used at a time and only at the end of another
creature’s turn. The cosmic horror regains spent
Legendary Resistance (4/Day). If the cosmic horror fails a legendary actions at the start of its turn.
saving throw, it can choose to succeed instead.
Space Warp. The cosmic horror magically teleports to an
Magic Resistance.The cosmic horror has advantage on unoccupied space it can see within 60 feet.
saving throws against spells and other magical effects. Tentacle Attack (Costs 2 Actions). The lesser cosmic horror
magical. uses its Mind Rend or its Mind Blast (if available).
Psychic Pulse (Costs 3 Actions). The cosmic horror releases
Warp Reality. The cosmic horror warps reality within a 180- a wave of psychic energy in a 60-foot radius centered on
foot radius. This area is difficult terrain for creatures other itself. Each creature within that area must succeed on a
than the cosmic horror. At the end of each minute spent DC 23 Intelligence saving throw or take 44 (8d10) psychic
within the area, a creature must make a DC 22 Wisdom damage.
DC 25: Some scholars believe Cosmic Horrors Cosmic Horrors’ Origins and Habitat
are older than the multiverse itself, entities that Cosmic Horrors are believed to originate from
were sealed away long ago to prevent them from realms beyond the multiverse, places where time,
unraveling existence. Cults have often sought to space, and reality function chaotically. These
summon them to gain forbidden power, with dimensions are home to entities that thrive on raw,
disastrous results. entropic energy, defying the natural laws of
DC 30: Certain tomes of forbidden knowledge existence.
suggest that Cosmic Horrors have avatars or Rather than inhabiting a traditional habitat, Cosmic
fragments that can be summoned, but their true Horrors are drawn to places where the veil between
form would be far beyond the capabilities of any
different planes of existence is weak – locations
known magic to bind or control.
corrupted by dark magic, ancient disasters, or the
meddling of powerful spellcasters. These areas
Religion Check become warped, with gravity, time, and space
DC 13: Many believe Cosmic Horrors are either
behaving unpredictably, and local lifeforms mutating
heralds or servants of ancient, forgotten gods or
grotesquely.
Cosmic Horrors rarely manifest fully, instead
entities, embodying pure chaos and destruction.
influencing the material world from afar, causing
DC 18: Cosmic Horrors are often venerated by
reality to fracture and sending minions to sow
cults who see them as the ultimate expression
chaos. However, when they do emerge, their
of divine power, beings who exist beyond life,
presence warps reality itself, turning the
death, and morality. Some cults aim to bring
environment into a zone of madness and horror.
these horrors into the material world.
Armor Class 9 (natural armor) These plant-like beings are found in areas where
Hit Points 45 (6d10 + 12) the energies of the void leak into the material
Speed 10 ft., climb 10 ft.
plane. Appearing as large, twisting vines with
Condition Immunities blinded, charmed, deafened, Cosmic Tendrils form when the energies of the
frightened, poisoned void seep through weak points in the fabric of
Senses blindsight 60 ft. (blind beyond this radius),
reality, such as ancient rifts, portals, or areas
passive Perception 11
heavily influenced by powerful void magic. These
Languages —
energies coalesce, giving rise to the first tendrils,
Challenge 2 (450 XP) Proficiency Bonus +2
which anchor themselves to the ground or other
Anchored Movement. At the start of each of its turns, the creating a dense network of interwoven vines that
cosmic tendril can choose to anchor itself to the ground can cover extremely vast areas.
or unanchor. While anchored, the tendril’s speed is As they spread, Cosmic Tendrils further weaken
reduced to 0 feet, but it cannot be knocked prone or the veil between different realities, making it easier
pushed against its will and it can use its Void Rooting
for void creatures to enter the material plane. Their
bonus action.
presence is a clear warning of the void’s growing
Otherworldly Illumination. The cosmic tendril casts dim influence and often precedes the arrival of more
A Dark Reaper is a dark and menacing entity, a Dark Reaper Minions Table
beings range from tortured souls and undead deceit and magic to manipulate and weaken the
servants to creatures bound to the Reaper’s will. The party.
presence of these minions often signifies the gravity 18 1d4 + 1 gargoyles perched silently spring to life to
and urgency of the Reaper’s mission. When a Dark ambush the party when signaled by the Reaper.
Reaper deems it necessary to gather such forces, it 19 A duo of chain devils use their animated chains to
is a clear indicator of a formidable and dangerous ensnare party members as the Reaper attacks.
foe, one that poses a significant threat or challenge 20 An imposing bone devil, armed with its lethal
to the balance of magical forces. stinger, uses strength and devilish tactics to create
openings for the Reaper.
have disadvantage on saving throws against being Mark of the Reaper. The dark reaper marks a creature that
frightened. it can see within 60 feet of it. Spells cast by the dark
reaper ignores any resistance or immunity to necrotic
The dark reaper’s weapon attacks are
Reaper’s Scythe.
damage against the marked creature. The mark lasts for 1
magical and ignore resistance to their damage types. minute or until the marked creature is reduced to 0 hit
points. The dark reaper can have one mark active at any
Innate Spellcasting. The dark reaper’s innate spellcasting
time.
ability is Charisma (spell save DC 19, +11 to hit with spell
attack rolls). It can innately cast the following spells, Reactions
requiring no material components:
Dark Harvest (1/Day). The dark reaper collects the soul of
At will: darkness, detect magic, dispel magic, misty step a creature that dies within 30 feet of it, gaining a number
3/day each: blight, circle of death, harm of temporary hit points equal to half the creature’s hit
2/day each: finger of death, plane shift points maximum.
1/day each: power word: stun Legendary Actions
Legendary Resistance (1/Day). If the dark reaper fails a The dark reaper can take 3 legendary actions, choosing
saving throw, it can choose to succeed instead. from the options below. Only one legendary action option
can be used at a time and only at the end of another
Limited Magic Immunity. Unless it wishes to be affected, creature’s turn. The dark reaper regains spent legendary
the dark reaper is immune to spells of 3rd level or lower. It actions at the start of its turn.
has advantage on saving throws against all other spells
and magical effects. Move. The dark reaper moves up to half its speed without
provoking opportunity attacks.
Eldritch Hunter.The dark reaper always knows the At Will Spell (Costs 2 Actions). The dark reaper casts one at-
direction and distance to any creature that it is currently will spell with its Innate Spellcasting trait.
hunting, as long as it is on the same plane of existence. Soul Rend (Costs 3 Actions). The dark reaper makes an
swamps and bogs, closely tied to the forces of Armor Class 11 (natural armor)
decay and death. These beings, once simple Hit Points 9 (2d6 + 2)
swamp-dwellers, have evolved over time through
Speed 30 ft., swim 30 ft.
their connection to an ancient deity of death and
STR DEX CON INT WIS CHA
rot, often referred to as Zug’rath, the Rotting One.
10 (+0) 13 (+1) 12 (+1) 6 (-2) 12 (+1) 7 (-2)
This dark deity has granted them minor
necromantic powers and dominion over the forces SkillsPerception +3, Stealth +3
of decay, transforming them into fearsome beings Senses darkvision 60 ft., passive Perception 13
despite their primitive appearance. Their society, Languages understands Common but can’t speak
though basic, revolves around dark rituals, Challenge 1/8 (25 XP) Proficiency Bonus +2
on the cycles of death and rebirth. Amphibious. The death frogkin can breathe air and water.
Death Frogs are led by powerful shamans who are
vibrations in the water, and eerie body language. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Though their intelligence is not comparable to that target. Hit: 3 (1d4 + 1) piercing damage.
of humanoid creatures, they possess a cunning that
Bonus Actions
allows them to organize into tribes, plan ambushes,
Quick Leap. The death frogkin jumps up to half its speed
and conduct complex sacrificial rituals.
without provoking opportunity attacks. If the frogkin hits
These rituals are conducted in honor of their
a creature with a bite attack during the same turn, the
decaying deity, often involving the sacrifice of living
target takes an extra 2 (1d4) piercing damage.
creatures whose life force is believed to strengthen
homes.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 14 (+2) 7 (-2) 12 (+1) 8 (-1) 14 (+2) 15 (+2) 15 (+2) 7 (-2) 14 (+2) 10 (+0)
Challenge 1/4 (50 XP) Proficiency Bonus +2 Challenge 1 (200 XP) Proficiency Bonus +2
Amphibious. The death frog warrior can breathe air and Amphibious. The death frog bonekeeper can breathe air
water. and water.
Wisdom (Perception) checks that rely on smell. Wisdom (Perception) checks that rely on smell.
Swamp Camouflage. The death frog warrior has Swamp Camouflage. The death frog bonekeeper has
advantage on Dexterity (Stealth) checks made to hide in advantage on Dexterity (Stealth) checks made to hide in
swampy or muddy terrain. swampy or muddy terrain.
Actions Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one Multiattack. The death frog bonekeeper makes two
target. Hit: 5 (1d6 + 2) piercing damage. attacks: one with its bite and one with its spear.
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
ft. or range 20/60 ft., one target. Hit: 6 (1d8 + 2) piercing target. Hit: 5 (1d6 + 2) piercing damage.
damage.
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5
Poison Dart. Ranged Weapon Attack: +4 to hit, range ft. or range 20/60 ft., one target. Hit: 6 (1d8 + 2) piercing
30/120 ft., one target. Hit: 4 (1d4 + 2) piercing damage, damage.
and the target must succeed on a DC 12 Constitution
saving throw or take 3 (1d6) poison damage. The bonekeeper hurls
Bone Shard Volley (Recharge 5-6).
Speed 30 ft., swim 30 ft. their necrotic powers and connection to decay.
STR DEX CON INT WIS CHA Deathpriests, who wield dark and necromantic
16 (+3) 16 (+3) 16 (+3) 7 (-2) 14 (+2) 14 (+2) magic. They use their powers to draw strength
Pack Leader.Creatures of the death frog broodmaster’s DC 10: Death Frogs revere an ancient death
choice within 30 feet have a +1 bonus on attack rolls. deity named Zug’rath, the Rotting One, who
Swamp Camouflage. The death frog broodmaster has their dark faith, with their leaders possessing
advantage on Dexterity (Stealth) checks made to hide in the ability to commune with spirits and
swampy or muddy terrain. manipulate the forces of life and death. The
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one Death Frog tribe is the Deathpriest, who serves
target. Hit: 6 (1d6 + 3) piercing damage. as both the spiritual leader and the embodiment
broodmaster’s allies and obeying its spoken commands. linked to ancient blood rituals performed in
Retreat Leap. When a creature misses the death frog necromancy and druidism, gaining control over
broodmaster with an attack, the broodmaster jumps up both decaying creatures and the rotting natural
to 10 feet in any direction without provoking opportunity world around them.
attacks.
A Shaman serves as the spiritual and mystical leader of the death frog tribe, holding a rank second only to that of
the Deathpriest itself. Acting as conduits for their dark deity, shamans can wield potent death magic, control the
undead, and commune with spirits. In battle, shamans use these powers to support their tribe, weakening
enemies with debilitating curses and striking them down with necrotic energy. Death Frog Shamans are not only
warriors but also the tribe’s healers and protectors of ancient rituals. They preside over the tribe’s most sacred
rites, channeling their dark deity’s will and ensuring the tribe remains in favor with their god.
Actions
STR DEX CON INT WIS CHA
Multiattack. The broodmaster makes two attacks: one
16 (+3) 16 (+3) 18 (+4) 9 (-1) 19 (+4) 14 (+2) with its bite and one with its staff.
Saving Throws Con +7, Wis +7 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
SkillsMedicine +7, Nature +2, Perception +7, Stealth +5 target. Hit: 7 (1d8 + 3) piercing damage.
Damage Resistances necrotic
Senses darkvision 60 ft., passive Perception 17 Staff of Rot. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Languages Common one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 7
Challenge 6 (2,300 XP) Proficiency Bonus +3 (2d6) necrotic damage.
Pack Tactics makes for an excellent variant trait for Death Frogs, especially given their ability to coordinate their
attacks. You can use this trait in encounters where the Death Frogs are operating as a cohesive unit, particularly
in ambushes or when they are defending their tribe or territory. As always, you should consider adjusting the CR
and XP awarded by Death Frogs when using this trait.
Pack Tactics. The death frog has advantage on an attack roll against a creature if at least one of the death frog’s
allies is within 5 feet of the creature and the ally isn’t incapacitated.
Challenge 9 (5,000 XP) Proficiency Bonus +4 Death Staff. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 10
Amphibious. The deathpriest can breathe air and water. (3d6) necrotic damage.
Aura of Death. The deathpriest exudes an aura of necrotic The deathpriest hurls a bolt of
Necrotic Bolt (Recharge 4-6).
energy in a 30-foot radius. Creatures within this radius has necrotic energy at one creature it can see within 60 feet.
disadvantage on Death saving throws and saving throws The target must make a DC 17 Constitution saving throw,
made against the deathpriest’s spells and effects. taking 36 (8d8) necrotic damage on a failed save, or half
as much on a successful one.
Dark Devotion. The deathpriest has advantage on saving Bonus Actions
throws against being charmed or frightened.
Dark Channeling (Recharge 5-6). The deathpriest infuses
Keen Smell.The deathpriest has advantage on Wisdom another creature it can see within 30 feet with necrotic
(Perception) checks that rely on smell. energy. The target gains advantage on its next attack roll
and deals an additional 10 (3d6) necrotic damage on a
Necrotic Regeneration. The deathpriest regains 5 hit points hit.
at the start of its turn if it has at least 1 hit point. If the
deathpriest takes radiant damage, this trait doesn’t Quick Leap.The deathpriest jumps up to half its speed
function at the start of its next turn. without provoking opportunity attacks.
Reactions
Spellcasting. The deathpriest is a 9th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 17, +9 to hit Necrotic Barrier.When the deathpriest is targeted by an
with spell attacks). It has the following spells prepared: attack made from a creature it can see, it shields itself
with necrotic energy, gaining 11 (1d12 + 5) temporary hit
Cantrips (at will): chill touch, poison spray, thaumaturgy points until the start of its next turn.
1st level (4 slots): bane, inflict wounds, shield of faith
2nd level (3 slots): blindness/deafness, hold person, spiritual Retreat Leap. When a creature misses the deathpriest with
weapon an attack, the deathpriest jumps up to 10 feet in any
direction without provoking opportunity attacks.
Within a death frog tribe, the Deathpriest holds a position of absolute authority, enforcing the will of its dark
deity, Zug’rath, the Rotting One. There is only ever one Deathpriest per tribe, and this figure serves as the living
embodiment of their god’s will.
The Deathpriest’s connection to Zug’rath grants it immense necromantic power, making it both a feared and
revered figure among its kin. It wields the ability to manipulate life and death, often raising the bones of the fallen
to serve as guardians of the tribe. In return for its worship, Zug’rath grants the Deathpriest visions and omens,
guiding its decisions and shaping the tribe’s actions.
The Deathpriest oversees the most sacred rites of the tribe, such as the Ritual of Rot, where sacrifices are made
in the name of Zug’rat. To the death frogs, the Deathpriest is not merely a leader but the direct voice of Zug’rath,
ensuring that all members of the tribe live, fight, and die in service to the Rotting One’s eternal cycle of decay.
reshape reality.
recognition.
The Role of the Nameless One Cult Acolytes form the lowest rank within the cult.
The Nameless One is the ultimate object of the These individuals are new recruits or initiates who
Disciples’ veneration, though its true name and have pledged themselves to the Nameless One’s
form are said to be lost to time. To even attempt to will. They are tasked with menial yet dangerous
speak its real name is to risk madness. This ancient jobs, such as retrieving ancient artifacts, spreading
being represents the collapse of mortal whispers of the cult’s influence, and assisting in
comprehension, an embodiment of entropy, chaos, rituals. Despite their low rank, Acolytes are
and the unknown. The Disciples view it not as a indoctrinated with unwavering zeal and a readiness
force of evil but as a natural conclusion to the to sacrifice themselves for the cult.
flawed order imposed by the gods and the universe. Above them are the Cult Enforcers, warriors and
Rituals of the Disciples are centered around the guards who protect the cult’s sanctuaries and
idea of inviting the Nameless One’s influence into enforce the will of higher-ranking members.
At the pinnacle of the cult’s power are the Eldritch Rites and Practices
Prophets, powerful spellcasters and mystics who The Disciples of the Nameless One practice a form
claim to have glimpsed the true essence of the of ritual magic that blurs the line between divine
Nameless One. These prophets lead major cult worship and arcane manipulation. Their
operations, orchestrate rituals of immense ceremonies are often conducted in secret, far from
magnitude, and act as the chief interpreters of the the prying eyes of society. Abandoned temples,
Nameless One’s will. Their connection to the forgotten ruins, and underground crypts serve as
eldritch being has granted them both incredible sanctuaries where the cult can perform their
power and profound madness, making them feared profane rites. These rituals are designed to weaken
even by their fellow cultists. the boundaries between the material world and the
Above all stands the Voice of the Nameless One, the Nameless One’s realm, allowing the entity’s
cult’s enigmatic and supreme leader. This influence to seep into the minds of the participants.
individual is said to commune directly with the Sacrifices – both material and living – are a core
Nameless One and acts as its vessel in the mortal element of their rituals. The Disciples believe that
world. The Voice’s true identity is shrouded in by offering up life, sanity, and even souls, they can
secrecy, known only to the highest-ranking Eldritch draw the Nameless One closer to their world.
Prophets. Rumored to be immortal, the Voice of the These sacrifices are often symbolic acts,
Nameless One exerts absolute control over the cult, representing the cult’s willingness to surrender
guiding it toward the ultimate goal of breaking the their mortal limits for a chance to commune with
seals that bind their eldritch master and bringing the unknowable. Many who participate in these
the Nameless One into the material realm. rituals do not survive, and those who do are often
attuned to the Nameless One’s will. widespread collapse of faith in the gods. Each
In addition to their grand rites, the Disciples event, the Disciples believe, will chip away at the
frequently engage in smaller rituals designed to divine prison holding their master. The final stage
erode the weave of magic and the borders between of the prophecy involves a grand ritual, performed
different planes of existence. They use forbidden in a place of great power, that will shatter the last
symbols, strange geometries, and arcane of the chains and release the Nameless One into
incantations to cause minor anomalies: distortions the world. The Disciples see themselves as the
of space, hallucinations, or whispers from beyond. agents of this apocalypse, working tirelessly to
These small acts, performed over time, serve to bring about the fulfillment of the prophecy.
prepare the world for the coming of their master. Many within the cult believe that the return of the
current world order is essential to paving the way The Disciples of the Nameless One are relentless
Though most of the Disciples operate which pertains to the nature of reality, the cosmos,
independently, they occasionally form alliances and the ancient powers that predate the gods. They
with other dark powers, particularly those who scour forgotten libraries, delve into lost ruins, and
seek the downfall of gods or the unraveling of bargain with dark entities to obtain scrolls and
reality. Certain necromancers, demonic cults, and tomes that contain scraps of knowledge related to
power-hungry wizards have been known to strike the Nameless One. These texts are
deals with the Disciples, though these relationships incomprehensible to most mortals, written in
are often temporary and fraught with betrayal. languages long forgotten and encoded with
tools to be used in service of the Nameless One’s Among the most prized of these artifacts are the
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 10 (+0) 10 (+0) 14 (+2) 11 (+0) 14 (+2) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 11 (+0)
SkillsArcana +2, Deception +2, Insight +4, Religion +2 SkillsAthletics +4, Intimidation +2, Perception +3,
Senses passive Perception 12 Religion +2
Languages Common, Deep Speech Senses passive Perception 13
Challenge 1/4 (50 XP) Proficiency Bonus +2 Languages Common, Deep Speech
Eldritch Whispers (1/Day). The cult acolyte channels a Cantrips (at will): eldritch flame, eldritch surge, void step
fragment of the Nameless One’s influence, whispering 1st level (2 slots): bane, eldritch brand, eldritch ward
maddening phrases. Each creature within 15 feet of the
Actions
acolyte that can hear it must succeed on a DC 12
Wisdom saving throw or take 7 (2d6) psychic damage Multiattack. The cult enforcer makes two melee attacks.
and have disadvantage on the next attack roll it makes
before the end of its next turn. Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 6 (1d8 + 2) bludgeoning damage.
1st level (4 slots): bane, eldritch brand, eldritch ward Spellcasting.The void herald is a 7th-level spellcaster. Its
2nd level (3 slots): enthrall, hold person, void grasp spellcasting ability is Charisma (spell save DC 14, +6 to
hit with spell attacks). The herald has the following spells
Actions prepared:
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Cantrips (at will): eldritch flame, eldritch surge, lesser void
target. Hit: 4 (1d4 + 2) piercing damage.
pulse, void step
Void Whisper (Recharge 5-6).The void whisperer speaks 1st level (4 slots): bane, eldritch brand, eldritch ward
with the voice of the Nameless One. Each creature of the 2nd level (3 slots): enthrall, hold person, void grasp
whisperer’s choice within 30 feet that can hear it must 3rd level (3 slots): counterspell, fear, void sphere
succeed on a DC 13 Wisdom saving throw or take 10 4th level (1 slot): confusion, void pulse
(3d6) psychic damage and become incapacitated until Actions
the end of its next turn.
Multiattack. The void herald makes two attacks with its
Mind Warp (1/Day). The void whisperer targets one voidblade.
creature within 30 feet that it can see. The target must
succeed on a DC 13 Intelligence saving throw or be Voidblade. Melee Weapon Attack: +5 to hit, reach 5 ft., one
confused (as per the confusion spell) for the next minute. target. Hit: 7 (1d8 + 3) slashing damage plus 7 (2d6)
A confused creature can repeat the saving throw at the psychic damage.
end of each of its turns, ending the effect on itself on a
Void Burst (Recharge 5-6). The void herald releases a pulse
success.
of destructive void energy in a 20-foot radius centered on
itself. Each creature in that area (other than the herald)
must make a DC 14 Dexterity saving throw, taking 21
(6d6) necrotic damage on a failed save, or half as much
on a successful one.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 16 (+3) 16 (+3) 18 (+4) 20 (+5) 14 (+2) 18 (+4) 18 (+4) 18 (+4) 20 (+5) 22 (+6)
Saving Throws Wis +7, Cha +8 Saving Throws Con +8, Wis +9, Cha +10
SkillsArcana +6, Insight +7, Deception +8, Intimidation Skills Arcana +8, Insight +9, Intimidation +10, Religion
+8, Religion +6 +8
Damage Resistances psychic Damage Resistances psychic, necrotic
Condition Immunities charmed, frightened Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 14 Senses darkvision 60 ft., passive Perception 15
Languages Common, Deep Speech Languages Common, Deep Speech, telepathy 30 ft.
Challenge 7 (2,900 XP) Proficiency Bonus +3 Challenge 11 (7,200 XP) Proficiency Bonus +4
Fanatic Zeal.When the nameless disciple is reduced to 0 Fanatic Zeal.When the eldritch prophet is reduced to 0
hit points but not killed outright, it can make a hit points but not killed outright, it can make a
Constitution saving throw with a DC of 10 + the damage Constitution saving throw with a DC of 10 + the damage
taken, unless the damage is from a critical hit. On a taken, unless the damage is from a critical hit. On a
success, the disciple drops to 1 hit point instead. success, the prophet drops to 1 hit point instead.
