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The Codex of Forbidden Arcana

The Codex of Forbidden Arcana is a comprehensive guide to powerful and perilous magic, offering insights into Epic Spellcasting, forbidden rituals, and new character options for those willing to explore dark and arcane knowledge. It includes various backgrounds, races, subclasses, and mechanics that delve into themes of blood magic, eldritch horrors, and the consequences of wielding such power. The tome is designed for use with 5E rules and emphasizes the risks and costs associated with tapping into forbidden magic.

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100% found this document useful (1 vote)
7K views

The Codex of Forbidden Arcana

The Codex of Forbidden Arcana is a comprehensive guide to powerful and perilous magic, offering insights into Epic Spellcasting, forbidden rituals, and new character options for those willing to explore dark and arcane knowledge. It includes various backgrounds, races, subclasses, and mechanics that delve into themes of blood magic, eldritch horrors, and the consequences of wielding such power. The tome is designed for use with 5E rules and emphasizes the risks and costs associated with tapping into forbidden magic.

Uploaded by

mcneilcici
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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THE CODEX OF FORBIDDEN

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

Graphic Design, Layout, Illustrations: Luigi


whisper from the void, a guide for those brave – or
reckless – enough to wield the forces that others
Caterino
fear to even name.

Delve into the secrets of Epic Spellcasting, where


Cover Art: Dean Spencer

10th-12th level spells offer unimaginable power,

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

Shukla, Sajiwainc subclasses, feats, and spells that tempt spellcasters

to harness the darkness – or fight against it. Yet


Proofreading: Luigi Caterino; Filippo Bardoscia, beware, for such power comes at a cost, as the
William Hill
introduction of an arcane corruption system

ensures that every step into the shadows leaves a


Playtesting: Anna “Elysia” Mancini, Carlos “El
mark upon the soul.
Dorado” Hernández, Fabio “Theron” Giordano,
Arm yourself with artifacts of terrible might, each
Joaquín “El Fuego” García, Roberto “Garrick”
brimming with mystery and danger. Face the
Bernardi, Silvia “Lyra” Martini, Simone “Torin”
horrors of eldritch and fiendish entities, powerful
Ricci; Filippo “JonnyDM” Bardoscia, Luigi
spellcasters, relentless inquisitors, and many more
“DMSlash” Caterino
creatures, all ready to challenge those who dare

walk the forbidden path.


Some artwork Publisher’s Choice Quality Stock Art
Whether you seek to master the ineffable or to
© Rick Hershey / Fat Goblin Games
vanquish those who tread too far, The Codex of

Forbidden Arcana is your key to a world of power,

peril, and untold adventure.

Dare you turn the page?

The Codex of Forbidden Arcana is published under

the OGL rules for 5E. A special thanks to all the

artists involved in this project, which helped in

bringing to life the entries in this manual!

Art by Dean Spencer

The Codex of Forbidden Arcana and all content herein © Luigi Caterino 2024
v1.0
Table of Contents

About this Book 3 Spells 93

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

Child of Forgotten Gods 9 114


4th-level Spells
Cult Survivor 10 117
5th-level Spells
Eldritch Envoy 11 119
6th-level Spells
Planewalker 12 120
7th-level Spells
Seeker of the Black Library 13
8th-level Spells 121

Shardbearer 14 122
9th-level Spells
The Hollowed 15

Whisperer of the Dead 16 Epic Spellcasting 124

The Path to Epic Spellcasting 124

Races and Lineages 17


Rules for Epic Spellcasting 125

Overview 17
Epic Spells List 129

Gravecaller Race 18
Epic Spells 130
Lichborn Lineage 20

Wretched Lineage 22
Creatures and Monsters 148

Monster Table 148


Feats 24
Abyssal Ravagers 150

Arcane Custodians 151


Magic Items 27
Archliches 153
Common 27
Astral Mares 159
Uncommon 31
Astral Wardens 160
Rare 35
Behemoths 162
Very Rare 39
Blightroot Abominations 165
Legendary 42
Blood Hags 166
Rarity Varies 44
Bone Dragons 169

Carrion Oracles 173


Subclasses 46

46 Cosmic Horrors 175


Overview

49 Cosmic Tendrils 181


Barbarian: Path of the Gory Vanguard

50 Dark Reapers 182


Barbarian: Path of the Revenant

52 Death Frogs 185


Bard: College of Eldritch Secrets

54 Death Worms 190


Bard: College of Magic

56 Disciples of the Nameless One 191


Cleric: Madness Domain

59 Dreadfangs 199
Cleric: Oblivion Domain

61 Eldritch Chimeras 201


Druid: Circle of the Night

63 Eldritch Leeches 206


Fighter: Void Knight

65 Eldritchlings 207
Monk: Way of the Shadowflame

67 Grimhorn Reapers 208


Paladin: Oath of Dread

69 Great Old Ones 210


Paladin: Oath of the Inquisitor

71 Leviathan Heralds 213


Ranger: Arcane Marksman

73 Liches 215
Rogue: Soulblade

75 Necrospiders 218
Rogue: Wraithwalker

77 Rift Crawlers and Rift Stalkers 220


Sorcerer: Hemomancer

79 Sanguine Arachnids 223


Sorcerer: Infernal Heritage

81 Shadow Hounds 226


Warlock Patron: The Lich

84 Shadowmaws 227
Warlock Patron: The Mimic

87 Soul Eaters 228


Warlock Patron: The Sealed One

89 Soul Engines 230


Wizard: School of Demonology

91 Soulstealers 232
Wizard: School of Forbidden Arcana

4 The Codex of Forbidden Arcana


The Divine Arbiters 235 Appendix C: Forbidden Rituals 272

Treasure Golems 246 Ritual of Apotheosis 273

Ritual of Binding 274


Void Colossi 248

Ritual of Forgotten Knowledge 275


Void Dragons 250

Ritual of Imprisonment 276


Void Spawns 257
Ritual of Lichdom 277
Walking Deaths 258
Ritual of Planar Convergence 278

Ritual of Soulforge 279


Appendix A: Arcane Corruption 259

Ritual of Summoning 280

Appendix B: Variant Rules and Ritual of Transcendence 281

Mechanics 262

Arcane Resonance 262 Appendix D: Tables 282

Spell Weaving 262 Forbidden Grimoires Table 282

Mana Siphon 263 Forbidden Items Table 286

Life Tap 263 Hooks Involving Forbidden Locations Table 290

Spell Overload 263 Unstable Magic Surge Table 293

Magic Fatigue 263

Spellcrafting 264 Appendix E: Forbidden Lore and

266
Legends 294
Spell Reverberation

Areas of Arcane Attunement 267


Appendix F: 5.5E 296
Enhanced Concentration 268

Reckless Casting 268


Acknowledgements and Credits 297
Magical Zones 269

Legal Information 299

The Codex of Forbidden Arcana 5


Backgrounds

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

driven to uncover truths hidden from mortal eyes.


Breaker of Oaths
Seekers of the Black Library are marked by their
Once bound by a sacred vow, you now walk the
obsession, treading a path of discovery fraught with
path of a betrayer. Whether your broken promise
peril.
was an act of rebellion or necessity, it has left a

lasting mark. Breakers of Oaths are haunted by Shardbearer

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,

freedom. visions, and dangers from those who would claim

it. Shardbearers live under the weight of this


Child of Forgotten Gods
connection, their lives forever altered by its
You carry the spark of an ancient deity long erased
mysteries and its price.
from history. Whether marked through lineage or a

mysterious encounter, their whispers linger in your The Hollowed

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

Hollowed wrestle with their incompleteness,


Cult Survivor
walking a path of self-discovery, acceptance, or
Once a member of a dark and secretive cult, you
desperate longing.
escaped its grasp, though not unscathed. Whether

by choice or circumstance, you severed ties with Whisperer of the Dead

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.

Whisperers of the Dead are often solemn or


Eldritch Envoy
haunted, burdened by the weight of the spirits they
An otherworldly presence has touched you, leaving
commune with and the secrets they carry.
its mark on your soul. Whether you sought it out or

stumbled upon it, this connection grants you cryptic

insights and unsettling power. Eldritch Envoys

walk a precarious path, torn between fascination

with the knowledge they’ve gained and the creeping

madness it brings.

6 The Codex of Forbidden Arcana


d6 Ideal
Blood Acolyte
1 Preservation. Blood is sacred, and it should be
The crimson flow of life is a source of power, and protected unless absolutely necessary. (Good)
you have learned to harness it through forbidden 2 Dominance. The flow of blood is the flow of life,

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

secret, your connection to this primal force runs


is my duty to learn from it. (Neutral)
deep. Blood magic comes with a price, however,
4 Sacrifice. All power comes at a cost, and I will pay

the price. (Lawful)


and your body bears the marks of its toll - be it in
5 Freedom. My blood is my own, and no one else has
scars, pale skin, or veins that glow faintly under the
the right to control it. (Chaotic)
moonlight. While others fear the sacrifice blood
6 Balance. Life and death are intertwined; I seek to
magic demands, you see it as a path to
maintain their harmony. (Any)
understanding the true essence of life, death, and

the power in between.


d6 Bond

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

history. You might learn details such as whether

the creature is healthy or diseased, a fragment of its d6 Flaw

emotional state, or a faint impression of something


1 I am reckless with my own life, sacrificing my
it recently experienced. The GM provides the
health too easily for power.
information as vague and cryptic hints.
2 I mistrust those who don’t understand or respect
the art of blood magic.
Suggested Characteristics 3 My obsession with blood magic blinds me to the
Blood Acolytes are enigmatic and intense, often
consequences of my actions.
torn between fascination and reverence for the
4 I sometimes alienate others with my grim and
detached outlook on life and death.
power that flows through their veins. Their
5 I am haunted by visions of those who died during
relationship with sacrifice shapes their personality,
my blood rites.
leading them to be either selfless or power-hungry,
6 I am physically frail due to the toll of my magic,
or something in between. leaving me vulnerable in combat.

d6 Personality Trait

1 I speak with solemn reverence about blood, often


unnerving those around me.
2 I tend to treat even minor wounds with great care,
seeing them as sacred acts.
3 I am calm and methodical, approaching every task
with the precision of a ritual.
4 I am obsessed with understanding the balance of
life and death in all things.
5 I often stare too long at others, as though I can see
the flow of life within them.
6 I find beauty in the smallest drops of blood and
their ability to sustain life.

The Codex of Forbidden Arcana 7


d6 Personality Trait
Breaker of Oaths
1 I carry myself with quiet determination, as though I
You once swore a sacred vow - one that defined am still seeking redemption.
your identity, bound you to a cause, or linked you to 2 I am defiant and rebellious, scorning authority at
a powerful force. Whether through circumstance, every turn.
betrayal, or deliberate choice, you broke that oath, 3 I am haunted by the weight of my broken vow,
severing the bond and unleashing unforeseen
unable to escape its consequences.
consequences. The repercussions of your act ripple
4 I speak carefully, wary of making promises I cannot
keep.
through your life, manifesting as a lingering curse,
5 I distrust those who claim to uphold oaths,
a tarnished reputation, or relentless pursuit by
knowing how easily they can be broken.
those who seek justice. Though you have turned
6 I am fiercely loyal to those who have stood by me
your back on the oath, its shadow remains, shaping
despite my betrayal.
your destiny in ways you cannot escape.

Skill Proficiencies: Deception, Insight d6 Ideal

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

detailing your reasons for breaking the oath, and a


one should be bound. (Chaotic)
3 Ambition. Breaking the vow was a necessary step
pouch containing 10 gp.
toward greater power. (Evil)
Feature: Echoes of the Oath 4 Balance. Vows are tools; when they no longer serve

The broken fragments of your oath still resonate


a purpose, they should be discarded. (Neutral)
within you, granting you an uncanny insight. When
5 Justice. The vow I broke was unjust, and I will

ensure others do not suffer the same. (Lawful)


faced with individuals bound by similar vows, you
6 Survival. I did what I had to in order to survive, and
can sense their dedication (or their doubt). You
I regret nothing. (Any)
have advantage on Charisma (Deception) and

Charisma (Persuasion) checks when interacting

with those who uphold sacred oaths or who d6 Bond

question their own and on Wisdom (Insight) checks


1 I am hunted by those who demand punishment for
made to recognize signs of loyalty or betrayal in
my broken vow.
others.
2 Someone I cared for was hurt by my decision, and I
seek their forgiveness.
Suggested Characteristics 3 A fragment of my former oath holds lingering
Breakers of oaths are shaped by their act of
power, and I seek to destroy it - or harness it.
defiance, whether through guilt, regret, pride, or
4 I betrayed an organization or deity, and I will
ensure their influence is broken.
rebellion. Their fractured past often defines how
5 I carry a keepsake of my former life, reminding me
they interact with others and their outlook on trust
of what I’ve lost - and why I broke my vow.
and duty.
6 I am determined to prove that my decision, though
painful, was the right one.
Breaking an Oath

Breaking your oath can have significant and far- d6 Flaw

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.

8 The Codex of Forbidden Arcana


d6 Ideal
Child of Forgotten Gods
1 Preservation. The stories and legacies of the
Long before the rise of the current pantheons, forgotten must not vanish entirely. (Neutral)
there were other gods - ancient, alien, and now 2 Rebirth. The forgotten gods deserve a chance to

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

you were marked by them through a strange ritual


will pay for their arrogance. (Evil)
or inexplicable encounter. This connection
4 Duty. I am the last link to their power, and I must

serve their will. (Lawful)


manifests as faint whispers, visions of their bygone
5 Freedom. I refuse to be a pawn of ancient powers;
grandeur, or strange abilities that set you apart.
my life is my own. (Chaotic)
Though the world has moved on, these gods linger
6 Balance. The gods rise and fall; it is the way of
in shadow, their influence running deep within you.
things, and I will find my place within it. (Any)
Your existence feels both like a gift and a burden,

as you are haunted by the weight of their legacy


d6 Bond
and the question of whether their forgotten nature

is a blessing -or a blight.


1 A vision showed me a place tied to the forgotten
gods; I must find it.
Skill Proficiencies: Arcana, Religion
2 I carry a relic tied to a lost god’s power, and I feel
Languages: One of your choice (often an ancient or
compelled to protect it.
3 My family bears the mark of a forgotten god, and I
dead language)
seek to uncover its meaning.
Equipment: A token bearing a forgotten god’s
4 A priest of a modern god saved me; I now struggle
symbol, a set of common clothes, a small vial of
between loyalty to them and my divine heritage.
sacred oil, a journal containing scattered visions or
5 A rival seeks to claim the legacy of the forgotten
prophecies, and 10 gp. gods, and I must stop them.
Feature: Forgotten Whispers
6 I seek out others like me, hoping to learn the full
truth of my heritage.
The gods that linger in your blood or shadow your

soul grant you fragments of forgotten wisdom,

granting you advantage on Intelligence (Religion) d6 Flaw

and Wisdom (Insight) ability checks, Additionally,


1 I am prone to moments of doubt, wondering if my
your divine heritage or marking sets you apart from
connection is even real.
others. Devout individuals may treat you with awe
2 I alienate others with my obsession over ancient
myths and forgotten lore.
or suspicion, while enemies of the gods might see
3 I harbor resentment toward modern gods and their
you as a target.
followers, which clouds my judgment.
Suggested Characteristics 4 My visions sometimes overwhelm me, leaving me
vulnerable and distracted.
Children of forgotten gods walk the line between
5 I feel superior to others because of my connection
reverence and resentment. Their lives are shaped
to the divine.
by a legacy they cannot ignore, even if they try to.
6 I struggle to trust anyone, believing they might
exploit my divine heritage.
d6 Personality Trait

1 I carry myself with quiet authority, as though divine


power flows through me. Designer’s Note on the Forgotten Gods
2 I feel compelled to protect places of worship, no The forgotten gods referenced in this background
matter the deity.
are intentionally left undefined, allowing flexibility to
3 I am endlessly curious about ancient myths and
align with the campaign setting. Depending on the
forgotten lore.
world and narrative your GM has created, these
4 I am burdened by a sense of responsibility, as
though the fate of something greater rests on me. deities could be ancient pantheons supplanted by
5 I often seem lost in thought, as though listening to modern gods, alien entities banished from
voices no one else can hear. existence, or manifestations of primal forces that
6 I have a melancholy air, mourning the loss of were never fully understood. Work with your GM to
something I cannot name. determine the nature of these forgotten gods and
how their legacy influences your character’s story.

The Codex of Forbidden Arcana 9


d6 Personality Trait
Cult Survivor
1 I am constantly watching over my shoulder,
You were once a member of a secretive cult that expecting the cult to find me.
practiced forbidden rites, worshiped dark entities, 2 I have a calm demeanor, cultivated to hide my fear
or pursued eldritch knowledge. Whether you joined and shame.
willingly or were born into it, the cult shaped your 3 I struggle to trust others, fearing betrayal or
early life in profound ways. You witnessed - or took
manipulation.
part in - acts that most would consider unthinkable.
4 I collect knowledge of other cults and dark forces,
seeking to understand what I escaped.
At some point, you managed to escape, severing
5 I am drawn to symbols and rituals, even though I
ties with the cult and its sinister teachings.
fear their meaning.
However, your past has left scars, both physical
6 I have a grim sense of humor, often joking about
and emotional, and the cult may not be so willing to
the things that once terrified me.
let you go. Though you now walk a different path,

fragments of their dark lore and rituals linger in


d6 Ideal
your mind, granting you insights that others lack,

but also drawing suspicion and fear from those


1 Redemption. I will atone for the sins I committed in
the cult’s name. (Good)
who discover your history.
2 Freedom. I escaped their control, and no one will

Skill Proficiencies: Deception, Religion


ever bind me again. (Chaotic)
3 Knowledge. The truths I learned in the cult are tools
Tool Proficiencies: One type of artisan’s tools or
I will use for a better purpose. (Neutral)
musical instrument (used in cult rituals)
4 Revenge. I will destroy the cult and its teachings,
Equipment: A ceremonial robe you kept as a
no matter the cost. (Evil)
reminder of your past, a small charm once used in
5 Duty. I will protect others from the horrors I
cult rituals, a set of traveler’s clothes, and a pouch endured. (Lawful)
containing 10 gp. 6 Survival. I escaped once, and I will do whatever it

takes to stay alive. (Any)


Feature: Echoes of the Cult

Your time within the cult has left you with

knowledge of their symbols, rituals, and beliefs. d6 Bond

You can identify items, writings, or people


1 A friend or family member is still in the cult, and I
connected to your former cult or similar
must find a way to free them.
organizations with ease. Additionally, you can
2 I have a relic or artifact the cult desires, and I must
keep it safe.
recognize signs of cult activity in an area, such as
3 The cult’s teachings still haunt me, and I seek
symbols hidden in architecture, coded messages, or
someone who can help me forget.
the subtle behaviors of other cultists.
4 A mentor or ally helped me escape, and I owe them
You also understand the inner workings of cults, everything.
giving you an edge when dealing with their 5 The cult’s leader betrayed me personally, and I will
members, granting you advantage on Charisma see them brought to justice.
(Deception) and Charisma (Persuasion) checks 6 I am determined to prevent others from falling into
made to deal with the member of a cult or another the cult’s grasp.
similar religious organization, as long as you know

enough about their practices.


d6 Flaw

Suggested Characteristics 1 I am paranoid, assuming anyone I meet might be


connected to the cult.
Cult Survivors carry the weight of their past,
2 I feel guilty for the harm I caused while in the cult,
whether through a sense of guilt, the trauma of
even if I had no choice.
what they endured, or the fear that the cult might
3 I am tempted by the cult’s teachings, wondering if I
find them again. Some seek redemption or a fresh made the wrong choice in leaving.
start, while others embrace the knowledge they 4 I mistrust religious or arcane authorities, assuming
gained as a tool for survival. they have ulterior motives.
5 I sometimes alienate allies by focusing on my own
survival above all else.
6 I am reckless when dealing with cultists, allowing
my fear or hatred to cloud my judgment.

10 The Codex of Forbidden Arcana


d6 Ideal
Eldritch Envoy
1 Knowledge. The more I uncover, the closer I come
Somewhere in the vast, unfathomable reaches of to understanding the greater truths. (Neutral)
reality, an eldritch presence has touched you. 2 Protection. My connection to the eldritch is a

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

forbidden knowledge, and it whispered to you.


above those who fear it. (Evil)
Regardless of how the connection was forged, you
4 Fate. The entity chose me for a reason, and I must

follow its design. (Lawful)


now walk a path others dare not tread. Your mind
5 Freedom. I will not be a puppet to the entity; I walk
teeters on the brink of madness, yet you have
my own path. (Chaotic)
gained insights into the incomprehensible truths
6 Balance. Even the incomprehensible has its place in
that lie beyond mortal understanding. This alien
the grand tapestry of the universe. (Any)
connection grants you powers and knowledge, but

at a cost: your dreams are haunted by visions of


d6 Bond
distant realms, and every step you make feels like

part of a greater, inscrutable plan.


1 I am searching for the other half of a fragmented
eldritch text, believing it holds the key to my
Skill Proficiencies: Arcana, Insight
connection.
Languages: Deep Speech
2 The entity saved my life once, and I feel bound to
repay it - whether I want to or not.
Equipment: A fragment of an eldritch tablet etched
3 I am hunted by an organization or cult that seeks
with shifting glyphs, a tattered black cloak with
to sever my connection - or claim it for themselves.
cosmic patterns, a strange stone that hums faintly
4 A vision of an otherworldly city haunts my dreams,
when held, a set of traveler’s clothes, and a pouch
and I feel compelled to find it.
containing 12 gp. 5 I owe my life to someone who pulled me back from
Feature: Whispered Guidance
the brink of madness after my first contact.
6 I am sworn to protect a relic tied to my connection,
The entity you are bound to occasionally provides
for fear of what might happen if it falls into the
cryptic insights into the world around you. Once wrong hands.
per long rest, you can use an action to focus your

thoughts and ask the entity for guidance on a


d6 Flaw
course of action or situation. The response comes

as a series of fragmented, often symbolic, thoughts


1 I am often lost in thought, distracted by the
whispering echoes of the entity.
or feelings that may hint at danger, opportunity, or
2 My fascination with the eldritch leads me to take
hidden truths. The GM decides the exact nature
risks others would consider foolhardy.
and clarity of the guidance, which often leaves as
3 I alienate others with my eerie demeanor and
many questions as it answers. cryptic speech.
4 I am paranoid, fearing that the entity watches my
Suggested Characteristics
every move and judges my worthiness.
Eldritch Envoys are enigmatic and unsettling
5 My dreams are so vivid and unsettling that I often
individuals, often shaped by the alien nature of wake exhausted and on edge.
their connection. They walk a fine line between 6 I sometimes doubt my own perceptions,
insightful wisdom and creeping madness. wondering if the entity is warping my mind.

d6 Personality Trait

1 I speak in cryptic phrases, mirroring the riddles of


my patron.
2 I often pause mid-sentence, as if listening to
something only I can hear.
3 I am fascinated by the stars and the mysteries they
conceal.
4 I exude an unsettling calm, as though I know
secrets that could unmake reality.
5 I record my dreams obsessively, believing they hold
the key to understanding the universe.
6 I find the ordinary concerns of mortals trivial
compared to the cosmic truths I’ve glimpsed.

The Codex of Forbidden Arcana 11


d6 Personality Trait
Planewalker
1 I speak in cryptic terms, as though I am still
You have ventured beyond the boundaries of the processing my journey.
mortal plane, stepping into an eldritch dimension 2 My eyes are always scanning my surroundings,
that mortals were never meant to witness. Whether wary of unseen threats.
you were pulled there by accident, ventured 3 I am fascinated by otherworldly phenomena and
willingly, or were used in a dark experiment, your
seek to study them whenever possible.
exposure to this alien realm has left its mark. Your
4 I often seem distant, my thoughts caught between
this world and the other.
memories of that place are fractured, glimpses of
5 I am calm in the face of danger, as nothing
impossible landscapes and beings that defy
compares to what I’ve already seen.
comprehension. Though you have returned to the
6 I find beauty in the alien and the incomprehensible,
material world, the echoes of your journey linger in
though it unsettles others.
your mind. These experiences grant you strange

reflexes or insights, but they also isolate you from


d6 Ideal
those who cannot fathom what you have seen.
1 Understanding. The mysteries of the planes must
Skill Proficiencies: Arcana, Perception be unraveled and shared. (Good)
Languages: One of your choice (often a planar or
2 Control. The power of the planes should belong to

eldritch language, such as Deep Speech or


those who can wield it. (Evil)
3 Freedom. No boundary, mortal or divine, should
Primordial)
restrict my exploration. (Chaotic)
Equipment: A keepsake from your journey (such as
4 Balance. The planes are a delicate tapestry; I must
a shard of an alien material or a drawing of a
ensure their harmony. (Lawful)
landscape from another plane), a set of traveler’s
5 Curiosity. I am driven to uncover the secrets of the
clothes, a journal containing fragmented multiverse, no matter the cost. (Neutral)
recollections, and 12 gp. 6 Survival. I will use what I’ve learned to protect

myself and those I care about. (Any)


Feature: Fractured Memories

Your experience beyond the veil has left you with

fragmented but potent memories. When you d6 Bond

encounter creatures, objects, or phenomena tied to


1 A being I encountered on my journey still calls to
other planes of existence, you can attempt to make
me in my dreams.
an Intelligence (Arcana) or Wisdom (Perception)
2 I carry a fragment of the other plane, and I feel it
watching me.
check with a DC determined by the GM to recall
3 A mentor or ally helped me return to this plane,
hazy but meaningful details about them. The
and I owe them everything.
information you glean might be cryptic, symbolic,
4 I am searching for a way to return to the other
or incomplete but could provide valuable insight. plane, despite its dangers.
5 I believe the alien truths I glimpsed are the key to
Suggested Characteristics
saving my world.
Planewalkers carry the weight of their otherworldly
6 A friend or loved one was lost beyond the veil, and
journey in their bearing and actions. They often I am determined to find them.
find themselves torn between fascination and fear,

struggling to reconcile the alien truths they have


d6 Flaw
glimpsed with their life on the material plane.
1 I struggle to trust my own perceptions, fearing they
are tainted by the planes.
Tying Planewalkers in any Campaign Setting
2 My obsession with the planes alienates those
The nature of the plane you ventured into - and closest to me.
whether your memories of it are reliable or not - 3 I am reckless when pursuing knowledge of the
planes, ignoring potential dangers.
should be determined in collaboration with your
4 My memories of the other plane haunt me, leaving
GM. It could be a known plane within your world or
me prone to fits of paranoia or melancholy.
an entirely new dimension not tied to the campaign 5 I am tempted by the idea of abandoning this world
itself. Alternatively, your experiences might not have and returning to the planes.
been real at all, but the result of a hallucination, 6 I struggle to connect with people, seeing them as
dream, or manipulation by a powerful entity. fragile compared to what lies beyond.

12 The Codex of Forbidden Arcana


d6 Personality Trait
Seeker of the Black Library
1 I speak in riddles and metaphors, as if every word
Somewhere in the hidden corners of existence lies hides a deeper meaning.
the Black Library, a fabled repository of forbidden 2 I am obsessive about documenting everything I see
knowledge. Whether you stumbled upon a or experience.
fragment of its lore, received a cryptic vision of its 3 I view every person I meet as a potential key to the
halls, or glimpsed it in a moment of transcendence,
Library’s location.
your life was forever changed. The knowledge you
4 My thoughts often drift to strange patterns or
symbols, even in mundane situations.
found - or believe you found - haunts your every
5 I am driven to unearth secrets others fear to touch.
thought, driving you to uncover the truth about
6 I find beauty in the strange and unexplainable,
reality itself at any cost. Scholars, cults, and beings
often to my detriment.
from beyond reality may aid or obstruct you, but

your obsession compels you onward. The Black

Library’s whispers guide you, though whether they d6 Ideal

will lead you to enlightenment or ruin remains to


1 Knowledge. The truth must be uncovered, no
be seen.
matter the cost. (Neutral)
2 Enlightenment. The Library holds the key to

Skill Proficiencies: Arcana, History


transcending mortal limits. (Good)
Languages: One of your choice
3 Power. Forbidden knowledge is the greatest weapon

and the ultimate goal. (Evil)


Equipment: A journal filled with cryptic notes and
4 Fate. I was chosen to find the Library; it is my
symbols, a worn map marked with places of arcane
destiny. (Lawful)
significance, a set of traveler’s clothes, a quill and
5 Freedom. The truth lies beyond mortal constraints,
ink, and a pouch containing 10 gp.
and I will break all bonds to find it. (Chaotic)
Feature: Veiled Recognition
6 Obsession. I seek the Library not for its truth, but

because I cannot stop myself. (Any)


Your search for the Black Library has attuned you

to those who share a connection to its mysteries.

You can instinctively sense when someone d6 Bond

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.

About the Black Library

The nature of your connection to the Black Library is d6 Flaw

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.

The Codex of Forbidden Arcana 13


d6 Personality Trait
Shardbearer
1 I am constantly aware of the shard’s presence, as
You have come into possession of a fragment of though it has a mind of its own.
unimaginable power - a shard of a forgotten 2 I record every detail of my life, hoping to
artifact, a splinter of an alien realm, or a piece of a understand how the shard changes me.
divine relic. This shard has bonded to you, 3 I am unnervingly calm in the face of danger,
influencing your thoughts, perceptions, and even
trusting the shard’s guidance.
your body in ways you barely understand. While it
4 I am haunted by visions of the shard’s origin, and I
struggle to make sense of them.
grants you strange abilities and insights, it also
5 I am endlessly curious about other relics and their
draws unwanted attention from those who seek to
connection to my shard.
claim its power or destroy it. The shard has
6 I see the shard as both a blessing and a curse, and
become a part of you, and your life is now
I wrestle with which side will win.
irrevocably shaped by its mysteries and the

questions it leaves unanswered.


d6 Ideal

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

Equipment: The shard itself (a small but


power from those who would misuse it. (Good)
3 Domination. The shard’s power is mine, and I will
otherworldly object bound to your character), a
use it to reshape the world. (Evil)
journal filled with notes and sketches of the shard’s
4 Destiny. The shard chose me, and I will fulfill its
effects, a set of traveler’s clothes, and a pouch
purpose, whatever it may be. (Lawful)
containing 15 gp.
5 Freedom. The shard is a burden, and I will do

Feature: Shard’s Influence


whatever it takes to rid myself of it. (Chaotic)
6 Balance. The shard’s power must be understood
The shard’s presence grants you strange insights
and contained, never destroyed or unleashed.
and a faint connection to its source. You can sense
(Any)
when nearby phenomena, individuals, or objects

share a connection to the shard’s origin or possess


d6 Bond
similarly alien power. Once per long rest, you can

focus on the shard to gain a cryptic vision or flash


1 I seek the shard’s origin, hoping to uncover the
of insight related to a situation or question, as
truth of its power.
2 I feel a deep connection to another who bears a
determined by the GM. The vision is often symbolic
similar shard or artifact.
and subject to interpretation.
3 The shard saved my life once, and I am bound to
Additionally, those sensitive to magic or planar
protect it in return.
energies can sense the shard’s influence on you, 4 A vision from the shard drives me to find a specific
often treating you with awe, fear, or hostility. place or person.
5 Someone seeks to claim my shard, and I must stay
Suggested Characteristics
ahead of them at all costs.
Shardbearers often struggle with the duality of 6 I believe the shard is the key to repairing
their existence, caught between fascination with something broken in the world - or within myself.
the shard’s power and fear of losing themselves to

its influence. They are marked by their bond to


d6 Flaw
something far greater than themselves.
1 I am paranoid, convinced the shard’s influence is
changing my mind - or my soul.
The Shard as a Narrative Device
2 I am reckless in my pursuit of the shard’s secrets,
often endangering myself and others.
At the GM’s discretion, the shard in this background
3 I alienate those around me, too focused on the
can serve as a powerful narrative device that
shard’s mysteries to care for relationships.
provides intriguing hooks for exploration within a 4 I am obsessed with protecting the shard, even at
campaign. Its origin, nature, and purpose can be the expense of others.
shaped in collaboration with the GM, offering 5 The shard’s whispers tempt me toward actions I
opportunities for mysteries to unravel, alliances to know are wrong, but I find it hard to resist.
forge, and conflicts to ignite. 6 I fear that the shard is not a tool I control, but a
master controlling me.