Nameless Resolve. Having forsaken its identity, the Spellcasting. The eldritch prophet is a 12th-level
nameless disciple gains strength of purpose. It has spellcaster. Its spellcasting ability is Charisma (spell save
advantage on saving throws against effects that would DC 18, +10 to hit with spell attacks). The prophet has the
impose exhaustion, reduce its hit point maximum, or following spells prepared:
force it to reveal information against its will.
Cantrips (at will): eldritch flame, eldritch surge, lesser void
Spellcasting. The nameless disciple is a 10th-level pulse, void step
spellcaster. Its spellcasting ability is Charisma (spell save 1st level (4 slots): bane, eldritch brand, eldritch ward
DC 16, +8 to hit with spell attacks). The disciple has the 2nd level (3 slots): enthrall, hold person, void grasp
following spells prepared: 3rd level (3 slots): counterspell, fear, void sphere
4th level (3 slots): blight, confusion, void pulse
Cantrips (at will): eldritch flame, eldritch surge, lesser void 5th level (2 slots): dominate person, eldritch tempest, hold
pulse, void step monster
1st level (4 slots): bane, eldritch brand, eldritch ward 6th level (1 slot): oblivion, voidwalk
2nd level (3 slots): enthrall, hold person, void grasp
Actions
3rd level (3 slots): counterspell, fear, void sphere
4th level (3 slots): blight, confusion, void pulse Multiattack. The eldritch prophet makes two attacks with
5th level (2 slots): dominate person, hold monster its voidblade.
Actions
Voidblade. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Multiattack. The nameless disciple makes two attacks target. Hit: 8 (1d8 + 4) slashing damage plus 14 (4d6)
with its voidblade. psychic damage.
Voidblade. Melee Weapon Attack: +6 to hit, reach 5 ft., one Void Burst (Recharge 5-6).The eldritch prophet releases a
target. Hit: 7 (1d8 + 3) slashing damage plus 10 (3d6) pulse of destructive void energy in a 45-foot radius
psychic damage. centered on itself. Each creature in that area (other than
the prophet) must make a DC 18 Dexterity saving throw,
Void Burst (Recharge 5-6).The nameless disciple releases taking 35 (10d6) necrotic damage on a failed save, or half
a pulse of destructive void energy in a 30-foot radius as much on a successful one.
centered on itself. Each creature in that area (other than
Bonus Actions
the disciple) must make a DC 16 Dexterity saving throw,
taking 28 (8d6) necrotic damage on a failed save, or half The eldritch prophet
Eldritch Command (Recharge 5-6).
as much on a successful one. commands a creature as per the command spell (DC 18).
Legendary Actions
Aura of Madness. Each creature of the Voice’s choice that The Voice of the Nameless One can take 2 legendary
starts its turn within 30 feet of it must succeed on a DC actions, choosing from the options below. Only one
15 Wisdom saving throw or be affected with one effect of legendary action option can be used at a time and only at
short-term madness. A creature that succeeds on this the end of another creature’s turn. The Voice regains
save is immune to the Voice’s Aura of Madness for the spent legendary actions at the start of its turn.
next 24 hours.
Move. The Voice moves up to half its speed without
Any creature of the Voice’s choice
Reality Distortion.
provoking opportunity attacks.
within has disadvantage on Intelligence, Wisdom, and Voidscythe Attack (Costs 2 Actions). The Voice makes one
Charisma saving throws while within 30 feet of it. attack wiht its voidscythe.
DC 10: The Disciples of the Nameless One are a DC 23: The cult’s most devoted leaders
shadowy cult devoted to an eldritch being called manipulate their followers with visions and
the Nameless One. They are rumored to use promises of enlightenment, often driving them
forbidden magic to hasten its return and to madness in pursuit of their goals.
reshape reality.
Religion Check
History Check
Insight Check
Armor Class 12 (natural armor) remote forests. These creatures stand on four
Hit Points 16 (3d8 + 3) powerful legs, their bodies covered in mottled,
Speed 30 ft.
tough skin that seems to ripple with unnatural
SkillsStealth +4, Perception +2 Dreadfangs are known for their insatiable hunger
Senses darkvision 60 ft., passive Perception 12 and aggressive nature, often attacking anything that
Languages understands Abyssal but can’t speak crosses their path. They hunt in packs, using their
Challenge 1/2 (100 XP) Proficiency Bonus +2 numbers and ferocity to overwhelm prey, tearing it
Keen Smell.The dreadfang has advantage on Wisdom their brutish appearance, Dreadfangs possess a
(Perception) checks that rely on smell. cunning mind, capable of coordinating pack attacks
Savage Attacks. The dreadfang can roll one additional warning travelers to avoid the places where the
weapon damage die when determining the extra damage shadows seem to grow deeper, lest they fall victim
for a critical hit with a melee attack.
to these relentless predators.
Actions
STR DEX CON INT WIS CHA DC 15: These creatures are resistant to
17 (+3) 16 (+3) 14 (+2) 6 (-2) 12 (+1) 8 (-1) nonmagical attacks, likely due to their
Savage Attacks.The dreadfang pack leader can roll one teeth, using them to tear apart their prey. These
additional weapon damage die when determining the creatures also have a keen sense of smell, which
extra damage for a critical hit with a melee attack. aids them in tracking down living beings.
Frightful Roar (Recharge 5-6). The dreadfang pack leader from dark forests and ancient ruins.
lets out a terrifying roar. Each creature within 30 feet of DC 18: Some ancient texts describe the
the dreadfang that can hear it must succeed on a DC 12 appearance of dreadfangs as omens of
Wisdom saving throw or become frightened for 1 minute. impending doom, suggesting that they may be
A frightened creature can repeat the saving throw at the
linked to greater evil forces at work.
end of each of its turns, ending the effect on itself on a
DC 22: Legends tell of powerful warlocks or
success. If a creature’s saving throw is successful or the
effect ends for it, the creature is immune to the necromancers who could summon dreadfangs
dreadfang’s Frightful Roar for the next 24 hours. to serve as their guardians or hunters, using
Eldritch chimeras are the nightmarish creations of with energy or appear to be decaying. Their eyes
eldritch magic and chaotic experimentation. These glow with malevolent intent, and their twisted
monstrous amalgamations of multiple creatures horns, spines, or wings give them an imposing
aberrant features into a horrific form. Their very Eldritch chimeras possess a blend of magical and
appearance is unsettling, with too many limbs, eyes physical abilities that reflect their unnatural origin.
in unexpected places, and mouths that whisper They can summon illusions to confound their
Driven by an insatiable hunger and guided by a and warp reality to their advantage. Their lairs are
fractured, twisted intelligence, these beings often filled with bizarre mutations and arcane
embody the essence of chaos and corruption. Their disturbances, serving as breeding grounds for their
various parts appear to be stitched together by dark aberrant offspring and furthering their influence
forces, while their scales, fur, or skin often ripple over the region.
at least 1 hit point and isn’t in Each creature within the area must succeed on
19 Fleshwarp As an action during its turn, the until the next initiative count 20.
chimera can magically transform Maddening Whispers: Voices echo through the
into any creature that is Medium or lair, causing disorienting whispers to fill the air.
Small, while retaining its game Each creature of the chimera’s choice within the
statistics (other than its size). This lair must make a DC 15 Charisma saving throw
transformation ends if the chimera
or be cursed until the next initiative count 20.
is reduced to 0 hit points or uses its
While cursed in this way, a creature has
action to end it.
20 Scaled Hide The chimera’s AC increases by 2. disadvantage on attack rolls.
turned around and lost within its twisting corridors, If the eldritch chimera dies, these effects gradually
while illusions conjure images of their worst fears. fade over 1d10 days. However, some creatures may
Those who linger too long risk becoming trapped retain their mutations, posing a lingering threat in
25 (+7) 14 (+2) 22 (+6) 12 (+1) 16 (+3) 15 (+2) DC 15: They possess a variety of mutations that
Saving Throws Str +12, Dex +7, Con +11, Wis +8 weapon that warps the minds of those caught in
Skills Athletics +12, Perception +8, Stealth +7 its path and psychic energy that incapacitates
Damage Immunities psychic
attackers.
Condition Immunities charmed, frightened
DC 20: They can teleport short distances and
Senses darkvision 120 ft., passive Perception 18
possess an innate magic resistance. Their
Languages understands Common and Draconic but can’t
mutations grant them enhanced resilience,
speak; telepathy 60 ft.
Challenge 15 (13,000 XP) Proficiency Bonus +5 regeneration, and offensive capabilities.
Legendary Resistance (1/Day). If the eldritch chimera fails DC 10: Their twisted forms blend features from
a saving throw, it can choose to succeed instead. different creatures, often including animal,
Multiattack. The eldritch chimera makes three attacks: they prefer to make their lairs in corrupted
one with its bite and two with its claws. landscapes, often influencing the surrounding
environment.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one
DC 20: Their lairs are surrounded by illusions
target. Hit: 18 (2d10 + 7) piercing damage plus 14 (4d6)
and eldritch phenomena that warp the
psychic damage.
landscape, causing mutations in local wildlife
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one and making the area difficult to navigate safely.
creature that fails the saving throw by 5 or more is also DC 15: They are imbued with corrupt energy,
confused (as per the confusion spell) until the end of its making them difficult to reason with. Their
next turn. telepathic whispers can manipulate lesser
Psychic Wave. When a creature within 10 feet of the DC 25: Ancient eldritch chimeras have
eldritch chimera hits it with a melee attack, the chimera transcended their initial forms, embracing their
unleashes a wave of psychic energy against the attacker. role as living instruments of eldritch powers.
The target must succeed on a DC 15 Intelligence saving
They can bind other beings to their will and
throw or be incapacitated until the start of the chimera’s
often serve as conduits for dark rituals.
next turn.
Armor Class 18 (natural armor) Mind Warping Breath (Recharge 5-6). The ancient eldritch
Hit Points 324 (24d12 + 168) chimera exhales a wave of chaotic psychic energy in a 90-
Speed 40 ft., fly 80 ft. foot cone. Each creature in that area must make a DC 22
Wisdom saving throw, taking 55 (10d10) psychic damage
STR DEX CON INT WIS CHA on a failed save, or half as much on a successful one. A
27 (+8) 14 (+2) 24 (+7) 14 (+2) 18 (+4) 17 (+3) creature that fails the saving throw by 5 or more is also
confused (as per the confusion spell) until the end of its
Saving Throws Str +14, Dex +8, Con +13, Wis +10 next turn.
SkillsAthletics +14, Perception +10, Stealth +8, Survival
Bonus Actions
+10
Damage Resistances bludgeoning, piercing, and slashing The eldritch chimera teleports up
Teleport (Recharge 4-6).
Senses darkvision 120 ft., passive Perception 20 Psychic Wave. When a creature within 10 feet of the
Languages understands Common and Draconic but can’t eldritch chimera hits it with a melee attack, the chimera
speak; telepathy 120 ft. unleashes a wave of psychic energy against the attacker.
Challenge 20 (25,000 XP) Proficiency Bonus +6 The target must succeed on a DC 17 Intelligence saving
throw or be stunned until the end of the chimera’s next
The eldritch chimera has three
Eldritch Mutations.
turn.
mutations from the Eldritch Mutations table. Legendary Actions
Legendary Resistance (2/Day). If the eldritch chimera fails a The eldritch chimera can take 3 legendary actions,
saving throw, it can choose to succeed instead. choosing from the options below. Only one legendary
action option can be used at a time and only at the end of
Magic Resistance.The eldritch chimera has advantage on another creature’s turn. The chimera regains spent
saving throws against spells and other magical effects. legendary actions at the start of its turn.
Magic Weapons. The eldritch chimera’s weapon attacks are Detect. The eldritch chimera makes a Wisdom
magical. (Perception) check.
Tail Attack. The eldritch chimera makes one tail attack.
Actions Bite Attack (Costs 2 Actions). The eldritch chimera makes
Multiattack. The eldritch chimera makes four attacks: one one bite attack.
with its bite, two with its claws, and one with its tail. Eldritch Surge (Costs 2 Actions). The eldritch chimera
psychic damage. assault on a creature within 60 feet that it can see. The
target must succeed on a DC 18 Intelligence saving throw
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one or take 36 (8d8) psychic damage and be stunned until the
target. Hit: 21 (3d8 + 8) slashing damage. end of its next turn.
The suggested number of mutations provided to Eldritch Chimeras by the Eldritch Mutations trait is meant to
maintain balance, ensuring that the chimera aligns with its CR rating. However, GMs are encouraged to add more
mutations if they want to craft an even more powerful or unique eldritch chimera, potentially increasing its CR
and the XP awarded by defeating it. By increasing the number of mutations, you can enhance the creature’s
challenge and unpredictability, giving it a wider range of abilities that will keep players on their toes. Adjusting the
mutation count allows for creative customization, ensuring that each chimera becomes an individual, formidable,
and memorable adversary for your campaign.
Armor Class 12 (natural armor) dark-hued skin. Their gaping mouths are lined with
Hit Points 16 (4d4 + 4) rows of sharp, needle-like teeth, designed to pierce
Speed 20 ft., swim 20 ft.
both flesh and soul. Born from dark rituals and the
Senses darkvision 60 ft., passive Perception 10 Leeches are not just bloodsuckers; they drain the
Languages understands Deep Speech but can’t speak very life force of their victims, feeding on their
Challenge 1/2 (100 XP) Proficiency Bonus +2 energies. Eldritch Leeches are driven by an
Magic Sense. The eldritch leech can detect magic within insatiable hunger lead them to prey upon the
30 feet of it as per the detect magic spell. unwary who wander too close.
Unusual Nature. The eldritch leech does not need to eat, of their deadly nature. Their presence is often an
point maximum is reduced by an amount equal to the reputation across the planes.
where reality bends and the normal laws of nature Armor Class 12 (natural armor)
do not apply. They possess large, luminous eyes Hit Points 10 (3d4 + 3)
and writhing tentacle-like appendages that give
Speed 20 ft., climb 20 ft.
them a grotesque yet oddly goofish appearance.
STR DEX CON INT WIS CHA
These creatures are often drawn to places where
5 (-3) 12 (+1) 13 (+1) 10 (+0) 11 (+0) 12 (+1)
the veil between planes is thin, and they thrive in
Speed 40 ft.
Shadow Stealth.While in dim light or darkness, the
grimhorn reaper can take the Hide action as a bonus
STR DEX CON INT WIS CHA
action.
21 (+5) 14 (+2) 18 (+4) 6 (-2) 16 (+3) 14 (+2)
Actions
Saving Throws Dex +5, Con +7 Multiattack. The grimhorn reaper makes two attacks: one
Skills Perception +6, Stealth +5
with its horn slam and one with its claws.
Damage Resistances necrotic, poison
Condition Immunities charmed, frightened, poisoned Horn Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Senses darkvision 120 ft., passive Perception 16 target. Hit: 14 (2d8 + 5) bludgeoning damage, and the
Languages — target must succeed on a DC 16 Strength saving throw or
Challenge 7 (2,900 XP) Proficiency Bonus +3 be knocked prone.
Grimhorn Reapers Knowledge Checks DC 23: These monstrosities thrive on fear, and
return or awakening.
30 (+10) 18 (+4) 28 (+9) 24 (+7) 26 (+8) 26 (+8) Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one
target. Hit: 37 (6d8 + 10) piercing damage plus 18 (4d8)
Saving Throws Int +16, Wis +17, Cha +17
psychic damage.
SkillsArcana +16, Perception +17
Damage Resistances cold, fire, lightning, necrotic;
Tentacle. Melee Weapon Attack: +19 to hit, reach 30 ft., one
bludgeoning, piercing, and slashing from nonmagical target. Hit: 31 (6d6 + 10) bludgeoning damage, and the
attacks target is grappled (escape DC 27). Until this grapple ends,
Damage Immunities psychic, poison
the target is restrained. The Great Old One can grapple up
Condition Immunities charmed, exhaustion, frightened,
to six creatures at a time.
poisoned, stunned
Senses truesight 120 ft., passive Perception 26 Mind Shatter (Recharge 5-6). The Great Old One targets a
Languages All, telepathy 120 ft. creature within 90 feet. The target must succeed on a DC
Challenge 30 (155,000 XP) Proficiency Bonus +9 25 Intelligence saving throw or take 90 (20d8) psychic
damage and be stunned for 1 minute. The target can
Cosmic Rebirth. If the Great Old One is killed, destroyed, repeat the saving throw at the end of each of its turns,
or otherwise reduced to 0 hit points, it instead vanishes ending the effect on itself on a success.
into the void. The Great Old One gains a new body in
Warped Reality (Recharge 6). The Great Old One tears
1d10 days, regaining all its hit points and becoming active
open the fabric of reality, creating an area of warped space
again.
in a 120-foot radius centered on itself. Each creature in
Eldritch Presence.The Great Old One exudes a malevolent this area must make a DC 25 Wisdom saving throw or
aura in a 90-foot radius. Each creature that starts its turn take 66 (12d10) psychic damage and be banished to a
in this area must make a DC 24 Wisdom saving throw or random plane of existence. The creature returns after 1
take 28 (8d6) psychic damage and be afflicted with a minute or if the Great Old One is defeated, reappearing in
random short-term madness for 1 minute. A creature that a random unoccupied space within 60 feet of its original
succeeds is immune to this effect for 24 hours. position.
Legendary Actions
Innate Spellcasting. The Great Old One’s innate
spellcasting ability is Charisma (spell save DC 25). It can The Great Old One can take 3 legendary actions, choosing
innately cast the following spells, requiring no material from the options below. Only one legendary action option
components: can be used at a time and only at the end of another
creature’s turn. The Great Old One regains spent
At will: detect thoughts, dominate person, telekinesis, dispel legendary actions at the start of its turn.
magic, fear
3/day each: confusion, dominate monster, plane shift, power Space Warp. The Great Old One teleports to an
word stun
unoccupied space it can see within 120 feet.
Tentacle Attack (Costs 2 Actions). The Great Old One makes
1/day each: feeblemind, gate, power word kill, weird
one tentacle attack.
Inscrutable Mind. The Great Old One is immune to any Cosmic Pulse (Costs 3 Actions). The Great Old One emits a
effect that would sense its emotions or read its thoughts, pulse of reality-warping energy in a 60-foot radius. Each
divination spells, and any other spells or effects used to creature in the area must succeed on a DC 25 Intelligence
influence its mind or gain information about it. saving throw or take 54 (12d8) psychic damage and be
stunned until the end of its next turn.
Legendary Resistance (5/Day). If the Great Old One fails a Psychic Implosion (Costs 3 Actions). The Great Old One
saving throw, it can choose to succeed instead. causes a target within 120 feet to implode from within,
forcing it to make a DC 25 Constitution saving throw or
Magic Resistance.The Great Old One has advantage on take 72 (16d6) psychic damage and be paralyzed for 1
saving throws against spells and other magical effects. minute. The target can repeat the saving throw at the end
of each of its turns, ending the effect on itself on a
The Great Old One distorts reality in a
Reality Distortion.
success.
300-foot radius around itself. The area is considered
adventurers.
Arcana Check
STR DEX CON INT WIS CHA DC 15: Heralds wield immense control over
20 (+5) 12 (+1) 20 (+5) 16 (+3) 14 (+2) 18 (+4) water and psychic energy, blending physical
Challenge 12 (8,400 XP) Proficiency Bonus +4 resistance to cold and psychic damage.
Aura of Dread. Each creature of the leviathan herald’s preparing the world for the rise of their master.
choice that starts its turn within 30 feet of it must
succeed on a DC 16 Wisdom saving throw or become History Check
saving throws against spells and other magical effects. DC 18: They are frequently found leading cults
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one devastation on a massive scale. Entire coastal
target. Hit: 14 (2d8 + 5) piercing damage. regions have been lost to madness and ruin
Eldritch Influence.The leviathan herald telepathically DC 10: Leviathan Heralds are considered
communicates with a creature it can see within 60 feet, blasphemous creations by many faiths, tied to
causing it to see overwhelming visions of its dark patron. eldritch beings that defy mortal understanding.
The target must succeed on a DC 16 Intelligence saving DC 15: Their masters, the Leviathans, are often
throw or become overwhelmed with visions of the associated with themes of despair, madness,
leviathan’s incomprehensible form, taking 18 (4d8)
and the unraveling of reality, making Heralds
psychic damage and being stunned until the end of its
their ideal agents of chaos and corruption.
next turn. A creature that succeeds on this save is
DC 20: Holy magic, particularly radiant energy,
immune to the herald’s Eldritch Influence for the next 24
hours. is effective against Heralds and their followers,
Arcana Check
Liches are powerful undead spellcasters who have
DC 10: Liches are powerful undead spellcasters
transcended mortal death, achieving a form of
who achieve immortality by trapping their souls
immortality by tying their soul to a magical
in a phylactery.
phylactery. This dark transformation often comes
DC 15: They retain mastery over magic and
at the cost of their humanity, leaving behind a being
possess the ability to rejuvenate if destroyed,
of cold intellect and insatiable ambition. Liches are
provided their phylactery remains intact.
master manipulators, orchestrating intricate plans
DC 20: Liches have formidable magical
over centuries, and their undead state grants them
defenses, including magic resistance and
patience unmatched by living creatures. Though
immunity to necrotic damage. They can paralyze
their physical forms are skeletal and decayed, their
with their touch and drain life from surrounding
magical power is undiminished, making them
creatures, sowing terror among foes.
fearsome foes.
DC 25: The only way to permanently destroy a
On initiative count 20 (losing initiative ties), the lich rituals involving their own deaths and the
can take a lair action to cause one of the following consumption of souls.
magical effects; the lich can’t use the same effect DC 23: Liches are known to collect vast libraries
Constitution saving throw. On a failed save, the DC 8: Liches are considered abominations by
round or until the lich or the target is no longer grant lichdom as a reward for unwavering
in the lich’s lair.
devotion, making them divine agents of death or
The lich calls forth the spirits of creatures that destruction.
died in its lair. These apparitions materialize
DC 18: Clerics and paladins wielding radiant
and attack one creature that the lich can see magic are particularly effective against liches
within 60 feet of it. The target must succeed on
and their undead minions.
a DC 18 Constitution saving throw, taking 52 DC 23: Holy rituals performed by powerful
The variant version of the lich statblock presented here is designed to enhance the original 5E SRD lich, making it
a more formidable adversary for higher-level or more optimized parties. While the lich is inherently strong, it
suffers from having a relatively low hit points count and a limited spell selection, which can diminish its impact in
combat. Although these shortcomings can be mitigated to some extent by intelligent play and strategic use of its
abilities, a prepared and well-coordinated party can quickly turn a climatic encounter with a lich into an
underwhelming experience. By expanding its durability and spell repertoire, this version aims to ensure that the
lich remains a challenging and memorable foe, fully embodying the threat of an ancient, undead archmage.
in abandoned ruins, cursed forests, and crypts filled Armor Class 13 (natural armor)
with the stench of death. These monstrous Hit Points 19 (3d8 + 6)
creatures possess the twisted form of a spider, with
Speed 30 ft., climb 30 ft.
anywhere from eight to twelve long, sinewy legs
STR DEX CON INT WIS CHA
covered in patches of necrotic, greenish flesh. Their
14 (+2) 16 (+3) 14 (+2) 7 (-2) 12 (+1) 6 (-2)
bodies are grotesquely bloated, oozing a sickly,
dark fluid that carries the foul stench of decay. The Skills Stealth +7
head of a Necrospider is its most horrifying feature, Damage Resistances poison
dominated by a cavernous mouth brimming with Damage Immunities necrotic
jagged, needle-like teeth, capable of tearing through Condition Immunities poisoned
cunning and patience, weaving vast webs infused Spider Climb. The necrospider can climb difficult
with dark magic to ensnare their prey.
surfaces, including upside down on ceilings, without
Despite their monstrous appearance, Necrospiders
needing to make an ability check.
are more than mere beasts. They possess a dark,
Web Sense. While in contact with a web, the necrospider
malevolent intelligence, often waiting for their prey knows the exact location of any other creature in contact
to draw closer before striking. Some legends even with the same web.
suggest that these creatures are the twisted
Speed 30 ft., climb 30 ft. to have an affinity for death and decay.
STR DEX CON INT WIS CHA their victims, draining their energy and leaving
18 (+4) 18 (+4) 16 (+3) 7 (-2) 14 (+2) 6 (-2) behind withered husks. They exude a necrotic
Senses blindsight 10 ft., darkvision 60 ft., passive poisons but also drains vitality over time.
Necrotic Aura. Any creature that starts its turn within 10 creatures may be necromancers themselves.
Web Walker. The giant necrospider ignores movement causes nearby vegetation to wither and die.
restrictions caused by webbing. DC 23: Necrospiders use their webs not just as
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one enormous sizes, and these giant necrospiders
target. Hit: 11 (2d6 + 4) piercing damage plus 9 (2d8) are even more dangerous, possessing stronger
necrotic damage. The target must succeed on a DC 13 venom and a larger area of necrotic influence.
(1d8) necrotic damage at the start of each of its turns. A DC 15: Necrospiders are often seen as
poisoned creature can repeat the saving throw at the end
harbingers of death and decay, feared by many
of each of its turns, ending the effect on itself on a
cultures as omens of ill fortune and disease.
success.
DC 20: They are associated with dark deities
Necrotic Web (Recharge 5-6). Ranged Weapon Attack: +6 to and necromantic cults, who may use
hit, range 30/60 ft., one creature. Hit: The target is necrospiders as guardians of their unholy
restrained by necrotic webs. While restrained by the web, sanctuaries or as tools to spread terror.
the target takes 4 (1d8) necrotic damage at the start of DC 25: The necrotic energy that sustains
each of its turns. As an action, the restrained target can
necrospiders is believed to be linked to the
make a DC 14 Strength check, bursting the web on a
plane of undeath. Destroying these creatures is
success. The web can also be attacked and destroyed. It
has an AC of 13, 15 hit points, and immunity to said to release this energy back to its source,
bludgeoning, poison, and psychic damage. potentially strengthening the forces of death.
where the veil of magic is weak. These aberrations Armor Class 11 (natural armor)
are drawn to areas of chaos and disorder, often Hit Points 13 (3d6 + 3)
appearing in places where planar boundaries have
Speed 30 ft., climb 30 ft.
been disrupted or in the wake of powerful magical
STR DEX CON INT WIS CHA
events (often the casting of Epic Spells or similarly
10 (+0) 12 (+1) 12 (+1) 5 (-3) 11 (+0) 6 (-2)
powerful rituals). Rift Crawlers resemble
teeth.
emerge fully formed, driven by an insatiable hunger Unusual Nature. The rift crawler does not need to eat,
for more of the magical chaos that birthed them.
drink, breathe, or sleep.
Their very existence is a symptom of the instability Actionsd
in the weave of magic, and their presence is a clear
Multiattack. The rift crawler makes two attacks: one with
sign that something has gone awry. As long as the
its bite and one with its limbs.
balance of magical energies is not restored, more
Rift Crawlers will continue to form, multiplying Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
until the source of the disruption is sealed.
target. Hit: 3 (1d4 + 1) piercing damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 15 (+2) 6 (-2) 12 (+1) 8 (-1) 14 (+2) 16 (+3) 16 (+3) 6 (-2) 12 (+1) 6 (-2)
Languages understands Deep Speech but can’t speak petrified, poisoned, prone, restrained, stunned
Challenge 3 (700 XP) Proficiency Bonus +2 Senses darkvision 60 ft., passive Perception 11
STR DEX CON INT WIS CHA DC 15: These creatures are attracted to sources
16 (+3) 19 (+4) 17 (+3) 8 (-1) 14 (+2) 10 (+0) of chaotic magic and are often found near places
Nature Check
Leader of the Swarm. Rift crawlers, rift stalkers, and
DC 13: Rift Crawlers resemble grotesque,
swarms of rift crawlers within 30 feet of the rift stalker
alpha have advantage on attack rolls. spider-like creatures with multiple limbs ending
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one DC 25: Some cults and dark practitioners seek
target. Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6) to harness the chaotic energies of Rift Crawlers,
Chaotic Disruption. The swarm emits a pulse of chaotic rising to lead vast swarms of Rift Crawlers to
energy in a 30-foot radius centered on itself. Each consume entire regions of reality, spreading
creature in that area must succeed on a DC 15 Wisdom chaos and opening rifts to unknown dimensions.
saving throw or take 31 (9d6) psychic damage. A creature They are believed to be agents of primordial
that fails the save by 5 or more is also confused (as per
chaos, acting as the harbingers of great
the confusion spell) until the end of its next turn.
disruptions.
bleed profusely, allowing the spider to feast on the SkillsStealth +6, Perception +2
lifeblood of its victims. Senses darkvision 60 ft., passive Perception 12
These arachnids are highly aggressive, often Languages —
hunting in swarms to overwhelm their targets, and Challenge 1/4 (50 XP) Proficiency Bonus +2
Adventurers who stumble upon them often find Blood Scent.The sanguine broodling has advantage on
themselves tracked relentlessly, as Sanguine Wisdom (Perception) checks made to detect the
Arachnids are particularly adept at sensing and
presence of blood within 60 feet.
following the scent of fresh blood. Their webs,
Spider Climb. The sanguine broodling can climb difficult
made from a thick, pulsating crimson silk, are laced
surfaces, including upside down on ceilings, without
with necrotic energy, further weakening anyone needing to make an ability check.
caught in them.
The origins of Sanguine Arachnids are steeped in Web Sense. While in contact with a web, the sanguine
sinister legends. Some believe that Sanguine
broodling knows the exact location of any other creature
in contact with the same web.
Arachnids are the result of dark rituals performed
Art by
Dean Spencer
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 16 (+3) 4 (-3) 12 (+1) 6 (-2) 16 (+3) 18 (+4) 18 (+4) 5 (-3) 13 (+1) 7 (-2)
Challenge 2 (450 XP) Proficiency Bonus +2 Challenge 5 (1,800 XP) Proficiency Bonus +3
Blood Scent.The sanguine arachnid has advantage on Blood Scent.The sanguine broodmother has advantage
Wisdom (Perception) checks made to detect the on Wisdom (Perception) checks made to detect the
presence of blood within 60 feet. presence of blood within 60 feet.
Bloodthirsty.When it hits a creature that has less than Bloodthirsty.When the sanguine broodmother hits a
half its maximum hit points, the sanguine arachnid deals creature that has less than half its maximum hit points, it
an additional 7 (2d6) necrotic damage to the target. This deals an additional 10 (3d6) necrotic damage. This trait
trait has no effect on undead or constructs. has no effect on undead or constructs.
Spider Climb. The sanguine arachnid can climb difficult Spider Climb. The sanguine broodmother can climb
surfaces, including upside down on ceilings, without difficult surfaces, including upside down on ceilings,
needing to make an ability check. without needing to make an ability check.
Web Sense. While in contact with a web, the sanguine Web Sense. While in contact with a web, the sanguine
arachnid knows the exact location of any other creature broodmother knows the exact location of any other
in contact with the same web. creature in contact with the same web.
Web Walker. The sanguine arachnid ignores movement The sanguine broodmother ignores
Web Walker.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
creature. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) creature. Hit: 13 (2d8 + 4) piercing damage plus 10 (3d6)
necrotic damage. necrotic damage.
Sanguine Web (Recharge 5-6). The sanguine arachnid Sanguine Web (Recharge 5-6). The sanguine broodmother
shoots a web of blood-infused strands at one creature shoots a web of blood-infused strands at one creature
within 30 feet. The target must succeed on a DC 13 within 30 feet. The target must succeed on a DC 15
Dexterity saving throw or be restrained by the webbing. Dexterity saving throw or be restrained by the webbing.
While restrained by the web, the target takes 7 (2d6) While restrained by the web, the target takes 10 (3d6)
necrotic damage at the start of each of its turns. A necrotic damage at the start of each of its turns. A
creature restrained by the web can use its action to make creature restrained by the web can use its action to make
a DC 13 Strength check, freeing itself on a success. The a DC 15 Strength check, freeing itself on a success. The
web can also be attacked and destroyed. It has an AC of web can also be attacked and destroyed. It has an AC of
12, 10 hit points, and immunity to bludgeoning, poison, 13, 15 hit points, and immunity to bludgeoning, poison,
and psychic damage. and psychic damage.
prey, causing wounds to bleed excessively. They 1 Blood Ritual Ambush: A cult devoted to blood magic
are particularly drawn to the scent of fresh has captured villagers and is performing a ritual to
blood and can track it with ease. Their webs are summon a sanguine broodmother. Just as the party
infused with necrotic energy, further weakening
arrives, the ritual is completed, and the
those they ensnare.
broodmother emerges with a swarm of sanguine
broodlings.
DC 25: Sanguine Arachnids are capable of
2 Nest in the Crypt: The party stumbles upon an
draining life force from their victims, growing
ancient crypt, now home to a large colony of
stronger from their blood.
sanguine arachnids. The arachnids have woven
DC 30: Broodmothers of the Sanguine
thick, blood-infused webs throughout the tomb,
Arachnids are more powerful and can spawn feeding on the corpses of long-dead nobles.
smaller broodlings, which act in coordination to 3 Village Drained of Blood: A village near a dense
overwhelm their prey. These creatures may forest has been plagued by nightly attacks.
have ties to blood magic or dark rituals. Livestock and townsfolk are found drained of blood
with strange webbing around their bodies. The
Arcana Check party must track the source to a cave where a
sanguine broodmother and her arachnid offspring
DC 10: Sanguine Arachnids are sometimes
adventurers who rely on healing magic, as these overtaken by sanguine arachnids that entered
arachnids often disrupt the flow of life force. through the dungeons. The arachnids are slowly
DC 20: Some blood mages have been known to turning the castle into a webbed lair, draining the
summon or control Sanguine Arachnids for
blood of the guards and residents. The party must
their own purposes, harnessing their blood-
clear the infestation before the brood fully
draining abilities to enhance dark rituals.
establishes itself.
6 Hunting Party Gone Wrong: A hunting party
DC 25: These creatures are suspected to be
ventured into the woods and did not return. The
creations of ancient blood magic, possibly tied
party finds the remains of the hunters wrapped in
to an entity or deity of blood or a similarly
webbing, hanging from the trees, while a group of
powerful entity. sanguine arachnids and sanguine broodlings stalks
DC 10: Signs of a Sanguine Arachnid nest themselves entangled in blood-soaked webs inside
include webs that shimmer red with a blood-like a large cavern. Nearby, several sanguine arachnids
hue, and the overwhelming stench of decay in
approach, ready to feast. The party must find a way
the area.
to break free before being overwhelmed.
8 The Broodmother’s Call: An old forest is dying as the
DC 15: If you encounter signs of a Sanguine
sanguine broodmother takes root. Local wildlife has
Arachnid’s presence, such as fresh blood trails
become aggressive, attacking anything that
or sticky webs, it’s best to avoid the area, as they
approaches the broodmother’s nest. The party
hunt in swarms and are relentless once they’ve
must defeat her before the forest becomes a
caught the scent of blood. wasteland of blood and webbing.
perpetual twilight and darkness. These creatures Armor Class 15 (natural armor)
are known for their sleek, muscular forms and Hit Points 39 (6d8 + 12)
dark, shadowy fur that seems to absorb light. Their
Speed 50 ft.
glowing yellow eyes are one of the few features that
STR DEX CON INT WIS CHA
stand out against their inky black bodies, casting a
18 (+4) 15 (+2) 14 (+2) 6 (-2) 12 (+1) 9 (-1)
chilling gaze that can pierce through even the
victims, striking from the shadows and retreating Pack Tactics. The shadow hound has advantage on an
before their prey can retaliate. Those who
attack roll against a creature if at least one of the hound’s
encounter a Shadow Hound often speak of the
allies is within 5 feet of the creature and the ally isn’t
incapacitated.
terror that accompanies its presence, as the air
grows colder and the shadows deepen, heralding While in dim light or darkness, the
Shadow Stealth.
the approach of these lethal predators. shadow hound can take the Hide action as a bonus
action.
Armor Class 13 (natural armor) ruins, deep underworld caverns, and the shadowy
Hit Points 22 (4d6 + 8) remains of crumbling fortresses. These creatures
Speed 35 ft.
are born from a sinister blend of primal hunger and
Damage Resistances necrotic yellow eyes and rows of jagged teeth are the only
Senses darkvision 60 ft., passive Perception 13 consistent features visible in the gloom, casting an
Languages — eerie light that seems to chill the air around them.
Challenge 1 (200 XP) Proficiency Bonus +2
Unlike many creatures of darkness, Shadowmaws
Keen Smell.The shadowmaw has advantage on Wisdom patience and precision. While not typically a huge
(Perception) checks that rely on smell. threat on their own, they become deadly when they
shadowmaw has advantage on attack rolls against a using the terrain to their advantage.
creature that has already been hit by an attack made by Shadowmaws are drawn to places tainted by dark
one of its allies since the shadowmaw’s previous turn. energies, especially those that once pulsed with
has disadvantage on attack rolls, as well as on Wisdom behind only the fading echoes of their last breaths.
(Perception) checks that rely on sight.
Actions
destruction.
and slashing from nonmagical attacks Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one
Condition Immunities charmed, exhaustion, frightened
target. Hit: 17 (2d10 + 6) piercing damage plus 10 (3d6)
Senses darkvision 120 ft., passive Perception 17
necrotic damage.
Languages Abyssal, Common, Infernal, telepathy 60 ft.
Challenge 12 (8,400 XP) Proficiency Bonus +4 Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 15 (2d8 + 6) slashing damage, and the target
Aura of Despair. The soul eater radiates an aura of fear and must succeed on a DC 16 Constitution saving throw or be
hopelessness in a 30-foot radius centered on itself. Each paralyzed until the end of its next turn.
creature that starts its turn in this aura must succeed on a
Devour Soul (Recharge 5-6). The soul eater targets one
DC 16 Wisdom saving throw or become frightened for 1
creature it can see within 30 feet. The target must succeed
minute. A frightened creature can repeat the saving throw
on a DC 16 Wisdom saving throw or take 45 (10d8)
at the end of each of its turns, ending the effect on itself
necrotic damage and have its hit point maximum reduced
on a success. A creature that succeeds on the saving
by the same amount. The reduction lasts until the target
throw is immune to the soul eater’s Aura of Despair for
finishes a long rest. If this damage reduces the target’s hit
the next 24 hours.
point maximum to 0, the target dies, and its soul is
Innate Spellcasting.The soul eater’s innate spellcasting devoured by the soul eater (as per the Soul Drain trait).
ability is Charisma (spell save DC 16). It can innately cast Bonus Actions
the following spells, requiring no material components:
Terrifying Gaze.The soul eater fixes its gaze upon one
At will: detect thoughts, fear, phantasmal killer creature within 30 feet. The target must succeed on a DC
3/day each: blight, death ward, dominate person 16 Wisdom saving throw or become frightened for 1
1/day each: circle of death, finger of death, plane shift (self minute. While frightened in this way, a creature is also
only) paralyzed. A frightened creature can repeat the saving
throw at the end of each of its turns, ending the effect on
Soul Feast.When a creature within 30 feet of the soul eater itself on a success. A creature that succeeds on the saving
is reduced to 0 hit points, the soul eater can use its throw is immune to the soul eater’s Terrifying Gaze for the
reaction to devour the creature’s soul. The creature dies next 24 hours.
A Soul Eater grows more powerful with each soul it devours, drawing upon their essence to enhance its dark
abilities. Game Masters can use the following variant trait to reflect this growing power in encounters with a Soul
Eater that has consumed multiple souls. Depending on the number of souls it has consumed (and the
corresponding gain in power), you may consider adjusting the CR and XP awarded by a Soul Eater.
Soul Empowerment. For each soul consumed via its Soul Feast, the soul eater gains one of the following benefits:
Strength Surge: The soul eater’s Strength or Constitution score increases by 1, up to a maximum of 26.
Toughened Body: The soul eater gains 10 additional hit points.
Aura of Terror: The range of the soul eater’s Aura of Despair increases by 10 feet, up to a maximum of 60 feet.
Wails of Agony: The save DC for the soul eater’s Devour Soul action increases by 1, to a maximum increase of +3.
Necrotic Empowerment: The damage dealt by the soul eater’s bite increases by 3 (1d6), up to a total maximum of
25 (+7) 9 (-1) 21 (+5) 9 (-1) 13 (+1) 9 (-1) DC 15: Unlike other constructs, they are fueled
Damage Immunities fire, necrotic, poison, psychic; dark magic reinforcing their bodies against
Challenge 17 (18,000 XP) Proficiency Bonus +6 despair or unleash devastating necrotic pulses.
engine have disadvantage on death saving throws and usually through specific spells or rituals.
Immutable Form. The soul engine is immune to any spell DC 13: Soul Engines were first created by
or effect that would alter its form. ancient necromancers seeking indestructible
instead regains a number of hit points equal to the immense skill to craft. Creating a Soul Engine
the saving throw at the end of each of its turns, ending making creatures nearby vulnerable to fear and
Arcana Check
Soulstealers are sinister undead warlords who
DC 15: Soulstealers are undead warlords who
have mastered the dark art of soul magic, using it
wield necromantic power, capable of stealing
to steal the life essence of those they slay. Once
the souls of those they kill.
powerful sorcerers or warriors, these beings
DC 20: These beings mark their victims with
sacrificed their humanity in exchange for eternal
Soulbrands, which allow them to unleash
unlife and command over the souls of the fallen.
devastating necrotic abilities. They are resistant
Clad in ornate, blackened armor, etched with dark
to psychic damage and immune to necrotic and
runes, a Soulstealer appears as a terrifying figure -
poison damage.
equal parts sorcerer and knight of death. Its green,
DC 25: A Soulstealer can absorb the soul of a
glowing eyes radiate malice and hunger for the
creature at death, healing itself and preventing
living, while a wisp of necrotic energy constantly
resurrection. They can summon specters and
pulses through its gauntlet-covered hands. This
use necrotic magic alongside powerful strikes.
energy is the manifestation of the souls it has
Some spells, monsters, or options in this manual include additional effects that only work on “living creatures”.
Living creatures refer to those with biological processes, such as Humanoids, Beasts, and Plants. Constructs,
Undead, Elementals, and similar beings (at the Game Master’s discretion) are not considered living.
of the divine over chaos, and its halls are lit by the
The Divine Arbiters are a zealous order of
soft, golden glow of sacred flames.
inquisitors dedicated to preserving the sanctity of
Inside the Citadel, vast libraries house tomes of
divine magic and preventing the misuse of arcane
forbidden knowledge, carefully guarded and only
powers. Operating from their golden fortress in the
accessible to the highest-ranking members of the
Citadel of Sanctitas, they traverse the planes of
Arbiters. The vaults beneath the Citadel contain
existence, detecting and intervening whenever
relics of immense power, many of which were
forbidden spells or cosmic anomalies threaten the
seized from evil spellcasters and dangerous cults.
balance of reality. The Divine Arbiters are
The Citadel’s sanctum, a grand cathedral-like
relentless in their mission, using divine authority
chamber at its heart, serves as the meeting place
and specialized tools to hunt down rogue
for the order’s leaders and is the site of their most
spellcasters, seal forbidden magic, and enforce the
sacred rituals.
supremacy of divine order. They are feared and
uncompromising methods and their belief in the The Divine Arbiters venerate a cryptic deity known
primacy of divine over arcane magic. as Judicara. Judicara is depicted as a faceless figure
corruptible and dangerous. This belief drives them Religion Among the Divine Arbiters
to intervene whenever they detect magic being used Given many members of the Divine Arbiters hail
in ways that could disrupt the cosmic order, from different worlds and dimensions, the
whether that involves epic spells, forbidden rituals, perception of Judicara heavily varies among the
or other manifestations of extreme arcane power. members of the order. To some, Judicara appears as
The Order is not concerned with morality as it is a traditional god of law and order, while to others, it
understood by mortals; their sole focus is the
takes on a more distant, incomprehensible form.
preservation of divine law and the prevention of
Despite this, not all members of the order are
arcane chaos.
necessarily devout. While most have some degree of
reverence for Judicara, others are more pragmatic,
The Citadel of Sanctitas viewing their mission in terms of maintaining
The Citadel of Sanctitas, the Order’s headquarters, balance and order, irrespective of divine will. These
is located in the Sanctum Arcanum, a dimension of members focus solely on the task at hand:
their own creation. The Sanctum Arcanum is a safeguarding planes of existence from the misuse of
place of order, reflecting the devotion of the
magic, driven by duty rather than faith. Whether
Arbiters to the divine. The Citadel itself is a
their motives, all Arbiters remain united in their
magnificent structure, built from gleaming white
commitment to protecting the multiverse from the
marble and adorned with gold inlays. Its walls are
dangers posed by the unchecked use of magic.
The Divine Arbiters are governed by a strict and more complex missions involving dangerous magic
hierarchical structure, reflecting the divine order or powerful entities. An Inquisitor Medius often
they seek to uphold. At the head of the order is the specializes in dealing with a particular school of
Arbiter Maximus, the supreme leader chosen magic or threat, which is reflected in their titles.
through divine revelation. The current Arbiter Inquisitor Summus (High Inquisitor): This is the
Maximus is Magnus, a stern and unyielding leader highest rank an Inquisitor can achieve without
known for his uncompromising adherence to the becoming part of the Praetorium Arcanum.
Order’s principles. Magnus wields immense power Inquisitores Summi are highly respected and
and is revered by the Divine Arbiters as a demigod powerful, entrusted with the most critical and
who has trascended mortality, his word considered dangerous missions. They possess deep knowledge
the embodiment of divine will and Judicara itself. of both divine and arcane arts and have access to
Beneath the Arbiter Maximus is the Praetorium the order’s most powerful tools and resources. An
Arcanum, a council of twelve high inquisitors who Inquisitor Summus often serves as a mentor to
oversee the various branches of the order. Each lower-ranking Inquisitores and is considered an
high inquisitor is responsible for a specific aspect expert in their chosen field.
only the most potent and zealous individuals. This Operations and Methods
rigorous process ensures that even the lowest-
The Divine Arbiters maintain a vigilant watch over
ranked Inquisitors possess formidable abilities and
the multiverse, using divine scrying rituals and
unwavering dedication to their cause. Inquisitores
powerful artifacts to detect disturbances in the
Novi handle minor threats and assist in larger
weave of magic and the fabric of reality. They are
operations, gaining valuable experience in the field
particularly specialized to track the use of Epic
as they prepare to advance through the ranks.