14 The Codex of Forbidden Arcana


d6 Ideal
The Hollowed
1 Wholeness. I will find what is missing, no matter
You were born incomplete, missing something that the cost. (Neutral)
defines others - your shadow, emotions, or even 2 Redemption. My condition is a burden I must use

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

world. The emptiness within you may have made


to ascend. (Evil)
you sensitive to the unnatural, granting you strange
4 Understanding. I must uncover the truth of my

condition, for knowledge’s sake. (Any)


insights or abilities, but it has also left you yearning
5 Control. I am master of my void, and nothing will
for wholeness. Whether you embrace this void as
sway me. (Lawful)
part of your identity or desperately seek to fill it,
6 Freedom. I am defined by what I have, not by what I
your life is defined by its haunting presence.
lack. (Chaotic)
Skill Proficiencies: Arcana, Insight

Languages: One of your choice d6 Bond

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

within you shields your mind and soul, making you

difficult to read or manipulate. d6 Flaw

1 I sometimes doubt my own existence, questioning


Suggested Characteristics whether I am real.
The Hollowed live with a constant reminder of their 2 I alienate others with my obsessive need to fill the
incompleteness, shaping their views and actions. void within me.
Some are driven by a need to find what they lack,
3 I envy those who seem whole, and my bitterness
while others revel in their unique state.
shows.
4 I struggle to feel empathy, finding it hard to
d6 Personality Trait
connect with others.
1 I often seem distant, as though part of me exists 5 I am reckless, desperate to uncover the truth of my
elsewhere. condition.
2 I am unnervingly calm in the face of danger, as if 6 I fear what will happen if I ever become whole, and
nothing can truly harm me. it paralyzes me.
3 I am fascinated by others, seeking to understand
what makes them whole.
4 I find solace in silence and solitude, avoiding the
distractions of the world.
5 I am haunted by dreams of what I’ve lost, and they
drive me to seek answers.
6 I have a dark sense of humor, often making light of
my unusual condition.

The Codex of Forbidden Arcana 15


d6 Personality Trait
Whisperer of the Dead
1 I often speak to unseen spirits, forgetting that
The voices of the departed linger in your mind, others cannot hear them.
unbidden and inescapable. From a young age, you 2 I find graveyards peaceful and prefer their company
have been able to sense and communicate with the to bustling cities.
dead, hearing their whispers in the quiet moments 3 I approach life with quiet solemnity, knowing how
or feeling their presence when others see only
fragile it truly is.
shadows. This connection to the beyond might have
4 I am endlessly curious about the lives of the dead
and their unspoken stories.
been a gift of birth, the result of a near-death
5 I often seem distracted, as if listening to voices no
experience, or the unintended consequence of
one else can hear.
meddling with forbidden rites. Though you have
6 I find humor in the macabre, often unsettling those
come to understand the nature of these spirits,
around me.
others often look upon you with fear or mistrust.

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,

One of your choice Equipment: A funerary token


not feared. (Evil)
3 Truth. The stories of the dead deserve to be known,
given by a grateful spirit, a set of dark common
no matter the cost. (Neutral)
clothes, a pouch of grave dirt, a journal filled with
4 Duty. I am the bridge between life and death, and I
spectral accounts, and 12 gp.
must carry this burden. (Lawful)
Feature: Echoes of the Departed 5 Freedom. I wish to be rid of this connection and live

free of the whispers. (Chaotic)


Your connection to the dead allows you to glean
6 Understanding. Death is part of the cycle, and I
insights from their lingering presence. Once per
seek to know it fully. (Any)
long rest, you can spend 10 minutes in quiet

communion with the spirit of a dead creature or the

echoes left behind in a place tied to death (such as d6 Bond

a graveyard or site of tragedy). The GM provides a


1 A spirit saved my life, and I have sworn to repay the
cryptic hint, fragmentary vision, or emotional
debt.
impression related to the area or the spirit’s
2 A lost loved one whispers to me, guiding my path.
3 I carry an artifact imbued with a powerful soul, and
unfinished business.
I seek to understand its purpose.
Additionally, you can sense the general presence of
4 I protect a site sacred to the dead, ensuring it
lingering souls or undead within 30 feet, though
remains undisturbed.
you cannot determine their exact location or type. 5 A restless spirit plagues me, and I am determined
to bring it peace.
Suggested Characteristics
6 I am haunted by a tragic mistake that led to
Whisperers of the Dead often carry an air of
someone’s death, and I seek redemption.
solemnity or mystique, shaped by their close

association with spirits. They may be mournful,


d6 Flaw
empathetic, or even haunted by the constant

presence of the departed.


1 I struggle to separate the living from the dead,
often confusing one for the other.
2 I cannot resist meddling in matters of the dead,
even when it’s dangerous.
3 My connection to the spirits leaves me emotionally
distant from the living.
4 I am reckless in my pursuit of the dead’s secrets,
often putting myself in harm’s way.
5 I feel more loyalty to the dead than the living,
sometimes to my detriment.
6 The whispers of the dead can overwhelm me,
leaving me prone to bouts of melancholy.

16 The Codex of Forbidden Arcana


Races and Lineages

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

fate. Whether born of failed them compelling characters in search of purpose.

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.

any campaign. Their origins are steeped in mystery,

tragedy, and power, offering players the chance to


Ability Score Increases and Customization
explore characters that embody the consequences

of tampering with forces beyond mortal


Please note that the Ability Score Increases provided
understanding.
for the races in this section are just a template. If
your GM allows it, you can replace these stats
Gravecallers increases with other options that better suit the
Gravecallers are sentient undead animated by the character you wish to create, allowing for greater
collective will of restless spirits. Unlike mindless customization and diversity in character building.
skeletons, they retain their awareness and free will,

walking the line between life and death with an

eerie grace. Their glowing eyes, etched bones, and

spectral presence make them unsettling but

undeniably captivating. Gravecallers are often

drawn to places steeped in death, where they act as

mediators between the living and the departed,

uncovering ancient secrets or resolving unfinished

business. Their undead nature provides resilience

and unique abilities, but it also makes them

vulnerable to the powers that hunt the undead and

the mistrust of the living.

Lichborn

Lichborn are the tragic results of failed attempts at

lichdom. Denied the immortality they sought, they

exist as fractured echoes of their former selves,

their bodies sustained by necrotic energy and

bound to incomplete phylacteries. Marked by pale

skin, glowing runes, and a haunting presence,

Lichborn walk the line between mortal and undead,

often rejected by both. Their condition grants them

resilience and an affinity for necromantic power,

but they are haunted by their failure and the

shattered remnants of their soul. Lichborn

characters offer rich narrative opportunities, from

seeking redemption to unraveling the mysteries of

their transformation.

Wretched

The Wretched are beings warped and reshaped by

arcane experiments gone awry. Once ordinary

mortals, they emerged from these trials with

grotesque mutations and unstable magic coursing

The Codex of Forbidden Arcana 17


them and can wander the world freely.
Gravecaller Race
Gravecallers rarely settle, as their nature compels
Gravecallers are sentient skeletal beings animated
them to move in search of purpose. Some find
by the will of restless spirits. Unlike other undead,
solace in remote sanctuaries, where they can
they retain free will and awareness, though they are
commune with the dead in peace, while others are
forever bound to the echoes of the dead that sustain
driven into the heart of the living world to fulfill
them. Gravecallers serve as mediators between the
their enigmatic goals.
living and the departed, walking the line between

life and death with an eerie grace. Connection to the Dead


Their presence is both unsettling and captivating -
The spirits that animate a Gravecaller are both a
glowing eyes that seem to see into the very soul,
blessing and a burden. These souls grant them
bones carved with cryptic runes, and the faint
unique powers, but they also fill their mind with
sound of whispers that follows them wherever they
echoes of their memories and emotions. Some
go. Gravecallers are drawn to places steeped in
Gravecallers embrace these whispers, acting as
death, often finding purpose in resolving the
champions of the dead, while others resent the
unfinished business of the dead or unearthing
constant intrusion and seek to quiet the voices
ancient secrets long buried.
within.

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

The origins of a Gravecaller are as mysterious as

the magic that sustains them. Many arise in ancient

crypts, battlefields, or cursed ruins, their forms

animated by the collective will of the dead. Some

believe they are chosen by these spirits to act as

guardians or emissaries, while others see them as

cursed beings tethered to a fate not their own.

Regardless of their origin, Gravecallers are often

misunderstood by the living. They are mistaken for

mindless undead or malevolent entities, when in

truth, many only seek balance and understanding

between the realms of life and death.

Habitat

Gravecallers are most at home in places rich with

death’s essence - graveyards, catacombs, or

shadowed forests where the dead linger. They are

often drawn to sites of ancient tragedy or locations

tied to their own reanimation. Despite their

connection to such places, they are not bound to

18 The Codex of Forbidden Arcana


Gravecaller Traits Bone Structure. Your skeletal form makes you

particularly susceptible to crushing blows. You


Gravecallers are skeletal beings animated by the
have vulnerability to bludgeoning damage.
restless spirits of the dead. Unlike mindless
Restless Stillness. Instead of sleeping, you enter a
undead, they possess free will and a unique
state of meditative inactivity for 4 hours a day.
awareness, though their thoughts are often shaped
While in this state, you remain aware of your
by the voices of those who sustain them. Their
surroundings and hear the faint whispers of the
haunting forms and spectral powers set them apart
spirits within you. After resting this way, you gain
from the living and the dead alike, making them
the benefits of a long rest.
enigmatic wanderers of the mortal plane.
Languages. You can speak, read, and write
Bound to the whispers of the grave, Gravecallers
Common and one other language of your choice.
navigate a world that fears their kind. Yet, they

draw strength from their connection to the dead,

wielding spectral abilities and a resilience born of

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 Codex of Forbidden Arcana 19


liches, Lichborn are still tied to their mortal form,
Lichborn Lineage
leaving them neither fully alive nor truly undead,
Lichdom is the ultimate goal of many who seek to
trapped in a liminal existence between the two.
transcend the limitations of mortality. To become a

lich is to embrace undeath, shedding flesh and Appearance


frailty in exchange for eternal life and unmatched
A Lichborn’s appearance is unmistakably altered
magical power. However, this process is perilous
by their failed transformation, with pale, waxen
and often result in failure. Achieving lichdom
skin and dark veins coursing with necrotic energy.
requires precise rituals, forbidden knowledge, and
Many bear permanent magical scars or faintly
a dark, powerful magic beyond understanding.
glowing runes from the ritual, which may pulse
Those who fail are often consumed by the forces
subtly in the presence of magic. Their eyes, dim or
they sought to control, meeting a fate far worse
faintly glowing, reveal the fractured soul within,
than death. For the few who survive a botched
and their movements are unnervingly precise and
attempt, however, the result is a new, liminal
deliberate.
existence as a Lichborn.
Though they retain the stature and features of their

The Path to Lichdom mortal selves, a gauntness and haunting presence

mark them as beings on the edge of life and death.


The ritual to achieve lichdom is one of the most
Emotionally distant and eerily calm, Lichborn often
dangerous and secretive in the realm of
exude an unsettling aura that strains interactions
necromancy, involving the creation of a phylactery,
with the living, a constant reminder of their
a vessel to house the caster’s soul, which must be
incomplete ascension.
fed through a constant stream of sacrifices of souls.

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

requires unwavering willpower and magical

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

20 The Codex of Forbidden Arcana


Lichborn Traits Lichborn and Undead Creature Type

Similarly to the Gravecaller race presented in this


Lichborn are the remnants of a failed lichdom
manual, the Lichborn is classified as Undead rather
ritual, existing in a liminal state between life and
than Humanoid, granting both unique benefits and
undeath. Sustained by necrotic energy and bound
vulnerabilities.
to an incomplete phylactery, they possess resilience
For more details and considerations on how the
and power beyond mortal limits but are haunted by
Undead creature type impacts gameplay, refer to the
their fractured soul.
designer’s note under the Gravecaller race option.
As a Lichborn, you gain the following traits:

Ability Score Increase. Your Intelligence score

increases by 2, and your Constitution score

increases by 1.

Age. Lichborn are effectively ageless, no longer

subject to the ravages of time or disease. Though

their bodies may show signs of decay, they remain

functional as long as their phylactery endures.

Creature Type. You are an Undead.

Alignment. Lichborn tend toward neutral or lawful

alignments due to the calculated nature of their

transformation, but their motivations can vary

widely depending on the individual.

Size. Your size is Medium.

Speed. Your walking speed is 30 feet.

Undead Nature. You do not need to eat, drink, or

breathe, and you are immune to disease.

Necrotic Resistance. You have resistance to

necrotic damage.

Undying Will. Your connection to necrotic energy

fuels your unyielding determination to resist

death’s pull, granting you advantage on death

saving throws.

Lingering Magic. You know the chill touch cantrip.

At 3rd level, you can cast detect magic once per

long rest. At 5th level, you can cast misty step once

per long rest. You can also cast these spells with

your spell slots (if any). Intelligence is your

spellcasting ability for these spells.

Grave Tether. As a reaction when you deal necrotic

damage to a creature, you can heal a number of hit

points equal to half the damage dealt to the target.

Once you use this feature, you cannot do so again

until you finish a short or long rest.

Languages. You can speak, read, and write

Common and one other language of your choice,

often the language of the magical tradition that led

you to attempt lichdom.

The Codex of Forbidden Arcana 21


Wretched Lineage Strengths and Weaknesses

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

bodies reshaped by magic gone awry. Their difficult to control.

grotesque appearances and residual magical auras


Connection to Forbidden Magic
often mark them as pariahs, shunned by society

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

The appearances of Wretched vary greatly,

depending on the experiment that created them.

Their bodies often bear asymmetrical features,

including elongated limbs, jagged bone protrusions,

or patches of hardened crystalline growth. Skin

tones may be pallid, bruised, or warped with

unnatural colors. Their eyes often glow faintly,

hinting at the lingering magic within them, and

their voices may carry a raspy or otherworldly

undertone. Each Wretched is a living reminder of

arcane experimentation gone wrong.

Habitat

Wretched have no true homeland; they are

scattered individuals, driven from their original

communities by fear and disgust. They often find

shelter in desolate or forgotten places, such as

ruins, abandoned towns, deep forests, or hidden

caves. Some band together into small groups,

finding solace among others who share their plight.

A few manage to integrate into societies that value

their unique skills, though this acceptance is rare.

Wretched Origins and Customization

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.

22 The Codex of Forbidden Arcana


Mutation Effect
Wretched Traits
Chitinous Your body is covered in patches of tough,
Wretched are living testaments to the peril of Hide insect-like chitin. When you are not
forbidden magic. Twisted by reckless wearing armor, your AC equals 13 + your
experimentation or dark rituals, they are a blend of Dexterity modifier.
mortal and magical forces, reshaped into Serrated Jagged spikes or bony protrusions grow
something unnatural. Their forms are warped, their
Growths from your body. When a creature grapples
bodies riddled with mutations, but beneath their
you or hits you with a melee attack while
within 5 feet of you for the first time on a
grotesque appearances lies a strength born of
turn, it takes 2 (1d4) piercing damage.
survival. Wretched are both feared and pitied,
Extended Your elongated limbs grant you a reach of
navigating a world that recoils from their presence
Limbs 10 feet for melee attacks and allow you to
while relying on the resilience and strange powers
interact with objects within that range.
gifted by their tragic origins. While playing as a Oozing A faint, magical ichor seeps from your
Wretched, you gain the following racial traits: Vitality skin, granting you a strange resilience.
When you make a Constitution saving
Ability Score Increase. Your Constitution score throw, you can roll a d4 and add the result
increases by 2, and your Dexterity or Strength to the roll.
score (your choice) increases by 1. Glowing Small, glowing crystals are embedded in
Creature Type. You are a Humanoid.
Crystals your body, faintly illuminating the area in
a 5-foot radius around you. You also gain
Age. Wretched mature at the same rate as their
advantage on Intelligence (Arcana)
original race, but their altered physiology may have
checks related to magical phenomena.
Shadow Veil Your warped form blends into dim light
unknown effects on their longevity.

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

created you left your body resistant to harm. You


can hold small objects but cannot wield
have advantage on saving throws against poison
weapons or shields or to make the
necessary motion to cast a spell.
and resistance to poison damage.
Venomous Your body produces a mild venom. When

Secretions a creature hits you with a melee attack


Lingering Magic. You retain fragments of unstable

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.

The Codex of Forbidden Arcana 23


Feats
Cantrip Master Hemomancy Adept

Prerequisite: 4th level, ability to cast at least one Prerequisite: Ability to cast at least one spell

spell Your study or innate connection to the life essence

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

ability modifier to the damage it deals on a hit. This damage as resistance.

effect can occur only once per turn.


Master of Hemomancy
Devastating Cantrip
Prerequisite: Hemomancy Adept feat

Prerequisite: 8th level, ability to cast at least one Your mastery over blood magic reaches new

spell heights, allowing you to unleash devastating

Choose a class: bard, cleric, druid, sorcerer, necrotic energy. You gain the following benefits:

warlock, or wizard. When you cast a cantrip from


Increase your Intelligence, Wisdom, or
that class’s spell list, you can add one extra die to
Charisma score by 1, to a maximum of 20.
the damage it deals on a hit. This effect can occur
When you cast a spell that deals necrotic
only once per turn.
damage, instead of rolling dice to determine the

damage dealt, you can instead use the highest


Devastating Cantrip and Eldritch Blast
number possible for each die. Once you use this
Instead of increasing the damage die of the Eldritch
Blast cantrip, the Devastating Cantrip feat increase ability, you must finish a long rest to use it

the number of beams created by the spell by one. again.

Psychic Resilience

You have strengthened your mind and body to


Potent Cantrip
endure the corruptive forces of forbidden magic.
Prerequisite: Ability to cast at least one spell
You gain the following benefits:

When a creature succeeds on a saving throw

against your cantrip, the creature takes half the Increase your Constitution or Wisdom score by

cantrip’s damage (if any) but suffers no additional 1, to a maximum of 20.

effect from the cantrip. You gain resistance to psychic damage.

You have advantage on saving throws against


Eldritch Resilience
being frightened.

You gain resistance to force damage. Additionally,


Unstable Mutation
you have advantage on saving throws against spells

and magical effects that would banish or teleport Prerequisite: Wretched race

you against your will.


The unstable magic that flows through you

manifests as an additional mutation. You gain the


Powerful Cantrip
benefits of one extra effect of your choice from the
Prerequisite: Ability to cast at least one spell Mutated Physiology table.

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.

no additional effect from the cantrip.


Reinforced Bone Structure
Arcane Siphon
Prerequisite: Gravecaller race

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

spell’s level, lasting for 1 minute. to bludgeoning damage.

24 The Codex of Forbidden Arcana


Spectral Strikes Umbral Reflexes

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

the target. darkness, you can use your reaction to move up to

10 feet without provoking opportunity attacks.


Forbidden Techniques
Blood Mage
Prerequisite: Proficiency with a martial weapon,

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

damage dice. You can choose which set of results

You learn one cantrip from the Wizard or to use.


Warlock spell list. Your spellcasting ability for
Forbidden Scholar
this cantrip is Intelligence, Wisdom, or

Charisma (your choice).


Prerequisite: Intelligence 13 or higher
When you take the Attack action, you can forgo
You’ve devoted your life to studying forbidden
one of your attacks to cast a cantrip with a
magic, uncovering secrets that others dare not
casting time of 1 action.
pursue. You gain the following benefits:

Deathbound Increase your Intelligence score by 1, to a

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

maximum of 20. proficiency bonus.

When you make a death saving throw, you can You learn one exotic language of your choice.

roll with advantage.

When you reduce a creature to 0 hit points, you

can choose to regain a number of hit points

equal to your Constitution modifier. You can use

this feature a number of times equal to your

proficiency bonus, regaining any expended uses

when you finish a long rest.

Dark Whisperer

Prerequisite: Ability to cast at least one spell, 8th

level

You can channel forbidden arcana to influence the

minds of others. You gain the following benefits:

You learn the message and thaumaturgy

cantrips.

When you cast a spell that would charm or

frighten a creature, you can choose one target of

the spell to have disadvantage on the saving

throw.

The Codex of Forbidden Arcana 25


Occult Aegis Void Walker

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

forbidden lore. You gain the following benefits: following benefits:

Increase your Constitution or Intelligence score Increase your Dexterity score by 1, to a

by 1, to a maximum of 20. maximum of 20.

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

number of spell you know or can prepare. Once darkness.

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.

provided the spell’s duration is at least 1 minute.


Bloodbound Adept
Arcane Warden
Prerequisite: Ability to cast at least one spell

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

magic, gaining the ability to counter and dispel benefits:

arcane threats. You gain the following benefits:


You learn the blood bolt cantrip. Your

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

is Intelligence, Wisdom, or Charisma (your choice).

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

(if you have any). once per spell cast.

When you cast counterspell or dispel magic, you


Keeper of Secrets
can add your proficiency bonus to the ability

check.
Prerequisite: Charisma 13 or higher

You are adept at uncovering and concealing hidden


Spell Resistance
truths. You gain the following benefits:

Prerequisite: 16th level


Increase your Wisdom or Charisma score by 1,
Your mastery of magical resilience grants you
to a maximum of 20.
advantage on saving throws against spells.
You gain proficiency in the Deception and

Arcane Precision Insight skills.

Once per short or long rest, you can choose to


Prerequisite: Ability to cast at least one spell
reroll any Charisma (Deception) or Wisdom
Your mastery of arcana allows you to direct your (Insight) you make. If you do so, you must use
magic with extreme precision. You gain the
the new roll.
following benefits:

Dark Blessing
Increase your Intelligence or Wisdom score by

1, to a maximum of 20. You have been blessed by shadowy forces, granting

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

new roll. Charisma modifier + your proficiency bonus.

26 The Codex of Forbidden Arcana


Magic Items
Common

Whispering Skull

Wondrous item, common

This small, weathered skull constantly whispers

unintelligible words, filling the air with echoes.

As an action, you can use the skull to cast the

message cantrip.

Bonecharm of Warding

Wondrous item, common (requires attunement)

This small charm is made of polished bone, worn

smooth by time and use. It is said to offer

protection from spirits and undead.

While wearing this charm, you have advantage on

saving throws against being charmed, frightened,

or possessed by undead.

Ring of Arcane Insight

Ring, common

This silver ring is inscribed with esoteric symbols

that seem to shift and change when studied closely.

Once per day, you can choose to gain advantage on

any Intelligence (Arcana) check made to identify a

spell or magical effect. Once used, this property

can’t be used against until the next dawn.

Earrings of the Whispering Void

Wondrous item, common (requires attunement)

These earrings resemble twisting tentacles holding

dark, iridescent orbs that shimmer with

otherworldly light. When worn, the earrings seem

to shift and move slightly, as if alive, occasionally

emitting faint, unintelligible whispers.

As an action while attuned to this set of earrings,

you can cause them to emit a brief, disorienting

pulse of sound directed towards a creature you can

see within 30 feet of you. The target must succeed

on a DC 10 Constitution saving throw or have

disadvantage on the next attack roll it makes before

the end of its next turn.

Meteorite Pendant

Wondrous item, common (requires attunement)

This pendant is adorned with a small fragment of a

meteorite that grants the wearer brief insight into

the movements of the cosmos.

As an action, you can use the pendant to cast the

guidance cantrip, but only on yourself.

The Codex of Forbidden Arcana 27


Ring of Grasping Essence

Ring, common (requires attunement)

This dark ring appears to be made from twisted,

skeletal claws clutching a large, glowing green

gem. The gem pulses faintly, as if imbued with a

fragment of eldritch power.

While attuned to this ring, you can use an action to

cast the mage hand cantrip, but the hand created is

skeletal and has a faint green glow.

Amulet of Spectral Shielding

Wondrous item, common (requires attunement)

This translucent, ghostly amulet seems to flicker in

and out of existence, protecting its wearer from

minor harm.

While holding this amulet, you gain a +1 bonus to

your AC against ranged weapon attacks.

Potion of Featherstep

Potion, common

A light, airy liquid that swirls like a soft breeze.

Upon drinking this potion, you gain the benefits of

the feather fall spell for the next minute.

Potion of Clear Thought

Potion, common

A cloudy liquid that clears as you swirl it. When

consumed, you gain advantage on your next

Intelligence check or saving throw made within the

next hour.

Wand of Twisting Stars

Wand, common

This wand is made of twisted wood with a large,

multi-faceted crystal at the top that seems to

contain a small nebula. The crystal glows faintly, as

though containing the light of distant stars.

As an action while holding this magical wand, you

can use it to cast the dancing lights cantrip. The

lights take the form of swirling, star-like motes that

gently pulse with a faint purple glow.

Crystal of Lingering Echoes

Wondrous item, common

This small crystal hums softly when held, and it

seems to vibrate with a faint, unearthly resonance.

Once per day, as an action, you can use the crystal

to mimic the last sound it was exposed to during

the last minute, whether it was a whisper, a door

creaking, or a powerful roar. The sound plays back

at the same volume and tone as originally heard.

Once used, this property can’t be used again until

the next dawn.

28 The Codex of Forbidden Arcana


Pendant of the Verdant Pulse

Wondrous item, common

This pendant’s green gem seems to faintly throb, as

though it were connected to the pulse of living

beings.

The pendant has 3 charges. While holding it, you

can use an action to expend one of its charges and

sense the presence and exact location of any

creature within 60 feet of you that is not behind

total cover. This effect does not work on undead or

constructs. The pendant regains 1d3 charges daily

at dawn.

Orb of Lost Stars

Wondrous item, common

This small glass orb contains tiny flickering lights

that resemble distant stars, which dim and brighten

unpredictably.

Once per day, as an action, you can use the orb to

create a small burst of starlight, casting the faerie

fire spell from it (spell save DC 10). The light from

the spell takes the form of shimmering star-like

motes that cling to creatures within the area of

effect.

Mask of the Hollow Gaze

Wondrous item, common

This porcelain mask is featureless, with only two

dark, hollow eye holes.

While wearing the mask, you can see in darkness

as though it were dim light for up to 30 feet. You

can’t discern color in darkness, only shades of gray.

Potion of Lesser Healing

Potion, common

This small vial contains a thin, red liquid that

shimmers when shaken. When you drink this

potion, you regain 1d4 + 1 hit points.

Bone Charm

Wondrous item, common

This small charm is carved from an animal bone

and inscribed with faint runes.

While holding this charm, you can use an action to

stabilize a dying creature by touching the charm to

the creature. This property recharges daily at dawn.

Bloodthirst Needle

Wondrous item, common

This thin, crimson needle seems to hum faintly

with dark energy.

As an action, you can prick yourself with the

needle, gaining 1d4 temporary hit point. This

property recharges daily at dawn.

The Codex of Forbidden Arcana 29


Spiritual Candle Boots of Surefooted Travel

Wondrous item, common Wondrous item, common

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

enhances spiritual awareness. beneath them.

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

advantage on Intelligence (Religion) checks made knocked prone.

to recall lore about divine beings, spiritual rituals,


Amulet of Mending
or holy sites. The candle burns for 1 hour and is
Wondrous item, common
consumed after its duration ends. The flame cannot
This small amulet is made of cracked stone, etched
be extinguished by wind or water but can be
with runes of repair.
snuffed out as an action.
While holding the amulet, you can use an action to
Coin of False Fortune
cast the mending cantrip. The amulet hums softly

Wondrous item, common when repairing something and glows faintly until

This ordinary-looking coin appears mundane until the spell is complete.

used for a decision.


Orb of Simple Illusions
When you flip the coin, you can choose to have it
Wondrous item, common
land on the outcome you desire, either heads or
This small, cloudy glass orb contains faint swirling
tails. Once used, this property can’t be used again
colors that change when shaken.
until the next dawn.
As an action while holding it, you can cast the
Ribbon of Fortune’s Favor
minor illusion cantrip (spell save DC 10).

Wondrous item, common


Dust of Cleanliness
This brightly colored ribbon is adorned with runes
Wondrous item, common
of luck and tied into a simple bow. When worn on
This small pouch contains a fine, sparkling dust
your wrist or in your hair, it enhances your minor
that smells faintly of lavender.
fortune.
As an action, you can sprinkle the dust on a small
Once per day, when you roll a natural 1 on an
object or a 5-foot area. The target object or area
ability check, you can reroll the die. If you do so,
becomes spotlessly clean, removing dirt, grime, and
you must use the new roll. The ribbon regains its
minor stains. The pouch contains enough dust for 5
magic daily at dawn.
uses.
Potion of Restful Sleep
Glasses of Keen Vision
Potion, common
Wondrous item, common (requires attunement)
This tiny vial contains a soothing blue liquid that
These thin-rimmed spectacles have clear lenses
swirls gently when agitated. Drinking this potion
that shimmer faintly when exposed to light.
before resting ensures a deep, uninterrupted sleep.
While wearing these glasses, you have advantage
When you drink this potion, you gain the benefits of
on Intelligence (Investigation) checks made to find
a long rest after only 6 hours, and during this time,
hidden objects or examine small details.
you can’t be woken by loud noises or minor

disturbances.
Belt of Pocket Storage

Mask of the Soothing Spirit Wondrous item, common

Wondrous item, common (requires attunement) This simple leather belt has a single enchanted

pouch sewn into it. The pouch appears small but


This simple mask is painted with serene, flowing

patterns and seems to exude a calming energy. holds far more than its size suggests.

The pouch can hold up to 20 pounds of items but


While attuned to this mask, you can use it to cast

the calm emotions spell (spell save DC 10). Once always weighs only 1 pound. Retrieving an item

from the pouch requires an action.


used, this property can’t be used again until the

next dawn.

30 The Codex of Forbidden Arcana


Uncommon

Gem of Mental Clarity

Wondrous item, uncommon (requires attunement)

This small, polished stone is engraved with an

ancient rune of clarity that calms the thoughts of its

bearer.

When you make a Constitution saving throw to

maintain concentration on a spell while wearing

this gem, you gain a +3 bonus to the roll.

Bracelet of the Grasping Tendrils

Wondrous item, uncommon (requires attunement)

This bracelet is carved to resemble intertwining

tentacles, and it feels slightly wet to the touch.

While wearing this bracelet, you can use your

action to automatically escape any grapple.

Ring of the Shifting Star

Ring, uncommon (requires attunement)

This ring is made of a smooth, black metal inlaid

with a small star-shaped gem that occasionally

flickers as though distant.

As a reaction when you roll a natural 1 on an ability

check, attack roll, or saving throw, you can reroll

the die. If you do so, you must use the new roll.

Mirror of Shattered Reflections

Wondrous item, uncommon (requires attunement)

This small, cracked hand mirror is framed with

intricate silverwork. When a creature gazes into it,

its reflection appears fragmented, showing versions

of the creature from different angles at once.

The mirror has 4 charges. As an action while

holding it, you can expend one charge to summon

an illusory duplicate of yourself (as per the mirror

image spell). The duplicate lasts for 1 minute or

until destroyed, after which it vanishes. You can

have a maximum of three illusory duplicates active

at any time. The mirror regains 1d4 charges daily

at dawn.

Lifeblood Armor

Armor (any medium or heavy), uncommon

(requires attunement)

This blood-red armor is warm to the touch, and

faint patterns resembling veins pulse across its

surface.

You have a +1 bonus to AC while wearing this

armor. When you take damage while wearing it,

you can choose to roll a d4 and reduce the damage

by an amount equal to the result. If you do so, you

take that same amount as necrotic damage.

The Codex of Forbidden Arcana 31


Cloak of the Voidwalker

Wondrous item, uncommon (requires attunement)

This dark cloak shimmers faintly as if woven from

threads of starlight, its edges dissolving into faint

wisps of darkness. When worn, it seems to cling to

the air, muffling the wearer’s steps.

While attuned to this cloak, you gain advantage on

Dexterity (Stealth) checks made while in dim light

or darkness. Additionally, once per day, you can use

a bonus action to teleport up to 30 feet to an

unoccupied space you can see, provided that both

your starting point and destination are in dim light

or darkness. Once used, this property can’t be used

again until the next dawn.

Cloak of Bloodletting

Wondrous item, uncommon (requires attunement)

This dark red cloak is tattered at the edges, and it

exudes a faint scent of iron.

The cloak has 3 charges. You can expend 1 charge

as a reaction when you are hit by a melee attack to

cause the attacker to take 2d6 necrotic damage as

the cloak saps its life force. Additionally, you regain

hit points equal to half the necrotic damage dealt in

this way. The cloak regains 1d3 charges daily at

dawn.

Bracers of Phantom Defense

Wondrous item, uncommon (requires attunement)

These finely crafted bracers are made of polished

silver bearing undead-related patterns. They seem

to vibrate with the faint echo of movement.

As a reaction when a creature you can see targets

you with a weapon attack, you can impose

disadvantage on the attack as the bracers blur your

form.

Helm of the Bone Tyrant

Wondrous item, uncommon (requires attunement)

This helm resembles a skull with large, menacing

horns. The eye sockets seem to flicker with dark

energy when worn.