Spells and rituals of forbidden magic, which they
Inquisitor Medius (Intermediate Inquisitor): These
believe are direct affronts to the divine order. When
seasoned members have proven their loyalty and
such threats are identified, the Order acts swiftly
skill in maintaining the divine order. They often
and decisively. Inquisitors are dispatched from the
of light, to confront and neutralize the threat. arcane study. The Arbiters view their mission as a
The Order’s methods are highly disciplined and holy crusade to maintain the balance of the cosmos
precise. Inquisitores are armed with divine relics by regulating the use of magic. Their tenets are
and weapons, which, combined with their own etched into their beings, serving as both a source of
powers, allow them to resist and dispel magic, and power and a binding contract with Judicara.
or eliminate their targets with minimal disruption, 1. Divine Supremacy. Magic is a gift from the gods
viewing themselves as surgeons cutting away a and must be wielded in accordance with divine
necessary to achieve their goals, including 2. Uphold the Balance. Protect the balance
imprisonment, interrogation, and even execution. between the divine and the arcane; ensure that
Those who come under the scrutiny of the Divine no single force disrupts the divine order.
Arbiters often find themselves facing an unyielding 3. Judgement Without Hesitation. Execute
force. The Arbiters leave no room for negotiation judgement impartially, without hesitation of
when they believe a line has been crossed; their regard for personal feelings.
judgement is swift and their actions absolute. For 4. Guardianship of Knowledge. Safeguard
them, the end always justifies the means. Anyone forbidden and dangerous knowledge, ensuring it
deemed a threat to the divine balance, even if does not fall into the wrong hands.
driven by good intentions, is considered an enemy. 5. Relentless Pursuit. Hunt down those who
This includes not only those who misuse magic but misuse magic or threaten the cosmic balance,
also those who seek to hinder or refuse cooperation without rest or hesitation.
blatantly violate the laws of magic. Upon joining the Divine Arbiters, each member
To most of the Divine Arbiters, the balance of Order. The oath is a sacred ritual, conducted in the
magic is not merely about maintaining order; it is Sanctum of Light within the Citadel of Sanctitas.
about affirming the supremacy of the divine over As they speak the words, the new Arbiters are
the arcane. They believe that magic is a gift from marked with divine symbols, signifying their eternal
the gods, to be used wisely and under divine commitment. The oath sworn by the Divine
often puts them at odds with other factions, “I swear upon the divine light of Judicara, the eternal
including those who use magic for ostensibly noble balance, and the sanctity of magic: to uphold the
the will of the gods. They see themselves as the and to guard the sacred knowledge entrusted to our
guardians of creation, charged with the sacred duty order. I am the shield that protects the innocent, the
Divine Strike (1/Turn).When the inquisitor novus hits a Blinding Bolt (Recharge 5-6). The inquisitor novus hurls a
creature with a melee weapon attack, it can cause the bolt of blinding radiant energy at a creature it can see
within 60 feet. The target must make a DC 16 Constitution
attack to deal an extra 9 (2d8) radiant damage to the
target. saving throw, taking 27 (6d8) radiant damage and being
blinded until the end of its next turn on a failed save, or
Magic Resistance.The inquisitor novus has advantage on half as much damage and not being blinded on a
saving throws against spells and other magical effects. successful one.
Reactions
Spellbreaker Weapons. The inquisitor novus’ weapon
attacks are magical and deal an extra 9 (2d8) force Spell Reflection. When the inquisitor novus is targeted by a
damage on a hit (already included in the attack). When spell of 2nd level or lower that targets only it, it reflects
the inquisitor novus hits a creature that is concentrating the spell back at the caster. The spell has no effect on the
on a spell with a weapon attack, the target immediately inquisitor novus and instead targets the caster, using the
loses its concentration (no saving throw allowed). slot level, spell save DC, attack bonus, and spellcasting
ability of the caster.
Spellcasting. The inquisitor novus is a 7th-level spellcaster.
Its spellcasting ability is Wisdom (spell save DC 16, +8 to
Being an extremely powerful order dedicated to preventing the misuse of arcane magic across the multiverse, the
Divine Arbiters would be rarely encountered as enemies by a typical adventuring party. However, the Arbiters can
become significant adversaries if the party begins to seek knowledge of Epic Spellcasting (as detailed in the
apposite section of this manual) or engage in activities that the Arbiters perceive as a threat to the divine order.
In such cases, the Divine Arbiters may view the party as a danger to be neutralized.
Due to their potent abilities to counteract and disrupt magic, encounters with the Divine Arbiters should be used
sparingly. Their presence is best reserved for moments of critical importance in the campaign, such as when the
party is about to uncover or wield powerful forbidden magics. Frequent encounters with the Divine Arbiters could
overwhelm the party, given the Arbiters’ capability to resist, dispel, and reflect magical effects.
When facing the Divine Arbiters, spellcasters in the party may also need to adapt their tactics. Direct damage
spells may prove less effective due to the Arbiters’ abilities that allow them to resist and reflect spells. Instead,
casters might focus on enhancing their allies’ abilities through various buffs, providing healing and support, and
using utility spells. For all these reasons, the threat posed by the Divine Arbiters offers a deadly but unique
challenge, pushing players to think creatively and strategically in the face of overwhelming magical opposition.
22 (+6) 20 (+5) 20 (+5) 14 (+2) 22 (+6) 16 (+3) 5th level (2 slots): dispel evil and good, flame strike, greater
restoration
The Divine Arbiters can serve as a morally ambiguous force within your campaign. As antagonists, they bring an
aura of lawful zeal, challenging players to navigate moral and ethical dilemmas. Characters might find themselves
at odds with the Arbiters not because they are evil, but because their uncompromising stance against certain
types of magic conflicts with the party’s goals. This can lead to rich storytelling opportunities where players must
decide whether to fight, negotiate, or evade them. Alternatively, the Arbiters can be portrayed as reluctant allies,
joining forces with the party against a common, greater threat. In such cases, the player characters might work
alongside the Arbiters, learning more about their order and perhaps even earning their respect.
Actions
Armor Class 22 (+1 plate, +1 shield)
Hit Points 199 (19d8 + 114)
Multiattack. The inquisitor summus makes two weapon
attacks.
Speed 30 ft.
Condition Immunities charmed, frightened, restrained Blinding Radiance (Recharge 5-6). The inquisitor summus
Senses passive Perception 22 releases a burst of radiant light. Each creature of the
Languages Common plus any three languages inquisitor’s choice within 60 feet of it must make a DC 20
Challenge 18 (20,000 XP) Proficiency Bonus +5 Constitution saving throw, taking 45 (10d8) radiant
damage and being blinded until the end of its next turn on
Divine Perception. The inquisitor summus can detect a failed save, or half as much damage and not being
magic within 120 feet of it as per the detect magic spell. blinded on a successful one.
Additionally, the inquisitor summus immediately Bonus Actions
recognizes any spell it sees being cast.
Seal of Anathema (Recharge 5-6). The inquisitor summus
Divine Strike (1/Turn).When the inquisitor summus hits a places a seal of anathema on a creature it can see within
creature with a melee weapon attack, it can cause the 30 feet. The sealed creature has disadvantage on all
attack to deal an extra 18 (4d8) radiant damage to the saving throws against the inquisitor’s spells and abilities.
target. The inquisitor can have only one active seal at any time. If
the inquisitor is incapacitated, any seal immediately ends.
Legendary Resistance (2/Day). When the inquisitor fails a
saving throw, it can choose to succeed instead. Seal of Dampening (Recharge 5-6). The inquisitor summus
marks one creature it can see within 30 feet with a seal of
Magic Resistance.The inquisitor summus has advantage dampening. Each time a sealed creature attempts to cast
on saving throws against spells and other magical effects. a spell, it must succeed on a DC 20 Constitution saving
throw or the spell fails and has no effect, and the creature
Spellbreaker Weapons. The inquisitor summus’ weapon takes force damage equal to five time the spell’s level.
attacks are magical and deal an extra 13 (3d8) force The inquisitor can have only one active seal at any time. If
damage on a hit (already included in the attack). When the inquisitor is incapacitated, any seal immediately ends.
the inquisitor summus hits a creature that is
Reactions
concentrating on a spell with a weapon attack, the target
immediately loses its concentration (no saving throw Spell Reflection.When the inquisitor summus is targeted
allowed). by a spell of 4th level or lower that targets only it, it
reflects the spell back at the caster. The spell has no effect
Spellcasting. The inquisitor summus is a 13th-level on the inquisitor summus and instead targets the caster,
spellcaster. Its spellcasting ability is Wisdom (spell save using the slot level, spell save DC, attack bonus, and
DC 20, +12 to hit with spell attacks). The inquisitor spellcasting ability of the caster.
summus has the following spells prepared:
Legendary Actions
Cantrips (at will): guidance, light, resistance, sacred flame, The inquisitor summus can take 3 legendary actions,
thaumaturgy
choosing from the options below. Only one legendary
1st level (4 slots): bless, command, detect magic, protection action option can be used at a time and only at the end of
from evil and good, shield of faith
another creature’s turn. The inquisitor summus regains
2nd level (3 slots): hold person, lesser restoration, silence, spent legendary actions at the start of its turn.
spiritual weapon
3rd level (3 slots): counterspell, dispel magic, protection Move. The inquisitor summus moves up to half his speed
from energy without provoking opportunity attacks.
4th level (3 slots): banishment, freedom of movement, Weapon Attack (Costs 2 Actions). The inquisitor summus
STR DEX CON INT WIS CHA Arcane Severance. When a creature is hit by one of the
26 (+8) 22 (+6) 24 (+7) 18 (+4) 26 (+8) 20 (+5) praetor arcanum’s attacks or fails a saving throw against
one of its spells or effects, it is overwhelmed by burst of
Saving ThrowsCon +14, Wis +15, Cha +12 anti-magic energy. The target must succeed on a DC 18
Arcana +18, Insight +15, Perception +15, Religion
Skills Intelligence saving throw or be unable to cast spells until
+18 the end of its next turn.
Legendary Resistance (3/Day). When the praetor arcanum Judgement’s Wrath (Recharge 5-6). The praetor arcanum
fails a saving throw, it can choose to succeed instead. unleashes a wave of divine energy. Each creature of the
praetor’s choice within 60 feet of it must make a DC 23
Limited Magic Immunity. Unless it wishes to be affected, Constitution saving throw, taking 54 (12d8) radiant
the praetor arcanum is immune to spells of 3rd level or damage and being blinded until the end of its next turn on
lower. Additionally, the praetor arcanum has advantage on a failed save, or half as much damage and not being
saving throws against all other spells and magical effects. blinded on a successful one. A creature that fails the save
by 5 or more is also stunned until the end of its next turn.
Spellbreaker Weapons. The praetor arcanum’s weapon
attacks are magical and deal an extra 13 (3d8) force Bonus Actions
damage on a hit (already included in the attack). When Seal of Anathema (Recharge 5-6). The praetor arcanum
the praetor arcanum hits a creature that is concentrating places a seal of anathema on a creature it can see within
on a spell with a weapon attack, the target immediately 60 feet. The sealed creature has disadvantage on all
loses its concentration (no saving throw allowed). saving throws against the praetor’s spells and abilities.
The praetor can have only one active seal at any time. If
Spellcasting. The praetor arcanum is a 16th-level
the praetor is incapacitated, any seal immediately ends.
spellcaster. Its spellcasting ability is Wisdom (spell save
DC 23, +15 to hit with spell attacks). The praetor arcanum Seal of Dampening (Recharge 5-6). The praetor arcanum
has the following spells prepared: marks one creature it can see within 60 feet with a seal of
dampening. Each time a sealed creature attempts to cast
Cantrips (at will): guidance, light, resistance, sacred flame,
a spell, it must succeed on a DC 23 Constitution saving
thaumaturgy
throw or the spell fails and has no effect, and the creature
1st level (4 slots): bless, command, detect magic, protection
takes force damage equal to five times the spell’s level.
from evil and good, shield of faith
The praetor can have only one active seal at any time. If
2nd level (3 slots): hold person, lesser restoration, silence,
the praetor is incapacitated, any seal immediately ends.
spiritual weapon
7th level (2 slots): divine word, forcecage, plane shift Legendary Actions
8th level (1 slot): antimagic field, holy aura, sunburst The praetor arcanum can take 3 legendary actions,
Actions choosing from the options below. Only one legendary
action option can be used at a time and only at the end of
Multiattack. The praetor arcanum makes three weapon
another creature’s turn. The praetor arcanum regains
attacks. spent legendary actions at the start of its turn.
Spellbreaker Mace. Melee Weapon Attack: +15 to hit, reach Move. The praetor arcanum moves up to half its speed
5 ft., one target. Hit: 12 (1d8 + 8) bludgeoning damage without provoking opportunity attacks.
plus 13 (3d8) force damage. Weapon Attack (Costs 2 Actions). The praetor arcanum
Languages All, telepathy 120 ft. Rest). If the Arbiter Maximus would be reduced to 0 hit
Challenge 30 (155,000 XP) Proficiency Bonus +9 points, its current hit points instead reset to 225, and it
regains any expended uses of Legendary Resistance. The
Arbiter Maximus then emits a pulse of divine energy in a
Arcane Suppression. When a creature is hit by one of the
60-foot radius centered on itself. Each creature of the
Arbiter Maximus’s attacks or fails a saving throw against
Arbiter’s choice within this area must succeed on a DC 26
one of its spells or effects, it must succeed on a DC 22
Intelligence saving throw or have its concentration broken
Intelligence saving throw or be unable to cast spells until
and be unable to cast spells until the end of its next turn.
the end of its next turn.
Award the party an additional 155,000 XP (310,000 XP
Divine Awareness. The Arbiter Maximus knows if it hears a total) for defeating the Arbiter Maximus after its Judicara’s
lie. Last Judgement trait activates.
Legendary Resistance (4/Day). When the Arbiter Maximus Judgement’s Wrath (Recharge 5-6). The Arbiter Maximus
fails a saving throw, it can choose to succeed instead. unleashes a wave of divine energy. Each creature of the
Arbiter Maximus’s choice within 60 feet of it must make a
Limited Magic Immunity. Unless it wishes to be affected, DC 26 Constitution saving throw, taking 72 (16d8) radiant
the Arbiter Maximus is immune to spells of 5th level or damage and being blinded until the end of its next turn on
lower. Additionally, the Arbiter Maximus has advantage on a failed save, or half as much damage and not being
saving throws against all other spells and magical effects. blinded on a successful one. A creature that fails the save
by 5 or more is also stunned until the end of its next turn.
Spellbreaker Weapons. The Arbiter Maximus’s weapon
attacks are magical and deal an extra 18 (4d8) force Bonus Actions
damage on a hit (already included in the attack). When Seal of Anathema (Recharge 5-6). The Arbiter Maximus
the Arbiter Maximus hits a creature that is concentrating places a seal of anathema on a creature it can see within
on a spell with a weapon attack, the target immediately 60 feet. The sealed creature has disadvantage on all
loses its concentration (no saving throw allowed). saving throws against the Arbiter Maximus’s spells and
abilities.
Regeneration. The Arbiter regains 10 hit points at the start
The Arbiter Maximus can have only one active seal at any
of its turn, provided it has at least one hit point. time. If the Arbiter Maximus is incapacitated, any seal
Spellcasting. The Arbiter Maximus is a 20th-level immediately ends.
spellcaster. Its spellcasting ability is Wisdom (spell save
Seal of Dampening (Recharge 5-6). The Arbiter Maximus
DC 26, +18 to hit with spell attacks). The Arbiter Maximus
marks one creature it can see within 60 feet with a seal of
has the following spells prepared:
dampening. Each time a sealed creature attempts to cast
Cantrips (at will): guidance, light, resistance, sacred flame, a spell, it must succeed on a DC 26 Constitution saving
thaumaturgy
throw or the spell fails and has no effect, and the creature
1st level (4 slots): bless, command, detect magic, protection takes force damage equal to five times the spell’s level.
from evil and good, shield of faith
The Arbiter Maximus can have only one active seal at any
2nd level (3 slots): hold person, lesser restoration, silence, time. If the Arbiter Maximus is incapacitated, any seal
spiritual weapon
immediately ends.
3rd level (3 slots): counterspell, dispel magic, protection Reactions
from energy
Spell Reflection. When the Arbiter Maximus is targeted by a
4th level (3 slots): banishment, freedom of movement,
guardian of faith
spell of 7th level or lower that targets only it, it reflects the
spell back at the caster. The spell has no effect on the
5th level (3 slots): dispel evil and good, flame strike, greater
restoration
Arbiter Maximus and instead targets the caster, using the
6th level (2 slots): globe of invulnerability, heal, word of slot level, spell save DC, attack bonus, and spellcasting
ability of the caster.
recall
7th level (2 slots): divine word, forcecage, plane shift Legendary Actions
8th level (1 slot): antimagic field, holy aura, sunburst
The Arbiter Maximus can take 5 legendary actions,
9th level (1 slot): mass heal, time stop
choosing from the options below. Only one legendary
Actions action option can be used at a time and only at the end of
Multiattack. The Arbiter Maximus makes three weapon another creature’s turn. The Arbiter Maximus regains
spent legendary actions at the start of its turn.
attacks.
Teleport. The Arbiter Maximus magically teleports up to 30
Spellbreaker Warhammer. Melee Weapon Attack: +19 to hit,
feet to an unoccupied space it can see.
reach 5 ft., one target. Hit: 15 (1d10 + 10) bludgeoning
Weapon Attack (Costs 2 Actions). The Arbiter Maximus
damage plus 18 (4d8) force damage.
makes one weapon attack.
Spellcasting (Costs 3 Actions). The Arbiter Maximus casts a
Spellbreaker Crossbow. Ranged Weapon Attack: +16 to hit,
range 30/120 ft., one target. Hit: 10 (1d6 + 7) piercing spell with its Spellcasting trait.
Divine Decree (Costs 4 Actions). The Arbiter Maximus
damage plus 18 (4d8) force damage.
chooses a creature it can see within 60 feet. That creature
Impose Silence. The Arbiter Maximus creates a 20-foot- must succeed on a DC 26 Charisma saving throw or be
radius sphere of silence (as per the silence spell) centered stunned until the end of its next turn.
on a point it can see within 120 feet. The sphere lasts for 1 Divine Retribution (Costs 5 Actions). The Arbiter Maximus
minute or until the Arbiter Maximus dispels it (no action channels divine energy into a point within 60 feet. Each
required). If the point the Arbiter Maximus chooses is on creature within a 20-foot radius sphere centered on that
an object it is holding or one that isn’t being worn or point must make a DC 26 Dexterity saving throw, taking
carried, the sphere of silence emanates from the object 54 (12d8) radiant damage on a failed save, or half as
and moves with it. much on a successful one.
Divine Arbiters Knowledge Checks DC 20: Over centuries, the Arbiters have
Religion Check
Knowledge Checks for the Divine Arbiters
DC 13: The Divine Arbiters worship Judicara, a While this section details a list of Knowledge checks
deity or cosmic force associated with order, regarding the Divine Arbiters, it is crucial to note
judgement, and the regulation of magic. They that the Divine Arbiters are an exceptionally
believe that all magic is a gift from the gods and secretive order, meaning that very few individuals
should be used only according to divine will.
across the different planes of existence are even
DC 18: Judicara is seen by the Arbiters as the
aware of their existence. Given that many beings are
ultimate judge of the proper use of magic, and
oblivious to the concept of multiverse itself or doubt
their mission is viewed as a holy crusade. The
its existence, the notion of a highly organized and
powerful order acting across all planes of existence
Arbiters often interpret Judicara’s will through
artifact that serves as the golem’s heart. Once Damage Resistances bludgeoning, piercing, and slashing
animated, Treasure Golems stand vigilant over the from nonmagical attacks
treasures they are meant to guard. Damage Immunities poison, psychic
These golems resemble humanoid figures formed Condition Immunities charmed, exhaustion, frightened,
Treasure Golems are commonly found in places Immutable Form. The treasure golem is immune to any
where wealth is concentrated, such as vaults, spell or effect that would alter its form.
treasuries, and hidden lairs. They are especially
Magic Resistance.The treasure golem has advantage on
favored by the wealthy, including nobles and
saving throws against spells and other magical effects.
powerful mages, to safeguard their riches with the
STR DEX CON INT WIS CHA damage and immune to poison and psychic
22 (+6) 10 (+0) 20 (+5) 5 (-3) 12 (+1) 5 (-3) attacks due to their construct nature.
Senses darkvision 60 ft., passive Perception 11 golem is often tied to a specific gemstone or
Languages understands the languages of its creator but artifact within its form, which can be targeted to
History Check
False Appearance. While the treasure golem remains DC 10: These golems are often used by wealthy
motionless, it is indistinguishable from a pile of treasure. nobles and powerful mages to guard their vaults
and treasuries.
Immutable Form. The treasure golem is immune to any
DC 15: Ancient civilizations used treasure
spell or effect that would alter its form.
golems as both protectors and status symbols,
Magic Resistance.The treasure golem has advantage on showcasing their wealth and magical prowess.
saving throws against spells and other magical effects. DC 20: Stories tell of particularly powerful
Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one contain powerful artifacts within them, granting
target. Hit: 19 (3d8 + 6) bludgeoning damage. them unique abilities and making them highly
Wealth Reconstitution (1/Day). The treasure golem reveals patterns of wear and repair, indicating
absorbs a pile of gold, gems, or similar valuables within its age and usage.
5 feet of it to mend its form, regaining 10 hit points for
DC 20: Certain runes and magical symbols
every 100 gold pieces’ worth of the absorbed items.
embedded in the golem’s structure can provide
Reactions clues about its creator and the type of magic
Shiny Distraction. When a creature within 15 feet of the used to animate it.
treasure golem targets it with an attack, the golem DC 25: Analyzing the construction of a treasure
creates a flash of dazzling light. The attacker must golem can reveal hidden compartments or traps
succeed on a DC 17 Wisdom saving throw or be blinded within its form, designed to deter thieves from
until the start of the treasure golem’s next turn. dismantling it.
Void Colossi are titanic beings of destruction, and shadows to writhe. Its immense body appears
towering as living embodiments of the void’s to be made of swirling clouds of void energy, with
formed from pure void energy, their massive Void Colossi are harbingers of entropy, driven by
frames constantly shifting and swirling with violet- an insatiable urge to consume and obliterate.
hued darkness. Their presence blots out the light, Wherever a Void Colossus treads, it leaves a
bringing with it an oppressive silence that smothers wasteland in its wake – trees wither, rivers turn to
all sound and hope. Legends say that Void Colossi black sludge, and reality itself bends under the
are birthed in the deepest, most chaotic reaches of weight of its presence. Often summoned to the
the void, places where reality itself frays and material plane by powerful void mages or released
A Void Colossus moves with a slow, deliberate engines of destruction, feeding on the life force of
purpose, each step causing the ground to tremble worlds and leaving nothing behind.
Saving Throws Str +15, Con +14, Wis +10, Cha +12 Void Burst (Recharge 5-6).The void colossus unleashes a
SkillsIntimidation +12, Perception +10 burst of void energy in a 60-foot radius centered on itself.