The helm has 4 charges. As an action, you can

expend 1 charge to cause skeletal hands to erupt

from the ground in a 20-foot radius centered on

you. Each creature in the area (other than yourself)

must succeed on a DC 13 Strength saving throw or

be restrained for 1 minute. A restrained creature

can use its action to make a DC 13 Strength ability

check, ending the effect on itself on a success.

The helm regains 1d4 charges daily at dawn.

32 The Codex of Forbidden Arcana


Ring of Mental Fortitude Vampiric Dagger

Ring, uncommon (requires attunement) Weapon (dagger), uncommon (requires

This silver ring is inscribed with faint runes of attunement)

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.

Necrotic Band Compendium of Infernal Lore

Ring, uncommon (requires attunement by a Wondrous item, uncommon

spellcaster) This dark, intricately bound tome bears the visage

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

When you cast a spell that deals necrotic damage pages.

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,

speak, and write Infernal and gaining advantage on


Ring of the Gravebound
ability checks related to devils and their hellish
Ring, uncommon
planes. Once its magic is used, the tome regains its
This silver ring is etched with dark, swirling runes
powers after 25 years.
and feels cold to the touch.

While holding or wearing this ring, you can use an

action to cast the speak with dead spell.

Once used, this property can’t be used

again until the next dawn.

The Codex of Forbidden Arcana 33


Cloak of Lesser Displacement Charm of Undying Vigil

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.

otherwise unable to move.


Wand of Eldritch Static

Wand of Silence Wand, uncommon (requires attunement by a

Wand, uncommon (requires attunement by a spellcaster)

spellcaster) This wand is made of blackened, cracked wood,

This slender black wand is topped with a carved and faint arcs of purple energy occasionally spark

symbol of a closed mouth. When used, it emits a from its surface.

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

dawn. to 10 feet away from you.

The wand regains 1d4 + 1 charges daily at dawn.


Boots of Bounding Stride

Wondrous item, uncommon (requires attunement) Phylactery of Forbidden Secrets

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.

Additionally, once per day, you can tap into the


Ring of Waterwalking
forces within the phylactery to gain advantage on
Ring, uncommon (requires attunement)
an Intelligence (Arcana) check related to ancient,
This silver ring is inscribed with gentle, flowing
forbidden, or dark magic.
patterns resembling waves.
Cloak of Spectral Movement
While wearing this ring, you can walk across any

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

spell). If you end your turn underwater, the ring stillness.

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

become incorporeal for 1 minute, allowing you to


Hexbound Ring
move through creatures and objects as if they were
Ring, uncommon (requires attunement)
difficult terrain. If you end your turn inside an
This tarnished iron ring is etched with twisting,
object, you are ejected to the nearest unoccupied
malevolent runes that pulse faintly when exposed
space and take 1d10 force damage. The cloak
to dark magic.
regains 1d3 expended charges daily at dawn.
The ring has 3 charges. While attuned to it, you can
Spiritual Bone-Charm
use a bonus action and expend 1 charge to curse a

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,

The ring fully recharges daily at dawn. or possessed.

34 The Codex of Forbidden Arcana


Rare Blood-Tethered Chain

Wondrous item, rare


Tome of Unfathomable Knowledge
This rusted chain is cold to the touch, and small
Wondrous item, rare (requires attunement)
droplets of blood seem to constantly form along its

This ancient book is bound in thick, worn leather, links.

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

similarly to the augury spell, is written in glowing the next dawn.

green ink across the pages of the book, offering a


Chain of the Dark Pact
cryptic response of weal (good), woe (bad), weal

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

circumstances that might change the outcome, skin.

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

expended charges daily at dawn. damage can’t be reduced in any way.

Scroll of Forgotten Names

Scroll, rare

This aged scroll is covered in fading symbols and

cryptic runes. When unfurled, the scroll emits a

faint whisper, almost as if it’s trying to remember

something long forgotten.

As an action while holding the scroll, you can focus

on one creature that you can see within 30 feet and

speak the scroll’s command word. As you do so, the

scroll unfurls, its runes shifting and rearranging

themselves to reveal the target’s true name, which

remain written on the scroll for 1 hour.

Once used, this property can’t be used again until

the next dawn.

The Codex of Forbidden Arcana 35


Amulet of Faint Vitality

Wondrous item, rare (requires attunement)

This dark metal amulet holds a red gem that pulses

in rhythm with your heartbeat.

When you take damage while attuned to it, you can

use your reaction to reduce that damage by 1d4, as

the amulet absorbs a fraction of the impact. This

effect doesn’t work against psychic damage.

Helm of Dread

Wondrous item, rare (requires attunement)

This blackened helm is shaped like a skull, and it

exudes a faint aura of fear.

While you are attuned to this helm, any creature of

your choice within 30 feet of you has disadvantage

on saving throws against being frightened, provided

you and the creature can see each other.

The helm has 3 charges. As an action, you can

choose one creature you can see within 30 feet of

you, attempting to overwhelm its mind with fear.

The target must succeed on a DC 13 Wisdom

saving throw or become frightened for the next

minute. A frightened creature can repeat the saving

throw at the end of each of its turns, ending the

effect on itself on a success. The helm regains 1d3

charges daily at dawn.

Dreadplate of the Fallen

Armor (plate), rare (requires attunement)

This ominous plate armor is crafted from dark, cold

metal, its surface etched with cryptic runes of death

and decay.

You have a +1 bonus to AC while wearing this

armor. While attuned to it, you gain the following

benefits:

Death’s Resilience. You have resistance to necrotic

damage.

Aura of the Grave. As an action, you can command

the armor to exude a chilling aura of death for 1

minute. For the duration, any creature of your

choice that starts its turn within 10 feet of you must

make a DC 15 Constitution saving throw or take

1d10 necrotic damage. Once you use this feature, it

can’t be used again until the next dawn.

Soulbound Armor. When you are reduced to 0 hit

points but not killed outright, you can choose to

drop to 1 hit point instead. Once used, this feature

can’t be used again until the next dawn.

36 The Codex of Forbidden Arcana


Cauldron of Mystical Brews Amulet of Forsaken Voices

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

abandoned, seeking to drag others into their pain.


Mystic Brewing. Once per day, you can expend a

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

below. from the trapped souls. If you do so, each creature

that can hear within 60 feet must make a DC 15


Mystic Brewing Table
Wisdom saving throw or be frightened for 1

Rarity Cost Time minute. While frightened in this way, a creature is

Common 50 gp 1 hour also paralyzed. A frightened creature can repeat the

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.

Aura of Desolation. You emit an aura of sorrow


Arcane Infusion. When you use the Mystic Brewing
that affects all creatures within 60 feet, imposing
feature once per day, you may choose to craft an
disadvantage on saving throws against being
Arcane Infusion instead of crafting another potion.
frightened.
Creating an Arcane Infusion costs 1 gp for a vial
Curse. Once attuned, the bearer feels the despair of
and takes only 30 minutes. The Arcane Infusion
the trapped souls. The wearer is unable to
stores a spell cast by you or a creature within 5 feet
experience joy or pleasure and suffers disadvantage
of the cauldron as the brewing finishes. To store a
on all Charisma checks. The curse can only be
spell, the spell must meet the following criteria:
lifted by a remove curse spell or if the amulet is

The spell’s level must be 3rd or lower. destroyed in a holy place.

The spell must target only one creature.

The spell must have a duration of 1 minute or

longer.

A creatures that drinks the Arcane Infusion gains

the benefits of the stored spell as if it were cast on

it. If the stored spell requires concentration, it does

not when the Arcane Infusion is consumed.

Magical Detection. While within 30 feet of the

cauldron, you can cast the detect magic spell at

will, without expending a spell slot.

Portable Potency. As an action, you can touch the

cauldron and speak its command word to shrink it

or bring it back to its normal state. When shrunken,

the cauldron weighs 5 pounds and can be carried

easily, but its other properties are suppressed.

Note on the Cauldron of Mystical Brews

At the GM’s discretion, specific components may be


needed to craft certain potions using the Cauldron
of Mystical Brews.

The Codex of Forbidden Arcana 37


Spider Pendant

Wondrous item, rare (requires attunement)

This pendant is crafted from a deep crimson

gemstone encased in silver filigree resembling a

spider’s web.

While attuned to this pendant, you can climb

difficult surfaces, including upside down on

ceilings, without needing to make an ability check.

Additionally, you can’t be restrained or slowed

against your will.

Helm of the Deathwatcher

Wondrous item, rare

This helm is shaped to resemble a skull, and

wearing it allows you to sense the dying.

While attuned to this helm, you can sense the

presence of any creature within 60 feet that has

fewer than half its hit points maximum and is not

behind total cover.

Staff of the Gravecaller

Weapon (quarterstaff), rare (requires attunement)

This staff is made from dark wood and is topped

with a skull that seems to glow faintly with necrotic

energy.

While you are holding this staff, you gain a +2

bonus to your spell attack rolls and the spell save

DC of your necromancy spells.


Art by
Additionally, you can use an action while holding
Dean Spencer
the staff to cast the animate dead spell from it.

Once used, this property can’t be used again until

the next dawn.

Ring of Dominion Rod of Authority

Rod, rare (requires attunement by a spellcaster)


Ring, rare (requires attunement)

This dark, jagged ring is made of black iron and set This twisted rod is made of dark iron, capped with

a jagged, blood-red crystal. When held, it exudes an


with a faintly glowing green gem that hums with

power. aura of cruel dominion.

While holding this rod, you gain a +1 bonus to your


While attuned to this ring, you can use an action to

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

use an action to expend 1 or more of its charges to


Dagger of Bloodletting
cast one of the following spells from it, using your

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),

edge stained with old blood. compulsion (4 charges), or hold monster.

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

additional 1d4 necrotic damage. This damage is turn.

increased by 1d4 if the target has fewer than half The rod regains 1d6 + 1 expended charges daily at

its hit points maximum. dawn.

38 The Codex of Forbidden Arcana


Very Rare

Mask of the All-Seeing Horror

Wondrous item, rare (requires attunement)

This grotesque, fleshy mask is adorned with

numerous eyes that move and blink independently,

creating an unsettling sense of constant awareness.

Wearing this mask grants its wearer a glimpse into

the incomprehensible realms beyond mortal

understanding.

The mask has the following properties:

Gaze of the Endless Eyes. You have advantage on

Wisdom (Perception) checks that rely on sight and

cannot be surprised as long as you are conscious,

as the many eyes of the mask allow you to see in all

directions.

Thoughts Unveiled. The mask has 3 charges. As an

action, you can expend 1 charge to peer into the

minds of creatures around you, casting the detect

thoughts spell (spell save DC 18). The mask fully

recharges daily at dawn.

True Seeing. While attuned to the mask, you have

the ability to see things as they actually are. You

have truesight, notice secret doors hidden by

magic, and can see into the Ethereal Plane, all out

to a range of 120 feet.

Whispers of the Far Realm. The mask’s connection

to the far realms beyond mortal comprehension

exacts a mental toll. While attuned to this mask,

you are permanently under the effects of an

indefinite madness that changes each day at dawn

(determine it randomly). These shifting effects

come from the mask’s eldritch influence, warping

your perception of reality in strange and

unpredictable ways, and can’t be cured by any

means short of breaking attunement with the mask.

Heartstone

Wondrous item, very rare (requires attunement)

This lustrous black gem holds the essence of the

ethereal. While attuned to this item, you gain the

following benefits:

Ethereal Stride. A Hearthstone has 4 charges. As

an action, you can expend one charge to magically

shift from the Material Plane to the Ethereal Plane,

or vice versa. The gem fully recharges daily at

dawn.

Curative Touch. You can use an action to touch a

creature with the Heartstone, curing it of all

diseases affecting it.

The Codex of Forbidden Arcana 39


Necklace of Primal Fury

Wondrous item, very rare (requires attunement)

This intricate necklace is made of polished beast


Art by Dean Spencer
fangs, bones, and ornate stones held together by

braided leather cords. Wearing the necklace instills

a sense of raw ferocity and connection to the

savage power of nature.

The necklace has the following properties:

Fury of the Wild. While attuned to this necklace,

you gain a +2 bonus to damage rolls with melee

weapon attacks.

Primal Roar. As an action, you can unleash a

thunderous roar imbued with the spirits of beasts.

Each creature of your choice within 30 feet of you

must succeed on a DC 18 Wisdom saving throw or

be frightened for 1 minute. A frightened creature

can repeat the saving throw at the end of each of its

turns, ending the effect on itself on a success. Once

used, this property cannot be used again until the

next dawn.

Relentless Spirit. When you are reduced to 0 hit

points but not killed outright, you can use your

reaction to drop to 1 hit point instead. When you

do, your melee weapon attacks deal an extra 1d6

damage for the next minute. Once used, this

property cannot be used again until the next dawn.


Pendant of Necrotic Vigor
Beastkin’s Savagery. You can channel the primal
Wondrous item, very rare (requires attunement)
essence of the necklace to cast the polymorph spell
This pendant holds a faintly glowing black gem,
on yourself. Once used, this property cannot be
suspended by a silver chain etched with grim
used again until the next dawn.
symbols of undeath.
Crown of Forgotten Kings While wearing this pendant, you have resistance to

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

rulers. temporary hit points equal to half the damage dealt

While wearing this crown, you gain a +1 bonus to (rounded up), lasting for 1 hour.

AC and saving throws and advantage on Charisma


Bloodwell Ring
(Persuasion) and Wisdom (Insight) ability checks.
Ring, very rare (requires attunement)
Additionally, as a reaction when you are targeted by
This ring is forged from dark iron and set with a
an attack, you can impose disadvantage on the
crimson gem glowing with an inner light.
attack roll.
When you take damage while wearing this magical
Ring of Dreadful Dominion
ring, the ring gains a number of charges equal to

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

others. any number of charges to heal a creature you can

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.

40 The Codex of Forbidden Arcana


Soul Phylactery

Wondrous item, very rare (requires attunement)

This ornate, glass vial is sealed with golden caps

etched with intricate arcane runes. Swirling within

the vial is a faint, ghostly mist that occasionally

takes the shape of a skull or screaming face.

The soul phylactery has the following properties:

Soul Capture. When a creature within 30 feet of

you dies, you can use your reaction to trap its soul

within the phylactery. To do so, the creature must

have a soul and cannot be undead or a construct. A

creature whose soul is trapped cannot be

resurrected or brought back to life by any means

short of a wish spell unless the phylactery is

destroyed. The phylactery can hold only one soul at

a time.

Soul Empowerment. While a soul is trapped in the

phylactery, you gain a +1 bonus to AC and saving

throws and advantage on saving throws against

spells and other magical effects.

Soul Release. As an action while holding the

phylactery, you can release the soul trapped within

the it, destroying it to unleash a burst of necrotic

energy. Each creature within a 30-foot radius

centered on the phylactery, other than yourself,

must make a DC 18 Constitution saving throw. A

creature takes 6d10 necrotic damage on a failed


Art by Dean Spencer
save, or half as much damage on a successful one.

Once used, this property can’t be used again until


Tonic of Eldritch Power
the next dawn.

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

destroyed. Once used, this property can’t be used arcane might.

again until the next dawn. When you drink this potion, each spell you cast

within the next minute is treated as if being one


Elixir of Voidwalking
level higher than the expended spell slot, up to a
Potion, very rare
maximum of 9th level.
This thick black liquid sparkles faintly with purple
Robe of Arcane Mastery
motes and feels unnaturally cold to the touch.

When you drink this potion, you gain the benefits of Wondrous item, very rare (requires attunement by

the voidwalk spell for 10 minutes (no concentration a spellcaster)

required). This finely crafted robe is made from exquisite

cloth that feels weightless and attuned to the weave


Potion of Arcane Precision
of magic.
Potion, very rare
While wearing this robe, you gain the following
This shimmering blue potion is flecked with
benefits:
streaks of silver that move like flowing energy.

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.

The Codex of Forbidden Arcana 41


Legendary

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

possibilities. presence of any magic items or magical effects.

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.

Farseeing Gaze. The mirror has 3 charges. While

within 5 feet of it, you can expend 1 charge to cast

the scrying spell (save DC 18) through the mirror.

While scrying through the mirror, you have

truesight out to a range of 120 feet centered on the

spell’s sensor. The mirror fully recharges daily at

dawn.

Portal’s W atcher. As an action while within 5 feet

of the mirror, you can focus its surface on any

permanent teleportation circle, portal, or planar rift

you know of. The mirror reveals the state of the

location and any creatures within 60 feet of the

portal for 1 minute, even if the location is on

another plane of existence. The surface

of the mirror shimmers in warning if the portal

is being used or was recently used. Once used,

this property can’t be used again until the next

dawn.

Presence of Mind. The mirror exudes an aura of

awareness. While bound to the mirror and within

120 feet of it, you have advantage on Wisdom and

Intelligence ability checks and saving throws and

initiative rolls. Additionally, while within this

radius, you can’t be suprised as long as you are

conscious.

Art by Dean Spencer

42 The Codex of Forbidden Arcana


Staff of the Voidcaller

Staff, legendary (requires attunement by a

spellcaster)

This ominous staff is crafted from dark, gnarled

wood infused with the essence of the void. Its

surface shimmers with the faint glow of distant

stars, and a jagged black crystal crowns its top,

pulsing with eldritch power. Wielding this staff

grants unparalleled mastery over the forces of the

cosmos and the void.

You gain a +3 bonus to spell attack rolls and spell

save DCs while holding this staff. The staff has the

following properties:

Spells. The staff has 20 charges and regains 2d8 +

4 expended charges daily at dawn. If you expend

the last charge, roll a d20. On a 20, the staff regains

1d8 + 2 charges.

While holding the staff, you can use an action to

expend some of its charges to cast one of the

following spells from it, using your spell save DC

and spell attack bonus: eldritch brand (1 charge),

eldritch ward (1 charge), void grasp (2 charges),

void weapon (3 charges), void sphere (3 charges),

void arrow (4 charges), void pulse (4 charges),

eldritch tempest (5 charges), voidwalk (6 charges),

annihilation (7 charges), black hole (8 charges), or

cosmic entropy (9 charges).

You can also use an action to cast one of the

following spells from the staff without using any

charges: lesser void pulse, whisper of the void, void

step, or dark resilience.

Void Resonance. The staff resonates with the

emptiness of the void, empowering your magic and

resilience.

You have resistance to force and necrotic damage.

Additionally, when you cast a spell that deals force

or necrotic damage, you can add 1d10 to the spell’s

damage roll. This effect can occur only once per

spell cast.

Cosmic Sight. While attuned to the staff, you gain

truesight out to a range of 120 feet and the ability

to see into the ethereal plane. Additionally, you are

permanently under the effects of the detect magic

and mind blank spells.

Unyielding Presence. The staff’s connection to the

void strengthens your mind and body. While

attuned to the staff, you can’t be charmed,

frightened, banished, or possessed against your

will.

Additionally, when you fail a saving throw, you can

choose to succeed instead. Once used, this property

can’t be used again until the next dawn.

The Codex of Forbidden Arcana 43


Rarity Varies

Gem of Spell Storing

Wondrous item, rarity varies, requires attunement

This gem stores spells cast into it, holding them

until the attuned creature uses them. The gem can

store up a number of levels worth of spells at any

time depending on its rarity, as detailed in the table

below. When found, it contains a number of levels

of stored spells chosen by the GM equal to its

maximum charges. Any creature can cast a spell

into the gem by touching the gem as the spell is

cast. The spell has no effect, other than to be stored

in the gem. If the gem can’t hold the spell, the spell

is expended without effect. The level of the slot

used to cast the spell determines how much space

it uses. While attuned to this gem, you can cast any

spell stored in it. The spell uses the slot level, spell

save DC, spell attack bonus, and spellcasting ability

of the original caster, but is otherwise treated as if

you cast the spell. The spell cast from the gem is no

longer stored in it, freeing up space.

Gem of Spell Storing Table

Gem Rarity Number of storable spell slots

Uncommon 3
Rare 5
Very Rare 7
Legendary 9

Everflowing Chalice

Wondrous item, rarity varies

While holding this chalice, you can use an action to

speak its command word and drink from it. If you

do so, the chalice magically fills with any non-

magical and non-harmful liquid of your choice

before you start drinking. Once per day, the

chalice can also fill itself with the liquid from a

magical potion of your choice; the chosen potion

must be of a maximum rarity that depends on the

chalice’s rarity, as detailed in the table below. Once

used, this property can’t be used again until the

next dawn.

Everflowing Chalice Table

Chalice Rarity Maximum Potion Rarity

Uncommon Common
Rare Uncommon
Very Rare Rare
Legendary Very Rare
Artifact Legendary

44 The Codex of Forbidden Arcana


Potion of Arcane Recovery

Potion, rarity varies

This potion shimmers with a bright, swirling blue

liquid shifting as if alive, with small arcs of magical

energy crackling just beneath the surface.

When you drink this potion, you regain a number of

spell slots of a combined level that is equal or less

than an amount depending on the potion’s rarity, as

detailed in the table below.

Potion of Arcane Recovery Table

Potion Rarity Combined Slot Level Regained

Common 1
Uncommon 2
Rare 3
Very Rare 5
Legendary 7

Tattoo of Arcane Reflection

Wondrous item (tattoo), rarity varies (requires

attunement)

This tattoo takes the form of a mirrored spiral,

fractal patterns, or shimmering runes etched into

the skin of its bearer. Pulsing when exposed to

magic, this tattoo grants the ability to reflect spells

back at their caster.

When a creature you can see casts a spell that

targets only you, you can use your reaction to

activate the tattoo and reflect the spell. If you do so,

the spell has no effect on you and instead targets

the caster, using the slot level, spell save DC, attack

bonus, and spellcasting ability of the caster. The

maximum level of the spell that can be reflected in

this way is determined by the tattoo’s rarity.

The tattoo has a number of charges determined by

its rarity, and it regains all expended charges daily

at dawn.

Tattoo of Arcane Reflection Table

Rarity Maximum Spell Level Uses Per Day

Uncommon 3rd level 1


Rare 4th level 2
Very Rare 5th level 3
Legendary 7th level 3

Time to Drop Knowledge

The Tattoo of Arcane Reflection is created using a


magical needle, which allows it to be attuned or
unattuned with ease. When you unattune from the
tattoo, it reverts back into the form of the needle,
which can be used to apply the tattoo again or
stored for later use.

The Codex of Forbidden Arcana 45


Subclasses

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.

not just a burden - it is a source of transcendence.


Fighter: Void Knight
Barbarian: Path of the Revenant
Void Knights harness the power of the endless

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.

resilience and connection to death terrify their foes,


Monk: Way of the Shadowflame
making them unstoppable forces of destruction.
Monks of the Way of the Shadowflame channel the
Bard: College of Eldritch Secrets
destructive fury of fire and the elusive stillness of

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.

whispers of the incomprehensible.


Paladin: Oath of Dread
Bard: College of Magic
Paladins of the Oath of Dread wield fear as a

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.

46 The Codex of Forbidden Arcana


Ranger: Arcane Marksman Warlock Patron: The Sealed One

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.

Rogue: Soulblade Wizard: School of Demonology

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

precision and resilience, Soulblades embody the threatens to overwhelm them.

delicate interplay between strength and sacrifice.


Wizard: School of Forbidden Arcana

Rogue: Wraithwalker Wizards of Forbidden Arcana defy the boundaries

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

battlefield, masters of incorporeal movement, and inherent dangers of their craft.

terror-inducing infiltrators.

Sorcerer: Hemomancer

Hemomancers wield the forbidden power of blood

magic, drawing strength from their lifeforce to fuel

devastating spells. Their abilities walk the line

between life and death, enabling them to channel

unparalleled destruction while embracing the risks

of their dark art.

Sorcerer: Infernal Heritage

Marked by a hellish legacy, sorcerers of Infernal

Heritage command fire and destruction, channeling

their diabolical ancestry into devastating magic.

These warlocks balance the infernal allure of

power with the constant reminder of their cursed

lineage.

Warlock Patron: The Lich

Warlocks bound to a Lich patron become masters

of undeath and decay, inheriting necromantic might

from an immortal spellcaster who transcended life.

These warlocks forge a dangerous pact, walking

the path of eternal undeath and forbidden power.

Warlock Patron: The Mimic

Those who form a pact with a Mimic are bound to a

symbiotic relationship with a cunning and alien

entity. With abilities rooted in transformation,

subterfuge, and primal hunger, these warlocks

walk on a fine line between mortal and monstrous.

The Codex of Forbidden Arcana 47


Barbarian: Path of the Gory Vanguard

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

life’s struggle. not granted - it is earned.

Barbarian: Path of the Gory Vanguard

Level Proficiency Bonus Features Rages Rage Damage

1st +2 Rage, Unarmored Defense 2 +2


2nd +2 Reckless Attack, Danger Sense 2 +2
3rd +2 Crimson Fury 3 +2
4th +2 Ability Score Improvement 3 +2
5th +3 Extra Attack, Fast Movement 3 +2
6th +3 Ritual of Bloodletting 4 +2
7th +3 Feral Instinct 4 +2
8th +3 Ability Score Improvement 4 +2
9th +4 Brutal Critical (1 die) 4 +3
10th +4 Sanguine Endurance 4 +3
11th +4 Relentless Rage 4 +3
12th +4 Ability Score Improvement 5 +3
13th +5 Brutal Critical (2 dice) 5 +3
14th +5 Avatar of Carnage 5 +3
15th +5 Persistent Rage 5 +3
16th +5 Ability Score Improvement 5 +4
17th +6 Brutal Critical (3 dice) 6 +4
18th +6 Indomitable Might 6 +4
19th +6 Ability Score Improvement 6 +4
20th +6 Primal Champion Unlimited +4

48 The Codex of Forbidden Arcana


Your melee weapon attacks deal an additional
Barbarian: Path of the
1d8 necrotic damage to the target on a hit.

Gory Vanguard When you reduce a creature to 0 hit points, you

can immediately move up to half your speed


Barbarians who follow the Path of the Gory

Vanguard view the battlefield as a sacred altar and without provoking opportunity attacks.

bloodshed as the ultimate offering. They believe


Once you use this feature, you can’t use it again
that each drop of spilled blood - be it theirs or their
until you finish a long rest.
enemies’ - fuels their strength, empowers their

rage, and brings them closer to a state of primal

transcendence. For these warriors, combat is not

merely survival; it is a brutal and cathartic ritual

that honors the raw, visceral nature of existence.

Crimson Fury

When you choose this path at 3rd level, your rage is

fueled by the flow of blood. While you are raging,

the first time you hit a creature with a melee

weapon attack on each of your turns, you can

choose to deal additional weapon’s damage equal

to your Rage Damage bonus. This damage is

doubled if either you or the target are below half

your maximum hit points.

Ritual of Bloodletting

At 6th level, you learn to draw power from the

bloodshed you cause. When you reduce a creature

to 0 hit points, you gain a number of temporary hit

points equal to half your barbarian level + your

Constitution modifier, lasting for 1 minute.

In addition, while raging, your melee weapon

attacks score a critical hit on a roll of 19 or 20 if

either you or the target are below half your

maximum hit points.

Sanguine Endurance

At 10th level, your connection to the flow of life and

death heightens your resilience. Whenever you take

damage from an attack or an effect that you can

see, you can use your reaction to reduce that

damage by an amount equal to your Constitution

modifier + your Rage Damage bonus.

Avatar of Carnage

At 14th level, you fully embrace the bloody chaos of

battle, becoming an unstoppable force of slaughter.

As an action during your turn, you can enter a

heightened state of bloodlust for 1 minute, gaining

the following benefits:

You regain 10 hit points at the start of each of

your turns if you are below half your maximum

hit points but you have at least 1 hit point.

The Codex of Forbidden Arcana 49


Barbarian: Path of the Revenant

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

prowess. haunted places, cursed lands, or battles where the

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

law. cursed wanderers with a destiny they cannot

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.

Barbarian: Path of the Revenant

Level Proficiency Bonus Features Rages Rage Damage

1st +2 Rage, Unarmored Defense 2 +2


2nd +2 Reckless Attack, Danger Sense 2 +2
3rd +2 Relentless Spirit 3 +2
4th +2 Ability Score Improvement 3 +2
5th +3 Extra Attack, Fast Movement 3 +2
6th +3 Aura of Dread 4 +2
7th +3 Feral Instinct 4 +2
8th +3 Ability Score Improvement 4 +2
9th +4 Brutal Critical (1 die) 4 +3
10th +4 Gravebound Strikes 4 +3
11th +4 Relentless Rage 4 +3
12th +4 Ability Score Improvement 5 +3
13th +5 Brutal Critical (2 dice) 5 +3
14th +5 Eternal Fury 5 +3
15th +5 Persistent Rage 5 +3
16th +5 Ability Score Improvement 5 +4
17th +6 Brutal Critical (3 dice) 6 +4
18th +6 Indomitable Might 6 +4
19th +6 Ability Score Improvement 6 +4
20th +6 Primal Champion Unlimited +4

50 The Codex of Forbidden Arcana


Barbarian: Path of the Gravebound Strikes

At 10th level, your attacks channel the unnatural


Revenant
force keeping you alive. When you hit a creature
Barbarians who walk the Path of the Revenant are
with a melee weapon attack while raging, you can
beings who have defied death itself, their rage
deal an additional 1d6 necrotic damage to the
fueled by an unbreakable connection to the grave.
target.
Whether they were returned to life by sheer

willpower, a vengeful spirit, or some unnatural Eternal Fury


force, Revenants are haunted warriors who exist
At 14th level, your defiance of death becomes
between the mortal world and the afterlife. Their
absolute. While raging, you regain a number of hit
relentless fury is a manifestation of their refusal to
points equal to 1d12 + your Constitution modifier
fall, granting them an unholy resilience and an aura
at the start of each of your turns if you have less
of dread that terrifies their enemies.
than half your maximum hit points.

Relentless Spirit Additionally, when you are reduced to 0 hit points

but not killed outright while raging, you can use


When you choose this path at 3rd level, your
your reaction to make a melee weapon attack
connection to death fuels your endurance. While
against a creature within your reach.
raging, if you are reduced to 0 hit points but not

killed outright, you can make a Constitution saving

throw (with a DC equal to 5 + the damage taken).

On a success, you drop to 1 hit point instead. This

effect can occur up to a maximum number of times

equal to your Constitution modifier (minimum of

once) during a single use of your Rage.

Additionally, while you are raging, you have

resistance to necrotic damage.

Aura of Dread

At 6th level, your presence unsettles the living and

terrifies the dead. When you first enter your rage

and as a bonus action on each subsequent turns

while raging, you can force any number of

creatures of your choice within 30 feet of you to

make a Wisdom saving throw (with a DC equal to 8

+ your proficiency bonus + your Constitution

modifier) or be frightened of you until the end of

your next turn.

The Codex of Forbidden Arcana 51


Bard: College of Eldritch Secrets

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

an unparalleled fusion of performance and power. harmonies.

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.

Bard: College of Eldritch Secrets

Proficiency Cantrips Spells — Spell Slots Per Spell Level —

Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +2 Spellcasting, Bardic Inspiration 2 4 2 — — — — — — — —


(d6)
2nd +2 Jack of All Trades, Song of Rest 2 5 3 — — — — — — — —
(d6)
3rd +2 Eldritch Inspiration, Expertise 2 6 4 2 — — — — — — —
4th +2 Ability Score Improvement 3 7 4 3 — — — — — — —
5th +3 Bardic Inspiration (d8), Font of 3 8 4 3 2 — — — — — —
Inspiration
6th +3 Forbidden Performance, 3 9 4 3 3 — — — — — —
Countercharm
7th +3 –– 3 10 4 3 3 1 — — — — –-
8th +3 Ability Score Improvement 3 11 4 3 3 2 — — — — —
9th +4 Song of Rest (d8) 3 12 4 3 3 3 1 — — — —
10th +4 Bardic Inspiration (d10), Expertise, 4 14 4 3 3 3 2 — — — —
Magical Secrets
11th +4 –– 4 15 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 4 15 4 3 3 3 2 1 — — —
13th +5 Song of Rest (d10) 4 16 4 3 3 3 2 1 1 — —
14th +5 Otherworldly Awareness, Magical 4 18 4 3 3 3 2 1 1 — —
Secrets
15th +5 Bardic Inspiration (d12) 4 19 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 4 19 4 3 3 3 2 1 1 1 —
17th +6 Song of Rest (d12) 4 20 4 3 3 3 2 1 1 1 1
18th +6 Magical Secrets 4 22 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 22 4 3 3 3 3 2 1 1 1
20th +6 Superior Inspiration 4 22 4 3 3 3 3 2 2 1 1

52 The Codex of Forbidden Arcana


Power Surge: The creature’s next attack deals
Bard: College of
an additional 1d8 force damage on a hit.

Eldritch Secrets Shifting Reality: The creature can immediately

teleport up to 10 feet to an unoccupied space it


Bards of the College of Eldritch Secrets are

masters of the incomprehensible. They blend can see.

Temporal Shift: The creature’s speed is


music, poetry, and performance with the forbidden

knowledge of ancient realms and entities beyond increased by 15 feet until the start of its turn.

Twisting Fate: The creature gains advantage on


mortal comprehension. Their art draws upon the

chaotic energies of the multiverse, weaving the next ability check or attack roll it makes

within the next minute.


haunting melodies and cryptic tales that resonate

with cosmic truths. These bards are conduits of the W arped Fortune: The creature can roll a d4 and

add the result to the next saving throw it makes


arcane, using their performances to unlock the

secrets of existence itself. within the next minute.

Bonus Proficiencies Forbidden Performance

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

tied to otherworldly forces. your performance, becoming incapacitated for the

next minute. The spell ends for an affected creature


Eldritch Inspiration
if it takes any damage or if someone else uses an

Starting at 3rd level, your Bardic Inspiration is action to shake the creature out of its temporary

infused with otherworldly energy. When a creature madness.

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.

Once you use this feature, you cannot use it again


Aetherial Step: For the next minute, the
until you finish a short or long rest.
creature’s movement ignores difficult terrain.

Dimensional Shroud: The creature becomes Otherworldly Awareness


obscured until the start of its next turn.
Upon reaching 14th level, your connection to
Echo of the Void: The next attack that targets
eldritch secrets grants you unparalleled perception
the creature is made at disadvantage.
and awareness, allowing you to see and understand
Eldritch Resilience: The creature gains
beyond mortal limits. You gain telepathy out to a
temporary hit points equal to your Charisma
range of 60 feet, allowing you to use an action to
modifier (minimum of 1), lasting for 1 minute.
mentally communicate with any creature you can
Illusory W arding: The creature gains resistance
see within this range, provided it understands at
to one damage type of its choice until the start of
least one language.
its next turn.
Additionally, you gain truesight out to a range of 30
Lesser Invisibility: The creature becomes
feet, allowing you to see through illusions and
invisible to creatures that are more than 30 feet
concealments.
away until the start of its next turn.
Your heightened awareness also sharpens your
Mind Fracture: The creature’s next damage
ability to read others. You gain proficiency in the
spell deals an additional 1d6 psychic damage.
Insight skill, and if you are already proficient in it,
Mystic Armor: Until the start of its next turn, the
your proficiency bonus is doubled for any ability
creature’s AC increases by 1.
check you make that uses this skill.

The Codex of Forbidden Arcana 53


Bard: College of Magic

Bards of the College of Magic possess a rare gift: Arcane Inspiration

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.

performance is an exploration of magic’s true

nature, a delicate balance between creativity and Master of Magic

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.

Bard: College of Magic

Proficiency Cantrips Spells — Spell Slots Per Spell Level —

Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +2 Spellcasting, Bardic Inspiration 2 4 2 — — — — — — — —


(d6)
2nd +2 Jack of All Trades, Song of Rest 2 5 3 — — — — — — — —
(d6)
3rd +2 Arcane Inspiration, Expertise 2 6 4 2 — — — — — — —
4th +2 Ability Score Improvement 3 7 4 3 — — — — — — —
5th +3 Bardic Inspiration (d8), Font of 3 8 4 3 2 — — — — — —
Inspiration
6th +3 Mystical Resonance, Countercharm 3 9 4 3 3 — — — — — —
7th +3 –– 3 10 4 3 3 1 — — — — –-
8th +3 Ability Score Improvement 3 11 4 3 3 2 — — — — —
9th +4 Song of Rest (d8) 3 12 4 3 3 3 1 — — — —
10th +4 Bardic Inspiration (d10), Expertise, 4 14 4 3 3 3 2 — — — —
Magical Secrets
11th +4 –– 4 15 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 4 15 4 3 3 3 2 1 — — —
13th +5 Song of Rest (d10) 4 16 4 3 3 3 2 1 1 — —
14th +5 Master of Magic, Magical Secrets 4 18 4 3 3 3 2 1 1 — —
15th +5 Bardic Inspiration (d12) 4 19 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 4 19 4 3 3 3 2 1 1 1 —
17th +6 Song of Rest (d12) 4 20 4 3 3 3 2 1 1 1 1
18th +6 Magical Secrets 4 22 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 22 4 3 3 3 3 2 1 1 1
20th +6 Superior Inspiration 4 22 4 3 3 3 3 2 2 1 1

54 The Codex of Forbidden Arcana


Bard: College of Magic Master of Magic

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

spellcasting. imposing disadvantage on any number of saving

throws you choose made to resist the effects of that

Bonus Proficiencies spell. You can use this ability once per long rest

without suffering any consequences. If you decide


Starting at 3rd level, you gain proficiency in the
to use it again before finishing a long rest, you gain
Arcana skill, and your proficiency bonus is doubled
one level of exhaustion for each subsequent use.
for any ability check you make that uses this skill.
Only by finishing a long rest can you remove a level

Arcane Inspiration of exhaustion gained in this way.

Also at 3rd level, you learn how to infuse your

bardic inspiration with magical energy. As a

reaction when you or an ally that you can see

within 60 feet of you casts a spell of 1st level or

higher, you can expend an use of your Bardic

Inspiration to enhance that cast. Roll a bardic

inspiration die and and apply the following effects

based on the result:

1-2: Nothing happens.

3-5: The spell is enhanced, and its level is

increased by one. For example, a spell cast with

a 3rd-level slot and enhanced in this way counts

as if it were cast using a 4th-level spell slot.

6+: In addition to enhancing the spell, the caster

regains a spell slot of a level equal or lower than

half the level of the slot expended to cast the

spell, rounded up. For instance, if a 3rd-level

spell slot was spent, the caster can choose to

regain a spell slot of 1st or 2nd level.

Mystical Resonance

At 6th level, your connection to the weave of magic

deepens. Whenever you use your Arcane

Inspiration feature to empower a spell, you can

choose to reroll your bardic inspiration die once. If

you do so, you must use the second result.

The Codex of Forbidden Arcana 55


Cleric: Madness Domain

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

encounter. challenge conventional wisdom.

Cleric: Madness Domain

Proficiency Cantrips — Spell Slots Per Spell Level —

Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +2 Spellcasting, Madness Divine Domain, Touch 3 2 — — — — — — — —


of Madness

2nd +2 Channel Divinity (x1), Whispered Delirium 3 3 — — — — — — — —


3rd +2 – 3 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 4 3 — — — — — — —
5th +3 Destroy Undead (CR 1/2) 4 4 3 2 — — — — — —
6th +3 Channel Divinity (x2), Mind Warp 4 4 3 3 — — — — — —
7th +3 – 4 4 3 3 1 — — — — —
8th +3 Ability Score Improvement, Destroy Undead 4 4 3 3 2 — — — — —
(CR 1), Aura of Insanity
9th +4 – 5 4 3 3 3 1 — — — —
10th +4 Divine Intervention 5 4 3 3 3 2 — — — —
11th +4 Destroy Undead (CR 2) 5 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5 – 5 4 3 3 3 2 2 1 — —
14th +5 Destroy Undead (CR 3) 5 4 3 3 3 2 1 1 — —
15th +5 – 5 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —
17th +6 Destroy Undead (CR 4), Unfathomable Psyche 5 4 3 3 3 2 1 1 1 1
18th +6 Channel Divinity (x3) 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Divine Intervention improvement 5 4 3 3 3 3 2 2 1 1

56 The Codex of Forbidden Arcana


Cleric: Madness Domain Touch of Madness

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),

and you regain all expended uses after finishing a


Madness Domain Spells
long rest.

Cleric Level Spells


Channel Divinity: Whispered
1st hideous laughter , spectral knife
3rd lingering terror,mind twist Delirium
5th fear, hypnotic pattern
Starting at 2nd level, you can use your Channel
7th confusion, hallucinatory terrain

9th mind shatter, modify memory


Divinity to inflict madness upon your enemies. As

an action, you present your holy symbol, and all

Bonus Proficiencies creatures of your choice within 30 feet that can

hear you must make a Wisdom saving throw. On a


When you choose this domain at 1st level, your
failed save, a creature becomes frightened of you
connection to the enigmatic forces of madness
until the end of its next turn, as it hears dissonant
grants you the ability to perceive hidden truths
and maddening whispers filling its mind.
within the chaos and to veil your intentions behind

a shroud of ambiguity. You gain proficiency in the


Mind Warp

Insight and Deception skills, and your proficiency


At 6th level, your connection to the realm of
bonus is doubled for any ability check you make
uncertainty and illusion allows you to subtly alter
that uses either of those skills.
the perception of those around you. As a bonus

action, you can target one creature within 30 feet

that you can see, and force it to make an

Intelligence saving throw. On a failed save, the

creature’s mind becomes briefly unmoored from

reality, and you can choose one of the following

effects to take place:

Illusory Vulnerability: The target perceives a

false vulnerability within themselves. The

creature takes an additional 1d6 psychic

damage from the next attack that hits it before

the start of your next turn.

Phantasmal Guardian: The target is haunted by

a phantasmal guardian that mimics its

movements. The creature has disadvantage on

the next attack roll it makes before the end of its

next turn.

The Codex of Forbidden Arcana 57


Aura of Insanity

At 8th level, your presence becomes an

overwhelming beacon of madness. Each creature of

your choice within 10 feet of you has resistance to

psychic damage and gains advantage on saving

throws against being charmed or frightened.

Additionally, any hostile creature that starts its turn

within the same radius must make a Wisdom

saving throw against your spell save DC or take an

amount of psychic damage equal to your Wisdom

modifier (minimum of 1).

Unfathomable Psyche

At 17th level, you become an embodiment of

enigmatic madness, transcending the boundaries of

mortal comprehension. As long as you are

conscious, you are permanently under the effects of

the mind blank spell. Additionally, your thoughts

and memories are impenetrable even for the

purposes of traits and effects that would reveal if

you are telling a lie (such as a Planetar’s Divine

Awareness trait) or other similar effects.

58 The Codex of Forbidden Arcana


Cleric: Oblivion Domain

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

remains in harmony. unshakable, and their purpose is clear. They see

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.

Cleric: Oblivion Domain

Proficiency Cantrips — Spell Slots Per Spell Level —

Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +2 Spellcasting, Oblivion Divine Domain, Voice of 3 2 — — — — — — — —


Oblivion

2nd +2 Channel Divinity (x1), Nullify 3 3 — — — — — — — —


3rd +2 – 3 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 4 3 — — — — — — —
5th +3 Destroy Undead (CR 1/2) 4 4 3 2 — — — — — —
6th +3 Channel Divinity (x2), Aura of Stillness 4 4 3 3 — — — — — —
7th +3 – 4 4 3 3 1 — — — — —
8th +3 Ability Score Improvement, Destroy Undead 4 4 3 3 2 — — — — —
(CR 1), Blessing of Entropy
9th +4 – 5 4 3 3 3 1 — — — —
10th +4 Divine Intervention 5 4 3 3 3 2 — — — —
11th +4 Destroy Undead (CR 2) 5 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5 – 5 4 3 3 3 2 2 1 — —
14th +5 Destroy Undead (CR 3) 5 4 3 3 3 2 1 1 — —
15th +5 – 5 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —
17th +6 Destroy Undead (CR 4), Oblivion’s Embrace 5 4 3 3 3 2 1 1 1 1
18th +6 Channel Divinity (x3) 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Divine Intervention improvement 5 4 3 3 3 3 2 2 1 1

The Codex of Forbidden Arcana 59


Cleric: Oblivion Domain Aura of Stillness

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

nothingness to silence magic, extinguish life force, additional movement speed.

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.

a weapon and a shield, enforcing the quiet finality


Blessing of Entropy
of existence.

At 8th level, your connection to the void enhances


Oblivion Domain Spells
your martial or spellcasting capabilities. Choose

Cleric Level Spells one of the following features:


1st detect evil and good , sleep
3rd calm emotions , silence Divine Strike: You gain the ability to infuse your

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

damage to the target. When you reach 14th

Voice of Oblivion level, the extra damage increases to 2d8.

Potent Spellcasting: You add your Wisdom


Starting at 1st level, you can channel the power of
modifier to the damage you deal with any cleric
emptiness to suppress resistance and undermine
cantrip.
defenses. When you cast a spell that forces a

creature to make a saving throw, you can choose Oblivion’s Embrace


one creature affected by the spell. The target has
Upon reaching 17th level, you learn to briefly
disadvantage on any saving throw it makes against
manifest the overwhelming presence of the void to
that instance of the spell. You can use this feature a
annihilate those who defy the natural order. As an
number of times equal to your Wisdom modifier
action during your turn, you create an aura of
(minimum of once), and you regain all expended
oblivion in a 30-foot radius sphere centered on you.
uses after you finish a long rest.
The aura lasts for 1 minute, until you drop to 0 hit

Channel Divinity: Nullify points, or until you dismiss it (no action required by

you). When you use this ability, you can designate


Starting at 2nd level, you can use your Channel
any number of creatures you can see to be
Divinity to extinguish magical effects and sap life
unaffected by it. An affected creature within the
force. When you use this feature, choose one of the
aura has disadvantage on saving throws against
following effects:
your cleric spells and abilities, and once per turn

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.

of you that has temporary hit points. The

creature must succeed on a Constitution saving

throw against your spell save DC or lose all its

temporary hit points.

60 The Codex of Forbidden Arcana


Druid: Circle of the Night

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

soften. found under the light of the stars.

Druid: Circle of the Night

Proficiency Cantrips — Spell Slots Per Spell Level —

Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +2 Druidic, Spellcasting 2 2 — — — — — — — —


2nd +2 Wild Shape, Circle Spells, Night Sight, 2 3 — — — — — — — —
Twilight Veil

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

The Codex of Forbidden Arcana 61


shrouded in nonmagical darkness. A creature with
Druid: Circle of the
darkvision can see normally through this darkness,

Night and nonmagical light can’t illuminate it. The area

can only be illuminated by magical light created by


Druids of the Circle of the Night embrace the

mysteries of twilight, finding strength in the a spell of 1st level or higher.

The veil moves with you and lasts for 10 minutes,


balance between light and shadow. To them, the

night is not a realm of fear but of potential, where until your drop to 0 hit points, or until you dismiss

it (no action required).


the hidden and unseen thrive. Masters of stealth

and concealment, these druids revere the stillness


Silent Stalker
of moonlit hours and the obscurity of starry skies,

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

light or darkness, you have advantage on Dexterity


Circle of the Night Spells
(Stealth) checks, and you gain the benefits of half

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

can move through the space of other creatures as if


to additional spells at the levels detailed below.

These spells are always prepared, and they don’t it were difficult terrain.

count against the number of spells you can prepare


Reflexes of the Night
each day. If you gain access to a spell that doesn’t

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

danger with supernatural precision. While you are

Circle of the Night Spells in dim light or darkness, when a creature you can

see hits you with an attack, you can use your


Druid Level Spells

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

5th conjure animals, fear without provoking opportunity attacks.

7th greater invisibility, shadow ensnare

9th commune with nature, dream


Night’s Embrace

Upon reaching 14th level, you master the art of

Night Sight blending seamlessly into the shadows to evade

detection. While you are in dim light or darkness,


Starting at 2nd level, your connection to the night
you can use a bonus action to meld into the
sharpens your vision and allows you to share this
shadows, gaining the benefits of the invisibility
gift with others. You gain darkvision out to a range
spell until the start of your next turn.
of 60 feet. If you already have darkvision, its range
To use this feature, you must not have moved
increases by 60 feet instead.
during your turn, and after using it, your speed
As an action during your turn, you can touch a
becomes 0 until the end of your current turn.
willing creature and grant it the same benefits for

the next hour. You can use this feature a number of

times equal to your Wisdom modifier (minimum of

once), and you regain all expended uses when you

finish a long rest.

Twilight Veil

Starting at 2nd level, you learn to draw upon the

twilight to obscure yourself and your allies. As a

bonus action, you can expend a use of your Wild

Shape feature to summon a veil of natural darkness

that extends in a 10-foot radius centered on you.

For the duration, the area within the veil is

62 The Codex of Forbidden Arcana


Fighter: Void Knight

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

the power they wield. Some are scholars or their power.

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

capable of warping reality itself. the endless expanse of nothingness.

Fighter: Void Knight

Level Proficiency Bonus Features

1st +2 Fighting Style, Second Wind


2nd +2 Action Surge (x1)
3rd +2 Void Strikes, Voidwalk

4th +2 Ability Score Improvement


5th +3 Extra Attack
6th +3 Ability Score Improvement
7th +3 Null Barrier

8th +3 Ability Score Improvement


9th +4 Indomitable (x1)
10th +4 Disruptive Presence

11th +4 Extra Attack (x2)


12th +4 Ability Score Improvement
13th +5 Indomitable (x2)
14th +5 Ability Score Improvement
15th +5 Weightless Precision

16th +5 Ability Score Improvement


17th +6 Action Surge (x2), Indomitable (x3)
18th +6 Event Horizon

19th +6 Ability Score Improvement


20th +6 Extra Attack (x3)

Void Knights in Roleplay

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.

The Codex of Forbidden Arcana 63


Fighter: Void Knight
Void Knights are warriors who wield the cold and

overwhelming power of the void, channeling its

endless emptiness into their strikes. With every

blow, they fracture reality, destabilizing their

enemies and unraveling magical defenses. These

knights move with uncanny precision, their mastery

of the void turning absence into a weapon that

reshapes the battlefield and leaves their foes in

disarray.

Void Strikes

When you choose this archetype at 3rd level, you

learn to channel the raw energy of the void into

your attacks. When you hit a creature with a melee

weapon attack, you can choose to deal an extra 1d6

force damage to the target.

Voidwalk

Also at 3rd level, the void’s influence allows you to

move through the world as though unbound by its

constraints. When you take the Dash action, you


Weightless Precision

can move through other creatures’ spaces as


At 15th level, the void lightens your movements,
though they were difficult terrain, and you ignore
granting you unmatched balance and control in
nonmagical difficult terrain during your movement.
combat. climbing and swimming no longer cost you

extra movement, and you have advantage on ability


Null Barrier
checks and saving throws against being knocked
At 7th level, you learn to summon a shield of void prone, grappled, restrained, or pushed against your
energy to protect yourself from harm. When you
will.
are hit by an attack, you can use your reaction to Additionally, your weapon attacks ignore the
summon a barrier of void energy, halving the
penalties imposed by being prone or fighting
damage you take from that attack. Additionally, if underwater.
the attacker is within 5 feet of you, it must succeed

on a Strength saving throw (with a DC equal to 8 +


Event Horizon

your proficiency bonus + your Strength or Dexterity


Upon reaching 18th level, you can briefly tear open
modifier, your choice) or be pushed up to 10 feet
the void, unleashing its full power upon your foes.
away from you and knocked prone as the void
As an action, you can create a field of intense void
surges outward.
energy in a 30-foot radius centered on you, lasting
You can use this feature a number of times equal to
for 1 minute. When you use this feature, you can
your proficiency bonus, and you regain all
designate any number of creatures you can see to
expended uses when you finish a short or long rest.
be unaffected by it. An affected creature within the

area is subjected to the following effects:


Disruptive Presence

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

of you have disadvantage on saving throws to within the area.

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

for the first time on a turn.

Once you use this feature, you cannot use it again

until you finish a long rest.

64 The Codex of Forbidden Arcana


Monk: Way of the Shadowflame

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

The traditions of the Way of the Shadowflame are their wake.

Monk: Way of the Shadowflame

Proficiency Martial Ki Unarmored

Level Bonus Arts Points Movement Features

1st +2 1d4 — — Unarmored Defense, Martial Arts


2nd +2 1d4 2 +10 ft. Ki, Unarmored Movement
3rd +2 1d4 3 +10 ft. Shadowflame Techniques, Deflect Missiles

4th +2 1d4 4 +10 ft. Ability Score Improvement, Slow Fall


5th +3 1d6 5 +10 ft. Extra Attack, Stunning Strike
6th +3 1d6 6 +15 ft. Shadowflame Resilience, Ki-Empowered

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

12th +4 1d8 12 +20 ft. Ability Score Improvement


13th +5 1d8 13 +20 ft. Tongue of the Sun and Moon
14th +5 1d8 14 +25 ft. Diamond Soul
15th +5 1d8 15 +25 ft. Timeless Body
16th +5 1d8 16 +25 ft. Ability Score Improvement
17th +6 1d10 17 +25 ft. Embodiment of Shadowflame

18th +6 1d10 18 +30 ft. Empty Body


19th +6 1d10 19 +30 ft. Ability Score Improvement
20th +6 1d10 20 +30 ft. Perfect Self

The Codex of Forbidden Arcana 65


Monk: Way of the Embodiment of Shadowflame

At 17th level, you fully embrace the destructive


Shadowflame
nature of the shadowflame, becoming a living
Monks who follow the Way of the Shadowflame
conduit of its power. As a bonus action during your
harness the destructive power of fire and the subtle
turn, you can harness the powers of flame and
nature of shadows. Through intense discipline and
shadow to bolster yourself for 1 minute, gaining the
forbidden teachings, these monks learn to combine
following benefits for the duration or until you drop
the two forces into a devastating combat style that
to 0 hit points:
sears the soul and terrifies the mind. These monks

strike with fiery precision, disappearing into


Enhanced Shadowflame Resilience: You gain
darkness and reappearing to unleash chaos upon
immunity to fire and necrotic damage.
their foes.
Fire Form: Any creature that touches you or hits

you with a melee attack while within 5 feet of


Shadowflame Techniques
you takes 1d10 fire damage.
Starting when you choose this tradition at 3rd level, Invoke Darkness: A 20-foot radius sphere of

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

to the target. darkness moves with you for the duration.


Additionally, as a bonus action during your turn, Umbral Sight: For the duration, you and any

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.

on you. Each creature within that area (other than

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.

the damage of this feature increases to two rolls of

your Martial Arts die.

Shadowflame Resilience

At 6th level, your mastery of shadow and flame

grants you an innate resilience to their destructive

forces. You gain resistance to fire and necrotic

damage.

Burning Shadows

At 11th level, you learn to unleash devastating

bursts of shadowflame energy. As an action, you

can create a 15-foot radius explosion of shadow

and flame centered on yourself. Each creature

within that area (other than yourself) must make a

Dexterity saving throw against your ki save DC,

taking 4d8 fire damage and 4d8 necrotic damage

on a failed save, or half as much damage on a

successful one.

You can use this feature a number of times equal to

your proficiency bonus, and you regain all

expended uses when you finish a long rest. While

you have no uses available, you can spend 2 ki

points to use this feature again.

66 The Codex of Forbidden Arcana


Paladin: Oath of Dread

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

enemies. To them, fear is not a weakness to be their own gain.

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,

Others may be inspired by visions of dark entities reverence, and obedience.

Paladin: Oath of Dread

— Spell Slots Per Spell Level —

Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th

1st +2 Divine Sense, Lay on Hands — — — — —


2nd +2 Fighting Style, Spellcasting, Divine Smite 2 — — — —
3rd +2 Divine Health, Oath of Dread 3 — — — —
4th +2 Ability Score Improvement 3 — — — —
5th +3 Extra Attack 4 2 — — —
6th +3 Aura of Protection 4 2 — — —
7th +3 Aura of Dread 4 3 — — —
8th +3 Ability Score Improvement 4 3 — — —
9th +4 — 4 3 2 — —
10th +4 Aura of Courage 4 3 2 — —
11th +4 Improved Divine Smite 4 3 3 — —
12th +4 Ability Score Improvement 4 3 3 — —
13th +5 — 4 3 3 1 —
14th +5 Cleansing Touch 4 3 3 1 —
15th +5 Unyielding Resolve 4 3 3 2 —
16th +5 Ability Score Improvement 4 3 3 2 —
17th +6 — 4 3 3 3 1
18th +6 Aura improvements 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Harbinger of Despair 4 3 3 3 2

The Codex of Forbidden Arcana 67


Terrifying Smite: When you hit a creature with a
Paladin: Oath of Dread
melee weapon attack, you can use your Channel
Paladins who swear the Oath of Dread wield fear
Divinity to instill overwhelming fear. The target
as their weapon, breaking the will of their enemies
takes an extra 9 (2d8) necrotic damage and
while inspiring unwavering resolve in their allies.
must succeed on a Wisdom saving throw or
These knights are imposing figures, shrouded in
become frightened for 1 minute. While
darkness and commanding an aura of dread that
frightened in this way, a creature must take the
unnerves even the bravest foes. Their power stems
Dash action and move away from you by the
from their unshakable conviction and a willingness
safest available route on each of its turns, unless
to embrace fear as a tool to enforce their will and
there is nowhere to move. If the creature ends
protect those under their care.
its turn in a location where it doesn’t have line

Tenets of Dread of sight to you, the creature can make a Wisdom

saving throw, ending the effect on itself on a


Paladins who take the Oath of Dread adhere to
success.
principles that weaponize fear for the greater good
Incite Fear: As an action, you can use your
or their own purposes:
Channel Divinity to incite fear in your foes. Each

creature of your choice within 30 feet of you


1. Command Through Fear: Fear is a tool, not a
must make a Wisdom saving throw or become
weakness. Use it to inspire obedience and protect
frightened for 1 minute. A frightened creature
what you hold dear.
can repeat the saving throw at the end of each of
2. Steel the Heart: Do not yield to fear. Stand
its turns, ending the effect on itself on a success.
resolute against those who seek to instill terror in

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.

Oath Spells Unyielding Resolve

You gain oath spells at the paladin levels listed


At 15th level, your indomitable will fortifies your
below. These spells are always prepared and don’t
mind, granting you immunity against being
count against the number of spells you can prepare
charmed.
each day. If you gain an oath spell that doesn’t
Additionally, you can reroll a failed saving throw. If
appear on the paladin spell list, the spell is
you do so, you must use the new roll, and you can’t
nonetheless a paladin spell for you.
use this feature again until you finish a long rest.

Oath of Dread Spells Harbinger of Despair


Paladin Level Spells
Upon reaching 20th level, you can become a living
3rd command , dreadful visage
embodiment of dread. As an action, you can radiate
5th lingering terror, unholy smite
an aura of pure terror in a 30-foot radius centered
9th echoes of the damned, fear

13th banishment, phantasmal killer


on yourself, lasting for 1 minute. Each creature of

17th dominate person, hold monster your choice that starts its turn within the area must

succeed on a Wisdom saving throw against your

paladin spell save DC or become frightened for the


Channel Divinity
next minute. While frightened in this way, a

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

turns, ending the effect on itself on a success.

Once you use this feature, you can’t use it again

until you finish a long rest.

68 The Codex of Forbidden Arcana


Paladin: Oath of the Inquisitor

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

account. equal measure. Their unyielding sense of purpose

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

temptation. in service of the divine.

Paladin: Oath of the Inquisitor

— Spell Slots Per Spell Level —

Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th

1st +2 Divine Sense, Lay on Hands — — — — —


2nd +2 Fighting Style, Spellcasting, Divine Smite 2 — — — —
3rd +2 Divine Health, Oath of the Inquisitor 3 — — — —
4th +2 Ability Score Improvement 3 — — — —
5th +3 Extra Attack 4 2 — — —
6th +3 Aura of Protection 4 2 — — —
7th +3 Aura of Truth 4 3 — — —
8th +3 Ability Score Improvement 4 3 — — —
9th +4 — 4 3 2 — —
10th +4 Aura of Courage 4 3 2 — —
11th +4 Improved Divine Smite 4 3 3 — —
12th +4 Ability Score Improvement 4 3 3 — —
13th +5 — 4 3 3 1 —
14th +5 Cleansing Touch 4 3 3 1 —
15th +5 Relentless Pursuit 4 3 3 2 —
16th +5 Ability Score Improvement 4 3 3 2 —
17th +6 — 4 3 3 3 1
18th +6 Aura improvements 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Avatar of Judgment 4 3 3 3 2

The Codex of Forbidden Arcana 69


Judgment’s Gaze. You can use your Channel
Paladin: Oath of the
Divinity to expose lies and reveal hidden truths.

Inquisitor As an action during your turn, you can raise

your holy symbol, emanating an aura of divine


Paladins who swear the Oath of the Inquisitor

dedicate themselves to rooting out corruption and insight in a 30-foot radius centered on yourself

for 1 minute. During this time, you know the


uncovering hidden evils. With unwavering resolve,

they wield divine power to pierce deception, resist location of all invisible creatures and objects

within the area, and creatures cannot benefit


manipulation, and deliver swift justice to those who

conspire in darkness. from being hidden from you. Additionally, you

have advantage on any Wisdom (Insight) and


These paladins are relentless seekers of truth,

often feared for their unyielding determination and Wisdom (Perception) checks during this time.

Condemn the Guilty. You can use your Channel


sharp judgment. Their holy mission transcends the

battlefield, making them protectors of order and Divinity to brand an enemy with divine

judgment. As a bonus action, choose one


champions of justice wherever they go.
creature within 30 feet. For the next minute, the
Tenets of the Inquisitor target sheds dim light in a 5-foot radius, cannot

turn invisible, and has disadvantage on attack


The tenets of the Inquisitor demand discipline,
rolls and saving throws against your spells and
courage, and dedication to exposing evil. Abide by
effects.
these tenets to honor the sacred duty you’ve

undertaken:
Aura of Truth

1. Truth Above All: Lies and deceit are the tools of


Starting at 7th level, your divine presence exposes
corruption. Seek the truth and let no falsehood go
deception and strengthens the will of your allies.
unchallenged.
While you are conscious, creatures of your choice
2. Justice Without Mercy: Evil must be judged and within 10 feet of you cannot be charmed,
punished, no matter how well it hides. Offer no
possessed, or compelled to lie by any means short
quarter to those who embrace it. of a wish spell.

3. Courage to Confront: Fear neither power nor At 18th level, the range of this aura increases to 30

deception; stand firm against all who oppose the feet.

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

unshakable resolve. becomes relentless. When a creature within 60 feet

of you moves or teleports, you can use your


Oath of the Inquisitor Spells reaction to move up to your speed toward that

creature without provoking opportunity attacks.


You gain oath spells at the paladin levels listed

below. These spells are always prepared and don’t


Avatar of Judgment
count against the number of spells you can prepare
At 20th level, you can assume the form of a divine
each day. If you gain an oath spell that doesn’t
arbiter of justice. As a bonus action, you gain the
appear on the paladin spell list, the spell is
following benefits for 1 minute:
nonetheless a paladin spell for you.

You gain truesight out to a range of 60 feet.


Paladin Level Spells

3rd command , detect magic Creatures within 60 feet of you have

5th hold person, zone of truth disadvantage on saving throws against your

9th counterspell, dispel magic spells and Channel Divinity features.

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

failed save, it becomes frightened of you for 1

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

following Channel Divinity options: until you finish a long rest.

70 The Codex of Forbidden Arcana


Ranger: Arcane Marksman

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

Marksmen share a profound connection to both the coming.

Ranger: Arcane Marksman

Proficiency Features Spells — Spell Slots Per Spell Level —

Level Bonus Known 1st 2nd 3rd 4th 5th

1st +2 Favored Enemy, Natural Explorer — — — — — —


2nd +2 Fighting Style, Spellcasting 2 2 — — — —
3rd +2 Primeval Awareness, Arcane Awareness, Arcane 3 3 — — — —
Shot

4th +2 Ability Score Improvement 3 3 — — — —


5th +3 Extra Attack 4 4 2 — — —
6th +3 Favored Enemy Improvement, Natural Explorer 4 4 2 — — —
Improvement
7th +3 Arcane Quiver 5 4 3 — — —
8th +3 Ability Score Improvement, Land’s Stride 5 4 3 — — —
9th +4 — 6 4 3 2 — —
10th +4 Natural Explorer Improvement, Hide in Plain 6 4 3 2 — —
Sight
11th +4 Mystic Precision 7 4 3 3 — —
12th +4 Ability Score Improvement 7 4 3 3 — —
13th +5 — 8 4 3 3 1 —
14th +5 Favored Enemy Improvement, Vanish 8 4 3 3 1 —
15th +5 Arrowstorm 9 4 3 3 2 —
16th +5 Ability Score Improvement 9 4 3 3 2 —
17th +6 — 10 4 3 3 3 1
18th +6 Feral Senses 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Foe Slayer 11 4 3 3 3 2

The Codex of Forbidden Arcana 71


Blinding Shot: The attack creates a burst of
Ranger: Arcane
light on impact. On a hit, each creature within 5

Marksman feet of the target must succeed on a Constitution

saving throw against your Ranger spell save DC


Rangers who follow the path of the Arcane

Marksman combine their mastery of ranged or be blinded until the end of its next turn.