Damage Resistances acid, cold, fire, lightning Each creature within that area (other than the void
Damage Immunities necrotic, poison; bludgeoning, colossus) must make a DC 22 Constitution saving throw,
piercing, and slashing from nonmagical attacks taking 66 (12d10) necrotic damage on a failed save, or
Condition Immunities charmed, exhaustion, frightened, half as much damage on a successful one. A creature that
grappled, paralyzed, petrified, poisoned, prone, fails this save by 5 or more is also stunned until the end of
restrained its next turn.
Senses truesight 120 ft., passive Perception 20
Bonus Actions
Languages understands Deep Speech but can’t speak,
telepathy 120 ft. Distort Reality. The void colossus distorts the space within
Challenge 21 (33,000 XP) Proficiency Bonus +7 a 20-foot radius centered on a point it can see within 60
feet of it. For the next minute, the area becomes difficult
terrain, and any creature that starts its turn within the area
Aura of Annihilation. At the start of each of the void
or enters it for the first time on a turn must succeed on a
colossus’ turns, each creature within 30 feet of it must
DC 22 Wisdom saving throw or have disadvantage on all
make a DC 20 Constitution saving throw, taking 21 (6d6)
attack rolls until the start of its next turn.
force damage on a failed save, or half as much damage on
a successful one. If this aura overlaps with an area of light Reactions
created by a spell, the spell that created the light is
Void Shield.When the void colossus takes damage, it
dispelled.
conjures a void shield to take only half as much damage.
Harbinger of Entropy. The void colossus’ attacks and Legendary Actions
effects ignore resistance to necrotic damage and treat
immunity to necrotic damage as resistance. The void colossus can take 3 legendary actions, choosing
from the options below. Only one legendary action option
Legendary Resistance (3/Day). When the void colosuss fails can be used at a time and only at the end of another
a saving throw, it can choose to succeed instead. creature’s turn. The void colossus regains spent legendary
actions at the start of its turn.
Magic Resistance.The void colossus has advantage on
saving throws against spells and other magical effects. Move. The void colossus moves up to half its speed.
Void Pulse (Costs 2 Actions). Each creature within 30 feet of
Magic Weapons. The void colossus’s weapon attacks are the void colossus (other than the colossus) must make a
magical. DC 22 Strength saving throw or take 14 (4d6) necrotic
damage and be knocked prone.
Whenever the void colossus is subjected
Void Absorption. Void Rifts (Costs 3 Actions). The void colossus opens two
to necrotic damage, it takes no damage and instead rifts to the void, each in a 20-foot-radius sphere centered
regains a number of hit points equal to the necrotic on points it can see within 120 feet of it. The centers of
damage dealt. the void rifts must be placed at least 60 feet apart. Each
creature within the area of either rift must succeed on a
Actions
DC 22 Dexterity saving throw or take 27 (6d8) necrotic
Multiattack. The void colossus makes three attacks: one damage and be teleported to the nearest unoccupied
with its void slam and two with its crush. space within 10 feet of the other rift.
Void Colossi represent a force of apocalyptic destruction, capable of tearing the fabric of reality itself. Encounters
with a Void Colossus should be rare and monumental, often signaling the collapse of entire worlds or the release
of forbidden powers. For this reason, a Void Colossus is best used as a climactic foe in a high-level campaign.
Void Dragons are terrifying creatures born from the Solitary by nature, Void Dragons dwell in the
far reaches of the cosmos, where reality and deepest parts of the astral plane, far from mortal
unreality blur. Unlike traditional dragons, whose eyes. They rarely appear in the material world, but
power is tied to the elements, Void Dragons draw when they do, it often heralds catastrophe. Each
strength from the void, manipulating space, time, Void Dragon is unique, its appearance reflecting
and existence itself. Some Void Dragons were once the chaotic and ever-shifting nature of the void.
regular dragons who adapted to the energies of the Their scales shimmer with the colors of the
astral planes, transforming into these formidable cosmos, and their eyes burn with an otherworldly
beings. They wield immense power, often serving light. They move with a grace that belies their size,
harbingers of cosmic doom. Void Dragons are highly intelligent, though their
Void Dragons make their lairs on floating asteroids motives are often inscrutable. They rarely speak in
drifting through the astral plane or in hidden mortal tongues, preferring the ancient and
ruins. These places are often surrounded by void Conversations with them are awe-inspiring and
energy and otherworldly phenomena, making them terrifying, as their voices resonate with the hidden
energy of the void. Some Void Dragons prefer to Void Pulse Damage Table
dwell in the ruins of ancient temples dedicated to Void Dragon’s Stage Damage
forgotten gods, their presence warping the Lesser Void Dragon 10 (3d6)
structure and imbuing it with an eldritch aura. Void Dragon 14 (4d6)
Greater Void Dragon 21 (6d6)
Primordial Void Dragon 28 (8d6)
Void Dragons’ Lair Actions
The tables provided in this section detail the DC and Space Distortion. The void dragon bends reality
damage for a Void Dragon’s lair actions, depending around a point it can see within 60 feet, creating
Lesser Void Dragon 13 of its next turn, as the warping space causes its
On initiative count 20 (losing initiative ties), the The region containing a Void Dragon’s lair is
Void Dragon can take a lair action to cause one of warped by the dragon’s otherworldly presence,
the following effects; the dragon can’t use the same which creates one or more of the following effects:
W arp Reality. The void dragon causes reality to filled with illusions of distant stars, swirling
twist and bend within its lair. Each creature of nebulae, and shadowy figures that seem to drift
the dragon’s choice within the lair must succeed just out of sight, making navigation challenging.
on a Wisdom saving throw or be confused (as A creature within the area must succeed on a
per the confusion spell) until the next initiative DC 15 Intelligence saving throw at the end of
Astral Rift. The void dragon opens a small rift to 2. Temporal Echoes: The air within the lair
the astral plane at a point it can see within 60 occasionally vibrates with echoes of the past
feet. Each creature within 30 feet of that point and future, possibly causing creatures to relive a
must succeed on a Dexterity saving throw or be memory or glimpse a moment of their future.
pushed up to 15 feet toward the rift. A creature 3. Gravitational Anomalies: Gravity fluctuates
that reaches the rift’s center or touches it for the wildly near the lair, causing sudden and
first time in a turn must succeed on a Wisdom unpredictable shifts in weight. At the start of
saving throw or be disoriented by the eldritch each of its turn, a creature within the area must
energies, suffering disadvantage on attack rolls roll a d6. On a roll of 1-3, its speed is halved
and ability checks until the end of its next turn. until the start of its next turn. On a roll of 4-6, its
The rift lasts until the next initiative count 20. speed is doubled until the start of its next turn.
Perception 22 Void Breath (Recharge 5-6). The void dragon exhales a blast
Languages Common, Deep Speech, Draconic
of void energy in a 60-foot line that is 5 feet wide. Each
Challenge 13 (10,000 XP) Proficiency Bonus +5
creature in that line must make a DC 19 Dexterity saving
throw, taking 44 (8d10) necrotic damage on a failed save,
Legendary Resistance (2/Day). If the void dragon fails a or half as much damage on a successful one. Any creature
saving throw, it can choose to succeed instead. that fails the save by 5 or more is also stunned until the
end of its next turn.
Magic Resistance.The void dragon has advantage on
Reactions
saving throws against spells and other magical effects.
Bend Reality. When a creature the void dragon can see
Void Adaptation.The void dragon can survive without scores a critical hit, the void dragon turns it into a normal
needing to breathe or eat, and it is immune to the effects hit.
of extreme temperatures.
Legendary Actions
Void Penetration.The void dragon’s necrotic damage The void dragon can take 3 legendary actions, choosing
ignores resistance to necrotic damage and treats from the options below. Only one legendary action option
immunity to necrotic damage as resistance instead. can be used at a time, and only at the end of another
Actions creature’s turn. The dragon regains spent legendary
actions at the start of its turn.
Multiattack. The void dragon can use its Frightful
Presence. It then makes three attacks: one with its bite Detect. The dragon makes a Wisdom (Perception) check.
and two with its claws. Tail Attack. The void dragon makes a tail attack.
Blur (Costs 2 Actions). The void dragon’s form shimmers
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one and twists, gaining the benefits of the blur spell until the
target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) start of its next turn.
necrotic damage. Necrotic Surge (Costs 3 Actions). The void dragon releases a
Perception 25 Void Breath (Recharge 5-6). The void dragon exhales a blast
Languages Common, Deep Speech, Draconic
of void energy in a 90-foot line that is 10 feet wide. Each
Challenge 18 (20,000 XP) Proficiency Bonus +6
creature in that line must make a DC 22 Dexterity saving
throw, taking 66 (12d10) necrotic damage on a failed save,
Legendary Resistance (3/Day). If the void dragon fails a or half as much damage on a successful one. Any creature
saving throw, it can choose to succeed instead. that fails the save by 5 or more is also stunned until the
end of its next turn.
Magic Resistance.The void dragon has advantage on
Reactions
saving throws against spells and other magical effects.
Displace. When the void dragon is targeted by an attack, it
Magic Weapons. The void dragon’s weapon attacks are teleports up to 30 feet to an unoccupied space it can see.
magical.
Bend Reality. When a creature the void dragon can see
Void Adaptation.The void dragon can survive without scores a critical hit, the void dragon turns it into a normal
needing to breathe or eat, and it is immune to the effects hit.
of extreme temperatures.
Legendary Actions
Void Penetration.The void dragon’s necrotic damage The void dragon can take 3 legendary actions, choosing
ignores resistance to necrotic damage and treats from the options below. Only one legendary action option
immunity to necrotic damage as resistance instead. can be used at a time, and only at the end of another
Actions creature’s turn. The dragon regains spent legendary
actions at the start of its turn.
Multiattack. The void dragon can use its Frightful
Presence. It then makes three attacks: one with its bite, Detect. The dragon makes a Wisdom (Perception) check.
one with its claws, and one with its tail. Tail Attack. The void dragon makes a tail attack.
Blur (Costs 2 Actions). The void dragon’s form shimmers
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one and twists, gaining the benefits of the blur spell until the
target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) start of its next turn.
necrotic damage. Necrotic Surge (Costs 3 Actions). The void dragon releases a
Perception 28 Void Breath (Recharge 5-6). The void dragon exhales a blast
Languages Common, Deep Speech, Draconic
of void energy in a 120-foot line that is 15 feet wide. Each
Challenge 23 (50,000 XP) Proficiency Bonus +7
creature in that line must make a DC 24 Dexterity saving
throw, taking 88 (16d10) necrotic damage on a failed save,
Hunger for Void. When a creature within 60 feet of the void or half as much damage on a successful one. Any creature
dragon is reduced to 0 hit points, the void dragon can that fails the save by 5 or more is also stunned until the
absorb the remaining life force of the target. If it does, the end of its next turn.
creature dies, and the void dragon gains a +1 bonus to Reactions
attack rolls and saving throws for 1 hour. This bonus does
not stack; instead, each time the void dragon absorbs life Displace. When the void dragon is targeted by an attack, it
force from another creature, the duration of this effect is teleports up to 30 feet to an unoccupied space it can see,
extended by 1 hour. potentially causing the attack to miss.
Legendary Resistance (4/Day). If the void dragon fails a Bend Reality. When a creature the void dragon can see
saving throw, it can choose to succeed instead. scores a critical hit, the void dragon turns it into a normal
hit.
Magic Resistance.The void dragon has advantage on
Legendary Actions
saving throws against spells and other magical effects.
The void dragon can take 3 legendary actions, choosing
Magic Weapons. The void dragon’s weapon attacks are from the options below. Only one legendary action option
magical. can be used at a time, and only at the end of another
creature’s turn. The dragon regains spent legendary
Void Adaptation.The void dragon can survive without actions at the start of its turn.
needing to breathe or eat, and it is immune to the effects
of extreme temperatures. Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The void dragon makes a tail attack.
Void Penetration.The void dragon’s necrotic damage Blur (Costs 2 Actions). The void dragon’s form shimmers
ignores resistance to necrotic damage and treats and twists, gaining the benefits of the blur spell until the
immunity to necrotic damage as resistance instead. start of its next turn.
Necrotic Surge (Costs 3 Actions). The void dragon releases a
Actions
pulse of necrotic energy in a 60-foot radius centered on
Multiattack. The void dragon can use its Frightful itself. Each creature in that area (other than the void
Presence. It then makes three attacks: one with its bite, dragon) must make a DC 24 Constitution saving throw,
one with its claws, and one with its tail. taking 28 (8d6) necrotic damage on a failed save, or half
as much damage on a successful one.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one Mind Warp (Costs 3 Actions). The void dragon targets one
target. Hit: 20 (2d10 + 9) piercing damage plus 14 (4d6)
creature it can see within 60 feet. The target must succeed
necrotic damage. on a DC 21 Intelligence saving throw or take 22 (4d10)
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one psychic damage and have its Intelligence and Wisdom
scores reduced by 1d4. The target dies if this reduces one
target. Hit: 16 (2d6 + 9) slashing damage.
of its scores to 0. Otherwise, the reduction lasts until the
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one creature finishes a long rest.
target. Hit: 18 (2d8 + 9) bludgeoning damage.
Perception 28 Void Breath (Recharge 5-6). The void dragon exhales a blast
Languages Common, Deep Speech, Draconic
of void energy in a 150-foot line that is 20 feet wide. Each
Challenge 28 (120,000 XP) Proficiency Bonus +8
creature in that line must make a DC 26 Dexterity saving
throw, taking 99 (18d10) necrotic damage on a failed save,
Hunger for Void. When a creature within 60 feet of the void or half as much damage on a successful one. Any creature
dragon is reduced to 0 hit points, the void dragon can that fails the save by 5 or more is also stunned until the
absorb the remaining life force of the target. If it does, the end of its next turn.
creature dies, and the void dragon gains a +1 bonus to Reactions
attack rolls and saving throws for 1 hour. This bonus does
not stack; instead, each time the void dragon absorbs life Displace. When the void dragon is targeted by an attack, it
force from another creature, the duration of this effect is teleports up to 60 feet to an unoccupied space it can see,
extended by 1 hour. potentially causing the attack to miss.
Legendary Resistance (5/Day). If the void dragon fails a Bend Reality. When a creature the void dragon can see
saving throw, it can choose to succeed instead. scores a critical hit, the void dragon turns it into a normal
hit.
Magic Resistance.The void dragon has advantage on
Legendary Actions
saving throws against spells and other magical effects.
The void dragon can take 3 legendary actions, choosing
Magic Weapons. The void dragon’s weapon attacks are from the options below. Only one legendary action option
magical. can be used at a time, and only at the end of another
creature’s turn. The dragon regains spent legendary
Void Adaptation.The void dragon can survive without actions at the start of its turn.
needing to breathe or eat, and it is immune to the effects
of extreme temperatures. Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The void dragon makes a tail attack.
Void Penetration.The void dragon’s necrotic damage Blur (Costs 2 Actions). The void dragon’s form shimmers
ignores resistance to necrotic damage and treats and twists, gaining the benefits of the blur spell and a +1
immunity to necrotic damage as resistance instead. bonus to AC until the start of its next turn.
Necrotic Surge (Costs 3 Actions). The void dragon releases a
Actions
pulse of necrotic energy in a 90-foot radius centered on
Multiattack. The void dragon can use its Frightful itself. Each creature in that area (other than the void
Presence. It then makes four attacks: one with its bite, two dragon) must make a DC 26 Constitution saving throw,
with its claws, and one with its tail. taking 35 (10d6) necrotic damage on a failed save, or half
as much damage on a successful one.
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one Mind Warp (Costs 3 Actions). The void dragon targets one
target. Hit: 21 (2d10 + 10) piercing damage plus 18 (4d8)
creature it can see within 60 feet. The target must succeed
necrotic damage. on a DC 23 Intelligence saving throw or take 33 (6d10)
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one psychic damage and have its Intelligence and Wisdom
scores reduced by 1d4. The target dies if this reduces one
target. Hit: 17 (2d6 + 10) slashing damage.
of its scores to 0. Otherwise, the reduction lasts until the
Tail. Melee Weapon Attack: +18 to hit, reach 25 ft., one creature finishes a long rest.
target. Hit: 19 (2d8 + 10) bludgeoning damage.
1 Cosmic Demand : A lesser void dragon appears Void Dragons Knowledge Checks
through a rift in the sky above a village, Arcana Check
demanding tribute in the form of magical artifacts
to avoid its wrath. The villagers plead for the DC 15: Void Dragons are powerful beings that
party’s help to meet its demands or confront it. manipulate space, time, and reality, drawing
2 Astral Sentinel: A void dragon guards a mystical their power from the void.
gateway that leads to an ancient city lost in the DC 20: Discover that some Void Dragons
astral plane and filled with secrets and treasures. possess the ability to cast powerful spells
3 Temporal Trap: Time seems to stand still in a small
related to the void, including manipulating
town, looping the same day endlessly. The party
reality and summoning void-based effects.
discovers a greater void dragon using the town’s
temporal energy to fuel its own strength, and History Check
must find a way to break the cycle.
DC 20: Recall tales of ancient dragons that
4 Cosmic Hoarder: Rumors speak of a primordial
artifacts in its lair on a floating asteroid roaming into Void Dragons, gaining immense power and
5 Void Cult: A group of cultists worships a void DC 25: Remember legends of great catastrophes
dragon, conducting rituals to summon it fully into heralded by the arrival of a Void Dragon in the
the material plane. The party must infiltrate their material world, often leaving entire regions
ranks and stop the summoning before the dragon warped by void energy.
can materialize.
6 Void Storm: A massive storm appears over a major Religion Check
party discovers the tomb of a long-dead king. DC 18: Understand the Void Dragons’ role as
Unbeknownst to them, a lesser void dragon has guardians of forbidden knowledge, protecting
claimed this tomb as its lair. secrets that mortal minds are not meant to
seeks to make it permanent, plunging the world DC 15: Identify the signs of a Void Dragon’s
into an eternal night.
presence, such as gravitational anomalies,
9 Astral Menagerie: The party stumbles upon a
strange celestial illusions, and temporal
magical zoo created by a greater void dragon. The
dragon has filled it with bizarre and mutated distortions.
creatures from across the planes, and the party DC 20: Gain insight into the territorial habits of
must navigate this surreal landscape to find a way Void Dragons, understanding that they prefer to
10 Echoing Abyss: The party hears tales of an endless plane, far from mortal interference.
presence has corrupted the land, warping reality DC 13: Recognize the alien and inscrutable
and turning the echoes into dangerous illusions. motives of Void Dragons, making it difficult to
11 Starfall: Fragments of a fallen star rain down,
predict their behavior or intentions.
carrying pieces of the void. The party discovers a
DC 18: Discern that Void Dragons are highly
greater void dragon orchestrating these starfalls to
intelligent and may be open to negotiation or
gather the star’s power for its own gain.
12 Void Sorcerer: A powerful mage, corrupted by the
parley, particularly if they believe it serves their
Armor Class 15 (natural armor) energies that swirl in the infinite void. These
Hit Points 110 (13d10 + 39) creatures are composed of swirling shadows and
Speed 30 ft., fly 60 ft. (hover)
dark, ethereal matter, their form barely holding
Damage Resistances acid, cold, fire, lightning; seem to flicker in and out of existence. Void
bludgeoning, piercing, and slashing from nonmagical Spawns are birthed in the otherworldly planes
Challenge 6 (2,300 XP) Proficiency Bonus +3 areas of powerful necrotic energy or to places
terrain. It takes 5 (1d10) force damage if it ends its turn They can phase through solid objects and often use
Walking Death
Medium undead, neutral evil
Unrelenting Tracker.The walking death always knows the Skeletal Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.,
direction to any creature it has damaged in the last 24 one target. Hit: 13 (2d8 + 4) slashing damage plus 7
hours, provided they are on the same plane of existence. (2d6) necrotic damage.
Reactions
Reaping Essence. When the walking death reduces a
creature to 0 hit points, it gains 10 temporary hit points. When a creature within 5 feet of the
Relentless Pursuit.
While these temporary hit points last, the walking death walking death moves, the walking death moves up to half
deals an additional 3 (1d6) necrotic damage when it hits its speed toward that creature without provoking
a creature with a melee weapon attack. opportunity attacks.
T
HE ARCANE CORRUPTION SYSTEM Corruption Points
alluring yet treacherous power that Corruption. These mechanics represent the
mortals were never meant to wield. creeping toll forbidden magic or exposure to
Whether drawn by necessity, greed, or corrupted areas takes on the body, mind, and soul
an insatiable thirst for knowledge, practitioners of of those who dare to defy its dangers.
merely the cost of power - it is a creeping Characters gain Corruption Points when they
malevolence that erodes the body, mind, and soul, engage in forbidden magical practices or find
ultimately threatening to consume those who dare themselves in areas saturated with arcane
to defy the natural order. corruption. The rate at which Corruption Points are
Arcane Corruption can manifest in various ways, accrued may depend on the following factors:
such as physical deformities, psychological
instability, or spiritual afflictions. These effects are Forbidden Magic Use: Casting forbidden spells,
not limited to the individual; areas where forbidden performing dark rituals, or interacting with
magic lingers or powerful rituals were performed cursed artifacts may inflict 1 or more Corruption
may themselves become corrupted, warping reality Points depending on the power or risk of the
and endangering all who venture near. The more magic involved.
one engages with such magic or exposes Corrupted Areas: Spending a certain amount of
themselves to these blighted regions, the deeper time in corrupted zones - locations warped by
they sink into corruption, risking irreversible magical disasters, eldritch influences, or divine
gameplay and storytelling. Primarily, it can serve as Points are acquired, tailoring the system to fit the
Alternatively, the system can add depth to the advance through stages of corruption. Each stage
setting by introducing areas where the use of magic introduces penalties or physical and mental effects
is inherently dangerous. Such areas might be the that grow increasingly severe, providing a table of
result of a magical disaster, the lingering influence effects and consequences to roll on or choose from.
battlefields scarred by catastrophic spells, regions noticeable. The character experiences minor
cursed by divine wrath, or places where physical changes (such as pale skin or faint
experimental magic rituals went horribly wrong. In discolorations), occasional unsettling feelings (like
these scenarios, casting spells or drawing on arcane being watched), and mild distractions (such as soft
energy can expose the user to corruption, forcing whispers or fleeting visions).
characters to weigh the risks of their magic against
the potential consequences. d6 Effect
Regardless of how it is implemented, this system is 1 Shadows Linger: Shadows around you seem
designed to provide narrative depth and tension, unnaturally darker and sometimes appear to move
making the use of magic a choice fraught with peril on their own, imposing disadvantage on Wisdom
and storytelling opportunities. (Perception) checks.
just at the edge of your hearing. While you are becomes fraught with paranoia or despair. Spells
concentrating on a spell, you must succeed on a may fail spectacularly, drawing malevolent
5 Eerie Echoes: You occasionally hear your own voice On a roll of 1, the spell fails and triggers a surge of
repeating your thoughts aloud, as though someone unstable magic (as detailed in the Unstable Magic
else is speaking them. This phenomenon causes Surge Table found in Appendix D).
you to second-guess your senses, imposing 3 Whispers Manifest: You are subjected to the
disadvantage on Wisdom (Insight) checks. Persistent Whispers effect from the Moderate
6 Strange Taste: Food and drink taste faintly of ash or Corruption Table. Additionally, the whispers you
iron to you, making eating and drinking less hear now echo audibly when you are alone,
satisfying. This distraction imposes disadvantage unsettling nearby creatures. Other creatures within
on Constitution saving throws to resist exhaustion 10 feet of you have disadvantage on saving throws
from lack of sustenance. against being frightened.