Binding Shot: On a hit, the target must succeed


combat with the power of magic. These rangers

have learned to channel arcane energy into their on a Strength saving throw against your Ranger

spell save DC or be restrained until the start of


weapons, creating devastating effects that

transcend mundane marksmanship. your next turn.

Confusing Shot: On a hit, the target must


Arcane Marksmen are rare, often trained by

ancient orders or through the study of forgotten succeed on a Wisdom saving throw against your

Ranger spell save DC or be confused (as per the


techniques. Their blend of precision and magic

allows them to excel in combat at any range, and confusion spell) until the start of your next turn.

Echoing Shot: The attack reverberates with a


their ability to imbue their strikes with arcane

effects makes them formidable hunters of both sound wave. On a hit, each creature within 10

feet of the target must succeed on a Constitution


magical and mundane foes.
saving throw against your Ranger spell save DC
Arcane Awareness or take 2d6 thunder damage and be pushed 5

feet away from the target.


Starting at 3rd level, your training in blending
Explosive Shot: The attack explodes on impact.
martial skill with arcane knowledge grants you
On a hit, each creature within 10 feet of the
heightened perception of magical phenomena. You
target must make a Dexterity saving throw
gain proficiency in the Arcana skill if you don’t
against your Ranger spell save DC or take 2d8
already have it. If you are already proficient, your
fire damage.
proficiency bonus is doubled for any ability check
Seeking Shot: The attack ignores half and three-
you make with it.
quarters cover, and its range is doubled.
Additionally, you have advantage on Wisdom
Shocking Shot: On a hit, the target is unable to
(Perception) checks made to detect magical traps,
take reactions until the start of your next turn.
runes, or hidden arcane effects within 30 feet of

you. Your attunement to magic allows you to sense


You can infuse an attack in this way a number of
subtle disturbances, giving you a unique edge when
times equal to your proficiency bonus, regaining all
navigating enchanted or magical terrain.
expended uses when you finish a long rest.

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

extra damage is 2d6 for a 1st-level spell slot, plus Arrowstorm


1d6 for each spell level higher than 1st, to a
Upon reaching 15th level, you learn to unleash a
maximum of 5d6.
barrage of magically infused strikes. As an action,

Arcane Quiver you can make up to six ranged weapon attacks

against different creatures within range with a


At 7th level, your quiver becomes imbued with
weapon you are holding. On a hit, an attack deals
arcane magic. When you make a ranged attack that
an extra 2d6 force damage to the target and marks
requires a piece of ammunition, you can instead
it with arcane energy for the next minute. Marked
create a magical arrow or bolt that vanishes after
creatures shed bright light in a 5-foot radius, and
the attack.
you have advantage on ranged weapon attacks
Additionally, when you make a ranged weapon
against them for the duration.
attack, you can choose to infuse it with one of the
Once you use this feature, you can’t use it again
following effects, which only applies to that
until you finish a long rest, unless you expend a
instance of the attack:
spell slot of 5th-level or higher to use it again.

72 The Codex of Forbidden Arcana


Rogue: Soulblade

Soulblades are rogues who have forged an unique bond, standing apart even among other

extraordinary and dangerous bond with their own rogues.

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

of their origins, Soulblades are marked by their are inextricably intertwined.

Rogue: Soulblade

Level Proficiency Bonus Sneak Attack Features

1st +2 1d6 Expertise, Sneak Attack, Thieves’ Cant


2nd +2 1d6 Cunning Action
3rd +2 2d6 Soul Infusion, Supernatural Insight

4th +2 2d6 Ability Score Improvement


5th +3 3d6 Uncanny Dodge
6th +3 3d6 Expertise
7th +3 4d6 Evasion
8th +3 4d6 Ability Score Improvement
9th +4 5d6 Improved Soul Infusion

10th +4 5d6 Ability Score Improvement


11th +4 6d6 Reliable Talent
12th +4 6d6 Ability Score Improvement
13th +5 7d6 Soul Mark

14th +5 7d6 Blindsense


15th +5 8d6 Slippery Mind
16th +5 8d6 Ability Score Improvement
17th +6 9d6 Soul Reaper

18th +6 9d6 Elusive


19th +6 10d6 Ability Score Improvement
20th +6 10d6 Stroke of Luck

The Codex of Forbidden Arcana 73


Rogue: Soulblade Soul Mark

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

and spiritual realms. existence.

You can have a maximum of one creature marked


Soul Infusion
in this way at any time. If you hit a creature while

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.

supernatural power. As an action, you can take 1d8


Soul Reaper
force damage, which cannot be reduced or avoided

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

the Soul Infusion feature (rounded up).


Supernatural Insight

Also at 3rd level, your fragmented soul sharpens

your senses beyond the mortal realm. You gain

proficiency in the Insight skill. If you are already

proficient in it, your proficiency bonus is doubled

for any ability check you make with it.

Additionally, as an action, you can attune your

senses to the flow of souls around you until the end

of your next turn, sensing the presence and location

of living creatures and undead within 30 feet of

you, provided they are not behind total cover.

You can use this feature a number of times equal to

your proficiency bonus, regaining all expended uses

of this feature when you finish a long rest.

Improved Soul Infusion

At 9th level, your connection to your soul-infused

weapons grows stronger. When you infuse a

weapon, the weapon gains a +1 bonus to attack and

damage rolls for the duration. This bonus increases

to +2 at 14th level and +3 at 19th level.

Additionally, you can use a bonus action during

your turn to summon or dismiss an active soul-

infused weapon, causing it to appear in your hand

or disappear into the ether.

74 The Codex of Forbidden Arcana


Rogue: Wraithwalker

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

chill of the grave. world as a series of permeable boundaries rather

Wraithwalkers are masters of stealth and terror, than fixed obstacles.

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

unstoppable predators. beyond. This detachment grants them a calm

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

surviving a near-death experience, their souls worlds.

Rogue: Wraithwalker

Level Proficiency Bonus Sneak Attack Features

1st +2 1d6 Expertise, Sneak Attack, Thieves’ Cant


2nd +2 1d6 Cunning Action
3rd +2 2d6 Ethereal Movement, Ghostly Precision

4th +2 2d6 Ability Score Improvement


5th +3 3d6 Uncanny Dodge
6th +3 3d6 Expertise
7th +3 4d6 Evasion
8th +3 4d6 Ability Score Improvement
9th +4 5d6 Phantom Escape

10th +4 5d6 Ability Score Improvement


11th +4 6d6 Reliable Talent
12th +4 6d6 Ability Score Improvement
13th +5 7d6 Haunting Presence

14th +5 7d6 Blindsense


15th +5 8d6 Slippery Mind
16th +5 8d6 Ability Score Improvement
17th +6 9d6 Spectral Grasp

18th +6 9d6 Elusive


19th +6 10d6 Ability Score Improvement
20th +6 10d6 Stroke of Luck

The Codex of Forbidden Arcana 75


Rogue: Wraithwalker Haunting Presence

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

within your line of sight, ending the effect on itself


Ethereal Movement
on a success.

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.

become ethereal until the end of your current turn.


Spectral Grasp
During this time, you can move through other

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

end of its next turn.


Ghostly Precision

Also at 3rd level, your strikes carry the

otherworldly chill of the spectral plane. When you

hit a creature with a Sneak Attack, that attack

counts as magical for the purpose of overcoming

resistance and immunity to nonmagical damage.

If the attack is already magical (such as when using

a magical weapon or benefiting from another

similar feature), your Sneak Attack deals an

additional 1d6 necrotic damage, as ghostly energy

seeps into your target.

Phantom Escape

At 9th level, you can use your spectral powers to

evade danger. When you take damage from a

creature or an effect that you can see, you can use

your reaction to become incorporeal, gaining

resistance to all damage until the start of your next

turn. Additionally, you can move up to half your

speed without provoking opportunity attacks.

During this movement, you can pass through other

creatures and objects as if they were difficult

terrain, but you can’t end the turn inside them.

You can use this feature a number of times equal to

your proficiency bonus, regaining all expended uses

when you finish a long rest.

76 The Codex of Forbidden Arcana


Sorcerer: Hemomancer

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.

sustains life itself. Hemomancers are feared for their ability to

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

Proficiency Sorcery Cantrips Spells — Spell Slots Per Spell Level —

Level Bonus Points Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +2 – Spellcasting, Bloodletting, 4 2 2 — — — — — — — —


Blood Magic

2nd +2 2 Font of Magic 4 3 3 — — — — — — — —


3rd +2 3 Metamagic 4 4 4 2 — — — — — — —
4th +2 4 Ability Score 5 5 4 3 — — — — — — —
Improvement
5th +3 5 – 5 6 4 3 2 — — — — — —
6th +3 6 Crimson Shield 5 7 4 3 3 — — — — — —
7th +3 7 – 5 8 4 3 3 1 — — — — —
8th +3 8 Ability Score 5 9 4 3 3 2 — — — — —
Improvement
9th +4 9 – 5 10 4 3 3 3 1 — — — —
10th +4 10 Metamagic 6 11 4 3 3 3 2 — — — —
11th +4 11 – 6 12 4 3 3 3 2 1 — — —
12th +4 12 Ability Score 6 12 4 3 3 3 2 1 — — —
Improvement
13th +5 13 – 6 13 4 3 3 3 2 2 1 — —
14th +5 14 Sanguine Bond 6 13 4 3 3 3 2 1 1 — —
15th +5 15 – 6 14 4 3 3 3 2 1 1 1 —
16th +5 16 Ability Score 6 14 4 3 3 3 2 1 1 1 —
Improvement
17th +6 17 Metamagic 6 15 4 3 3 3 2 1 1 1 1
18th +6 18 Blood Puppetteer 6 15 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score 6 15 4 3 3 3 3 2 1 1 1
Improvement
20th +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1

The Codex of Forbidden Arcana 77


Sorcerer: Hemomancer Crimson Shield

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

themselves as it is to their enemies. the start of your next turn.

Blood Magic Sanguine Bond

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

minute, until the target drops to 0 hit points, or


Blood Magic Spells
until you lose your concentration (as if
Sorcerer Level Spells concentrating on a spell). You can use this feature a
1st curse of the leech , drain life number of times equal to your Charisma modifier
3rd blood lance , blood transfer (minimum of once), regaining all expended uses
5th crimson surge, shadow word: pain
when you finish a long rest.
7th blood bond, blood darts

9th blood pact, bloodstorm Blood Puppeteer

At 18th level, you master the dark art of controlling


Bloodletting others through blood. As an action, you can target a

creature within 60 feet that has blood and force it


At 1st level, you gain the ability to empower your
to make a Wisdom saving throw against your spell
spells through the sacrifice of vitality. When you
save DC. On a failed save, the creature is charmed
cast a spell of 1st level or higher, you can choose to
by you for 1 minute, obeying your telepathic
enhance it by taking an amount of necrotic damage
commands as per the dominate person spell. While
equal to 1d4 per the spell’s level. This damage can’t
charmed, a creature takes 2d10 necrotic damage at
be reduced by any means. If you do, select one of
the start of each of its turns. Once used, this feature
the following effects to take place for that instance
can’t be used again until you finish a long rest,
of the spell:
unless you expend 6 sorcery points to use it again.

Empowered Spell: Roll one additional damage die

when determining the damage of the empowered

spell.

Extended Range: Double the spell’s range, up to a

maximum of 300 feet.

Widened Effect: If the spell has a radius or area of

effect, increase its radius or area of effect by 5 feet.

Potent Save: If the spell forces one or more

creatures to make an ability check or saving throw,

choose one creature to have disadvantage on the

roll.

Lingering Magic: If the spell has a duration or 1

minute or longer, increase its duration by 1 minute.

Piercing Resistance: The spell ignores resistance

to its damage type or types.

You can use this feature a number of times equal to

your proficiency bonus, regaining all expended uses

when you finish a long rest.

78 The Codex of Forbidden Arcana


Sorcerer: Infernal Heritage

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

devil’s fury unleashed upon a bloodline, or the who shaped it.

remnants of infernal magic saturating the own soul As these sorcerers grow in strength, they embody

of a mortal. the very essence of the infernal - blazing heat,

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.

Sorcerer: Infernal Heritage

Proficiency Sorcery Cantrips Spells — Spell Slots Per Spell Level —

Level Bonus Points Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +2 – Spellcasting, Hellish 4 2 2 — — — — — — — —


Resistance, Infernal Magic

2nd +2 2 Font of Magic 4 3 3 — — — — — — — —


3rd +2 3 Metamagic 4 4 4 2 — — — — — — —
4th +2 4 Ability Score Improvement 5 5 4 3 — — — — — — —
5th +3 5 – 5 6 4 3 2 — — — — — —
6th +3 6 Hellfire Attunement 5 7 4 3 3 — — — — — —
7th +3 7 – 5 8 4 3 3 1 — — — — —
8th +3 8 Ability Score Improvement 5 9 4 3 3 2 — — — — —
9th +4 9 – 5 10 4 3 3 3 1 — — — —
10th +4 10 Metamagic 6 11 4 3 3 3 2 — — — —
11th +4 11 – 6 12 4 3 3 3 2 1 — — —
12th +4 12 Ability Score Improvement 6 12 4 3 3 3 2 1 — — —
13th +5 13 – 6 13 4 3 3 3 2 2 1 — —
14th +5 14 Infernal Legacy 6 13 4 3 3 3 2 1 1 — —
15th +5 15 – 6 14 4 3 3 3 2 1 1 1 —
16th +5 16 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1 —
17th +6 17 Metamagic 6 15 4 3 3 3 2 1 1 1 1
18th +6 18 Infernal Ascendance 6 15 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1
20th +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1

The Codex of Forbidden Arcana 79


Sorcerer: Infernal Infernal Legacy

At 14th level, your connection to your infernal


Heritage
legacy deepens. You gain the following benefits:
You bear the unmistakable mark of infernal power

in your very being. Whether the result of a devil’s


You learn the fire storm spell, which doesn’t
pact in your family’s past, a curse that binds you, or
count against the number of spells you know.
a personal connection to the infernal realms, your
Additionally, you can cast this spell once per
magic is suffused with the searing flames and dark
long rest without expending a spell slot.
majesty of Hell.
As a bonus action during your turn, you can
As a sorcerer with infernal heritage, you walk a
summon an aura of devilish flames in a 10-foot
dangerous path, your power a constant reminder of
radius centered on yourself. The aura lasts for 1
the forces that shape you. You may strive to master
minute or until it is dismissed as a bonus action
the devilish energy coursing through you, wielding
during your turn. While this fiery aura is active,
it for your own purposes, or you might embrace its
any creature other than yourself that starts its
call, letting it guide your destiny. Whatever your
turn within the area or enters it for the first time
choice, the magic you command is a reflection of
on a turn takes 1d6 fire damage. Once you use
the infernal essence that defines you.
this feature, you can’t use it again until you

finish a long rest, unless you spend 5 sorcery


Infernal Magic
points to use it again.

When you choose this subclass at 1st level, you

gain access to additional spells that are Infernal Ascendance


thematically aligned with your Infernal Heritage
Upon reaching 18th level, your infernal power
subclass. These spells are always prepared, and
reaches its pinnacle. You gain the following
they do not count against the number of spells you
benefits:
can know. The additional spells are detailed in the

Infernal Magic table below.


You gain resistance to poison damage and

advantage on saving throws against being


Infernal Magic Table
frightened.
Sorcerer Level Spells
You have advantage on saving throws against
1st hellish rebuke , burning hands
spells and other magical effects.
3rd darkness , scorching ray
5th , protection from energy
fireball

7th , stoneskin
fire shield

9th dominate person, geas

Hellish Resistance

Starting at 1st level, your infernal heritage grants

you resistance to fire damage. Additionally, you

have advantage on saving throws against being

charmed.

Hellfire Attunement

At 6th level, your fire spells and abilities are infused

with hellfire. Whenever you deal fire damage with a

spell or ability, you can add your Charisma modifier

to the damage roll. This effect can occur only once

per turn.

80 The Codex of Forbidden Arcana


Warlock Patron: The Lich

A Lich is a master of undeath, a mortal who Unearthing forbidden tomes or artifacts to

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

power, bound by a phylactery that anchors their rulers.

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.

without peril - Liches often see their warlocks as


Patron Relationships
tools or apprentices to further their own ends,

demanding loyalty and the relentless pursuit of The Lich is a paradoxical figure - an isolated being

of immense knowledge and power yet dependent


arcane mastery.
on the living to sustain its schemes. It has an
Patron Personality and Quests
uneasy relationship with death itself, standing

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.

Warlock Patron: The Lich

Proficiency Cantrips Spells Spell Slot Invocations

Level Bonus Features Known Known Slots Level Known

1st +2 Soul Harvest , Pact Magic, 2 2 1 1st —


Expanded Spell List

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 Undying Servitude 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 Death’s Embrace 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 Eternal Phylactery 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

The Codex of Forbidden Arcana 81


Warlock Patron: The Eternal Phylactery

Upon reaching 14th level, you have achieved


Lich
lichdom. When you die, you can decide to come
You have made a pact with a powerful lich, an
back to life, reforming at the location of your
undead spellcaster of great power who trascended
phylactery (which you must create as part of this
mortality to gain lichdom. By forging this unholy
feature, as detailed below). Your body completely
bond, you gain access to forbidden knowledge and
reforms in 1d10 days, regaining all hit points and
the secrets of undeath. Warlocks who forged a pact
expended spell slots. Your new body must appear
with a lich gain mastery over necromantic arts,
within 10 feet of your phylactery, which is
becoming agents of decay and wielders of deathly
destroyed in the process. Additionally, you learn the
power.
ability to cast the finger of death spell once per long

Expanded Spell List rest without expending a spell slot.

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

create your first phylactery, which is free except for


Spell Level Spells
the sacrifice of life force equivalent to half your
1st drain life, withering touch
maximum hit points, representing your
2nd mind twist, shadow lash

3rd echoes of the damned, shadow word: pain


commitment to embrace undeath. Once the ritual is

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

choosing. From this point on, your phylactery

Soul Harvest becomes an inseparable part of your existence,

serving as a tether to your mortal life and ensuring


Whenever you reduce a creature to 0 hit points
your continuity in the face of destruction. In the
with a Warlock spell, you gain temporary hit points
future, if your phylactery is ever destroyed or lost,
equal to your Warlock level + your Charisma
you must undertake an arduous quest to fashion a
modifier. You can use this feature a number of
new one. This endeavor could require you to seek
times equal to your proficiency bonus, and you
out rare and powerful components, including the
regain all its expended uses when you finish a long
essence of ancient being or the heart of a long-
rest.
extinct dragon. Your Game Master will decide an

Undying Servitude appropriate money and time investment or possibly

even a specific quest fitting for the setting and the


Starting at 6th level, you gain the ability to cast the
campaign you are playing. The section provided
animate dead spell once per long rest without
below details examples for crafting another
expending a spell slot. Additionally, when you cast
phylactery beyond the first.
this spell you can animate up to two additional

Undead creatures per spell level. Creating a Phylactery beyond the first

Death’s Embrace Performing a ritual that lasts 8 hours for seven

consecutive nights, sacrificing life force


At 10th level, you gain resistance to necrotic
equivalent to atleast half your maximum hit
damage, and you gain advantage on saving throws
points each night and consuming components
against being charmed. Additionally, you can hold
for a total of atleast 50.000 gp combined.
your breath indefinitely, and you don’t require food,
Performing a ritual that lasts 8 hours for an
water, or sleep, although you still require rest to
entire month, channeling the vital force of
reduce exhaustion and still benefit from finishing
creatures with a total CR of atleast 50 combined
short and long rests. In addition, you can no longer
(the creatures can’t be undeads or constructs).
physically age, and you become immune to being
From 6 to 12 months of research and study of
magically aged.
forbidden knowledge.

The Codex of Forbidden Arcana 83


Warlock Patron: The Mimic

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

bond in pursuit of power. signs of intelligence, offering cryptic advice or even

Through this pact, the mimic bestows bargaining for greater control.

extraordinary abilities, enabling the warlock to


Patron Relationships
reshape their body for combat, subterfuge, or
The mimic’s bond with you makes your
survival. However, this relationship comes at a

cost. The mimic’s boundless hunger is ever- relationship fundamentally different from most

Warlocks and their patrons. Instead of a distant


present, and it must be fed to maintain balance.

Should the warlock fail to satisfy this need, the figure doling out commands, the mimic is a

constant presence - closer to a parasite or a


mimic’s influence grows stronger, threatening to

subsume the warlock entirely. As time passes, the companion. Other creatures might view this bond

with suspicion or horror, particularly those who


warlock finds their identity increasingly blurred

with the mimic’s alien instincts and desires, their recognize the nature of your symbiotic bond, while

monsters hunters might target you as a dangerous


humanity gradually giving way to something far

more monstrous. abomination.

Warlock Patron: The Mimic

Proficiency Cantrips Spells Spell Slot Invocations

Level Bonus Features Known Known Slots Level Known

1st +2 Pact Magic, Symbiotic 2 2 1 1st —


Transformation, The Hunger

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 Predatory Instincts 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 Symbiotic Adaptation 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 Devour and Adapt 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

84 The Codex of Forbidden Arcana


If your Hunger Points reach more than double your
Warlock Patron: The
proficiency bonus at any time, you must make a

Mimic Wisdom saving throw with a DC equal to 10 + the

number of Hunger Points you have. On a failed


You have forged a bizarre and unnatural pact with

a mimic, a cunning and voracious predator that has save, the mimic takes over you for 1 hour, acting in

a way hostile to all creatures, including your allies.


fused its essence with your body. Perhaps you were

grievously injured, and the mimic offered a Additionally, at the end of each hour, you must

repeat the saving throw if your Hunger Points are


symbiotic solution rather than devouring you

outright. Or perhaps you willingly sought this bond, still above the limit.

craving the mimic’s deceptive nature and


Symbiotic Transformation
adaptability. Whatever the circumstances, your pact

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

following benefits, lasting for 1 minute:


The Hunger
Pseudopod. You sprout a flexible pseudopod,
Starting at 1st level, the mimic within you has its
using it as a weapon. For the next minute, you
own needs, represented by a pool of Hunger Points.
can use your Charisma modifier for attack and
These points fuel your mimic’s abilities and reflect
damage rolls with unarmed strikes, and on a hit,
its growing influence over your body. You begin
your unarmed strikes deal 1d6 bludgeoning
with 0 Hunger Points and gain or reduce them as
damage. This damage counts as magical for the
follows:
purposes of overcoming resistances. This

Gaining Hunger Points damage scales as you gain levels in the warlock

class, increasing by 1d6 at 5th level (2d6), 11th


Using Abilities: Each time you use the
level (3d6), and 17th level (4d6).
Symbiotic Transformation feature, you gain 1
Bite. Your jaw distorts into a vicious maw. For
Hunger Point.
the duration, you can use an action during your
Reactive Protection: Each time you take
turn to make a melee spell attack against a
damage equal to or greater than half your
creature within 5 feet. On a hit, the target takes
maximum hit points, the mimic instinctively
1d4 piercing damage plus 1d8 acid damage.
reacts to protect you, halving the damage taken
The acid damage scales as you gain levels in the
but increasing your Hunger Points by 1.
warlock class, increasing by 1d8 at 5th level
Restless Mimic: Every 24 hours, you gain 1
(2d8), 11th level (3d8), and 17th level (4d8).
Hunger Point as the mimic grows restless.
Sticky Tendril. You extend a sticky tendril from

Reducing Hunger Points your body. Immediately when you first use this

transformation and as a bonus action on


Feeding on Creatures: You can reduce your
subsequent turns, you can attempt to grapple or
Hunger Points by 1 by consuming an
shove creatures and objects within 15 feet.
appropriate amount of organic material, such as
Defensive Shell. Your body hardens, granting
raw meat or a portion of a creature that has died
you a number of temporary hit points equal to
within the past 24 hours. This feeding must take
your Warlock level for the duration.
place over the course of a short rest.
False Appearance. You alter your appearance to

Hunger Points Threshold resemble another creature, object, or piece of

terrain of similar size for the duration. While in


You can safely manage a number of Hunger Points
this form, you have advantage on Dexterity
equal to your proficiency bonus. If you exceed this
(Stealth) checks to remain undetected as long
limit, the mimic begins to assert control over you,
as you remain motionless.
imposing you a cumulative -1 penalty to attack rolls

and ability checks for each point above the


Each time you use this feature, you gain 1 Hunger
threshold.
Point (as detailed in The Hunger subclass feature).

The Codex of Forbidden Arcana 85


Predatory Instincts Designer’s Note on the Warlock Patron: The
Mimic Subclass
At 6th level, your bond with the mimic sharpens
This subclass is designed to offer a unique and
your senses and reflexes, making you a deadly
immersive playstyle blending mechanical challenges
predator. You gain advantage on initiative rolls and
with rich storytelling opportunities. Unlike other
cannot be surprised while you are conscious.
patrons, the mimic is not a distant or cryptic entity
Additionally, creatures grappled by you are also but a constant presence, deeply entwined with the
restrained until the grapple ends. Warlock’s identity. Its influence shapes not only the
character’s powers but also their very choices and
Symbiotic Adaptation
interactions, creating a dynamic relationship that
At 10th level, the symbiotic connection with the invites ongoing roleplay exploration.
mimic enhances your physical capabilities, A central aspect of this relationship is The Hunger,
adapting your body to suit its predatory instincts. which serves as both a balancing factor and a
You gain the following benefits: narrative tool. The mimic’s insatiable hunger drives
its host to make strategic choices about when and
You can climb difficult surfaces, including how to use its powers. Harnessing the mimic’s
upside down on ceilings, without needing to abilities too freely risks pushing the character
make an ability check. beyond safe limits, leading to escalating penalties
You gain resistance to bludgeoning, piercing, and even the loss of control. This mechanic adds
and slashing damage from nonmagical attacks tension and stakes to the Warlock’s decisions,
while you have at least 1 Hunger Point. reinforcing the symbiotic nature of the bond while
You can use your Symbiotic Transformation ensuring that the mimic’s power is not without cost.
without gaining Hunger Points for a number of
By carefully managing their Hunger Points, players
times equal to your Charisma modifier
can engage with both the mechanical and roleplay
(minimum of once). You regain any expended
aspects of the subclass. Whether struggling to
uses of this feature when you finish a long rest.
maintain balance or grappling with the
consequences of giving in to the mimic’s demands,
Devour and Adapt the Warlock’s journey is as much about mastering
their inner predator as it is about external
Upon reaching 14th level, you can unleash the full challenges. GMs can further enhance this dynamic
hunger of your inner mimic, transforming into a by weaving the mimic’s influence into the story,
hybrid form that embodies the full power of your from cryptic suggestions and vivid instincts to
symbiotic bond. When you do so, you take an action moments where the Warlock’s agency is overtaken
to gain the following benefits for the next minute: by the mimic’s will.

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

ability checks and saving throws.

You have advantage on attack rolls against

creatures within 5 feet of you.

You gain resistance to bludgeoning, piercing,

and slashing damage.

While in this form, you gain 1 Hunger Point at the

end of each of your turns. You can end the

transformation prematurely at any time (no action

required).

Once you use this feature, you can’t use it again

until you finish a short or long rest.

86 The Codex of Forbidden Arcana


Warlock Patron: The Sealed One

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

exudes forbidden knowledge and destructive Sealed One’s jailers.

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.

ambitious or desperate enough to hear its


Patron Relationships
whispers. Warlocks who serve the Sealed One are

granted a sliver of its power, tasked with acting as The Sealed One’s imprisonment often makes it the

enemy of powerful forces - gods, celestial beings, or


its agents and weakening the chains that bind it.
ancient heroes - who seek to keep it restrained.
Patron Personality and Quests
These entities view warlocks of the Sealed One as

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.

Warlock Patron: The Sealed One

Proficiency Cantrips Spells Spell Slot Invocations

Level Bonus Features Known Known Slots Level Known

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

The Codex of Forbidden Arcana 87


Warlock Patron: The Chains of Suppression

At 10th level, you have advantage on saving throws


Sealed One
against being charmed or frightened, as your mind
You have forged a pact with an ancient entity of
becomes a bastion against external manipulation.
unimaginable power, locked away for millennia to
Additionally, as an action, you can project the
prevent its influence from reshaping reality. Known
oppressive presence of your patron to weigh down
to most as the Sealed One, this being brims with
your enemies. Choose up to a number of creatures
forbidden knowledge and destructive potential. As
equal to your Charisma modifier (minimum of 1)
its warlock, you act as both a servant and a key to
within 30 feet of you. Each target must make a
its eventual freedom, wielding a fraction of its
Wisdom saving throw against your spell save DC.
power to further its goals.
On a failed save, a creature is restrained for the

Expanded Spell List next. While restrained in this way, a creature has

disadvantage on any saving throws it makes against


The Sealed One Patron lets you choose from an
your spells and abilities. A restrained creature can
expanded list of spells when you learn a warlock
repeat the saving throw at the end of each of its
spell. The following spells are added to the warlock
turns, ending the effect on itself on a success.
spell list for you.
Once you use this feature, you can’t use it again

Sealed One Expanded Spells until you finish a short or long rest.

Spell Level Spells Avatar of the Sealed One


1st cause fear, dissonant whispers
2nd hold person, darkness
Upon reaching 14th level, you can use an action

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

within 30 feet of you, you can force it to make a


You can add your Charisma modifier to the
Wisdom saving throw against your spell save
damage of any spell or cantrip you cast. This
DC or become frightened until the start of its
effect can occur only once per turn.
next turn.
When you cast a spell that requires you to make

an attack roll, the spell’s range is doubled.


Once you use this feature, you can’t use it again

until you finish a long rest.


Once you use this feature, you can’t use it again

until you finish a short or long rest.

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.

88 The Codex of Forbidden Arcana


Wizard: School of Demonology

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

and chaotic energies. Demons, terrifying entities of ambition.

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.

Wizard: School of Demonology

— Spell Slots Per Spell Level —

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +2 Spellcasting, Arcane Recovery 3 2 — — — — — — — —


2nd +2 Dark Knowledge, Demonic Summoning 3 3 — — — — — — — —
3rd +2 Cantrip Formulas (Optional) 3 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 4 3 — — — — — — —
5th +3 — 4 4 3 2 — — — — — —
6th +3 Abyssal Ward 4 4 3 3 — — — — — —
7th +3 — 4 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 4 4 3 3 2 — — — — —
9th +4 — 4 4 3 3 3 1 — — — —
10th +4 Demonic Siphon 5 4 3 3 3 2 — — — —
11th +4 — 5 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5 — 5 4 3 3 3 2 2 1 — —
14th +5 Abyssal Conduit 5 4 3 3 3 2 1 1 — —
15th +5 — 5 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —
17th +6 — 5 4 3 3 3 2 1 1 1 1
18th +6 Spell Mastery 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Signature Spells 5 4 3 3 3 3 2 2 1 1

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.

The Codex of Forbidden Arcana 89


Wizard: School of Abyssal Ward

Starting at 6th level, you become cloaked in the


Demonology
fiery essence of the abyss. You gain resistance to
Some wizards find the study of demons and their
fire damage. Additionally, when you are hit by a
demonic magic interesting or even fascinating.
melee attack for the first time in a round, you deal
These daring spellcasters, also known as
1d4 fire damage back to the attacker.
demonologists, delve into forbidden knowledge,

seeking to harness the dark energies of the Abyss Demonic Siphon


for their own purposes. Through rigorous study
At 10th level, the eldritch energy you unleash upon
and willful determination, they master the secrets
your foes not only harms them but also nourishes
of demonic magic, summoning powerful creatures
your own essence. When you deal damage to a
and wielding sinister powers.
creature with a spell of 1st level or higher, you can

choose to siphon some of the life essence from your


Dark Knowledge
target; if you do so, you gain a number of temporary

Starting at 2nd level, you gain the ability to speak, hit points equal to your Intelligence modifier

read, and write Abyssal. Additionally, you have (minimum of 1).

advantage on Intelligence (Arcana) and Intelligence


Abyssal Conduit
(Religion) checks related to demons or their planes

of existence. Upon reaching 14th level, you have mastered the

arts of Demonology, gaining the ability to open a


Demonic Summoning
conduit to the abyssal plane to empower your

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.

the table below. A demon summoned in this way is

indefinitely bounded to you, and it must obey your

commands to the best of its ability until it falls to 0

hit points and it disappear back to the abyssal

realms. You can’t bind more than one demon to you

at any time by using this feature.

Demonic Summoning Table

Spell Slot Level CR

1st 1
2nd 2
3rd 3
4th 4
5th 5
6th 6
7th 7
8th 8
9th 9

90 The Codex of Forbidden Arcana


Wizard: School of Forbidden Arcana

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

These wizards are scholars of the unthinkable. more forbidden truth.

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.

Wizard: School of Forbidden Arcana

Proficiency Cantrips — Spell Slots Per Spell Level —

Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +2 Spellcasting, Arcane Recovery 3 2 — — — — — — — —


2nd +2 Arcane Empowerment, Forbidden 3 3 — — — — — — — —
Knowledge

3rd +2 Cantrip Formulas (Optional) 3 4 2 — — — — — — —


4th +2 Ability Score Improvement 4 4 3 — — — — — — —
5th +3 — 4 4 3 2 — — — — — —
6th +3 Esoteric Insight 4 4 3 3 — — — — — —
7th +3 — 4 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 4 4 3 3 2 — — — — —
9th +4 — 4 4 3 3 3 1 — — — —
10th +4 Magic Resistance 5 4 3 3 3 2 — — — —
11th +4 — 5 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5 — 5 4 3 3 3 2 2 1 — —
14th +5 True Vision 5 4 3 3 3 2 1 1 — —
15th +5 — 5 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —
17th +6 — 5 4 3 3 3 2 1 1 1 1
18th +6 Spell Mastery 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Signature Spells 5 4 3 3 3 3 2 2 1 1

The Codex of Forbidden Arcana 91


The spell’s range is doubled.
Wizard: School of
The spell ignores resistance to its damage types.

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

spells too dangerous to be recorded, and the cryptic Esoteric Insight


insights of beings that exist beyond mortal
At 6th level level, your studies of forbidden magic
comprehension. These wizards study magic
grant you a unique edge in understanding and
deemed too volatile, corrupting, or forbidden by the
manipulating arcane forces. You can cast the detect
arcane establishments, and their spells carry a
magic spell at will without expending a spell slot,
weight of risk and power in equal measure.
and copying a spell into your spellbook requires
For wizards of this school, magic is a boundless
half the normal time and gold.
force constrained only by fear and ignorance. They
Additionally, you have advantage on Intelligence
seek to understand what lies beyond the limits of
(Arcana) checks made to identify spells as they are
traditional spellcasting, wielding techniques that
cast, analyze dark rituals, or decipher texts related
can manipulate reality itself, often at great cost.
to forbidden or dangerous magic. When you

Forbidden Knowledge encounter a magical trap, glyph, or ward, you can

spend 1 minute examining it to uncover its nature


Starting at 2nd level, your studies grant you insight
and effects without triggering it.
into the obscure and esoteric. You gain proficiency

in the Arcana skill. If you are already proficient, Magic Resistance


your proficiency bonus is doubled for any ability
Starting at 10th level, your mastery of forbidden
check you make with it.
arcana grants you an unnatural resilience against
Additionally, you learn one exotic language of your
magic. You have advantage on saving throws
choice.
against spells and other magical effects.

Arcane Empowerment Additionally, when you take damage from a spell or

a magical effect, you can use your reaction to gain


Also at 2nd level, you can channel unstable magical
resistance to its damage types until the start of your
energy to empower your spells, risking
next turn.
unpredictable outcomes. When you cast a spell of
You can use this feature a number of times equal to
1st level or higher, you can choose to channel
your Intelligence modifier (minimum of once),
arcane energy into it by rolling a d6 and
regaining all expended uses when you finish a long
confronting the result with the table below:
rest.

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

(Arcana) checks made to identify magical effects,


When a spell is empowered, you can choose one of
glyphs, and creatures influenced by magic, such as
the following effects to take place:
constructs, undead, or shapechangers using

One of the spell’s damage rolls increases by an magical disguises.

Once per long rest, you can focus your heightened


amount equal to your wizard level.

If the spell requires a saving throw, one target of senses as a bonus action, increasing the range of

your truesight to 60 feet and allowing you to see


your choice has disadvantage on the saving

throw. into and through solid matter out to the same range

for 1 minute. The vision can penetrate 2 feet of


If the spell has a duration of 1 minute or longer,

its duration is doubled (to a maximum of 24 stone, 2 inches of common metal, or up to 5 feet of

wood or dirt, but is blocked by thicker substances.


hours).

92 The Codex of Forbidden Arcana


Spells

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

Bard Spells Cleric Spells Dark Covenant 5th Level

(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)

(enchantment) Fiery Breath (evocation) 6th Level


(transmutation)

Echoing Blast (evocation) Spirit Drain (necromancy) Oblivion (illusion)


Poisoning Ray (necromancy) Necrotic Burst (necromancy) Paladin Spell

Spectral Ward (abjuration) Poisoning Ray (necromancy) 8th-Level Spells


1st Level
Dark Resilience Shadow Word: Death
1st Level
(necromancy)
Chains of Dread
(necromancy)
Spectral Knife (necromancy) Echoing Blast (evocation)
(conjuration)

Dreadful Visage (illusion) Spectral Ward (abjuration)


9th-Level Spells
2nd Level
Curse of the Wretched Army of the Dead
(necromancy) 1st Level Unholy Smite (evocation)
(necromancy)

Corrupting Touch Drain Life (necromancy) Chains of Dread


(conjuration)
(necromancy) Eldritch Ward (abjuration) Druid Spells
Soulfire (evocation) Dark Invocation
2nd Level Cantrips (necromancy)
Chains of Dread
Mind Twist (enchantment) (conjuration) Thornsnare (transmutation) 3rd Level
Eldritch Blades (evocation) Breath of the Dying Decay (necromancy)
Eldritch Torment Void Weapon (necromancy)
(necromancy) Poisoning Ray (necromancy)
(enchantment)
Curse of the Wretched Crippling Spores
Ranger Spells
Lingering Terror (illusion) (necromancy) (transmutation)

3rd Level Corrupting Touch Spirit Drain (necromancy) 2nd Level

(necromancy) Spectral Ward (abjuration) Thicket of Thorns


Feral Curse (enchantment)
(conjuration)
2nd Level 1st Level
5th Level
Blood Transfer (necromancy) Breath of the Dying 3rd Level
Blood Pact (necromancy)
Eldritch Torment (necromancy)
Feral Curse (enchantment)
6th Level (enchantment) Corrupting Touch
Oblivion (illusion) Dark Invocation (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)

The Codex of Forbidden Arcana 93


Sorcerer Spells 4th Level Rotting Grasp (necromancy) Blood Lance (necromancy)
Void Arrow (necromancy) Void Bolt (evocation) Dark Invocation
Cantrips
Blood Bond (necromancy) Shadow Bind (illusion) (necromancy)

Shadow Bolt (evocation) Blood Darts (necromancy) Necrotic Touch Sanguine Shield
Curse of Frailty (necromancy) Void Pulse (necromancy) (necromancy) (necromancy)

Blood Bolt (necromancy) Curse of Blood (necromancy) Eldritch Flame (evocation)


3rd Level
Eldritch Lash Mind Fray (enchantment)
5th Level
Whisper of the Void Echoes of the Damned
(transmutation)

Life Sap (necromancy) Blood Pact (necromancy) (enchantment)


(necromancy)

Mana Burn (necromancy) Grasping Floor Shadow Word: Pain


Lesser Void Pulse
(evocation) Bloodstorm (necromancy) (transmutation)
(enchantment)

Mind Shatter (enchantment) Eldritch Surge Void Weapon (necromancy)


Void Bolt (evocation)
Eldritch Tempest (evocation) Eldritch Sight (divination)
Fiery Breath (evocation) (transmutation)

Venomous Bloom Void Step (transmutation) Crimson Surge (necromancy)


Shadow Bind (illusion)
Necrotic Burst (necromancy) Grasp of the Void
Eldritch Flame (evocation) (conjuration)

Mind Fray (enchantment) Withering Ray (necromancy) (necromancy)


6th Level
Whisper of the Void Eldritch Needle Void Sphere (conjuration)
Arcane Scourge (evocation) (necromancy)
Dark Covenant
(enchantment)
Searing Blood (necromancy) Spectral Ward (abjuration) (enchantment)
Grasping Floor
Voidwalk (conjuration) Spirit Drain (necromancy)
(transmutation) 4th Level
Eldritch Surge 7th Level Dark Resilience
Mass Drain Life
(necromancy)
(transmutation)
Blood Nova (necromancy) (necromancy)
Void Step (transmutation) Annihilation (evocation) Blood Mirror (abjuration)
1st Level
Necrotic Burst (necromancy) Soul Sever (necromancy) Void Arrow (necromancy)
Eldritch Brand
Withering Ray (necromancy) Mind Flay (enchantment) Shadow Ensnare (illusion)
(transmutation)
Echoing Blast (evocation) Breath of Unmaking Blood Bond (necromancy)
Spectral Knife (necromancy)
1st Level
(evocation)
Drain Life (necromancy) Blood Darts (necromancy)
Eldritch Ward (abjuration) Eldritch Beacon (conjuration)
Eldritch Brand 8th-Level Spells
Withering Touch Void Pulse (necromancy)
(transmutation)
Black Hole (conjuration) Curse of Blood (necromancy)
Spectral Knife (necromancy) Eldritch Cataclysm
(necromancy)

Drain Life (necromancy) (enchantment)


Curse of the Leech 5th Level
Eldritch Ward (abjuration) Void Cascade (necromancy) (necromancy)
Blood Pact (necromancy)
Curse of the Leech Dreadful Visage (illusion)
Mana Burn (necromancy)
9th-Level Spells Bane of the Weak
(necromancy)
Curse of Tongues
Dreadful Visage (illusion) Disintegration Wave (enchantment)
(enchantment)
Bane of the Weak (evocation) Hexing Touch (enchantment)
Bloodstorm (necromancy)
(enchantment) Cosmic Entropy Hexing Ray (enchantment)
Mind Shatter (enchantment)
Soulfire (evocation) Soulfire (evocation)
(necromancy)
Eldritch Tempest (evocation)
Breath of the Dying
2nd Level Venomous Bloom
Warlock Spells (necromancy)
(conjuration)
Lesser Blood Pact Curse of the Wretched
(necromancy) Cantrips (necromancy) 6th Level
Blood Transfer (necromancy) Shadow Bolt (evocation) Searing Blood (necromancy)
2nd Level
Eldritch Blades (evocation) Hex of Lingering Pain Voidwalk (conjuration)
Wounding Shadows Mind Twist (enchantment)
(necromancy)
Chaos Bolt (evocation)
(necromancy) Curse of Frailty (necromancy) Grasping Shadows
Void Grasp (conjuration) Blood Bolt (necromancy) (conjuration) 7th Level

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)

94 The Codex of Forbidden Arcana


Black Hole (conjuration) Withering Ray (necromancy) Blood Lance (necromancy) Eldritch Tempest (evocation)
Eldritch Cataclysm Echoing Blast (evocation)
3rd Level 6th Level
(enchantment) Eldritch Needle
Void Cascade (necromancy) (necromancy)
Echoes of the Damned Arcane Scourge (evocation)
Void Step (transmutation) (necromancy) Searing Blood (necromancy)
9th-Level Spells
Necrotic Burst (necromancy) Shadow Word: Pain Voidwalk (conjuration)
Army of the Dead Spirit Drain (necromancy) (enchantment)
7th Level
(necromancy) Eldritch Sight (divination)
Disintegration Wave 1st Level Crimson Surge (necromancy) Annihilation (evocation)
(evocation) Spectral Knife (necromancy) Grasp of the Void Soul Sever (necromancy)
Cosmic Entropy Drain Life (necromancy) (necromancy)
Mind Flay (enchantment)
(necromancy) Eldritch Ward (abjuration) Void Sphere (conjuration) Breath of Unmaking
Withering Touch (evocation)

Wizard Spells 4th Level


(necromancy)
8th-Level Spells
Dreadful Visage (illusion) Mass Drain Life
Cantrips
(necromancy)
Black Hole (conjuration)
Shadow Bolt (evocation) 2nd Level Void Arrow (necromancy) Shadow Word: Death
Hex of Lingering Pain Mind Twist (enchantment) Shadow Ensnare (illusion) (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)

Grasping Floor Curse of Tongues Disintegration Wave


Wounding Shadows
(evocation)
(transmutation) (enchantment)
(necromancy)
Necrotic Touch Bloodstorm (necromancy) Cosmic Entropy
Void Grasp (conjuration)
(necromancy) Mind Shatter (enchantment) (necromancy)

The Codex of Forbidden Arcana 95


Cantrips Shadow of Dread

Cantrip illusion
Shadow Bolt
Casting Time: 1 action
Cantrip evocation
Range: 60 feet

Casting Time: 1 action Target: One creature within range

Range: 120 feet Components: V, S

Target: One creature within range Duration: Instantaneous

Components: V, S Classes: Warlock

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.

spell attack against the target. On a hit, the target

takes 1d8 necrotic damage. If the target is in dim Blood Bolt

light or darkness, the target instead takes 1d12 Cantrip necromancy

necrotic damage. The spell’s damage increases by


Casting Time: 1 action
one die when you reach 5th level (2d8 or 2d12),
Range: 30 feet
11th level (3d8 or 3d12), and 17th level (4d8 or
Target: One creature you can see within range
4d12).
Components: V, S, M (a drop of your own blood)

Hex of Lingering Pain Duration: Instantaneous

Classes: Sorcerer, Warlock, Wizard


Cantrip necromancy

Casting Time: 1 action By using a drop of your own blood as a catalyst, you

Range: 60 feet conjure a red bolt of energy and hurl it towards a

Target: One creature within range creature you can see within range. Make a ranged

Components: V, S spell attack against the target. On a hit, the target

Duration: Instantaneous takes 1d8 necrotic damage. If you are below half

Classes: Warlock, Wizard your hit point maximum when you cast this spell,

the target instead takes 1d12 necrotic damage. The


You inflict a jolt of necrotic pain on a creature you
spell’s damage increases by one die when you
can see. The target must succeed on a Constitution
reach 5th level (2d8 or 2d12), 11th level (3d8 or
saving throw or take 1d6 necrotic damage and be
3d12), and 17th level (4d8 or 4d12).
unable to regain hit points until the start of your

next turn. The spell’s damage increases by 1d4

when you reach 5th level (2d6), 11th level (3d6),

and 17th level (4d6).

Curse of Frailty

Cantrip necromancy

Casting Time: 1 action

Range: 30 feet

Target: One creature within range

Components: V, S, M (a drop of your own blood)

Duration: Instantaneous

Classes: Sorcerer, Warlock

You sacrifice a drop of your own blood to weaken a

creature you can see within range. The target must

make a Constitution saving throw. On a failed save,

the creature is cursed, suffering disadvantage on

Strength-based attack rolls and Strength saving

throws until the start of your next turn. This spell

has no effect on undead or constructs.

96 The Codex of Forbidden Arcana


Eldritch Lash Lesser Void Pulse

Cantrip transmutation Cantrip evocation

Casting Time: 1 action Casting Time: 1 action

Range: 30 feet Range: Self (10-foot radius)

Target: One creature within range Target: All creatures within 10 feet of you

Components: V, S Components: V, S

Duration: Instantaneous Duration: Instantaneous

Classes: Sorcerer, Warlock Classes: Sorcerer, Warlock

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

level (4d6). damage and is not pushed. This spell’s damage

increases by 1d4 when you reach 5th level (2d4),


Life Sap 11th level (3d4), and 17th level (4d4).

Cantrip necromancy
Rotting Grasp
Casting Time: 1 action
Cantrip necromancy
Range: Touch

Target: One creature you touch Casting Time: 1 action

Components: V, S, M (a drop of black ichor) Range: Touch

Duration: Instantaneous Target: One creature you touch

Classes: Sorcerer, Warlock Components: V, S

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

until the end of its next turn. The spell’s damage


Spectral Shackle
increases by 1d8 when you reach 5th level (2d8),

Cantrip necromancy 11th level (3d8), and 17th level (4d8).

Casting Time: 1 action

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

movement speed reduced by 10 feet until the end of

its next turn. This spell’s damage increases by 1d4

when you reach 5th level (2d4), 11th level (3d4),

and 17th level (4d4).

The Codex of Forbidden Arcana 97


Void Bolt Necrotic Touch

Cantrip evocation Cantrip necromancy

Casting Time: 1 action Casting Time: 1 action

Range: 120 feet Range: Touch

Target: One creature within range Target: One creature you touch

Components: V, S Components: V, S

Duration: Instantaneous Duration: Instantaneous

Classes: Sorcerer, Warlock, Wizard Classes: Cleric, Warlock, Wizard

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).

Shadow Bind Eldritch Flame

Cantrip illusion Cantrip evocation

Casting Time: 1 action Casting Time: 1 action

Range: 60 feet Range: 60 feet

Target: One creature within range Target: One creature within range

Components: V, S Components: V, S

Duration: Instantaneous Duration: Instantaneous

Classes: Sorcerer, Warlock Classes: Sorcerer, Warlock

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

reach 5th level (2d4), 11th level (3d4), and 17th


Thornsnare
level (4d4).

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

Components: V, S Range: 60 feet

Duration: Concentration, up to 1 minute Target: One creature within range

Classes: Druid Components: V, S

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).

98 The Codex of Forbidden Arcana


Grasping Floor

Cantrip transmutation

Casting Time: 1 action

Range: 30 feet

Target: A point you can see within range

Components: V, S

Duration: Instantaneous

Classes: Sorcerer, Warlock, Wizard

You cause spectral hands to erupt in a 5-foot radius

on the ground centered on a point within range.

Any creature in the area must succeed on a

Dexterity saving throw or be restrained until the

start of your next turn as the hands pull it down.

Eldritch Surge

Cantrip transmutation

Casting Time: 1 action

Range: Self

Target: Self

Components: V, S
Fiery Breath
Duration: 1 minute
Cantrip evocation
Classes: Sorcerer, Warlock

Casting Time: 1 action


You infuse yourself with eldritch power. For the
Range: Self (15-foot cone)
duration, your speed increases by 10 feet, and you
Target: All creatures in a 15-foot cone
have advantage on your next spell attack roll.
Components: V, S

Duration: Instantaneous
Spectral Ward
Classes: Cleric, Sorcerer, Warlock, Wizard
Cantrip abjuration

You exhale fiery energy from the abyssal realms in


Casting Time: 1 action
a 15-foot cone originating from you. Each creature
Range: Self
in that area must make a Dexterity saving throw or
Target: Self
or take 1d4 fire damage. This spell’s damage
Components: V, S
increases by 1d4 when you reach 5th level (2d4),
Duration: Instantaneous
11th level (3d4), and 17th level (4d4).
Classes: Bard, Cleric, Druid, Warlock

Whisper of the Void You surround yourself with a protective aura of

Cantrip enchantment spectral energy. Until the start of your next turn,

you gain a +2 bonus to AC and all saving throws.


Casting Time: 1 action

Range: 60 feet
Void Step
Target: One creature within range
Cantrip transmutation
Components: V, S

Casting Time: 1 action


Duration: Instantaneous

Classes: Sorcerer, Warlock Range: Self

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

can see. The distance increases by 5 feet when you


before the start of your next turn. This spell’s

damage increases by 1d4 when you reach 5th level reach 5th level (20 feet), 11th level (25 feet), and

17th level (30 feet).


(2d4), 11th level (3d4), and 17th level (4d4).

The Codex of Forbidden Arcana 99


Maddening Melody

Cantrip enchantment

Casting Time: 1 action

Range: 30 feet

Target: One creature within range

Components: V, S

Duration: Instantaneous

Classes: Bard

You play a dissonant melody that unsettles the

mind of a creature you can see within range. The

target must make a Wisdom saving throw. On a

failed save, the creature takes 1d6 psychic damage

and has disadvantage on the next Wisdom saving

throw it makes before the end of your next turn.

This spell’s damage increases by 1d6 when you

reach 5th level (2d6), 11th level (3d6), and 17th

level (4d6).

Necrotic Burst

Cantrip necromancy

Casting Time: 1 action

Range: Self (10-foot radius)

Target: All creatures within 10 feet of you

Components: V, S

Duration: Instantaneous

Classes: Cleric, Sorcerer, Warlock, Wizard

You release a burst of necrotic energy from your

body. Each creature in a 10-foot radius around you

(other than yourself) must make a Constitution

saving throw, taking 1d6 necrotic damage on a

failed save, or half as much damage on a successful

one. This spell’s damage increases by 1d6 when

you reach 5th level (2d6), 11th level (3d6), and 17th

level (4d6). Decay

Cantrip necromancy
Cursed Lullaby
Casting Time: 1 action
Cantrip enchantment
Range: Touch

Casting Time: 1 action Target: One creature or object within range

Range: 60 feet Components: V, S

Target: One creature within range Duration: Instantaneous

Components: V Classes: Druid

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

level (4d4). level (4d6).

100 The Codex of Forbidden Arcana


Spirit Drain Crippling Spores

Cantrip necromancy Cantrip transmutation

Casting Time: 1 action Casting Time: 1 action

Range: 60 feet Range: 60 feet

Target: One creature within range Target: A 5-foot radius area within range

Components: V, S Components: V, S

Duration: Instantaneous Duration: 1 minute

Classes: Cleric, Druid, Warlock, Wizard Classes: Druid

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

level (4d4). radius), and 17th level (20-foot radius).

Echoing Blast Dark Resilience

Cantrip evocation Cantrip necromancy

Casting Time: 1 action Casting Time: 1 action

Range: 60 feet Range: Self

Target: One creature within range Target: Self

Components: V, S Components: V, S

Duration: Instantaneous Duration: 1 round

Classes: Bard, Cleric, Sorcerer, Wizard Classes: Cleric, Warlock

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).

reach 5th level (2d6), 11th level (3d6), and 17th


Withering Ray
level (4d6).

Cantrip necromancy
Poisoning Ray
Casting Time: 1 action
Cantrip necromancy
Range: 60 feet

Casting Time: 1 action Target: One creature within range

Range: 30 feet Components: V, S

Target: One creature within range Duration: Instantaneous

Components: V, S Classes: Cleric, Warlock, Sorcerer

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).

increases by 1d4 when you reach 5th level (2d4),

11th level (3d4), and 17th level (4d4).

The Codex of Forbidden Arcana 101


Eldritch Needle
Variant Rule: Adding the “Cursed” Condition

Cantrip necromancy to Spells

Many spells throughout this section are curses or


Casting Time: 1 action
lingering afflictions. At the Game Master’s
Range: 60 feet
discretion, any spell that reads the words “curse”,
Target: One creature within range
“hex”, or “affliction” either in its name or
Components: V, S
description may also impose the cursed condition
Duration: Instantaneous
on the target for the spell’s duration. This new
Classes: Warlock, Wizard
condition was introduced for the first time in The
Grimoire of Curses, one of my compendiums.
You create a thin, needle-like ray of psychic energy

and hurl it toward a creature you can see within


The cursed condition is a significant affliction that
range. Make a ranged spell attack against the
can alter a creature’s abilities, perception, or
target. On a hit, the target takes 1d4 psychic
interactions in the game world. This condition
damage and has disadvantage on Constitution
usually results from a cursed object, a spell, or the
saving throws made to mantain concentration until
malevolent intent of a creature. Similarly to other
the start of your next turn. This spell’s damage
conditions, if multiple effects impose the cursed
increases by 1d4 when you reach 5th level (2d4),
condition on a creature, each instance has its own
11th level (3d4), and 17th level (4d4).
duration - but in this case, the condition’s effects get
worse, as each instance can target different scores.
Cursed

A cursed creature has disadvantage on ability checks


and saving throws made with one score between
Strength, Dexterity, Constitution, Intelligence,
Wisdom, or Charisma (chosen by the creature who
applied the condition). If the creature applying the
cursed condition has a Intelligence score of 5 or
lower, the affected score is determined randomly by
rolling a d6 and comparing it to the table below.

d6 Affected Score

1 Strength
2 Dexterity
3 Constitution
4 Intelligence
5 Wisdom
6 Charisma

The cursed condition can be removed through a


casting of the remove curse or greater restoration
spells, unless specified otherwise. Each of these
spells can only remove one instance of the cursed
condition - if a creature is affected by multiple
instances, a casting of one of these spells is needed
for each instance of the cursed condition affecting
the target.

Although the spells in this manual are designed to


work without relying on this condition, this
adjustment can help making them even more
thematic and immersive. Keep in mind that using
this variant rule may significantly increase the
potency of certain spells.

102 The Codex of Forbidden Arcana


1st-Level Spells Drain Life

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

Range: 60 feet Components: V, S, M (a small vial of unholy water)

Target: One creature within range Duration: Instantaneous

Components: V, S Classes: Cleric, Sorcerer, Warlock, Wizard

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

an eldritch brand for the duration. While branded constructs.

in this way, the creature takes 1d6 psychic damage


At Higher Levels: When you cast this spell using a
the first time it attacks or casts a harmful spell on
spell slot of 2nd level or higher, the damage
its turn. Additionally, you always know the exact
increases by 1d8 for each slot level above 1st.
distance and direction from any creature you have

marked with this spell as long as the brand lasts,

provided the target is on your same plane of

existence. Once the spell ends, the sigil glows

ominously before fading.

At Higher Levels: When you cast this spell using a

spell slot of 2nd level or higher, the damage

increases by 1d6 for each slot level above 1st.

Spectral Knife

1st-level necromancy

Casting Time: 1 action

Range: 60 feet

Target: One creature within range

Components: V, S, M (a shard of black onyx)

Duration: Instantaneous

Classes: Bard, Sorcerer, Warlock, Wizard

You conjure a ghostly, spectral knife and hurl it

toward a creature within range. Make a ranged

spell attack against the target. On a hit, the target

takes 1d6 necrotic damage. Hit or miss, the knife

then explodes in a burst of psychic energy. The

target and each creature within 5 feet of it must

succeed on a Dexterity saving throw or take 2d6

psychic damage. This damage is increased to 3d6

for each creature that is below half its hit points

maximum.

At Higher Levels: When you cast this spell using a

spell slot of 2nd level or higher, the psychic damage

increases by 1d6 for each slot level above 1st.

The Codex of Forbidden Arcana 103


Eldritch Ward each of its turns, and you regain hit points equal to

1st-level abjuration the damage dealt. The curse ends early if you and

the target are more than 60 feet away at any time


Casting Time: 1 action
during the spell’s duration.
Range: Self
At Higher Levels: When you cast this spell using a
Target: Self
spell slot of 2nd level or higher, the necrotic
Components: V, S
damage increases by 1d4 for each slot level above
Duration: Concentration, up to 1 minute
1st.
Classes: Cleric, Sorcerer, Warlock, Wizard

You conjure an eldritch shield of protective eldritch Dreadful Visage

energy around yourself. For the duration, you gain 1st-level illusion

a +1 bonus to AC and resistance to force damage.


Casting Time: 1 action
Additionally, when you are hit by a melee attack for
Range: 30 feet
the first time in a turn, the attacker takes 1d4 force
Target: One creature you can see within range
damage as the shield lashes out in retaliation.
Components: V, S
At Higher Levels: When you cast this spell using a
Duration: Concentration, up to 1 minute
spell slot of 2nd level or higher, the force damage
Classes: Bard, Sorcerer, Warlock, Wizard
increases by 1d4 for each slot level above 1st.
You warp your appearance into a terrifying visage.

Withering Touch The target must succeed on a Wisdom saving

1st-level necromancy throw or become frightened for the duration. While

frightened in this way, a creature must take the


Casting Time: 1 action
Dash action and move away from you by the safest
Range: Touch
available route on each of its turns, unless there is
Target: One creature you touch
nowhere to move. If the creature ends its turn in a
Components: V, S
location where it doesn’t have line of sight to you,
Duration: Instantaneous
the creature can make a Wisdom saving throw. On
Classes: Warlock, Wizard
a successful save, the spell ends for that creature.

You reach out and touch a creature, causing its

flesh to wither. The target must make a

Constitution saving throw. On a failed save, it takes

1d8 cold and 1d8 necrotic damage, and its speed is

reduced by 10 feet until the end of its next turn. On

a successful save, the creature takes half as much

damage, and its speed is not reduced.

At Higher Levels: When you cast this spell using a

spell slot of 2nd level or higher, both the cold and

necrotic damage increase by 1d8 for each slot level

above 1st.

Curse of the Leech

1st-level necromancy

Casting Time: 1 bonus action

Range: 30 feet

Target: One creature within range

Components: V, S

Duration: Concentration, up to 1 minute

Classes: Warlock, Sorcerer

You curse a creature, leeching its life force. The

target must succeed on a Constitution saving throw

or be cursed for the duration. While cursed, the

creature takes 1d4 necrotic damage at the start of

104 The Codex of Forbidden Arcana


Bane of the Weak At Higher Levels: When you cast this spell using a

1st-level enchantment spell slot of 2nd level or higher, the damage

increases by 1d6 for each slot level above 1st.


Casting Time: 1 action

Range: 30 feet Soulfire


Target: One creature within range
1st-level evocation
Components: V, S

Duration: Concentration, up to 1 minute Casting Time: 1 action

Range: 60 feet
Classes: Sorcerer, Warlock

Target: One creature within range


You curse a creature, exploiting its weakness. The
Components: V, S
target must make a Strength saving throw or suffer
Duration: Instantaneous
disadvantage on Strength-based ability checks,
Classes: Cleric, Sorcerer, Warlock
attack rolls, and saving throws for the duration.

This spell has no effect on undead or constructs. You summon ethereal blue flames that burn with a

chilling intensity and hurl it towards a creature you


At Higher Levels: When you cast this spell using a
can see. Make a ranged spell attack against the
spell slot of 2nd level or higher, you can target one
target. On a hit, the creature takes 2d6 cold
additional creature for each slot level above 1st.
damage and 2d6 fire damage. If the target is below
The creatures must be within 30 feet of each other
half its hit points maximum, it must succeed on a
when you target them.
Wisdom saving throw or also take 2d6 psychic

Hexing Touch damage.

1st-level enchantment At Higher Levels: When you cast this spell using a

spell slot of 2nd level or higher, the cold or radiant


Casting Time: 1 action
damage (your choice) increases by 1d6 for each slot
Range: Touch
level above 1st.
Target: One creature you touch

Components: V, S
Chains of Dread
Duration: Instantaneous
1st-level conjuration
Classes: Warlock

Casting Time: 1 action


You briefly curse a creature with a touch of
Range: 30 feet
malevolent energy. Make a melee spell attack. On a
Target: One creature within range
hit, the target takes 3d6 necrotic damage and has
Components: V, S, M (a piece of rusted metal)
disadvantage on the next attack roll or ability check
Duration: Concentration, up to 1 minute
it makes before the end of its next turn.
Classes: Cleric, Paladin

At Higher Levels: When you cast this spell using a


You conjure shadowy chains that bind and torment
spell slot of 2nd level or higher, the damage
a creature you can see within range. The target
increases by 1d6 for each slot level above 1st.
must make a Strength saving throw or be

Hexing Ray restrained for the duration. While restrained in this

way, a creature takes 1d6 necrotic damage at the


1st-level enchantment
start of each of its turns. A restrained creature can
Casting Time: 1 action
use its action to make a Strength check against
Range: 60 feet
your spell save DC, ending the effect on itself on a
Target: One creature within range
success.
Components: V, S
At Higher Levels: When you cast this spell using a
Duration: Instantaneous
spell slot of 2nd level or higher, you can target one
Classes: Warlock
additional creature for each slot level above 1st.

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.

against the target. On a hit, the target takes 3d6

necrotic damage and has disadvantage on the next

attack roll or ability check it makes before the end

of its next turn.

The Codex of Forbidden Arcana 105


Breath of the Dying

1st-level necromancy

Casting Time: 1 bonus

action

Range: 30 feet

Target: One creature

within range

Components: V, S

Duration: Instantaneous

Classes: Cleric, Druid,

Warlock

You release a dark,

chilling breath that clings

to the spirit of a creature

on the verge of death.

Choose a creature within

range that has 0 hit points.

That creature regains a

number of hit points equal

to 1d12 + your spellcasting

ability modifier.

At Higher Levels: When you

cast this spell using a spell

slot of 2nd level or higher,

the healing increases by

1d12 for each slot level

above 1st.

Curse of the Wretched

1st-level necromancy

Corrupting Touch
Casting Time: 1 action
1st-level necromancy
Range: 60 feet

Target: One creature within range Casting Time: 1 action

Components: V, S Range: Touch

Duration: Concentration, up to 1 minute Target: One creature you touch

Classes: Bard, Cleric, Warlock Components: V, S, M (a piece of rotting meat)

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

success. poisoned for the duration. A poisoned creature can

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.