4 Menacing Presence: Your presence and name exude
Whispers in the Wind effect from the Mild result in their transformation into an NPC under
Corruption Table. You also have disadvantage on the GM’s control, or their metamorphosis into a
Intelligence and Wisdom ability checks. powerful, corrupted creature. In some cases, the
4 Fading Humanity: Your mannerisms or voice character may die outright, their soul claimed by
become subtly alien, making others uneasy. You the dark forces they defied.
have disadvantage on Charisma (Performance)
checks. d4 Effect
5 Arcane Lashing: When you are hit by a melee attack, 1 You physically transform into
Total Transformation:
roll a d6. On a roll of 1, arcane energy lashes out a grotesque, corrupted entity. The specifics of this
from you, dealing 1d6 force damage to both you transformation are determined by the GM, and you
and the attacker. are now an NPC under the GM’s control.
6 Corrupted Dreams: Your sleep is plagued by vivid 2 Soul Devoured: Your soul is consumed by the dark
nightmares and strange visions. When you take a force that corrupted you. Your body collapses into a
long rest, you must succeed on a DC 10 Wisdom lifeless husk, and your character is dead unless
saving throw or gain no benefit from the rest. powerful magic, such as a wish spell, restores you.
severity.
days to complete.
T
HE FOLLOWING SECTION PRESENTS OPTIONAL Resonance, the caster must roll a d20. If the result
rules and mechanics specifically is equal to or lower than the current number in the
designed for spellcasting and magic. chain (the number of spells that have consecutively
These variants introduce new ways to triggered Arcane Resonance), the magical energy
wield magic, adding an additional layer destabilizes, causing the spell to fail completely and
of strategy, danger, and narrative depth the caster to take force damage equal to 1d4 per
to the art of spellcasting. the number in the chain. This damage can’t be
Arcane Resonance reflects the buildup of magical Arcane Resonance three times in a row, casting
energy when a spellcaster repeatedly uses spells spells that align with the resonance in succession.
from the same school of magic or damage type. On the fourth spell, the chain number is 4. The
This phenomenon amplifies the effects of caster rolls a d20 and gets a 4, which matches the
subsequent spells but also risks destabilizing the chain number. As the result is equal to or lower
magical weave, leading to unpredictable and than the chain number, the spell fails, and the
A spellcaster may choose whether to trigger an combine two spell slots to cast a spell of a
Arcane Resonance or not when casting a spell. maximum level equal to the combined level of the
Choosing not to trigger it interrupts the chain, expended slots. For example, a spellcaster can
resetting any previously accumulated benefits (and combine two 1st-level spell slots to cast a 2nd-level
the associated chance of destabilization). spell, or a 2nd-level and a 3rd-level slot to cast a
spell from a different school or damage type or The maximum level of the spell that can be cast in
goes more than 1 minute without casting a spell. this way is limited to the highest spell level for
For each spell of 1st-level or higher that triggers an A spellcaster can only use Spell Weaving once per
Arcane Resonance, the caster gains one of the long rest, to avoid overtaxing their magical
Add one damage die of the spell’s damage type. way exacts a heavy toll. After casting a spell using
Increase the spell’s save DC by 1. Spell Weaving, the caster must succeed on a
Extend the spell’s range by 10 feet. Constitution saving throw with a DC equal to 10 +
The more resonance builds, the greater the chance cast as unstable energy courses through their body.
of destabilization. After triggering an Arcane This damage can’t be reduced by any means.
Mana Siphon allows one creature to transfer their Spell Overload allows spellcasters to defy their
magical energy to another spellcaster, granting the magical limits by casting a spell of higher level than
recipient additional spellcasting potential at the their available spell slots. This daring feat involves
cost of physical strain to the donor. overloading their magical energy, consuming their
as an action. The donor chooses one spell slot to To use Spell Overload, a spellcaster expends the
transfer, up to their highest available level, and the highest-level spell slot they have currently available
recipient gains a spell slot of one level lower. The to attempt casting a spell of higher level. The caster
donor takes damage equal to 1d6 per level of the must make a spellcasting ability check with a DC
transferred spell slot (e.g., transferring a 3rd-level equal to 10 + the level of the spell being cast. If the
spell slot deals 3d6 damage). This damage cannot check succeeds, the spell is successfully cast. If the
be reduced by any means. check fails, the spell simply fails. Additionally, the
A creature can only donate or receive a spell slot in caster suffers the detrimental effects below.
this way once per long rest. Spell Overload cannot be used to cast spells of 9th
transferred spell slot within 1 minute of receiving it, Whether the spell succeeds or fails, the caster
a surge of unstable magic occurs. In this case, roll gains a number of levels of exhaustion equal to the
once on the Unstable Magic Surge Table (or a difference between the level of the spell being cast
similar table chosen by the GM) to determine the and the level of the expended slot. For instance, if a
effect caused by the destabilization. caster uses Spell Overload to cast a 5th-level spell
Life Tap allows a spellcaster to draw upon their life particularly severe and can only be reduced by
force to fuel their magic when all other resources completing a long rest, with only one level of
existing one to better suit their needs. Customizing Testing and Risks
ancient factions.
Art by Lars
Rune Illustrations
Spell Reverberation occurs when the magic cast in Once triggered, Spell Reverberation creates
an area creates lingering effects tied to its school. lingering effects tied to the school of magic used,
This effect only comes into play under specific which may persist for hours, days, or even weeks,
conditions, such as when a high number of spells depending on the strength of the magic and the
from the same school are cast within a short nature of the reverberation. These effects can alter
timeframe, when a 9th-level or Epic Spell of that the environment, influence encounters, or provide
school is cast, or when the area itself is aligned opportunities for adventurers to interact with the
with a particular type of magic. These factors allow residual magic in meaningful ways.
Abjuration The area is suffused with faint protective energy, granting creatures in it a +1 bonus to AC.
Conjuration Faint portals shimmer and flicker, occasionally releasing small, harmless creatures native to other
planes. Each time this happens, roll a d100; on a 1, a dangerous creature may appear instead.
Divination Whispers of unseen knowledge fill the area. Wisdom (Insight) checks made here gain advantage, but
creatures in the zone feel unnerved, suffering disadvantage on Charisma checks and saving throws.
Enchantment The area hums with faint charm magic. Creatures that starts their turn within the area or entering it
for the first time on a turn must succeed on a DC 10 Wisdom saving throw or feel compelled to
remain in the zone for 1 minute, finding it oddly pleasant.
Evocation The area retains faint traces of arcane energy that occasionally crackle. Creatures in the area take 1d4
force damage at the start of each of their turns within the area.
Illusion Flickering mirages of the spell linger, creating ghostly duplicates of objects or faintly glowing outlines
in the air. These illusions distract creatures, imposing disadvantage on Wisdom (Perception),
Wisdom (Survival), and Intelligence (Investigation) checks within the area.
Necromancy A faint aura of death clings to the area. Plants wither, and creatures who take a short or long rest
here regain half the normal hit points from spending Hit Dice.
Transmutation Objects in the area occasionally shift properties (e.g., a stone might temporarily soften like clay or a
piece of wood briefly gleams like polished metal). These changes revert after 1 hour.
The effects listed in the table above are just examples of how Spell Reverberation can manifest, and GMs are
encouraged to tailor these effects to suit their campaign and the specific spells cast within an area.
For instance, when the Spell Reverberation is triggered by a single, powerful spell – such as a 9th-level or Epic
Spell, but this could also apply to spells starting from 7th or 8th-level – the resulting reverberation may create
effects directly tied to that spell. For instance, a meteor swarm could cause smaller meteors to continuously
plummet to the ground, while maze might cause strange extradimensional distortions in the area.
These customized reverberations allow the environment to respond dynamically to the specific magic used,
creating unique challenges and opportunities for adventurers while emphasizing the sheer power of the spell that
caused them. The GM should feel free to weave these effects into the narrative, therefore adding depth and
consequence to the use of powerful magic.
Spells with durations (e.g., slow or bless) higher While similar to the magical zones described later in
than 1 round may have their durations this section, Areas of Arcane Affinity do not need to
increased or otherwise heightened.
be infused with overt magical energy. Instead, these
Spells may target additional creatures or have
zones may naturally align with certain types of spells
their area of effects or range increased, or gain
due to their inherent properties or environmental
other benefits depending on the spell.
conditions. For example, fire damage spells might
deal increased damage in areas of extreme heat,
Healing Spells such as volcanic craters or deserts at the peak of
summer, while cold-based spells could gain similar
Healing spells cast in areas aligned with positive
benefits in regions of frigid temperatures like arctic
energy, such as consecrated ground or celestial
tundras or frozen caves. Such areas do not require
realms, restore an additional die of hit points equal
an explicitly magical nature but rather reflect how
to the spell’s level. For instance, cure wounds or
elemental forces resonate more strongly in
healing word would heal one additional die in such
environments that match their essence.
a zone.
This variant rule allows spellcasters to maintain Reckless Casting allows spellcasters to unleash
concentration on two spells simultaneously, magic without using a spell slot by drawing raw,
granting the ability to wield more magical power at uncontrolled energy directly from the weave. While
once and introducing greater versatility to this can provide a lifeline in desperate moments, it
spellcasters, though with significant risks and comes with significant risks, as the unstable magic
Mechanics Mechanics
A spellcaster can attempt to maintain When a spellcaster has no available spell slots, they
concentration on two spells simultaneously by can attempt Reckless Casting to cast a spell
splitting their focus between them. At the start of without expending a slot. To do so, the caster must
each turn while doing so, the caster must make a declare the spell they wish to cast, which must be a
concentration check with a DC equal to 10 + the spell they know or have prepared, and make an
combined levels of both spells. For example, ability check using their spellcasting ability
concentrating on a 3rd-level spell and a 2nd-level modifier with a DC equal to 10 + the spell’s level.
spell requires a DC 15 Constitution saving throw. If the caster succeeds on the check, the spell is cast
If the caster fails this check, they must immediately successfully without the use of a spell slot. If the
drop concentration on one of the two spells of their caster fails the check, the spell fizzles and fails, and
Splitting focus to maintain concentration on two (rounded up). For example, casting a 2nd-level spell
spells places significant strain. If the caster would inflict 1 level of exhaustion, while casting a
maintains concentration on two spells for more 4th-level spell would inflict 2. This exhaustion
than 10 minutes before completing a long rest, they cannot be reduced by any means other than
throw – and again for every additional 10 minutes If the spellcasting check fails, the caster also takes
of dual concentration. On a failed save, the caster necrotic damage equal to twice the spell’s level
suffers 1 level of exhaustion. This exhaustion can’t (e.g., 6 necrotic damage for a 3rd-level spell). This
be reduced by any means other than completing a damage cannot be reduced by any means.
Limitations
weave of magic.
Magical Zones
Creatures that dwell in magical zones can be
Magical zones are unique areas where the natural influenced or warped by the zone’s energy, gaining
laws of magic and physics have been altered, new abilities, altered behavior, or physical
creating environments imbued with supernatural mutations. In rare cases, these zones may even
properties. These regions can range from small, distort time and space, causing hours to pass in
secluded groves brimming with ancient druidic seconds or creating endless mazes where the rules
itself warps under an oppressive arcane presence. The duration and size of magical zones can also
The essence of magical zones lies in their ability to vary. Some are fleeting, appearing only for a brief
transform the landscape, influence creatures, and moment, such as during celestial events or planar
modify the flow of magic itself, often creating conjunctions. Others are permanent fixtures of the
dynamic and unpredictable challenges for world, marked by their unnatural stability or
Some of these zones form naturally, accumulating range from a small clearing to an entire kingdom,
magical energy over millennia in places of power depending on the power that sustains it.
like ley line intersections or sacred groves. Others Magic and abilities interact differently within these
are the scars of magical catastrophes – zones, often presenting new opportunities or
experiments gone awry or the aftermath of epic hazards for spellcasters. Spells cast within a
battles between powerful spellcasters. Divine magical zone might be empowered, weakened, or
intervention can also manifest these areas, where altered in unexpected ways, with abilities, feats, or
the touch of a god or the bleeding influence of other magical items possibly behaving differently as well.
planes has thinned the barrier between realms. Identifying the influence of a magical zone often
Finally, remnants of ancient rituals or forgotten requires magical insight, and while spells like
civilizations may leave behind anomalies, their detect magic may easily reveal its presence, truly
The effects of magical zones can be diverse, often investigation, study, or specialized knowledge.
tailored to their origins or intended narrative Whether serving as the focal point for a quest or as
purpose. Environmental changes are common, a backdrop for dynamic encounters, magical zones
such as forests shrouded in eternal darkness, can bring depth and variety to a campaign. Their
deserts that manipulate time, or regions frozen in presence transforms ordinary settings into places
perpetual winter. Magic itself may behave of mystery and danger, encouraging players to
differently within these areas, with spells becoming adapt their strategies and explore the deeper
Zone of A vibrant area filled with Spells act as if cast with a spell slot one Formed at ley line
Amplification glowing mists and level higher, ranges are doubled, and intersections, powerful
pulsating energy, concentration checks gain advantage, but magical catastrophes, or
resonating with magical casters risk psychic backlash on a failed near potent arcane artifacts.
potential. Constitution save.
Zone of Silence A space of unnatural quiet Verbal spell components cannot be used, Results from planar rifts,
where no sound exists, creatures rely on silent communication, ancient rituals to nullify
often accompanied by and sound-based spells fail. Stealth checks sound, or as the domain of
faint visual distortions. gain advantage, but Perception checks creatures immune to
suffer disadvantage. auditory stimuli.
Zone of Magic A dim, muted area with a Spellcasters must pass a spellcasting Created by magical purges,
Dampening faint metallic taste in the check to cast spells, ranges are halved, anti-magic substances, or
air and dulled colors. and magic items lose potency. ancient civilizations
suppressing arcane forces.
Zone of Spell A shimmering area where Spells may echo, casting themselves again Arises from sites of intense
Echoing spectral images of past for free, but risks of arcane recoil can stun magical usage, temporal
spells ripple through the the caster. anomalies, or the residual
air like afterimages. effects of epic spell battles.
Zone of Spell A charged area where magical Spell energy is partially siphoned, Originates from artifacts,
Siphoning energy visibly flows toward a weakening effects, while feeding a powerful rituals, or creatures
central artifact or vortex. reservoir that activates when full. designed to absorb magic for a
specific purpose.
Zone of A chaotic zone filled with Spells are altered unpredictably Caused by magical cataclysms,
Unstable fluctuating colors, warped with fluctuating effects, and disruptions in planar barriers,
Magic light, and erratic magical unstable surges may trigger on or meddling with ancient arcane
surges. spellcasting. forces.
Zone of Chaotic swirls of elemental Elemental spells and abilities are Emerged from the meeting
Elemental energies visibly intertwine and greatly empowered, but powerful points of elemental planes or
Chaos clash, creating a kaleidoscope and hostile elemental creatures are the aftermath of a cataclysm
of natural forces. conjured from other planes. involving elemental magic.
Zone of The area seems out of sync The flow of time is erratic, initiative Spawned by disturbances in the
Temporal with time; clocks spin wildly, is rerolled each turn, temporal temporal continuum, possibly
Distortion and shadows shift in an displacements occur, and varied due to powerful chronomancy
unnatural manner. aging effects happen on creatures. magic or artifacts that warp
time.
Zone of The area is pervaded by an The boundary between the Material Formed where planar barriers
Ethereal ethereal mist, through which Plane and the Ethereal Plane thins, have weakened, often
Overlap ghostly figures and objects allowing creatures to shift between influenced by powerful magical
phase in and out of existence. them with ease. experiments or events.
Zone of Divine Holy symbols shimmer in the Divine magic is empowered, with Born in locations saturated with
Resonance air, and the atmosphere is clerics and paladins experiencing divine power, often at sites of
charged with a palpable divine enhanced powers and more direct major religious significance or
presence. interactions with their deities. miraculous events.
Zone of Spells flicker and wane in the Magical abilities are weakened, with Created by ancient wards or as
Arcane air, and a heavy aura a very high chance of spell failure, a protective measure by
Suppression suppresses the ambient magic. and magical items lose their civilizations seeking to control
potency. or dampen magical forces.
Zone of The landscape takes on a Psychic and telepathic abilities are Originates from locations with
Psychic surreal, dream-like quality, amplified and creatures can easily strong psychic energy, possibly
Awakening resonating with the thoughts communicate through telepathy, due to ancient artifacts or
and emotions of the creatures but there is the risk of mental convergence of psychic leylines.
within. overload.
Zone of The area is overrun with wild Natural magic is greatly enhanced, Springs forth from places where
Nature’s Fury creatures exhibiting wild and local flora attacks intruders on nature’s balance has been
behaviors. sight. disrupted, often by corrupted
influences or natural anomalies.
Zone of The light dims significantly, Stealth and shadow magic become A manifestation of shadow
Shadow Veil casting elongated, creeping more effective, but vision is magic or a dimensional
shadows that seem to have a strongly hindered due to the dense thinning, possibly due to a
life of their own. magical darkness. powerful curse or shadow realm
influence.
Zone of Star patterns and celestial Celestial magic, particularly healing Arises in places of celestial
Celestial bodies are unusually visible, and protection spells, is enhanced, significance or alignment, often
Harmony even during the day, and the and celestial beings may manifest marked by historical
area resonates with a within the area. astrological or celestial events.
harmonious energy.
Zone of Echoes of past events whisper The zone allows for the observation Formed in locations where time
Mystical through the air, and spectral of past events, providing glimpses has left its mark, often due to
Echoes images flicker at the edge of into historical moments. significant past events and
vision. lingering energies.
Zone of The sky shimmers with an Metal-based objects and spells that Emerges in areas with unique
Arcane aurora-like effect, and metallic involve metal experience unusual magnetic properties, often
Magnetism objects levitate and attract to behaviors and enhancements. involving powerful artifacts or
each other. natural magnetic fields.
Zone of Light bends and fractures into Spells and effects based on The result of a high concentration
Prismatic mesmerizing patterns, creating light are significantly altered, of prismatic elements or the
Refraction a surreal landscape of color and often becoming more powerful residual effect of potent light-based
illusion. but unpredictable. magic.
Zone of Ancient runes and mystical Promises and oaths made This zone is steeped in the power of
Binding sigils etched into the natural within this zone become ancient pacts and promises, often
Oaths landscape emit a solemn aura. magically binding, with serious formed at sacred sites where oaths
consequences for breaking have shaped history.
them.
Zone of The environment continuously Illusions within this zone are Born from a concentrated nexus of
Illusory shifts and morphs, creating a incredibly convincing, making illusion magic, possibly the legacy
Realms surreal landscape where illusion them challenging to discern of a powerful illusionist or a rift
and reality blend. from reality. caused by intense magical illusions.
Zone of Objects and creatures seem to Gravity within this zone is Arises from a disturbance in the
Gravity Flux defy gravity, floating erratically unpredictable, leading to fabric of reality, potentially linked to
or suddenly becoming altered movement and unique astral phenomena or planar
weightless. combat challenges. experimentation.
Zone of The area exudes tranquility, with Communication with spirits A nexus of spiritual energy generally
Spiritual visible auras surrounding all and the dead is facilitated, and found in places where the boundary
Harmony living beings, creating a the area has a calming effect on between the living and the spirit
peaceful atmosphere. all creatures. world is thin.
Zone of The environment continuously The zone experiences Created by a disruption in natural
Enchanted undergoes rapid, dramatic accelerated and enhanced cycles, possibly due to a druidic
Seasons shifts in seasonal changes, with seasonal effects, impacting the artifact or an area where the
unpredictable weather and environment. seasons naturally blur into one
climate. another.
Zone of Swirling, unpredictable Random portals sporadically Emerges from unstable tears in
Chaotic gateways appear and vanish, transport creatures and objects reality, often as the result of a
Portals exuding a sense of to other locations. convergence of multiple planar
disorientation and uncertainty. energies.
Zone of Darkness envelops the area, Dark magic is stronger, while The result of a powerful curse or a
Endless Night with stars perpetually visible in light spells and abilities become celestial event that permanently
the sky. less effective. obscures the sun.
Zone of The air is heavy with an Specific schools of magic are Emerged from an ancient magical
Forbidden oppressive aura, marked by completely neutralized, conflict, where powerful magic was
Magic ancient runes and sigils that rendering related spells and sealed, or as a safeguard by a long-
hint at sealed powers. magical effects inert. forgotten civilization.
Zone of Wild An overgrown jungle of dense Plant and natural growth is Sprouted from an area imbued with
Growth vegetation and towering trees, wildly accelerated, and nature an ancient blessing or a relic from a
teeming with natural life. magic is enhanced. nature deity.
Zone of Slow The passage of time feels Movement and reaction speeds Arising from a localized temporal
slower, with movements are reduced, and creatures are distortion, possibly due to a spell
appearing languid and delayed. permanently under the effects gone awry or an anomaly in the
of the slow spell. fabric of time.
Zone of Energy visibly pulses and Creatures are permanently A distortion in the flow of time, due
Haste vibrates, with everything under the effects of the haste to the influence of a deity, an
moving at an accelerated pace. spell, with accelerated aging. artifact, or a magical anomaly.
Zone of Everything within the zone Creatures and objects entering Resulting from a failed magical
Diminution appears unusually small, as if the zone experience a notable experiment in size alteration,
viewed through a lens that reduction in size. permanently affecting the scale of
compresses space. the zone.
Zone of Objects and creatures seem to Creatures and objects entering Emerged from a powerful
Growth loom large, as if magnified by the zone experience an enchantment or natural anomaly
an unseen force, giving the area immense increase in size. that amplifies size, causing
a monumental and grandiose everything within its bounds to
feel. grow significantly.
F
ORBIDDEN RITUALS REPRESENT THE Below is an overview of the Forbidden Rituals
pinnacle of arcane ambition and moral described in this section, each complete with ideas,
defy natural and cosmic laws, drawing ceremonies demand rare ingredients, immense
upon raw, untamed energies that carry preparation, and unwavering resolve, as failure
profound risks and often dire often comes with catastrophic consequences.
consequences.
Forbidden Rituals Overview Table
The knowledge of these rituals is rare, scattered
hidden within the memories of long-dead Ritual of Transforms a mortal into a deity by
practitioners. Often guarded by powerful entities or
Apotheosis channeling the faith of followers and
locked away in forgotten ruins, the secrets of these
divine essence. Success grants
rituals are not meant to be found. Yet, for those
godhood, but failure obliterates the
caster.
who succeed, the rewards are unparalleled: eternal
Ritual of Binding Compels a powerful entity, such as a
life, boundless power, or the fulfillment of desires
fiend or celestial, to serve or remain
beyond mortal comprehension. However, every
imprisoned. Failure risks the entity
forbidden ritual exacts a price, whether in the form freeing from control and retaliating
of life force, sanity, or cosmic retribution. against the caster.