106 The Codex of Forbidden Arcana


2nd-level Spells Shadow Lash

2nd-level illusion
Mind Twist
Casting Time: 1 action
2nd-level enchantment
Range: 30 feet

Casting Time: 1 action Target: One creature within range

Range: 60 feet Components: V, S

Target: A creature within range Duration: Instantaneous

Components: V, S Classes: Warlock, Wizard

Duration: Concentration, up to 1 minute


You conjure a lash of shadowy energy and strike at
Classes: Bard, Warlock, Wizard
a creature within range. The target must succeed

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

saving throw or be affected by the spell for the is not frightened.

duration. An affected target can’t take reactions


At Higher Levels: When you cast this spell using a
and must roll a d10 at the start of each of its turns
spell slot of 3rd level or higher, you can target on
to determine its behavior for that turn. This spell
additional creature for each slot level above 2nd.
has no effect on undead or constructs.
The creatures must be within 30 feet of each other

1: The creature uses all its movement to move in a when you target them.

random direction. To determine the direction, roll a

d8 and assign a direction to each die face. The Lesser Blood Pact

creature doesn’t take an action this turn. 2nd-level necromancy

2-6: The creature doesn’t move or take actions this


Casting Time: 1 action
turn.
Range: Touch
7-8: The creature uses its action to make a melee
Target: One willing creature
attack against a randomly determined creature
Components: V, S, M (a drop of your and the
within its reach. If there is no creature within its
target’s blood)
reach, the creature does nothing this turn.
Duration: 1 hour

9-10: The creature can act and move normally. Classes: Sorcerer, Warlock, Wizard

At Higher Levels: When you cast this spell using a


You form a blood pact with a willing creature,
spell slot of 3rd level or higher, you can target one
linking your life forces together. For the duration,
additional creature for each slot level above 2nd.
you and the linked creature have resistance to all

damage. Additionally, whenever one of you takes


Grasping Shadows
damage, the linked creature takes an equal amount
2nd-level conjuration
of necrotic damage, which can’t be reduced in any
Casting Time: 1 action way.

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

Components: V, S either of the connected creatures. You can also end


Duration: Concentration, up to 1 minute the pact early by using an action to sever the

Classes: Warlock, Wizard connection.

At Higher Levels: When you cast this spell using a


You summon shadowy tendrils that lash out from

the ground in a 20-foot square area you can see spell slot of 4th or 5th level, the duration increases

to 8 hours. When you use a spell slot of 6th level or


within range. Each creature in the area must

succeed on a Strength saving throw or be higher, the duration increases to 24 hours.

restrained by the shadows for the duration. While

restrained, a creature takes 1d8 necrotic damage at

the start of each of its turns. A restrained creature

can use its action to make a Strength check against

your spell save DC, ending the effect on itself on a

success.

The Codex of Forbidden Arcana 107


Blood Transfer Eldritch Blades

2nd-level necromancy 2nd-level evocation

Casting Time: 1 action Casting Time: 1 bonus action

Range: 30 feet Range: Self (5-foot radius)

Target: Two creatures within range, both of which Target: Self (5-foot radius)

must have blood Components: V, S

Components: V, S, M (a drop of blood from each Duration: 1 minute

creature) Classes: Bard, Sorcerer, Warlock

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.

If the target losing hit points is unwilling, it must

make a Constitution saving throw. On a failed save, Eldritch Torment

the creature loses 3d10 hit points, which are then 2nd-level enchantment

transferred to the other creature, restoring an equal


Casting Time: 1 action
amount. On a success, the spell fails and nothing
Range: 30 feet
happens.
Target: One creature within range
The spell has no effect on creatures without blood,
Components: V, S
such as constructs, elementals, or undead.
Duration: Concentration, up to 1 minute
At Higher Levels: When you cast this spell using a
Classes: Bard, Cleric, Wizard
spell slot of 3rd level or higher, the hit point

transfer increases by 1d10 for each slot level above You whisper words of eldritch power, tormenting

2nd. the mind of a creature within range. The target

must succeed on a Wisdom saving throw or have

disadvantage on all the saving throws it makes and

take 1d6 psychic damage at the start of each of its

turns until the spell ends. An affected creature can

repeat the saving throw at the end of each of its

turns, ending the effect on itself on a success.

At Higher Levels: When you cast this spell using a

spell slot of 2nd level or higher, the psychic damage

increases by 1d6 for each two slot levels above 2nd.

Wounding Shadows

2nd-level necromancy

Casting Time: 1 action

Range: 60 feet

Target: One creature within range

Components: V, S

Duration: Concentration, up to 1 minute

Classes: Warlock, Sorcerer, Wizard

You summon creeping shadows that cling to a

creature within range, draining its vitality. The

target must succeed on a Constitution saving throw

or take 1d8 necrotic damage immediately and

again at the start of each of its turns until the spell

ends.

108 The Codex of Forbidden Arcana


Unholy Smite duration. While frightened in this way, a creature

2nd-level evocation must take the Dash action and move away from its

source of fear by the safest available route on each


Casting Time: 1 bonus action
of its turns, unless there is nowhere to move. If the
Range: Self
creature ends its turn in a location where it doesn’t
Components: V
have line of sight to its source of fear, the creature
Duration: Concentration, up to 1 minute
can make a Wisdom saving throw, ending the effect
Classes: Paladin
on itself on a success.

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.

necrotic damage to the target. The damage


Blood Lance
increases by 1d8 if the target is a celestial.

At Higher Levels: When you cast this spell using a 2nd-level necromancy

spell slot of 3rd level or higher, the necrotic


Casting Time: 1 action
damage increases by 1d8 for each slot level above
Range: 60 feet

2nd.
Target: One creature within range

Components: V, S, M (a drop of your own blood)


Thicket of Thorns
Duration: Instantaneous
2nd-level conjuration
Classes: Sorcerer, Warlock, Wizard

Casting Time: 1 action


You conjure a lance of blood and hurl it at a
Range: 60 feet
creature you can see within range. Make a ranged
Target: A 20-foot-square area within range
spell attack. On a hit, the target takes 3d10 necrotic
Components: V, S, M (a thorny vine)
damage. If you are below half your hit point
Duration: Concentration, up to 10 minutes
maximum when you cast this spell, the damage
Classes: Druid, Ranger
increases by 1d10.

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.

area or enters it for the first time on a turn must


Dark Invocation
succeed on a Dexterity saving throw or take 2d8

piercing damage. 2nd-level necromancy

At Higher Levels: When you cast this spell using a Casting Time: 1 action

spell slot of 3rd level or higher, the piercing


Range: Self

damage increases by 1d8 for each slot level above Target: Self

2nd.
Components: V, S, M (an obsidian shard)

Duration: Concentration, up to 1 minute


Lingering Terror
Classes: Cleric, Paladin, Warlock
2nd-level illusion
You call upon forbidden energies, wreathing
Casting Time: 1 action
yourself in auras of dread. For the duration, you
Range: 30 feet
gain temporary hit points equal to 1d4 + your
Target: One creature within range
spellcasting ability modifier at the start of each of
Components: V, S, M (a shadowy wisp)
your turns. Additionally, any creature that starts its
Duration: Concentration, up to 1 minute
turn within 5 feet of you must succeed on a
Classes: Bard, Warlock
Wisdom saving throw or become frightened until

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.

creature of your choice within 30 feet of you for the

The Codex of Forbidden Arcana 109


Void Grasp

2nd-level conjuration

Casting Time: 1 action

Range: 30 feet

Target: One creature within range

Components: V, S, M (a piece of onyx)

Duration: Concentration, up to 1 minute

Classes: Warlock, Sorcerer, Wizard

You conjure a spectral hand from the void that

reaches out to grasp a creature. The target must

succeed on a Strength saving throw or be

restrained for the duration, as it feels an unearthly

pull from an unseen dimension. While restrained in

this way, the target takes 1d8 force damage at the

start of each of its turns. A restrained creature can

use its action to make a Strength saving throw,

ending the effect on a success.

At Higher Levels: When you cast this spell using a

spell slot of 3rd level or higher, you can target on

additional creature for each slot level above 2nd.

The creatures must be within 30 feet of each other

when you target them.

Sanguine Shield

2nd-level necromancy

Casting Time: 1 action

Range: Self

Components: V, S, M (a small vial of blood)

Duration: 10 minutes

Classes: Cleric, Sorcerer, Warlock

You create a shield of blood that absorbs harm

directed at you. You gain 20 temporary hit points

for the duration, and whenever a creature hits you

with a melee attack while these temporary hit

points last, it takes 1d6 necrotic damage.

At Higher Levels: When you cast this spell using a

spell slot of 3rd level or higher, the temporary hit

points increase by 10 for each slot level above 2nd.

110 The Codex of Forbidden Arcana


3rd-level Spells Shadow Word: Pain

3rd-level enchantment
Echoes of the Damned
Casting Time: 1 action
3rd-level necromancy
Range: 60 feet

Casting Time: 1 action Target: One creature within range

Range: 60 feet Components: V, S

Target: One creature within range Duration: Concentration, up to 1 minute

Components: V, S, M (a fragment of a tombstone) Classes: Sorcerer, Warlock, Wizard

Duration: Concentration, up to 1 minute


You whisper a word of darkness towards a creature
Classes: Warlock, Wizard
within range, causing it to feel immense pain. The

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

creature is overwhelmed by despair and suffers a constructs.

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.

At Higher Levels: When you cast this spell using a

spell slot of 4th level or higher, you can target one


Void Weapon

additional creature for each slot level above 3rd. 3rd-level necromancy

The creatures must be within 30 feet of each other


Casting Time: 1 action
when you target them.
Range: Touch

Target: A nonmagical weapon you are holding


Feral Curse
Components: V, S
3rd-level enchantment
Duration: Concentration, up to 1 hour

Casting Time: 1 action Classes: Paladin, Cleric, Warlock

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.

its action each turn to make a melee attack against

a randomly determined creature within its reach. If

there is no creature within its reach, an affected

creature must move towards the nearest creature it

can see instead. A cursed creature can repeat the

saving throw at the end of each of its turns, ending

the effect on itself on a success.

At Higher Levels: When you cast this spell using a

spell slot of 4th level or higher, you can target one

additional creature for each slot level above 3rd.

The creatures must be within 30 feet of each other

when you target them.

The Codex of Forbidden Arcana 111


Eldritch Sight Crimson Surge

3rd-level divination 3rd-level necromancy

Casting Time: 1 action Casting Time: 1 action

Range: Self Range: 30 feet

Components: V, S, M (a tiny crystal prism) Target: A willing creature that you can see within

Duration: Concentration, up to 10 minutes range

Classes: Cleric, Warlock, Wizard Components: V, S, M (a drop of your own blood)

Duration: Concentration, up to 1 minute


You gain the ability to see into the hidden layers of
Classes: Sorcerer, Warlock, Wizard
reality, revealing eldritch traces and secrets. For

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,

hours. respectively, for each slot level above 3rd.

112 The Codex of Forbidden Arcana


Grasp of the Void Dark Covenant

3rd-level necromancy 3rd-level enchantment

Casting Time: 1 action Casting Time: 1 action

Range: 60 feet Range: 30 feet

Target: One creature within range Target: Up to two willing creatures within range

Components: V, S, M (a blackened bone) Components: V, S, M (a drop of each creature’s

Duration: Concentration, up to 1 minute blood, mixed and consumed)

Classes: Cleric, Warlock, Wizard Duration: 1 hour

Classes: Cleric, Warlock


You call upon the void to drain the life from a

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

another saving throw at the end of each of its turns, duration.

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

spell slot of 4th level or higher, the temporary hit


Void Sphere
points increase by 5 for each slot level above 3rd.

3rd-level conjuration

Casting Time: 1 action

Range: 90 feet

Target: 10-foot-radius sphere centered on a point

within range

Components: V, S, M (a shard of obsidian)

Duration: Concentration, up to 1 minute

Classes: Sorcerer, Warlock, Wizard

You conjure a dark sphere of void energy that

hovers in place, drawing nearby creatures toward

it. Any creature within 10 feet of the sphere at the

start of its turn must succeed on a Strength saving

throw or be pulled 5 feet closer to the center of the

sphere. Creatures that enter the sphere take 3d10

force damage and are restrained until the end of

their next turn.

At Higher Levels: When you cast this spell using a

spell slot of 4th level or higher, the force damage

increases by 1d10 for each slot level above 3rd.

The Codex of Forbidden Arcana 113


4th-level Spells

Mass Drain Life

4th-level necromancy

Casting Time: 1 action

Range: Self (30-foot radius)

Target: Any number of creatures within range

Components: V, S, M (a small crystal phial

containing graveyard dirt)

Duration: Instantaneous

Classes: Warlock, Wizard

You unleash a wave of necromantic energy that

saps the life force from all creatures in a 30-foot

radius centered on yourself. Each creature within

the area must make a Constitution saving throw,

taking 3d8 necrotic damage on a failed save, or half

as much damage on a successful one. You regain

hit points equal to half the total damage dealt. This

spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a

spell slot of 5th level or higher, the damage

increases by 1d8 for each slot level above 4th.

Blood Mirror

4th-level abjuration

Casting Time: 1 bonus action

Range: Self

Target: Self

Components: V, S

Duration: Concentration, up to 1 minute

Classes: Warlock

You create a blood mirror that reflects a portion of Shadow Ensnare

the damage you take back at your attacker. For the 4th-level illusion

duration, whenever a creature hits you with an


Casting Time: 1 action
attack, that creature takes necrotic damage equal
Range: 30 feet
to half the damage dealt to you.
Target: One creature within range

Components: V, S, M (a shard of obsidian worth at


Void Arrow
least 50 gp, which the spell consumes)
4th-level necromancy
Duration: Concentration, up to 1 minute

Casting Time: 1 action Classes: Warlock, Wizard

Range: 120 feet


You create illusory shadows that entangle a
Target: One creature within range
creature’s mind and body. The target must succeed
Components: V, S, M (a shard of black glass)
on an Intelligence saving throw or be paralyzed for
Duration: Instantaneous
the duration. At the end of each of its turns, the
Classes: Sorcerer, Warlock, Wizard
target can make another Intelligence saving throw.

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.

spell attack. On a hit, the target takes 7d12 force


At Higher Levels: When you cast this spell using a

damage and is pushed up to 15 feet away from you.


spell slot of 5th level or higher, you can target one

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.

114 The Codex of Forbidden Arcana


Blood Bond Blood Darts

4th-level necromancy 4th-level necromancy

Casting Time: 1 action Casting Time: 1 action

Range: 30 feet Range: Self

Target: Two creatures within range Components: V, S, M (a drop of your own blood)

Components: V, S, M (a drop of blood from each Duration: 1 minute

creature) Classes: Sorcerer, Warlock, Wizard

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.

cure wounds spell.

The blood bond lasts for the duration or until one of

the creatures drops to 0 hit points. This spell has

no effect on undead or constructs.

At Higher Levels: When you cast this

spell using a spell slot of 5th or

higher, the duration increases

by 10 minutes for each slot

level above 4th.

The Codex of Forbidden Arcana 115


Eldritch Beacon Curse of Blood

4th-level conjuration 4th-level necromancy

Casting Time: 1 action Casting Time: 1 action

Range: 150 feet Range: 30 feet

Target: An unoccupied space you can see within Target: One creature within range

range Components: V, S, M (a drop of the caster’s blood)

Components: V, S, M (a shard of obsidian) Duration: Concentration, up to 1 minute

Duration: Concentration, up to 1 minute Classes: Cleric, Sorcerer, Warlock

Classes: Warlock, Wizard


You curse a creature with a malevolent, blood-

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

charmed creature must use its action to make a on undead or constructs.

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.

feet of the beacon.

A charmed creature can repeat the saving throw at

the end of each of its turns, ending the effect on

itself on a success.

At Higher Levels: When you cast this spell using a

spell slot of 5th level or higher, the radius affected

by the eldritch beacon increases by 5 feet for each

slot level above 4th.

Void Pulse

4th-level necromancy

Casting Time: 1 action

Range: Self (20-foot radius)

Target: All creatures in a 20-foot radius centered

on you

Components: V, S, M (a fragment of black stone,

worth at least 100 gp)

Duration: Instantaneous

Classes: Sorcerer, Warlock, Wizard

You release a burst of void energy, damaging and

pushing away creatures around you. Each creature

within a 20-foot radius of you must make a

Constitution saving throw, taking 7d10 force

damage on a failed save, or half as much damage

on a successful one. A creature that fails the saving

throw is also pushed up to 15 feet away from you.

At Higher Levels: When you cast this spell using a

spell slot of 5th level or higher, the force damage

increases by 1d10 for each slot level above 4th.

116 The Codex of Forbidden Arcana


5th-level Spells

Blood Pact

5th-level necromancy (ritual)

Casting Time: 1 hour

Range: 30 feet

Components: V, S, M (a drop of blood from each

participant)

Duration: 24 hours

Spell Lists: Bard, Sorcerer, Warlock, Wizard

You create a binding magical pact between up to

ten willing creatures within range. Each participant

must willingly shed a drop of their blood, which

then forms a bond. While the pact is in effect, each

member can sense the general direction and

distance of the others, and they gain a +1 bonus to

saving throws while within 30 feet of at least one

other member. The pact lasts for 24 hours. If cast

every day for a month, it lasts indefinitely.

A creature can leave the blood pact at any time.

The blood pact does not end when a creature dies,

and it continues for other creatures even if a

creature decides to leave the blood pact. A creature

can be part of a maximum of one blood pact at any

time.

At Higher Levels. When you cast this spell using a

spell slot of 6th level or higher, the number of

people in the blood pact increases by five for each

slot level above 5th.

Mana Burn

5th-level necromancy

Casting Time: 1 action Curse of Tongues

Range: 60 feet 5th-level enchantment

Target: One creature within range


Casting Time: 1 action
Components: V, S
Range: 60 feet
Duration: Instantaneous
Target: One creature within range
Classes: Sorcerer, Warlock, Wizard
Components: V, S

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

combined level equal to 1d4. The target takes 1d6


You utter a powerful curse of tongues towards a
psychic damage for each level of spell slots lost in
creature within range, twisting and distorting their
this way. If the target doesn’t have enough spell
spoken words into unrecognizable sounds. The
slots, it must expend all the slots it can, taking the
target must succeed on a Wisdom save or be
appropriate amount of damage.
cursed to speak unintelligibly. Until the spell ends,
At Higher Levels: When you cast this spell using a
a cursed target can’t communicate verbally with
spell slot of 6th level or higher, the total levels of
other creatures, and it must succeed on a
spell slots lost by the target increases at certain
Constitution saving throw each time it attempts to
levels: to 1d6 for a 7th-level slot and to 1d8 for a
cast spells with verbal components or fail the cast
9th-level slot.
while still expending any spell slot.

The Codex of Forbidden Arcana 117


Bloodstorm disadvantage on all Intelligence, Wisdom, and

5th-level necromancy Charisma ability checks, attack rolls, and saving

throws. Additionally, the creature cannot


Casting Time: 1 action
concentrate on spells or other effects that require
Range: 120 feet
concentration, as its mind is assaulted by
Target: 20-foot-radius, 40-foot-high cylinder
overwhelming thoughts. The creature can repeat
centered on a point within range
the Wisdom saving throw at the end of each of its
Components: V, S, M (a vial of fresh blood)
turns, ending the effect on itself on a success.
Duration: Concentration, up to 1 minute
At Higher Levels: When you cast this spell using a
Classes: Sorcerer, Warlock, Wizard
spell slot of 6th level or higher, the psychic damage

You summon a violent storm of blood that rains increases by 1d10 for each slot level above 5th.

down upon a 20-foot-radius area within range. The

storm churns with dark energy, causing necrotic Eldritch Tempest

damage and spreading dread among creatures in 5th-level evocation

the area. The area becomes heavily obscured for


Casting Time: 1 action
the duration, and any creature within it has
Range: 120 feet
disadvantage on Wisdom (Perception) checks and
Target: A 20-foot-radius sphere centered on a point
Wisdom saving throws. The blood-soaked ground
within range
in the area makes movement slow and arduous,
Components: V, S, M (a carved bone staff)
becoming difficult terrain as long as the bloodstorm
Duration: Concentration, up to 1 minute
lasts.
Classes: Warlock, Sorcerer, Wizard
Any creature that starts its turn within the

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

damage and isn’t frightened. in a 20-foot radius.

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

spell slot of 6th level or higher, the force damage

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

Target: One creature within range Casting Time: 1 action

Components: V, S, M (a fragment of crystalized Range: 90 feet

brain matter) Target: A point you can see within range

Duration: Concentration, up to 1 minute Components: V, S

Classes: Warlock, Sorcerer, Wizard Duration: Instantaneous

Classes: Druid, Sorcerer, Warlock


You assault the mind of one creature with a torrent

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

While mentally disrupted, the creature has poisoned on a successful one.

118 The Codex of Forbidden Arcana


6th-level Spells Voidwalk

6th-level conjuration
Arcane Scourge
Casting Time: 1 action
6th-level evocation
Range: Self

Casting Time: 1 action Target: Self

Range: 150 feet Components: V, S

Area: A 30-foot-radius sphere centered on a point Duration: Concentration, up to 10 minutes

you can see within range Classes: Sorcerer, Warlock, Wizard

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.

the area concentrating on spells automatically lose


At Higher Levels: When you cast this spell using a
their concentration.
spell slot of 7th level or higher, the duration
Additionally, any spell or magical effect of 5th level
increases by 10 minutes for each slot level above
or lower within the area automatically ends.
6th.

At Higher Levels: When you cast this spell using a

spell slot of 7th level or higher, the damages Chaos Bolt

increase by 1d10 for each slot level above 6th. 6th-level evocation

Casting Time: 1 action


Searing Blood
Range: 120 feet
6th-level necromancy
Target: One creature within range

Casting Time: 1 action Components: V, S

Range: 60 feet Duration: Instantaneous

Target: Up to three creatures within range that Classes: Warlock

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

failed save, a creature takes 8d8 damage as its Oblivion

blood ignites from within, becoming paralyzed if 6th-level illusion


below half its hit points maximum. On a successful
Casting Time: 1 action
save, a creature takes half as much damage and is
Range: 30 feet
not paralyzed. This damage can’t be reduced by any
Components: V, S
means.
Duration: Instantaneous
Only creatures with blood are affected by this spell.
Classes: Bard, Cleric
At Higher Levels: When you cast this spell using 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

when you target them. recalls from the past 24 hours.

The Codex of Forbidden Arcana 119


7th-level Spells You target a creature’s soul, attempting to sever it

from their body. The target must make a


Blood Nova Constitution saving throw. On a failed save, the

7th-level necromancy creature takes 8d10 necrotic damage, and its soul

is partially severed, leaving it incapacitated and


Casting Time: 1 action
unable to regain hit points for the duration. At the
Range: Self (30-foot radius)
start of each of its turns while the spell lasts, an
Target: Each creature of your choice within range
affected creature also takes 2d10 necrotic damage.
Components: V, S, M (a vial of blood from a
On a successful save, the creature takes half as
humanoid)
much damage and suffers no further effects.
Duration: Instantaneous
This spell has no effect on constructs, undead, or
Classes: Sorcerer, Warlock
creatures who don’t otherwise have a soul.

You explode in a burst of blood magic, draining the

vitality of those around you. Each creature of your Mind Flay

choice within 30 feet of you must make a 7th-level enchantment

Constitution saving throw, taking 8d6 necrotic


Casting Time: 1 action
damage on a failed save, or half as much damage
Range: 60 feet
on a successful one. You regain a number of hit
Target: One creature within range
points equal to half the total necrotic damage dealt
Components: V, S
in this way (rounded down).
Duration: Concentration, up to 1 minute

Classes: Bard, Sorcerer, Warlock, Wizard


Annihilation

7th-level evocation You assault a creature’s mind with a torrent of

forbidden knowledge and agonizing visions. The


Casting Time: 1 action
target must make an Intelligence saving throw. On
Range: 60 feet
a failed save, the target takes 10d10 psychic
Target: One creature or object within range
damage and is stunned for the duration. On a
Components: V, S, M (a shard of void-touched
successful save, a creature takes half as much
obsidian)
damage and is not stunned.
Duration: Instantaneous
A stunned creature can repeat the saving throw at
Classes: Sorcerer, Wizard
the end of each of its turns, ending the effect on

You unleash a devastating wave of annihilating itself on a success.

energy, attempting to erase a target from existence.

Choose a creature, object, or creation of magical Breath of Unmaking

force within range. The target must make a 7th-level evocation

Constitution saving throw. On a failed save, a


Casting Time: 1 action
creature takes 16d10 force damage, ignoring
Range: (60-foot cone)
damage resistances and treating immunities as
Target: Each creature in a 60-foot cone
resistances. If this damage reduces the target to 0
Components: V, S
hit points, the target is obliterated along with
Duration: Instantaneous
everything it is wearing and carrying, leaving no
Classes: Bard, Sorcerer, Warlock, Wizard
remains except for any magical items.

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

creature in the area must make a Dexterity saving


Soul Sever throw. On a failed save, a creature takes 10d8 force

7th-level necromancy damage, and any nonmagical objects the creature

is wearing or carrying are destroyed. On a


Casting Time: 1 action
successful save, a creature takes half as much
Range: 30 feet
damage, and its possessions remain intact.
Target: One creature within range
All nonmagical objects in the area, such as
Components: V, S
furniture or weapons, are destroyed. Any structures
Duration: Concentration, up to 10 minutes
within the area are not affected by this spell.
Classes: Sorcerer, Warlock, Wizard

120 The Codex of Forbidden Arcana


8th-level Spells creature dies, its life snuffed out by a whisper from

the shadows. On a successful save, the creature


Black Hole takes 6d10 necrotic damage instead.

8th-level conjuration This spell has no effect on constructs or undead.

Casting Time: 1 action


Eldritch Cataclysm
Range: 150 feet
8th-level enchantment
Target: A 40-foot-radius sphere centered on a point

you can see within range Casting Time: 1 action

Components: V, S, M (a shard of black opal worth Range: 120 feet

at least 1,000 gp) Target: 30-foot-radius sphere centered on a point

Duration: Concentration, up to 1 minute within range

Classes: Sorcerer, Warlock, Wizard Components: V, S, M (a dark crystal carved with

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.

object is destroyed upon reaching the center.


Void Cascade
When the spell ends, the black hole collapses on

itself, creating a powerful shockwave in its radius 8th-level necromancy

before disappearing. Each creature within the area


Casting Time: 1 action
must make a Dexterity saving throw, taking 4d10
Range: 150 feet
force damage on a failed save, or half as much
Target: 20-foot-radius sphere centered on a point
damage on a successful one.
within range

Components: V, S, M (a shard of obsidian worth at


Shadow Word: Death
least 1,000 gp)
8th-level necromancy
Duration: Instantaneous

Casting Time: 1 action Classes: Sorcerer, Warlock, Wizard

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

Constitution saving throw. On a failed save, the maximum is not reduced.

The Codex of Forbidden Arcana 121


9th-level Spells

Disintegration Wave

9th-level evocation

Casting Time: 1 action

Range: Self (30-foot cone)

Target: Each creature in a 30-foot cone

Components: V, S, M (a crystal worth at least

5,000 gp)

Duration: Instantaneous

Classes: Sorcerer, Wizard

A green wave of energy sweeps from your hands in

a 30-foot cone. Each creature in that area must

make a Dexterity saving throw. On a failed save, a

creature takes 10d6 + 40 force damage. If this

damage reduces a target to 0 hit points, it is

disintegrated. A disintegrated creature and

everything it is wearing and carrying, except magic

items, are reduced to a pile of fine gray dust. A

disintegrated creature and everything it is wearing

and carrying, except magic items, are reduced to a

pile of fine gray dust. The creature can be restored

to life only by means of a true resurrection or a

wish spell. This spell automatically disintegrates a

Large or smaller nonmagical object or a creation of

magical force (like a wall created by wall of force).

If the target is a Huge or larger object or creation of

force, this spell disintegrates a 10-foot-cube portion

of it. A magic item is unaffected by this spell.


Corruption of the Wilds

Cosmic Entropy 9th-level transmutation

9th-level necromancy
Casting Time: 1 hour

Casting Time: 1 action Range: 1 mile

Range: 120 feet Target: All creatures and terrain within a 1-mile

Target: Each creature in a 30-foot-radius sphere radius

centered on a point within range Components: V, S, M (a twisted root soaked in

Components: V, S, M (a crystal vial of stardust) blood)

Duration: Instantaneous Duration: Until dispelled

Classes: Sorcerer, Warlock, Wizard Classes: Druid, Warlock

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

the necrotic damage dealt. This reduction lasts exhaustion.

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

point maximum is not reduced. many hit points as it normally would.

122 The Codex of Forbidden Arcana


Army of the Dead commands (no action required by you), and they act

9th-level necromancy during your turn in combat. If you don’t issue any

commands to them, they will protect you from


Casting Time: 1 action
harm and attack any creature that attacks you.
Range: 90 feet

Target: Unoccupied spaces that you can see within

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.

The Codex of Forbidden Arcana 123


Epic Spellcasting

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

Epic Spells, classified as 10th, 11th, divine communion, embarking on pilgrimages to

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

journey deep into the heart of nature, communing

with ancient spirits or elemental beings to unlock


Epic Spells and Balancing Within the Party
the secrets of Epic Spells. This could involve facing
Epic Spells embody the pinnacle of arcane mastery; trials set by nature itself or performing natural
however, their immense potency demands careful rituals that have been forgotten by all but the oldest
consideration, both in terms of narrative impact and and wisest of creatures.
game balance. Epic Spells should often constitute
Sorcerers: Sorcerers often discover Epic Spells by
the ultimate reward for characters, making the
awakening their latent powers. This might involve
attainment of similar power a climactic moment.
tracing their bloodline back to its source,
They should often be regarded as tools for
confronting the ancient beings from whom they
extraordinary situations, akin to the most powerful
inherit their power, or surviving trials designed to
divine interventions. Their use could signify a
unlock their full potential. Sorcerers might also
turning point in the campaign, representing a last-
resort solution against an overwhelmingly dire need to channel the raw energy of a cataclysmic

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

necessary knowledge for Epic Spellcasting.

Wizards: Wizards must often scour ancient

libraries, forgotten ruins, and lost civilizations to


The Path to Epic Spellcasting
piece together fragments of arcane knowledge.

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.

character’s class, as detailed below.


The Significance of the Quest

Bards: Bards might uncover Epic Spells through The quest to learn an Epic Spell is not merely a

lost melodies, ancient tales, or forbidden means to an end; it is a transformative experience

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,

124 The Codex of Forbidden Arcana


significance, and the consequences of wielding 2. Casting the Epic Spell

such power.pell but also a understanding of its


Once the spellcaster has gathered the necessary
place in the cosmic order.
components and prepared themselves mentally and

Rules for Epic Spellcasting physically, they are ready to cast the Epic Spell.

However, such an act is not a simple feat and

Casting an Epic Spell involves great power and an equally great risk.

The casting of an Epic Spell is a monumental


Level Requirement: To cast an Epic Spell, the
event, not just a simple act of magic. It requires
spellcaster must be of 20th level (or higher). If the
careful preparation, significant resources, and a
caster is not a player character, it must have a CR
deep understanding of the spell itself. The
of 15 or higher. Consider adjusting the CR and XP
following section details rules, mechanics, and
awarded by a creature that is able to cast Epic
ideas for Epic Spellcasting.
Spells, since it would pose as a greater challenge.

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

level) and can’t be reduced or removed by any


Bards might need to sing a ballad that resonates
means short of a wish spell. This exhaustion
with the very essence of the world, performing it at
represents the physical and mental toll of
a site of great historical or mystical importance.
channeling such overwhelming power.
Clerics could have to embark on a pilgrimage to a

sacred site, praying and performing rituals to Concentration: Maintaining concentration on an

receive a divine blessing that attunes them to their Epic Spell is a herculean task. If a spellcaster’s

god’s will. concentration is broken during the spell’s casting

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.

W arlocks may need to conduct a midnight ritual

under a full moon, calling upon their patron to


Components and Costs for Epic Spells
grant them access to hidden knowledge or
Components for Epic Spells are always rare and
otherworldly power.
difficult to source. They cannot be replaced by a
Wizards might need to study an ancient, forbidden
component pouch or in any other ways, even when
text or tome, spending days or weeks deciphering
no specific cost is listed. This means that the
its arcane symbols to align their minds with the
necessary components must be gathered and can’t
deeper currents of magic.
acquired through conventional means.

The Codex of Forbidden Arcana 125


3. Recovery Period 3. The Cost of Power

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

recovery time varies based on the spell’s level: lightly.