Ritual of Delves into forbidden truths hidden
Forgotten by cosmic forces, granting ancient
Designer’s Note on Forbidden Rituals Knowledge knowledge at the cost of the caster’s
Forbidden Rituals represent some of the most sanity or well-being. Failure risks
powerful and mysterious magics in the world, madness or destruction.
rivaling even the might of Epic Spells. However, Ritual of Traps a powerful entity within an
unlike Epic Spells, these rituals don’t follow strict Imprisonment anchor object or location, creating a
rules or guidelines; they are flexible, narrative-driven near-eternal prison. Failure can result
resources designed to create dramatic moments in in the entity escaping and unleashing
the story. Forbidden Rituals might involve ancient, chaos.
forgotten rites, blood sacrifices, or dark pacts with Ritual of Transforms a spellcaster into a lich
otherworldly entities. Their outcomes are uncertain, Lichdom by binding their soul to a phylactery,
often coming with great risk and significant granting immortality at the cost of
consequences that can ripple through the campaign their humanity. Failure leads to death
or torment.
world.
Ritual of Planar Merges two planes of existence,
Game Masters can use these ceremonies to Convergence creating a hybrid zone where their
introduce powerful NPCs, initiate world-altering laws overlap. Mistakes can
events, or provide characters with a last resort in destabilize the planes, causing rifts
dire situations. The exact nature and effects of these or catastrophic events.
rituals are left to discretion, allowing for creative Ritual of Fuses a powerful soul with an object
freedom and infinite possibilities for adaptation. Soulforge to create a sentient artifact. Failure
For instance, a Forbidden Ritual could be the key to risks destroying the soul or creating
resurrecting a long-dead god, opening a portal to a dangerous, rebellious artifact.
another dimension, or granting the party Ritual of Summons a powerful being from
unimaginable power at a terrible cost. Summoning another plane and binds it to the
As it happens for Epic Spellcasting, Forbidden caster’s service. Failure can allow the
Rituals are often banned by deities and powerful being to escape or turn on the caster.
magic institutions within most settings. Despite Ritual of Elevates the caster into a higher
this, they can provide interesting plot hooks and Transcendence being, such as a celestial or fiend,
quests involving complex and powerful villains for granting immortality and great
higher level campaigns. power. Failure results in annihilation.
Sacred Focus: An artifact tied to the domain the form is destroyed and reborn as a divine entity.
caster seeks to embody, such as an ancient Their essence becomes intertwined with their
scepter, a celestial relic, or a symbol of great domain, granting them influence over its
power. This powerful focus becomes the anchor aspects. The sacred focus becomes their first
for the caster’s divinity. divine artifact, tied irrevocably to their new
The Vessel: A specially prepared object or finalizes the magical bindings and prevents the
Execution
A Shard of the Veil: A rare relic from a place they confront the overwhelming truths.
where the boundaries between worlds are thin, 5. Assimilation of Knowledge: The caster absorbs
such as a piece of stone from a planar rift or a the knowledge directly into their mind. This step
crystal from a long-forgotten plane of existence. is the most perilous, as the influx of forbidden
Tomes of the Erased: Ancient texts containing information can overload the caster’s psyche.
remnants of forgotten lore, even if incomplete or During the process, the caster must succeed in
Execution
the conjunction of specific stars, which aids in The Ritual of Forgotten Knowledge is not a tool for
breaking the barriers to hidden truths. The steps of idle curiosity. The truths uncovered are often veiled
the ritual are as follows: for a reason, and the act of revealing them can
unleash untold consequences upon the world. For a
1. Preparation of the Circle: The caster inscribes
caster who succeeds, the knowledge gained may be
an intricate circle of runes using the eldritch transformative, but it is rarely without profound
catalyst. The runes must include symbols of personal and cosmic cost. The ritual is best reserved
unlocking, concealment, and knowledge, as for those with enough courage – or hubris – to
dictated by the ancient texts. The celestial lens challenge the natural order of understanding itself.
is placed at the circle’s center, surrounded by
Anchor of Binding: A physical object to which guarded to prevent the imprisoned creature to
Execution
origin.
entity’s resistance.
connection to mortality, binding their soul to a 1. Preparation: The caster must meticulously
phylactery and attaining immortality. inscribe a vast circle of necromantic glyphs and
This ritual must not be undertaken lightly, for pentagrams at the ritual site using enchanted
failure means death or eternal damnation, and even ink. The phylactery is placed at the center of the
success leaves the caster forever marked as an circle, surrounded by the burning incense. The
abomination to the natural order. For this reason, living sacrifice is securely bound within the
spellcasters dare to attempt the Ritual of Lichdom. 2. Invocation: Through hours of chanting in an
Consequences
Planar Anchors: Two objects of immense power
The consequences of planar convergence are vast
tied to each plane being converged, such as a
and far-reaching. The overlapping area becomes a
shard of a celestial city for the celestial realms
hybrid of the two planes, adopting aspects of both.
or a piece of obsidian from the abyss.
For example, a convergence between the material
Primordial Conduit: A powerful offering capable
plane and a fey realm might create a region where
of channeling the raw energy needed to bind
nature flourishes uncontrollably, while a union with
two planes, such as the heart of a dying star or
the plane of shadows might result in a desolate and
the soul of a titan.
haunting landscape. Creatures native to both
Essence of Balance: A material representation
planes may begin to appear in the area, and
of harmony, such as a golden scale forged in
powerful entities may use the convergence as a
both elemental fire and ice, symbolizing the
gateway to invade or influence the other world.
union of opposites.
The ritual also destabilizes the boundaries between
Ritual Components: Rare offerings worth at
planes on a larger scale, potentially causing
least 500,000 gp, including planar crystals,
unintended rifts or anomalies elsewhere in the
enchanted metals, and aetheric essences,
surrounding areas or affected worlds.
arranged to stabilize the convergence.
Execution
begin to resonate.
The Soul: The essence of a living being, either containment and empowerment onto the vessel,
willingly offered or forcibly taken. If the soul is ensuring the soul’s stability and completing the
trapped or coerced into the ritual, it resists, artifact’s transformation into a sentient,
great power – sufficient to endure the ritual – or is a being of immense power and intelligence,
100,000 gp.
ritual.
Execution
binding circle.
The ritual requires a host of rare and potent
4. Binding: The caster must assert control over the
components, each symbolic of the summoning’s
summoned being through willpower and
intent and the power of the entity to be summoned.
magical dominance. This step is the most
The True Name: A written record of the entity’s dangerous, as failure results in the entity
true name, inscribed on parchment made of escaping the circle or overpowering the caster.
celestial vellum or infernal hide. The name must If successful, the being is bound to the caster’s
be perfectly accurate; even a minor error can service for the duration agreed upon during the
Binding Circle: An elaborate circle inscribed 5. Sealing: Once the entity is bound, the caster
with magical runes, requiring powdered seals the circle with a final incantation,
gemstones worth at least 250,000 gp and solidifying the magical restraints that prevent
enchanted inks derived from rare alchemical the being from breaking free.
with the nature of the summoned being – for caster, their allies, or the surrounding area.
Execution
Essence of Trascendence A fragment of the the higher realm, and even the slightest faltering
desired higher state, such as the feather of a can result in their utter annihilation.
solar, the claw of a pit fiend, or the crystalline 5. Completion of Transcendence: If the ritual
essence of a primordial entity. This component succeeds, the caster emerges as a transcendent
connects the caster to their aspirational form. being, their new form radiating the power and
platform.
Execution
01 The Codex of Ebon Whispers : A tome written in a language said to predate mortal existence. Reading it
whispers unspeakable secrets into the mind of the reader.
02 The Grimoire of Splintered Souls: Bound in the flesh of an unknown being, this book contains rituals for
upon eldritch entities. The book consumes part of the reader’s vitality with each use.
04 The Crimson Oath: A blood-red leather-bound book containing hemomantic spells. Each spell requires the
leads to madness.
07 The Lament of the Starless Night: A collection of incantations stolen from the dreams of a dead god. Chanting
touch burns any who lack the will to command its power.
10 The Gilded Abyss: Its golden cover belies the cursed power within: forbidden transmutation spells that turn
magic drawn from alternate realities. Gazing too long invites madness.
26 The Stormbringer’s Testament: Pages crackle with static as they describe powerful weather manipulation. Each
28 The Book of Echoing Screams : A leather-bound tome that emits faint wails. It contains destructive sound-based
spells, but casting them causes hearing loss.
29 The Dreadweaver’s Journal: This tattered diary belongs to a long-dead warlock and contains curses that unravel
Prolonged use makes the caster’s shadow gain a mind of its own.
32 The Song of the Eldritch Tide: A book that drips with seawater and glows faintly. It teaches spells to command
improperly handled.
44 The Crimson Spiral: A spiral-patterned book that compels readers to learn its blood-based summoning spells.
56 The Lantern Codex : A glowing, transparent tome teaching radiant magic. Prolonged reading causes temporary
blindness from the brilliance of the pages.
57 The Codex of Undying Echoes: A misty, vapor-bound tome that teaches how to create phantasmal echoes of
augmentation. Each use sharpens the reader’s instincts but dulls their empathy.
63 The Ebon Requiem: A music-bound book filled with necromantic hymns that animate the dead. Its notes echo
the caster to project fiery phantasms. The flames sometimes lash out unpredictably.
69 The Grimoire of Silent Elegies: A book of funerary poetry that grants necromantic power. Reading aloud
84 The Runes of Endless Mourning : A slate engraved with glowing runes that emit a sorrowful hum. It teaches
devastating curses fueled by grief.
85 The Tome of Thundering Wrath: A storm-touched book that crackles with static energy. It contains weather-
01 The Blackheart Blade : A cursed longsword forged in the fires of betrayal by a spurned lover seeking vengeance.
It grants immense strength but drains the user’s vitality with each swing. Legends say its previous wielders
met untimely, violent deaths.
02 The Mirror of Shattered Truths: This fractured silver mirror once belonged to a mad seer who used it to glimpse
alternate realities. It reveals tempting visions of what could have been but leaves viewers obsessed with
choices they never made.
03 The Chime of Eternal Dread: Created by a forgotten cult to summon their shadowy deity, this bronze chime
rings silently, inducing fear in those nearby. Ancient records describe the cult vanishing after its creation,
leaving only the chime behind.
04 The Voidbound Gauntlet: This jet-black glove was crafted by a warlock who sought to bind the essence of the
void itself. While it absorbs magical attacks, the whispers of the void gradually eroded its creator’s sanity until
they vanished without a trace.
05 The Bloodwright Dagger: A serrated blade used in ancient blood rituals by a long-dead vampiric noble. The
dagger grows sharper and more deadly when anointed with its wielder’s blood, though it has a hunger for
pain and sacrifice.
06 The Crown of Ashen Dominion: This cracked, soot-streaked crown was worn by a tyrant king who demanded
absolute obedience. It compels others to follow the wearer’s commands but burns away fragments of their
soul with every use, leaving the tyrant mad before his death.
07 The Pendant of the Forgotten: Crafted by a forlorn lover to erase the pain of rejection, this tarnished locket
erases the wearer from others’ memories for a short time. Stories tell of its creator wandering alone for
eternity, forgotten even by themselves.
08 The Lantern of Hollow Souls: A dimly glowing lantern created by a necromancer to guide spirits through dark
realms. While it lights the way in darkness, its glow feeds on the life force of those it guides, leaving a trail of
weakened travelers in its wake.
09 The Cloak of Waning Shadows: A dark cloak rumored to have been woven by shadow-kin, it grants invisibility in
darkness. However, its wearer’s shadow becomes bound to the Shadow Realm, slowly taking on a life of its
own.
10 The Boneflame Torch: This green-flamed torch, crafted from a humanoid femur, is said to have been used by
grave robbers to illuminate burial sites. It burns even underwater but draws the restless dead to its flickering
glow.
11 The Grasping Chain: A spiked chain forged by a fiendish blacksmith in exchange for a soul. It moves with
unnatural precision, ensnaring enemies on its own. However, it demands fragments of its wielder’s soul to
remain obedient.
12 The Mask of Silent Screams: A porcelain mask that muffles all sound within a 30-foot radius. Crafted by a
reclusive mage seeking peace from the world’s noise, it silenced her voice permanently, driving her to despair.
13 The Cradle of Black Thorns: An amulet said to have been found in the remains of a cursed forest. It grants
immunity to poison and disease but inflicts constant minor pain on the wearer, as though the thorns twist
against their skin.
14 The Harbinger Bell: Forged by a prophet who foresaw danger at every turn, this cracked silver bell warns of
imminent peril within a mile. Each ring saps years from the ringer’s life, as though the bell steals their time to
provide its warning.
15 The Scythe of Fractured Dreams: This spectral weapon reaps the dreams of its victims, leaving them in a
sleepless stupor. Once wielded by an enigmatic assassin, its power seeps into the dreams of its wielder,
creating vivid and haunting nightmares.
16 The Ring of Verdant Decay: A jade ring used by a jealous druid to sap life from rivals. While it enhances plant
growth, it drains vitality from creatures nearby. Its last owner was found encased in vines, lifeless yet
surrounded by blooming flowers.
17 The Shard of Bound Stars: A jagged crystal rumored to have fallen from the heavens, it grants control over
gravity. Ancient texts warn that its use leaves the wielder glowing faintly with starlight, visible to celestial
predators.
18 The Idol of the Faceless One: This obsidian statue, thought to depict an eldritch entity, whispers forbidden
knowledge to those who meditate before it. Many who use it forget their own identity, as though the idol
erases their essence.
19 The Chalice of Bleeding Gold: A tarnished goblet coveted by alchemists, it turns any liquid into gold. However,
those who drink from it gain great power but waste away, their life force drained by the chalice’s insatiable
hunger.
20 The Hourglass of Bitter Sands : A blackened hourglass said to have been created by a time mage who sought to
delay their own demise. It slows time for the user while accelerating it for everything around them, but each
use shortens the user’s lifespan.
21 The Veil of Eternal Night: A shadowy veil worn by a betrayed queen seeking vengeance. It allows the wearer to
summon darkness at will but dims their sight with each use, eventually leaving them blind.
22 The Heart of Ash: A pulsating, coal-like relic that grants fire resistance and destructive flame magic. It is said
to contain the heart of a vengeful fire elemental, whose whispers urge its owner to spread destruction.
23 The Tome of Severed Pacts: A thick, rune-covered book that can sever any magical bond or contract. Originally
used by a cabal of rogue mages, its power grows unstable, unraveling other bonds in the wielder’s life.
24 The Blade of Waking Nightmares: A dagger that plunges victims into a state of waking terror. Crafted by a
sadistic enchanter, the blade curses its wielder to experience fragments of their victims’ fears.
25 The Oracle’s Tear: A crystalline orb said to have been created by a grieving prophet. It reveals glimpses of the
future but demands an emotional toll, causing despair and apathy in its wielder over time.
26 The Gilded Cage: A small golden cage that can imprison spirits and lesser beings. Its creator, a cruel noble,
the wearer’s energy, leaving them frail and exhausted the longer it is worn.
28 The Whispering Amulet: A necklace that speaks secrets to its wearer, seemingly offering knowledge and
insight. However, its whispers often twist the truth, leading to ruin and mistrust.
29 The Obsidian Gauntlets: Jet-black gloves that grant superhuman strength but petrify parts of the wearer’s body
with each use. They were forged by a warrior desperate to protect their homeland, now entombed in stone.
30 The Staff of Silent Echoes: A gnarled staff carved from a cursed tree. It amplifies sound-based magic but
creates a haunting echo of every spell cast, which lingers in the user’s mind, eroding their sanity.
31 The Pendant of the Abyssal Call: A deep blue amulet that grants water-breathing and control over aquatic life.
Legends say its creators, an ancient sea cult, vanished after summoning something far greater than they
could control.
32 The Scroll of Infinite Despair: A tattered scroll containing a single unending spell. Anyone who attempts to read
it becomes lost in a maze of despair, unable to stop casting until their strength is drained.
33 The Chain of Endless Bonds: A shifting, silver chain capable of binding almost anything, from beasts to spirits.
It was forged by an archmage who sought to control a god but was instead shackled by his own creation.
34 The Ebon Circlet: A dark iron circlet that sharpens the mind and grants immunity to psychic attacks. However,
it slowly numbs the wearer’s emotions, turning them into a cold and calculating husk.
35 The Shard of Eternal Frost: A jagged crystal that emanates cold strong enough to freeze water instantly. Once
wielded by an ice sorcerer, it is said to have frozen entire cities before its wielder succumbed to its chill.
36 The Ravenstone Idol: A carved onyx raven that can transform into a real bird to spy or deliver messages. Its
previous owners report hearing the flapping of wings even when the idol is dormant, as though they are
constantly watched.
37 The Blackthorn Flute: A flute carved from cursed wood that compels those who hear its melody to dance
uncontrollably. It was once wielded by a wandering bard who disappeared in a whirlwind of frenzied dancers.
38 The Crimson Cloak: A deep red cloak that grants the wearer protection from physical harm but stains their
thoughts with aggression and paranoia. Its original owner was said to have turned on their closest allies.
39 The Voidwalker’s Boots: These worn, black boots allow the wearer to teleport short distances. Each jump
erases small fragments of their memory, leaving users disoriented and unsure of where they’ve been.
40 The Serpent’s Fang: A curved dagger laced with eternal venom, said to have been the weapon of a cursed
assassin. The venom spreads even to the wielder’s mind, filling them with insidious doubts.
41 The Cage of Fading Lights: A spherical cage that traps the light from a room, plunging the surroundings into
utter darkness. Created by a reclusive wizard, its continued use caused them to lose their own sight.
42 The Dagger of Echoing Whispers: A blade that repeats the last words of its victims in faint, ghostly tones.
Crafted by an assassin’s guild, it is said to betray its wielder by repeating their darkest secrets.
43 The Amber Crown: A crown encased in glowing amber that grants the wearer command over insects. Its
original creator was devoured by a swarm of their own making, leaving the crown buried in their hive.
44 The Spectral Ring: A translucent ring that allows the wearer to pass through walls and other solid objects. Each
use leaves part of their body insubstantial until they risk fading entirely.
45 The Flayed Mask: A grotesque mask made from stitched leather that grants the wearer the ability to disguise
themselves perfectly. Each use causes their true face to distort, eventually becoming unrecognizable.
46 The Blade of Eternal Hunger : A sentient greatsword that demands the life force of its victims to remain sharp.
The blade was abandoned in a battlefield after devouring its previous owner.
47 The Voidglass Orb: A swirling black orb that absorbs light and magic around it. Once the centerpiece of a
sorcerer’s tower, it now leaks void energy, threatening to consume everything near it.
48 The Chain of Bound Sorrows: A heavy iron chain that saps strength from those it ensnares. Forged in a cursed
binds the wielder closer to the spirits, who whisper maddening pleas for release.
50 The Cloak of Endless Steps: A tattered gray cloak that grants speed and agility at the cost of the wearer’s
stamina. Legends say it once belonged to a thief who outran death itself but vanished into the void.
51 The Mirror of Unending Reflections: A standing mirror that shows countless alternate versions of the viewer.
Staring into it too long causes the boundaries between realities to blur, fracturing the user’s mind.
52 The Gauntlet of Crushing Nightmares: A clawed gauntlet that delivers psychic pain to those struck by it. The
dreams of its victims linger with the wielder, slowly consuming their sense of reality.
53 The Pendant of Shadowed Secrets: A black gemstone necklace that reveals hidden truths. However, the
knowledge it grants is often twisted, leading the wearer to paranoia and distrust.
54 The Wyrmscale Shield: A shield made of black dragon scales, it reflects spells back at attackers. Over time, it
user feels their body heat draining until they risk freezing to death.
56 The Bracelet of Fickle Fortune: A tarnished silver band that alters luck in the wearer’s favor. Each use shifts
Prolonged contact traps the wielder in an endless cycle of visions, unable to act in the present.
58 The Blade of the Broken Moon: A crescent-shaped sword that grants enhanced combat prowess at night.
Legends say its original wielder betrayed their comrades under moonlight, driven mad by the blade’s
whispers.
59 The Mask of the Forgotten: A plain white mask that erases the memories of its wearer from the minds of
others. Its creator used it to disappear but became lost in a world that no longer knew they existed.
60 The Crimson Grimoire: A spellbook bound in veined crimson leather. It enhances the power of blood magic but
demands a drop of blood for every page turned, eventually bleeding its reader dry.
61 The Blackthorn Bow: A bow carved from cursed wood that never misses its mark. Each shot costs the archer a
sliver of their life force, leaving their skin marked with thorn-like scars.
62 The Chain of False Promises: A delicate silver chain that compels others to trust its wearer implicitly. Created by
a silver-tongued merchant, it was his undoing when his lies came back to haunt him.
63 The Raven’s Mantle: A feathered cloak that allows the wearer to transform into a raven. Each transformation
lasts longer than the last, with a risk of never returning to human form.
64 The Blade of Spiteful Winds: A curved blade that summons cutting gusts of wind with each swing. Forged by a
jealous air elemental, the blade carries whispers that incite envy and discord.
65 The Lantern of Lost Souls: An eerie lantern that illuminates hidden spirits. It was once used by an exorcist
escape reality. Overuse traps the wearer in their dreams, unable to wake.
67 The Helm of Shattered Crowns: A jagged iron helm that grants visions of conquest and unparalleled tactical
insight. Its original bearer, a tyrant king, was overthrown after succumbing to paranoia.
68 The Amulet of Endless Echoes: A circular pendant that stores sound and speech, replaying it at will. It was used
by a bard who vanished after becoming trapped in a chorus of their own songs.
69 The Quill of Bound Lies: A golden quill that writes flawlessly in any language. Anything written with it becomes
reality, but the quill binds the writer to their own falsehoods, often with dire consequences.
70 The Staff of Twisted Roots: A gnarled wooden staff that grants mastery over plants, making them grow at
unnatural rates. Its creator, a bitter druid, was consumed by the overgrowth they unleashed.
71 The Blade of Severed Bonds: A thin rapier that can cut through magical ties and oaths. It was wielded by a
disgraced knight who used it to sever their allegiance to a corrupt kingdom, only to lose all loyalty in their life.
72 The Shard of Sorrow’s Peak: A jagged piece of obsidian that grants immense magical power to its holder.
However, it fills the user with an unbearable melancholy, said to be the grief of its original owner, a betrayed
archmage.
73 The Gauntlets of Relentless Strikes : Steel gauntlets that enhance physical strength but inflict pain on the wearer
with every blow. Once worn by a gladiator who fought until their heart gave out.
74 The Eye of Endless Gaze: A polished black orb that allows its user to see through walls and illusions. Prolonged
use leaves the wielder unable to close their eyes, their vision forever cursed.
75 The Mask of Infinite Faces: A shifting mask that allows the wearer to assume the visage of anyone they’ve seen.
Created by a vain noble, it ultimately left its user without a face of their own.
76 The Blade of Flickering Flame: A sword that bursts into blue flame when drawn. It was forged in the heart of a
dying star but burns its wielder with unearthly heat if used recklessly.
77 The Chain of Astral Binding: A glowing silver chain that can tether souls to a location or body. It was used by an
astral traveler to anchor themselves, only to be trapped eternally when the chain was severed.
78 The Ring of Waning Grace: A golden ring that enhances dexterity and charm. Each use tarnishes the ring,
dulling the wearer’s charisma and physical grace until they are left clumsy and forgettable.
79 The Clock of Stolen Hours: A pocket watch that allows its owner to rewind a few moments in time. Created by a
desperate mage, its continued use steals hours from the user’s lifespan.
80 The Boots of Hollow Strides: Leather boots that silence all footsteps and grant superhuman speed. Legends
say they were used by a thief who vanished in the middle of a heist, leaving only the boots behind.
81 The Shadowglass Dagger: A blade made from pure shadow, able to bypass physical armor. It whispers
However, it drains the wearer of their own emotions, leaving them hollow and unfeeling.
84 The Scythe of the Harvest Moon: A glowing crescent blade that drains life from enemies to heal its wielder.
Once wielded by a farmer-turned-reaper, its light dims with each soul it claims.
85 The Crown of Ashes: A brittle crown that grants dominion over fire, allowing the wearer to summon blazes at
will. Each use turns a part of the wearer’s body to ash, starting with their hair.
86 The Chalice of Endless Shadows: A dark goblet that creates a healing elixir from the blood of its wielder. The
more it is used, the darker the wielder’s veins become, eventually turning them into a shadowy husk.
87 The Blade of Wailing Spirits: A long sword forged from the souls of the damned. Its strikes are accompanied by
the anguished cries of those bound within it, tormenting both the victim and the wielder.
88 The Lantern of Unseen Paths: A flickering lantern that reveals invisible doors and pathways. The more it is
used, the more its owner begins to question whether the paths it shows are real.
89 The Amulet of Woven Lies: A twisted chain amulet that enhances the wearer’s ability to deceive. However, the
more it is used, the harder it becomes for the wearer to discern truth from their own lies.
90 The Mask of Eternal Echoes: A featureless mask that allows the wearer to mimic any voice they’ve heard. Over
time, the wearer forgets their own voice, leaving them unable to speak naturally.
91 The Quill of Fractured Realities: A silver quill that writes with ink drawn from alternate dimensions. Anything
written with it warps reality slightly, but the distortions eventually grow uncontrollable.
92 The Ring of Shattered Oaths: A cracked obsidian ring that compels others to break promises and betray their
allies. Its original wearer was cursed to wander, friendless and forsaken.
93 The Gauntlets of Eternal Grasp: Heavy gauntlets that grant the wearer incredible grip strength, able to crush
stone. Their curse binds the wearer’s hands to the gauntlets permanently, causing immense pain.
94 The Blade of Eternal Frost: A sword that freezes anything it touches, crafted by frost giants to seal a great fire
the sands, shortening the time until the vision comes true.
96 The Cloak of the Starless Night: A pitch-black cloak that erases the wearer from sight entirely. Prolonged use
causes the wearer to lose their sense of self, becoming one with the void.
97 The Fang of the Beast: A curved fang said to be from a primordial predator, granting the user animalistic
ferocity. Each use draws out more primal urges, risking a complete loss of humanity.
98 The Eye of the Abyss: A black gem that grants visions of distant worlds. Looking into it too often draws the
attention of creatures from the void, who will stop at nothing to reclaim the gem.
99 The Bell of Eternal Silence: A small silver bell that, when rung, prevents all sound within a 50-foot radius for
one hour. Each use permanently reduces the ringer’s ability to hear, until they are deaf.
100 The Harp of Lingering Sorrows: A golden harp that produces melodies so haunting they draw tears from even
the coldest hearts. Playing the instrument for too long binds the musician’s soul to it.
d100 Hook
01 A merchant claims to have found a map leading to a place where it’s said lost souls can be freed – for a price.
02 A scholar offers a reward for artifacts from an ancient mausoleum, but warns of its maddening whispers.
03 A noble hires adventurers to navigate a shifting labyrinth, seeking a lost family heirloom left there decades
ago.
04 Strange dreams of alternate futures lead a town’s residents to a valley where water reflects events yet to come.
05 A fragment of an ancient meteor is rumored to lie at the center of a crater, drawing treasure seekers and
cultists alike.
06 A ruined temple has begun emitting a faint vibration, as though a long-forgotten ritual is reactivating itself.
07 A hermit warns of a spire, claiming it is a prison for something that must never escape.
08 Blood-red moss has begun growing in a nearby town, corrupting its crops and people, spreading from a
nearby hollow.
09 An ashstorm sweeps across the land, carrying whispers of a cursed grove and the treasures buried beneath its
roots.
10 A forest’s sap is said to heal any wound, but harvesting it has caused the disappearance of those who tried.
11 A shooting star lands in a desolate field, with rumors of untold power drawing warring factions to claim it.
12 A mysterious traveler asks for an escort to a well that traps not water, but memories.
13 A map detailing an expedition to a ruined city is discovered, hinting at treasures hidden in its shadowed halls.
14 A black, shifting sea is rising and consuming nearby villages. Locals fear it heralds the return of an ancient
evil.
15 A scholar has gone missing near a field of glowing crystals, where strange visions plague those who
approach.
16 Local miners unearth a tunnel leading to a cavern rumored to contain ancient curses and treasures.
17 A village elder warns of shadowy depths, where creatures hunt those who dare wander beneath its pale glow.
18 An unsettling fog spreads from a cursed marsh, carrying whispers of a lost city within its depths.
19 A massive serpent-like skeleton is discovered at the edge of an expanse, its origins tied to forgotten gods.
20 A cursed blacksmith seeks ingredients from a valley where flames never extinguish, to forge a weapon to
break their hex.
21 A cursed artifact is stolen from a museum, and its trail leads to a cavern shrouded in perpetual twilight.
22 Locals report hearing ghostly singing coming from a submerged temple that surfaces only during the blood
moon.
23 A towering, ancient watchtower is said to reveal the secrets of anyone who enters it, but few return to tell the
tale.
24 A nearby lake turns to ink-black water, and whispers suggest it is a gateway to another plane.
25 An explorer emerges raving from a chasm, clutching a gemstone that glows faintly and whispers
incomprehensible words.
26 A cursed swamp has begun spreading, turning fertile land into lifeless bogs, and locals fear something
ancient stirs beneath.
27 A spectral ship has been seen drifting near a reef, where sailors say the drowned come to reclaim the living.
28 A strange rift opens above a forest where trees grow unnaturally tall and twist toward an unseen light.
29 A silent expanse of barren land pulls travelers off course with an eerie and faintly magnetic force.
30 A massive crevasse emits constant muffled voices, as though thousands are speaking from deep within its
walls.
31 A caravan vanishes near a desert where the sands reflect dark secrets and visions of hidden truths.
32 A grove begins to glow with an unnatural green light, and those who approach hear their name whispered in
the wind.
33 A mysterious disease spreads from an ancient catacomb, where the air seems alive with whispered warnings.
34 The gates of a forgotten fortress creak open for the first time in centuries, inviting adventurers into its
shadowed halls.
35 A mist-covered marsh reflects the stars even during the day, and stepping into its waters transports people
elsewhere.
36 Strange creatures are sighted near fields where crimson flowers bloom in eerie, perfect circles.
37 A flock of black birds circles endlessly over a crumbling citadel, drawing the attention of scholars and cultists
alike.
38 A floating island begins to glow faintly at night, revealing strange runes etched into its underside.
39 An unearthly melody drifts from the ruins of an old hall, compelling those who hear it to seek the source.
40 A canyon begins to exhale a foul mist that whispers secrets to those who dare enter its depths.
d100 Hook
41 An ancient fountain in a desolate square begins flowing with black water, rumored to grant wishes at a terrible
cost.
42 A hidden library filled with cursed tomes reappears after centuries, but those who enter often fail to return.
43 A mountain pass collapses, revealing the entrance to an ancient tomb. Travelers speak of hearing whispers
from within.
44 A massive storm clouds an entire forest, striking only those who dare to disturb its ancient guardian.
45 A lone tower in the desert suddenly appears overnight, its light beckoning travelers who claim to see their
worst fears within.
46 A sinkhole uncovers a buried amphitheater, and locals hear distant applause echoing from the darkness.
47 A forgotten battlefield reveals itself during a drought, its skeletal remains stirring as if remembering their last
battle.
48 A series of caves, said to be the resting place of a primordial entity, begins emitting a low, resonant hum.
49 A village’s children vanish one by one, all seen walking toward a nearby cliffside known for strange carvings.
50 An ancient statue begins to weep black tears, which solidify into obsidian and are sought after by desperate
alchemists.
51 A sprawling orchard begins to grow golden fruit, but the trees appear to have faces that scream at night.
52 A glowing rift appears in a frozen tundra, pulsing with light. Anyone who gets too close freezes solid within
moments.
53 A cursed bridge over a river becomes impassable as spectral figures appear to block the way, demanding
payment in memories.
54 A waterfall runs crimson for three days, revealing a passage behind it that was long thought lost.
55 A remote monastery, abandoned for centuries, now has lit windows and faint chanting audible from a
distance.
56 A strange hill dotted with stone pillars begins to glow under the full moon, causing disoriented travelers to
wander there unknowingly.
57 A shipwreck is uncovered by receding tides, its hull intact but its interior whispering warnings in forgotten
tongues.
58 A seemingly bottomless well begins to emit glowing vapor, and a deep voice beckons from its depths.
59 A once-dormant volcano begins rumbling, and survivors report seeing shadowy figures climbing its slopes.
60 A dense fog rolls into the plains, covering what appears to be a massive, jagged structure that wasn’t there
before.
61 A hidden cavern is revealed after a landslide, its entrance marked by ancient runes that hum faintly in the
dark.
62 A field of withered crops is discovered with strange patterns burned into the ground, leading to an uncharted
ruin nearby.
63 A glowing tree in the heart of an ancient forest begins shedding leaves that float upward, forming
constellations in the sky.
64 A nomadic tribe speaks of a place where time stops, allowing the preservation of anything left there – at a dire
cost.
65 A mysterious ripple appears in the surface of a calm lake, and those who touch the water vanish for hours,
returning changed.
66 A broken obelisk in a barren plain starts to vibrate, and strange figures are seen walking in circles around it at
twilight.
67 A traveler reports a golden staircase descending from the clouds, visible only at dawn, leading into an
unearthly realm.
68 A strange wind sweeps through a valley, carrying the scent of decay and whispers of an ancient war buried
below.
69 A massive tree with hollow roots glows faintly at night, and local wildlife begins to avoid it entirely.
70 A nearby gorge begins to emit faint whispers at dusk, and those who linger too long forget why they came.
71 A village elder shares tales of a cursed path that only appears during storms, leading to a place no one returns
from.
72 A recently unearthed stone circle in the desert seems to realign itself under the light of the stars.
73 A deep cavern is found with walls that drip glowing ichor, but anyone who stays too long begins to hear a
distant heartbeat.
74 A black cloud lingers over a crumbling ruin, and those who enter describe feeling an unseen presence
watching them.
d100 Hook
75 A strange geyser erupts in a desolate wasteland, spraying water that solidifies into crystalline shapes
resembling faces.
76 A massive skull embedded in a cliffside is discovered, with a mouth large enough to enter, leading to
unknown depths.
77 An overgrown garden blooms unnaturally in mid-winter, its plants exuding a strange, sweet-smelling mist that
induces hallucinations.
78 A frozen lake thaws suddenly in mid-winter, revealing a perfectly preserved ship trapped beneath the ice.
79 A series of glowing footprints appears in a swamp at night, leading deeper into the dark but never returning.
80 A strange, ancient bell is discovered in a forgotten chapel, and those who hear its toll find themselves lost for
hours.
81 A massive door carved into a mountainside begins to emit a faint light, and its surface feels warm to the
touch despite the cold.
82 A barren field suddenly blooms with flowers in strange, unnatural colors, and the air is filled with eerie
whispers.
83 A stone bridge collapses, revealing a hidden cavern below, where faint chanting echoes continuously.
84 A swirling vortex appears above an abandoned lighthouse, and ships are reported vanishing when sailing too
close.
85 A lone tree in the middle of a desert begins to sprout glowing fruit, but the animals that eat them vanish
without a trace.
86 A long-dry river begins to flow with crimson water, and objects dropped into it are never seen again.
87 A traveler reports seeing a vast library underground, its shelves filled with books written in a language they
didn’t recognize.
88 An ancient battlefield begins to stir, with ghostly soldiers reenacting their final moments at midnight.
89 A massive statue of unknown origin is found buried in a jungle, its eyes glowing faintly when approached.
90 A dense fog blankets a quiet village, and when it lifts, all but a few of its inhabitants are missing.
91 A cliffside cave is discovered that seems to amplify sound unnaturally, making even a whisper painfully loud.
92 A strange dome of light appears in a remote canyon, and those who step inside emerge with no memory of
the experience.
93 A traveler returns from a remote mountain with an unmarked coin that seems to hum softly when held.
94 A massive crater in the wilderness begins to glow at night, and strange tracks lead away from its center.
95 A ship drifts ashore with no crew aboard, its interior covered in strange, pulsating vines.
96 A vast sinkhole opens in the middle of a road, revealing a labyrinth of glowing tunnels below.
97 A lone figure is seen standing atop a distant hill at dusk, disappearing when approached, leaving only
scorched grass.
98 A cursed orchard grows in perfect symmetry, and anyone who eats its fruit dreams of a faceless figure.
99 A set of ruins emerges from a lake after a drought, and those who explore them report hearing faint, distant
laughter.
100 A forest clearing appears where none existed before, its ground covered with intricate, glowing patterns that
shift when stepped on.
01 The spell fails; the caster takes 1d8 force damage per level of the spell and is knocked prone.
02-03 The caster becomes confused (as per the confusion spell) until the end of its next turn.
04-05 The spell targets a random creature or location within range instead of the original one.
06-07 The caster is entombed in ice until the end of its next turn, becoming incapacitated and having a speed of 0.
08-09 Light bursts in a 30-foot radius centered on the caster. Each creature within that range must succeed on a DC
15 Constitution save or be blinded until the end of their next turn.
10-11 The caster gains a flying speed of 60 feet for 1 minute.
12-13 The caster swaps position with a random creature within 60 feet of it.
14-15 The spell is cast on the caster. If that’s not possible, the spell fails and has no effect.
16-17 A loud boom erupts in a 60-foot radius centered on the caster. Each creature within that range must succeed
on a DC 15 Constitution save or be deafened until the end of their next turn.
18-19 The spell’s duration (if not instantaneous) is doubled.
20-21 The caster’s skin turns a vivid color for 24 hours, imposing disadvantage on Dexterity (Stealth) checks.
22-23 The spell is cast without expending any spell slot.
24-25 The caster gains temporary hit points equal to twice the spell’s level.
26-27 The caster gains the ability to communicate with animals and plants for 1 hour.
28-29 The caster levitates 20 feet in the air for 1 minute, becoming restrained for the duration.
30-31 The spell fails, and a spectral orchestra plays music around the caster for 1 minute.
32-33 A random creature within 60 feet becomes invisible (as per the greater invisibility spell) for 1 minute.
34-35 The caster becomes shrouded in swirling winds, gaining half-cover against ranged attacks for 1 minute.
36-37 The caster’s shadow animates to attack the caster, splitting itself in 1d4+1 shadows (from the 5E bestiary).
38-39 The caster’s hands become sticky for 1 hour, granting it advantage on Strength (Athletics) checks made to
grapple but disadvantage on weapon attacks.
40-41 The caster’s eyes glow with arcane insight, granting it truesight up to 30 feet for 1 hour.
42-43 Gravity is reversed (as per the reverse gravity spell) in a 50-foot radius centered on the caster for 1 minute.
44-45 The caster’s skin turns to a bark-like texture, granting it the benefits of the barkskin spell for 1 hour.
46-47 All creatures within 30 feet of the caster gain the benefits of the bless spell for 1 minute.
48-49 The spell is treated as if cast with a slot 1d4 levels higher (up to a maximum of 9th level).
50-51 A gust of wind moves the caster 15 feet in a direction of its choice, without provoking opportunity attacks.
52-53 The spell creates a 20-foot-radius sphere of dense fog (as per the fog cloud spell) centered on its target.
54-55 Magical darkness (as per the darkness spell) envelops the caster in a 15-foot radius for 1 minute.
56-57 The caster gains advantage on all saving throws for 1 minute.
58-59 If possible, the spell targets an additional creature or location within range (chosen by the caster).
60-61 The caster becomes wreathed in flames for 1 minute, taking 2d6 fire damage at the start of each of its turns.
62-63 The caster is under the effects of the haste spell for 1 minute.
64-65 The spell is cast without any somatic or verbal components.
66-67 If the spell’s casting time is 1 action, it becomes a bonus action, and vice versa (if possible). If the spell is a
reaction, it becomes a free action.
68-69 The caster becomes unable to speak or cast spells with verbal components until the end of its next turn.
70-71 The caster is affected by the hideous laughter spell (spell save DC 15) until the end of its next turn.
72-73 If the spell required any material components, they are not consumed.
74-75 A random creature within 60 feet of the caster is affected by the shadow word: pain spell (page 78).
76-77 Three illusory duplicates of the caster are created for 1 minute (as per the mirror image spell).
78-79 The caster’s body starts glowing, shedding bright light in a 60-foot radius for 1 hour.
80-81 The spell creates a 20-foot-radius zone of silence (as per the silence spell) centered on its target.
82-83 The spell grants the targets temporary hit points equal to five times the spell’s level.
84-85 A simulacrum of the caster is created for 1 minute, acting friendly towards the caster and its allies.
86-87 If the spell is a damaging spell, it instead restores hit points to its target equal to half the damage it would
have inflicted. If the spell is a healing spell, it deals damage equal to double the amount it would have healed.
88-89 The caster is affected by the slow spell for 1 minute.
90-91 A spectral shield appears to protect the caster, granting it a +2 bonus to AC for 1 minute.
92-93 The caster gains the ability to see into the immediate future for 1 minute (as per the foresight spell).
94-95 If the spell targets a creatures, it affects all eligible creatures within range instead.
96-97 If the spell requires an attack roll to be made, it automatically hits (no roll required). If the spell requires a
saving throw, the target automatically fails instead.
98-99 The caster rolls on this table two more times.
100 The caster harnesses the surge of unstable magic, choosing one effect from this table to occur.
The Codex of Forbidden Arcana 293
Appendix E: Forbidden Lore and Legends
T
HROUGHOUT HISTORY, WHISPERS OF Those who tread the Weeping Isle are plagued by
forbidden magic have shaped the rise visions of their greatest regrets and failures. Few
and fall of empires, toppled survive the journey to the Tear’s resting place, and
civilizations, and birthed unspeakable even fewer return, forever changed by what they
horrors. This section delves into the have seen. The Tear is said to grant unparalleled
enigmatic myths, cryptic stories, and knowledge of forbidden spells but exacts a heavy
In ancient times, a council of the most powerful threads of life and death, capable of raising an
archmages convened to bind the essence of the entire civilization or reducing it to ash. Fragments
Eldritch Beyond, a realm of chaos and forbidden of the Choir’s lyrics are scattered throughout
knowledge. Known as the Shattered Pact, this forgotten texts and whispered in dark rituals, with
binding once held back the encroaching madness, each fragment capable of extraordinary power.
but over time, the seals have weakened. Fragments The full melody has never been sung, for the cost of
of the pact, known as Shards of Eternity, are doing so is said to be apocalyptic. Scholars debate
scattered across the planes. Each shard grants whether the Choir was a gift or a curse left by an
immense power, but also corrupts its wielder, ancient pantheon, and adventurers seek its verses
drawing them closer to the Eldritch Beyond. for the promise of unimaginable power.
An ancient monarch, known only as the Nameless leaving behind their weapon, the Aegis of the
King, was said to have sold his soul to a forgotten Unbroken, which now guards the rift.
deity in exchange for dominion over death. The Cults worship the Wound as a gateway to divinity,
king’s reign was marked by decades of unending while others see it as a curse that must be
wars, where his undead armies trampled kingdoms eradicated. Expeditions to the Wound are fraught
into dust. His citadel vanished after his defeat, with peril, as adventurers contend with warped
shrouded in myths of betrayal and divine creatures, unstable magic, and the constant pull of
punishment. corruption.
The Weeping Isle is a desolate landmass veiled in to it, but with each answer, it erodes the reader’s
perpetual mist, where the cries of the damned echo sanity. It is said that those who read too deeply into
across the waves. Legends claim the isle is the its secrets lose themselves, becoming hollow
resting place of the Tear of Oblivion, a gemstone vessels for the knowledge it contains. The book is
formed from the sorrow of a deity who witnessed guarded by the Keepers of the Veil, an order
the destruction of its followers by forbidden magic. dedicated to ensuring its secrets remain hidden.
On rare nights, a cluster of stars known as the are rarely seen again.
Black Constellation appears in the sky. Myths claim Adventurers who explore the Hollow Spire find
that the constellation’s appearance heralds the that its walls seem to shift and breathe, trapping
awakening of forbidden powers or the arrival of them in a labyrinth of living stone. At the core lies
cataclysmic events. It is said that those who the Siren’s Core, a pulsating crystal that amplifies
meditate under the Black Constellation gain the desires and fears of all who approach it.
otherworldly entity bound to a cursed mirror However, the Realm is not without guardians.
known as the Bloodglass Veil. The Oracle grants Dream-warped creatures stalk the key’s seekers,
visions of the future to those brave enough to stand and the key itself whispers promises of glory and
before the mirror, but each vision comes at a cost. madness to all who hold it.
Buried deep within the volcanic core of an grieving necromancer who sought to guide her lost
uncharted island lies the Obsidian Heart, a lover back from death. Instead, she cursed herself
fragment of a primordial being’s essence. The heart to eternal servitude as the lantern’s keeper, bound
is said to pulse with unimaginable power, capable to wander between the worlds of the living and the
Rising from the depths of an endless ocean is the The Veil’s guardians, spectral beings known as the
Hollow Spire, a towering monolith that sings with a Mistwalkers, appear to test any who attempt to
haunting melody. Legends claim the spire was pass. Some return with gifts of unparalleled power,
formed by an ancient being who siphoned its while others emerge as shadows of their former
essence into stone to escape an apocalyptic war. Its selves, consumed by what they witnessed beyond
rule update coming in 2024 for 5E, which we will refer to as 5.5E. While the 5.5E update is fully
retrocompatible with older content - meaning that all existing material remains compatible with the new
rules - the following notes provide additional guidance for further compatibility and adjustments specifically
In the 5.5E ruleset, starting ability score recommended to keep that flavor intact even if the
improvements are now granted by backgrounds mechanical abilities are shifted. This places greater
rather than races, allowing players to allocate their emphasis on character backstories and makes it
bonuses as they see fit. In 5E, these improvements especially important for Game Masters to help
were granted by races, and we have kept it this way players integrate their characters meaningfully into
In the 5.5E ruleset, characters are granted a the spells. In these rare cases, Game Masters can
specific feat at character creation, based on their easily reconcile any discrepancies by comparing
this manual do not specify a particular starting feat, Items that do not contain spells are guaranteed to
Game Masters can choose an appropriate feat from be fully compatible with 5.5E and would generally
either the 5.5E ruleset or this manual to match require no further adjustments. This ensures that
each background. Alternatively, players could be the majority of the magic items can be introduced
allowed to select from a curated list of feats, into campaigns effortlessly, providing players with
ensuring that their choice complements their exciting and flavorful tools to explore and utilize,
Subclass Progression
Thank you for purchasing this manual and for your invaluable
support! I hope that this product will bring you much fun in
Happy adventuring!
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