Limitations on Casting Epic Spells 4. Epic Spells as Campaign Premises

Spell Level Recovery Time An Epic Spell can easily serve as the foundation of

10th 1 week an entire campaign, shaping the world’s history,


11th 1 month culture, and the events taking place in the current
12th 1 year day. The spell might have been cast in the distant

past, leading to the rise or fall of civilizations, or it


This recovery time reflects the time needed for the
could be a looming threat that drives the
caster’s body, mind, and soul to recover from the
campaign’s narrative. The players might live in the
immense strain of casting such a spell. During this
aftermath of a world-altering Epic Spell, struggling
time, the caster might also suffer lingering effects,
to survive and find meaning in a changed world, or
such as nightmares, physical frailty, or a weakened
they could be working to prevent such a spell from
connection to the weave of magic or the magical
being cast.
forces of the world.

Integrating Epic Spells within


Variant Rule: Disrupting Epic Spells
your Narrative
At the GM’s discretion, Epic Spells may possess a
Epic Spells are not just powerful tools - they are level of power so extraordinary that transcends the
narrative devices that can shape the course of ordinary limitations of magic. While using this
entire campaigns. The knowledge and casting of an variant rule, Epic Spells become immune to
Epic Spell should be a significant event, often disruption by standard spells such as counterspell
representing a turning point in the story. Below are
and dispel magic or other similar effects. These
some key aspects to consider while integrating
spells are designed to operate on a scale that
Epic Spells within your campaign, along with ideas
ordinary magic cannot influence, highlighting their
and plot hooks for creating interesting narratives
status as epic and beyond the reach of conventional
based on them.
spellcasting. As a result of this change, only other
Epic Spells (such as arcane paradox) have the
1. Villains and Epic Spells potential to interact with or disrupt an Epic Spell.
This variant rule aims to underscore the exceptional
Epic Spells can be wielded by villains who have
mastery required to wield Epic Spellcasting.
uncovered lost knowledge or made dark pacts. A

campaign might revolve around the party’s efforts

to stop a malevolent sorcerer from casting an Epic

Spell that could unleash a great evil (such as a

cataclysm or a powerful entity) upon the world.

Alternatively, a once-noble hero might be driven to

despair, turning to forbidden magic to right a

perceived wrong, and becoming a tragic villain in

the process.

2. Epic Spells as Plot Devices

The journey to unlocking an Epic Spell can be the

focus of a campaign or a significant arc within a

larger story. Perhaps the knowledge of an Epic

Spell is the key to defeating an ancient evil, or

maybe the party must undertake a quest to prevent

this knowledge from falling into the wrong hands.

126 The Codex of Forbidden Arcana


Epic Spells by Level
typically operate within a more confined scope than
Much like it happens with regular spells, the power
12th-level spells. They might affect large areas or
of Epic Spells scales significantly at each level.
numerous individuals, but their influence is often
Each level of Epic Spellcasting reflects the
limited to a specific radius or a temporary effect.
escalating scale of their effects and the rarity of

their use, as detailed below. 12th-Level Spells

As the apex of magical power, these spells are


10th-Level Spells
potent that they are rarely cast and often exist only
These are typically the most accessible of the Epic
in legends. The knowledge required to cast a 12th-
Spells and are the ones most likely to be cast even
level spell is typically beyond mortal
by the most powerful casters. These spells are
comprehension, and the act of casting such a spell
incredibly potent, capable of affecting vast areas or
could shatter the body and mind of the caster. In
causing devastating effects, yet they often come
many settings, the casting of 12th-level spells is
with limitations that keep their power in check.
outright forbidden by divine laws or decrees, even
These spells can grant huge buffs or wreak havoc
in worlds where Epic Spellcasting itself is
on a battlefield, but their influence is generally
otherwise tolerated. These spells can alter the
restricted to a defined area or a specific set of
reality, reshape entire continents, influence the
conditions. While still incredibly rare, 10th-level
minds of entire populations, disrupt the cosmic
spells are the only rank of Epic Spells that even the
balance, or even challenge the dominion of gods.
most powerful spellcasters might realistically aim
Spells like divine usurpation, mind’s expanse, and
to achieve, provided they are willing to undergo the
celestial concordance illustrate the vast and often
arduous quests and sacrifices necessary to attain
uncontrollable power of 12th-level magic. Unlike
such power.
10th and 11th-level spells, which are designed to be

powerful yet usable within a game context, 12th-


11th-Level Spells
level spells are primarily narrative devices, acting
These spells are rarer and significantly more
as plot hooks or the driving forces behind quests of
powerful than their 10th-level counterparts. An
epic proportions. Their potential to upset the
11th-level spell can easily destroy an entire city,
natural order means that even contemplating the
manipulate the minds of large groups of creatures,
use of such magic can attract the attention of
or calling forth entities of immense power. Despite
deities or other powerful beings, prompting them to
their formidable capabilities, 11th-level spells
intervene to preserve the balance of the cosmos.

The Codex of Forbidden Arcana 127


Epic Spellcasting Limitations Exceptions to Epic Spellcasting

While heavily restricted, there are rare and


Epic Spells represent a power so immense that it
exceptional circumstances where Epic Spellcasting
can alter reality itself, a power that many settings
might be allowed by the aforementioned beings.
and worlds are not equipped to handle lightly. In

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

attention of gods, unleash ancient prophecies, or accompanied by a solemn warning of the

disrupt the natural order, making their use a matter consequences and a heavy personal price. The

of great consequence. spellcaster may be bound to serve the deity in

future tasks, or the use of the spell could mark


Restrictions and Consequences
them as a target for opposing divine forces or other
Divine Prohibition: Many deities, especially those
spellcasters looking to wield such knowledge and
associated with law, balance, and nature, frown
power.
upon the use of Epic Spells. These gods may have
Celestial Accord: A powerful celestial entity or a
decreed that such magic is forbidden, enforcing
council of such beings may grant permission to use
their will through divine agents, celestial beings, or
Epic Spellcasting in exchange for a solemn oath or
even direct intervention. Spellcasters who attempt
a binding pact. This might involve the caster
to wield such power might find themselves the
pledging to uphold certain virtues, protect specific
target of divine wrath, their actions monitored
realms or beings, or combat particular evils. The
closely by celestial entities that enforce the gods’
celestial beings may provide guidance and support,
mandates. In some worlds, divine curses or divine
but they will also hold the spellcaster accountable,
retribution could follow the use of Epic Spells,
and breaking the accord could lead to severe divine
marking the caster and those associated with them
retribution.
as outcasts or enemies of the faith.
Arcane Conclave: A council of the most powerful
Ancient Laws and Orders: Throughout history,
and knowledgeable mages in the world might come
powerful mages, rulers, and organizations may
together to decide whether an Epic Spell should be
have recognized the dangers posed by Epic
cast. Such a conclave would debate the merits,
Spellcasting and enacted strict laws to prevent its
risks, and ethical implications of using such power.
use. These ancient laws could be enforced by
If a consensus is reached, the casting of the spell
secretive orders of mage hunters, powerful arcane
may be granted, but only under strict supervision
guilds, or even magical constructs designed to
and with safeguards in place to prevent misuse,
sense and respond to the casting of such spells.
such as performing the casting under the watchful
Breaking these laws might lead to severe
eyes of the conclave.
punishments, ranging from magical imprisonment
Nature’s Balance: In settings where the natural
to execution, and the knowledge of these spells
world is governed by powerful druidic orders or
might be so restricted that even knowing of their
elemental beings, Epic Spellcasting might be
existence is considered a crime.
permitted to restore balance to nature. This could
Cosmic Balance: The fabric of the universe is
involve reversing a catastrophic blight, repelling an
maintained by a delicate balance between forces.
invasion of unnatural forces, or healing the damage
The use of Epic Spells has the potential to disrupt
caused by a previous misuse of magic. The druids
this balance, leading to unpredictable and
or elemental beings would only allow such casting
catastrophic consequences. Cosmic entities, such
if it is certain to benefit the natural order.
as planar guardians, primal spirits, or even the
Cosmic Bargain: Entities from beyond the stars,
universe itself, might respond to the casting of Epic
such as elder beings, cosmic titans, or otherworldly
Spells by sending powerful avatars, natural
intelligences, may offer the knowledge of Epic
disasters, or cosmic anomalies to counteract the
Spells in exchange for binding pacts of service.
imbalance caused by such a powerful magic.
These entities operate on motives that are often
Spellcasters who dare to use such power could find
inscrutable and alien, and their bargains may have
themselves in direct conflict with these entities,
unforeseen and far-reaching consequences.
facing the wrath of the very forces of existence.

128 The Codex of Forbidden Arcana


Epic Spells List

Bard Spells Druid Spells Mind’s Expanse (divination) Soulshatter (necromancy)


Temporal Shroud Starfall (evocation)
10th level 10th level (divination) Unstable Magic Surge
Celestial Convergence Mass Resurrection Time Reversal (evocation)

(conjuration) (necromancy) (transmutation)

Harmonic Dissonance Primordial Fury (evocation) 11th level

(enchantment) Warlock Spells Call of the Ancients


11th level
(conjuration)
11th level Aegis of Eternity (abjuration) 10th level
Infernal Dominion
Cacophonous Symphony Move Mountain Avatar of the Void (enchantment)

(enchantment) (transmutation) (necromancy) Move Mountain


Infernal Dominion Nature’s Balance Arcane Paradox (abjuration) (transmutation)

(enchantment) (abjuration) Soulshatter (necromancy) Song of Creation (evocation)


Song of Creation (evocation) Unstable Magic Surge Time Rupture
12th level
Time Rupture (evocation)
(transmutation)

(transmutation) Worldshaper’s Genesis Void Eruption (evocation)


11th level
(transmutation)

12th level Call of the Ancients 12th level

Celestial Concordance Sorcerer Spells (conjuration) Cataclysm (evocation)


(enchantment) Cacophonous Symphony Divine Usurpation
10th level
Ephemeral Dominion (enchantment)
(transmutation)
Arcane Paradox (abjuration) Infernal Dominion
(enchantment) Ephemeral Dominion
Mind’s Expanse (divination) Celestial Convergence (enchantment)
(enchantment)
(conjuration)
Void Eruption (evocation) Mind’s Expanse (divination)
Cleric Spells
Primordial Fury (evocation)
Temporal Shroud
Soulshatter (necromancy) 12th level
(divination)
10th level Unstable Magic Surge Cataclysm (evocation) Time Reversal
Avatar of the Void (evocation) Ephemeral Dominion
(transmutation)
(necromancy) (enchantment)
11th level
Celestial Convergence Temporal Shroud
(conjuration) Cacophonous Symphony (divination)

Mass Resurrection (enchantment)


Total Eclipse (evocation)
(necromancy) Infernal Dominion
(enchantment)
Wizard Spells
11th level Song of Creation (evocation)
Aegis of Eternity (abjuration) Time Rupture 10th level

Time Rupture (transmutation) Arcane Paradox (abjuration)


(transmutation) Void Eruption (evocation) Celestial Convergence
(conjuration)

12th level 12th level Dreamscape (illusion)


Celestial Concordance Cataclysm (evocation) Harmonic Dissonance
(enchantment) Ephemeral Dominion (enchantment)

Total Eclipse (evocation) (enchantment) Primordial Fury (evocation)

The Codex of Forbidden Arcana 129


Epic Spells

Soulshatter

10th-level necromancy

Casting Time: 1 action

Range: 120 feet

Target: A point you can see within range

Components: V, S, M (a crystal vial holding the

soul of a powerful creature)

Duration: Instantaneous

Classes: Sorcerer, Warlock, Wizard

You unleash a wave of necrotic energy that shatters

the souls of creatures in a 60-foot radius sphere

centered on a point you can see. Each creature in

the area must make a Constitution saving throw,

taking 40d8 necrotic damage on a failed save, or

half as much damage on a successful one. This

damage ignores damage resistances and treats

damage immunities as resistances.

If any creature drops to 0 hit points as a result of

this damage, its soul is shattered, and it can’t be

revived by any means short of a wish spell.

Unstable Magic Surge

10th-level evocation

Casting Time: 1 action

Range: 120 feet

Target: A point you can see within range

Components: V, S, M (an orb of pure chaos energy)

Duration: Concentration, up to 1 minute

Classes: Sorcerer, Warlock, Wizard

You release a powerful surge of unstable magic in a

30-foot radius sphere centered on a point within

range, attempting to harness it. Each creature

within the area must make a Dexterity saving

throw, taking 20d10 force damage on a failed save,

or half as much damage on a successful one.

Additionally, roll a d6 for each creature in the area.

On a 1-3, a creature suffers a random effect from

the Unstable Magic Surge Table (see Appendix A).

On a 4-6, you choose an effect from the same table

to take place for the target.


Avatar of the Void

10th-level necromancy

Casting Time: 1 minute

Range: Self

Components: V, S, M (the heart of a void dragon,

or another creature of the void of similar power)

Duration: 1 hour

Classes: Cleric, Warlock

You channel the essence of the void to imbue

yourself, becoming an avatar of destruction. For the

duration, you have immunity to necrotic damage

and resistance to bludgeoning, piercing and

slashing damage. Additionally, when you hit a

creature with a melee attack before the spell ends,

the attack deals an extra 5d12 necrotic damage,

and the target’s hit points maximum is reduced by

an amount equal to the necrotic damage dealt.

Celestial Convergence

10th-level conjuration

Casting Time: 1 minute

Range: Self

Components: V, S, M (the dust of a comet)

Duration: 1 hour

Classes: Bard, Cleric, Sorcerer

You call upon the alignment of celestial bodies to

converge their energies around you. For the

duration, you gain the following benefits:

You gain resistance to all damage.

You can’t be charmed or frightened, and you

don’t suffer the effects of exhaustion.

When you fail a saving throw, you can use your

reaction to choose to succeed instead.

Whenever you cast a spell of 1st level or higher,

it is cast as if you were using a 9th-level spell

slot (no matter the expended slot).

The Codex of Forbidden Arcana 131


Mass Resurrection Harmonic Dissonance

10th-level necromancy 10th-level enchantment

Casting Time: 1 action


Casting Time: 8 hours
Range: 60 feet
Range: Self (60-foot radius)
Target: Any number of creatures you can see within
Targets: Creatures that have been dead for no
range
longer than 500 years and that died for any
Components: V, S, M (a tuning fork made of
reason except old age
starmetal and imbued with eldritch runes)
Components: S, M (a vial of divine water gathered
Duration: Concentration, up to 1 minute
from an heavenly realm, which is consumed)
Classes: Bard, Sorcerer, Wizard
Duration: Instantaneous

Classes: Cleric, Druid


You shatter the delicate balance between the

bodies and minds of any number of creatures you


Drawing upon the mighty and ancient energies of
choose within range. For the duration, affected
the world, you imbue life to all deceased within
creatures experience a profound dissonance
your vicinity. Each creature of your choice within
between their thoughts and actions, causing their
60 feet of you that has been dead for no longer than
movements and intentions to fall out of sync.
500 years and that died for any reason except old
Whenever a creature affected by this spell attempts
age is restored to life with all its hit points. This
to take an action, roll a d20. On a roll of 10 or
spell closes all wounds, neutralizes any poison,
lower, the action simply fails as their mind and
cures all diseases, and lifts any curses affecting the
body are unable to work in concert.
creature when it died. The spell replaces damaged

or missing organs and limbs. The targets’ souls, if

willing, are called back from their resting places,

entering their old bodies or, if necessary, new

bodies created by the spell.

Starfall

10th-level evocation

Casting Time: 1 action

Range: 1 mile

Target: Four different points you can see within

range

Components: V, S, M (a piece of an ancient

meteorite)

Duration: Instantaneous

Classes: Sorcerer, Wizard

You summon a cluster of falling stars to strike

down upon four different points you can see

within range. Each creature in a 60-foot radius

sphere centered on each point must make a

Dexterity saving throw. On a failed save, a

creature takes 30d6 bludgeoning damage

and 30d6 radiant damage and is blinded for

1 minute. On a successful save, a creature takes

half as much damage and is not blinded.

A creature in the area of more than one

starfall is affected only once.

Each area of effect is illuminated with bright

light, dispelling all magical darkness and

revealing any invisible creature within it for

the next minute.

132 The Codex of Forbidden Arcana


Primordial Fury

turn in one of these pools takes 3d8 acid damage as


10th-level evocation
the acid eats away at their flesh and armor.
Casting Time: 1 action
Freezing Winds. A frigid wind howls through the
Range: Self (150-foot radius)
area, causing frost to form on every surface. Any
Target: All creatures and objects within a 150-foot
creature that ends its turn within the area takes
radius
2d8 cold damage as the freezing wind saps their
Components: V, S, M (four elemental cores,
body heat.
gathered from a powerful elemental of each type:
Raging Infernos. Pockets of intense fire ignite
air, earth, fire, and water)
across the ground, burning with unnatural heat.
Duration: Instantaneous
Any creature that ends its turn in one of these fiery
Classes: Druid, Sorcerer, Wizard
areas takes 3d8 fire damage as flames scorch their

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

damage. half as much damage on a successful one.

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

thunder damage and be deafened for 1 minute. A


Acidic Pools. Pools of acid form in random
defeaned creature can repeat the saving throw at
locations within the area, sizzling and bubbling the end of each of its turns, ending the effect on
with corrosive energy. Any creature that ends its
itself on a success.
Celestial Judgement

10th-level evocation

Casting Time: 1 action

Range: 300 feet

Target: A creature you can see within range

Components: V, S, M (a scale made of celestial

bronze and a feather from a solar)

Duration: Instantaneous

Classes: Cleric

You call down a beam of divine light

that judges the soul of one creature you

can see. The target must make a Charisma

saving throw. On a failed save, the creature

is judged unworthy and is struck by a pillar

of radiant energy, taking 40d12 radiant

damage and being stunned for 1 minute.

On a successful save, the target takes half

as much damage and is only stunned

until the end of its next turn. If the target

is evil-aligned, the damage increases to

60d12 radiant damage. The radiant

energy leaves a mark on the target,

which becomes visible if it’s invisible

and start shedding bright light in a 15-foot

radius and dim light for an additional 15 feet.

As long as the mark lasts, the creature can’t


Dreamscape
become invisible.
10th-level illusion

Casting Time: 1 action

Range: 1 mile

Target: A point you can see within range


Arcane Paradox
Components: V, S, M (a piece of opal worth 10,000

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)

see a creature within 60 feet of you casting a Duration: 8 hours

spell Classes: Bard, Wizard

Range: 120 feet You weave a an illusion so powerful that it

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,

Duration: Instantaneous that area is reshaped into any dreamlike landscape


Classes: Sorcerer, Warlock, Wizard you desire. The terrain, buildings, creatures, and

even the sky can be altered to reflect your vision.


Upon seeing a creature within range casting a
When you cast this spell, you can designate any
spell, you manipulate the threads of magic to create
number of creatures you can see to be unaffected
an arcane backlash. The spell fails and has no
by it. An affected creature believes the illusion to be
effect, and the caster must make an Intelligence
real, interacting with the environment as though it
saving throw, taking 12d12 force damage on a
were entirely tangible, and takes 8d10 psychic
failed save, or half as much damage on a successful
damage at the start of each of its turns while within
one. A creature that fails this save is also stunned
the area as the dissonance between reality and
until the end of its next turn.
illusion harms its mind. A creature that can see

through the illusion or perceive it as false (such as

with truesight) is unaffected by this spell.

134 The Codex of Forbidden Arcana


Echoes of Eternity As a bonus action during your turn, you can peer

10th-level divination into a creature’s past, present, and future.

Choose one creature you can see within 60 feet.


Casting Time: 1 minute
You learn its alignment, any resistances,
Range: Self
vulnerabilities, and immunities, and possibly
Target: Self
other information at the GM’s discretion. For
Components: V, S, M (a crystal ball worth at least
the next minute, any attack roll you make
50,000 gp, a relic from an ancient civilization,
against the target is always be made at
and a tear from a time traveler)
advantage, preventing the roll to be affected by
Duration: 8 hours
disadvantage.
Classes: Cleric, Sorcerer, Wizard

You peer into the infinite timelines of the universe,

gaining glimpses of possible futures and pasts. For

the duration, you gain a supernatural awareness of

everything that happens around you, as well as the

ability to anticipate events before they occur. You

gain the following benefits as long as the spell lasts:

You can’t be surprised and you have advantage

on all attack rolls, ability checks, and saving

throws.

Attack rolls against you are made at

disadvantage.

You can use your reaction to automatically

succeed on a saving throw. You can use this

effect a number of times equal to your

spellcasting ability modifier during the spell’s

duration.

You gain truesight out to a range of 120 feet,

and the ability to notice secret doors hidden by

magic, and see into the Ethereal Plane out to

the same range.

As a 1-minute ritual, you can choose to delve

deeper into the web of possible futures and

pasts. By doing so, you can ask up to three

questions about a specific event, creature,

location, or object. You receive a vision that

provides truthful and clear answers based on

the myriad of potential timelines and realities

you glimpse. These answers may include vivid

scenes, symbolic images, or direct knowledge,

revealing hidden truths and possible outcomes.

However, due to the infinite nature of time and

the variability of choices, some answers might

be vague or ambiguous, especially if the

information pertains to events deeply entangled

with free will or yet to be decided. If the future is

clouded by too many possibilities, or if the past

is obscured by powerful magic, the answers may

indicate uncertainty, showing flickering images

or conflicting outcomes, suggesting multiple

paths and potential realities.

The Codex of Forbidden Arcana 135


Time Rupture The rift lasts for the duration. If your concentration

11th-level transmutation is broken at any time, the temporal energies of the

rift backlash, causing you and all creatures within


Casting Time: 1 action
60 feet of the rift to take 10d10 force damage and
Range: 300 feet
make a Constitution saving throw or be stunned for
Target: A point you can see within range
1 minute. A stunned creature can repeat the saving
Components: V, S, M (an ancient clock hand, a
throw at the end of each of its turns, ending the
shard of a time crystal, and an hourglass filled
effect on itself on a success.
with diamond dust worth at least 50,000 gp)

Duration: Concentration, up to 1 minute Void Eruption

Classes: Bard, Sorcerer, Wizard 11th-level evocation

You rend a rift in the flow of time, trapping Casting Time: 1 action

everything in a 30-foot radius sphere centered on a Range: Self (300-foot radius)

point you can see within a swirling vortex of Components: V, S, M (a shard of a black hole)

temporal chaos. A creature that starts its turn Duration: Instantaneous

within the area or enters it for the first time on a Classes: Sorcerer, Warlock, Wizard

turn is affected by a random temporal effect. Roll a


You summon the power of the cosmos, causing a
d6 to determine the effect:
catastrophic eruption of void energies in a 300 feet

1. Aging Surge. The creature is aged by 1d10 x 10 radius centered on you. Each creature in the area

(other than you) must make a Strength saving


years and takes an amount of necrotic damage

equal to the result. If this aging pushes a creature throw. On a failed save, a creature takes 40d10

force damage and is pulled up to 300 feet towards


past its natural lifespan, it dies instantly. Constructs

and undead are immune to this effect but take the center of the explosion. On a successful save, a

creature takes half as much damage is only pulled


10d10 force damage instead.

2. De-Aging Surge. The creature is de-aged by 1d10 up to 150 feet. This spell deals quadruple damage

to structures and objects within the area.


x 10 years and takes an amount of necrotic damage

equal to the result. If this de-aging pushes a

creature below 0 years, it dies instantly. If a

creature is de-aged to infancy, it becomes harmless

and unable to act until the effect ends. Constructs

and undead are immune to this effect but take

10d10 force damage instead.

3. Temporal Acceleration. The creature’s

movement speed is doubled for 1 minute, but it

takes 6d6 psychic damage at the start of each of its

turns from the overwhelming influx of time.

4. Temporal Stasis. The creature is frozen in time,

becoming paralyzed for 1 minute. A paralyzed

creature can make a Wisdom saving throw at the

end of each of its turns, ending the effect on itself

on a success.

5. Future Echo. The creature sees visions of its

potential future deaths, causing it to become

frightened for 1 minute. While frightened in a this

way, a creature must make a Wisdom saving throw

at the start of each of its turns or take 5d10 psychic

damage from overwhelming fear.

6. Chronal Displacement. The creature is displaced

in time, vanishing for 1d4 + 1 rounds. When it

reappears, it is in the same spot it left, or the

nearest unoccupied space if that spot is occupied.

The creature is unaware of the passage of time

while displaced.

136 The Codex of Forbidden Arcana


Infernal Dominion

11th-level enchantment

Casting Time: 1 action

Range: 150 feet

Target: Creatures of your choice within a 60-foot

radius centered on a point you can see

Components: V, S, M (a contract written in infernal

script, signed in the blood of a powerful demon,

and the scale of a pit fiend)

Duration: Concentration, up to 1 hour

Classes: Sorcerer, Warlock, Wizard

You bind the wills of creatures within a 60-foot

radius centered on a point you can see within

range. Each creatures in that area must succeed on

a Wisdom saving throw or be charmed by you for

the duration.

While a creature is charmed in this way, you

have a telepathic link with it as long as the two

of you are on the same plane of existence.

You can use this telepathic link to issue

commands to the creature while you

are conscious (no action required),

which it does its best to obey. You

can specify a simple and general

course of action, such as “Attack

that creature”, “Run over there”, or “Fetch that

object”. If the creature completes the order

and doesn’t receive further direction

from you, it defends and preserves itself to the best

of its ability. Cacophonous Symphony


You can use your action to take total and precise
11th-level enchantment
control of all the creatures affected by this spell.
Casting Time: 1 action
Until the end of your next turn, the creatures take
Range: 300 feet
only the actions you choose, and they don’t do
Target: A point you can see within range
anything that you don’t allow them to do. During
Components: V, S, M (an enchanted crystal, worth
this time, you can also cause all the creatures to
at least 50,000 gp, infused with the scream of an
use their reactions, but this requires you to use
harpy)
your own reaction as well.
Duration: Instantaneous
A charmed creature can repeat the saving throw at
Classes: Bard, Sorcerer, Warlock
the end of each of its turns, ending the effect on

itself on a success. You create a dissonant symphony that assaults the

minds of creatures in a 60-foot radius sphere

centered on a point within range. Each creature in

that area takes 30d10 psychic damage and is

stunned for 1 minute. A stunned creature can make

a Wisdom saving throw at the end of each of its

turns, ending the effect on itself on a success.

The Codex of Forbidden Arcana 137


Call of the Ancients
The Hidden Risks of Call of the Ancients

11th-level conjuration Summoning a being of such immense power is not


Casting Time: 1 hour
an act that goes unnoticed in the multiverse. The
Range: 120 feet
arrival of a powerful entity can send ripples across
Components: V, S, M (a gem worth at least
the planes, drawing the attention of other beings of
similar or even greater strength. Allies of the
100,000 gp, an ancient scroll containing the true
summoned creature, whether they be other powerful
name of the creature being summoned, and a
entities, ancient beings, or entire factions aligned
drop of the caster’s blood)
with its goals, may view this act as a provocation or
Duration: 24 hours
an opportunity to intervene. They might attempt to
Classes: Sorcerer, Warlock, Wizard
free the summoned being, rallying forces to launch a
You call forth a being of immense power from rescue mission or enact retribution against the
across the planes, compelling it to serve you. summoner.
Choose a specific creature with a Challenge Rating When the spell ends, the creature itself is likely to
of 30 or lower whose true name you know. This
seek vengeance for the binding. The memory of
creature must be a unique, named entity, such as
being summoned and forced to act against its will
an ancient dragon, archfiend, or celestial, which
does not fade easily. Freed from the magical
appears in an unoccupied space you can see.
compulsion, the creature might harbor a deep
Upon its arrival, the target is bound to your will for
resentment and anger towards the summoner. This
enmity could lead the creature to use its vast powers
the duration of the spell, compelled to follow your
to track them down, exacting retribution that could
commands. The creature acts on your initiative
range from subtle and insidious sabotage to
order, obeying any command you issue to it (no
outright destruction.
action required by you).
In some cases, the summoning of such a powerful
The summoned creature retains its intelligence,
being might even draw the attention of deities, who
personality, and alignment. If commanded to act
may see the summoner as a threat to the cosmic
against its deeply held beliefs or to face certain
balance or as a tool to be manipulated for their own
destruction, the creature can make a Charisma
ends. Divine retribution, celestial negotiations, or
saving throw. On a successful save, the creature
infernal bargains could all result from this single act
breaks free from your control, becoming hostile of summoning, as the forces unleashed by the
towards you and your allies. caster may spiral beyond their control.

138 The Codex of Forbidden Arcana


Aegis of Eternity Move Mountain

11th-level abjuration 11th-level transmutation

Casting Time: 1 action Casting Time: 1 hour

Range: 120 feet Range: 1 mile

Target: Any number of creatures of your choice Target: A mountain or large geological formation

Components: V, S, M (a crystal shard, worth at within range

least 25,000 gp, infused with the essence of Components: V, S, M (a fist-sized chunk of

protection) adamantine and a vial of titan’s blood)

Duration: 8 hours Duration: Concentration, up to 24 hours

Classes: Cleric, Druid Classes: Druid, Sorcerer, Wizard

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

large rock formation within a 1-mile radius. Over


Nature’s Balance
the course of 1 hour, the targeted formation begins
11th-level abjuration
to rise and move, following your command. You can

Casting Time: 1 action direct the mountain to move in any direction at 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

tree in the world) mountain, such as forests or rivers, are carried

Duration: 1 minute along with it.

Classes: Druid While concentrating on this spell, you must remain

within 1 mile of the mountain. You can end the


You invoke the equilibrium of nature, creating a
spell at any time, causing the mountain to settle
field of balance around you. For the duration, you
into its new location. If the mountain is floating
and any number of creatures you designate at the
when the spell ends, it falls abruptly. The impact
time of casting have advantage on ability checks,
creates a devastating effect in a 500-foot radius
attack rolls, and saving throws while within 60 feet
centered on the point where the mountain lands.
of you. Any other creature within the same radius
Each creature within the area must make a DC 22
has disadvantage on ability checks, attack rolls, and
Dexterity saving throw. On a failed save, a creature
saving throws.
takes 50d10 bludgeoning damage and is restrained

Song of Creation under tons of rock and earth. On a successful save,

it takes half as much damage and is knocked prone


11th-level evocation
and pushed up to 30 feet towards the edge of the
Casting Time: 1 action
impact zone. Objects and structures within the area
Range: 120 feet
automatically fails the saving throw and takes
Target: Any number of creatures you can see
double damage.
Components: V, S, M (a crystal prism that holds
The impact also created a shockwave that extends
the song of a celestial choir)
starting from the 500-foot radius up to 2 miles from
Duration: Instantaneous
the crash site. Creatures within this extended area
Classes: Bard, Sorcerer, Wizard
must make a DC 18 Strength saving throw, taking

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.

force damage and gains vulnerability to a damage

type of your choice. This effect is permanent and

can’t be removed by any means short of a wish

spell.

The Codex of Forbidden Arcana 139


Mind’s Expanse commands to the best of its ability (no action

12th-level divination required by you). The creature can take no actions

on its own and can only perform tasks you direct it


Casting Time: 1 hour
to do. You can control only one creature at a time in
Range: Self (500-mile radius)
this manner. If you attempt to dominate another
Components: V, S, M (a sapphire orb infused the
creature, the current domination ends.
thoughts of thousand minds)
Broadcasting Thoughts. You can choose to
Duration: 24 hours
broadcast a single emotion, vision, or sensation to
Classes: Bard, Wizard
all connected minds simultaneously. This can be

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

spells or effects of similar power used to affect your


Awareness of Presence. You are keenly aware of
mind or to gain information about you.
the presence of the affected creatures within the

area. You can sense the location of each creature

and its creature type (e.g. humanoid, beast,

celestial), allowing you to pinpoint the exact

position of any individual mind.

Telepathic Link. You establish a telepathic link with

every sentient creature within the area. This link

allows you to communicate telepathically with any

of these creatures, whether or not you have a

common language. A creature can’t contact you

through this telepathic communication unless you

choose so. Additionally, you know the general

mental state and sense the emotions of those

connected to you.

Detect Thoughts. As a bonus action during your

turn, you can delve deeper into the mind of a

specific creature within the area, forcing it to make

a Wisdom saving throw. If it fails, you gain insight

into its reasoning (if any) and something that looms

large in its mind (such as something it worries over,

loves, or hates).

Illusion Projection. As an action, you can project a

powerful illusion directly into the mind of any

number of creatures you choose within the area.

This illusion can be a visual, auditory, or sensory

experience, making the creature see, hear, and feel

whatever you desire. The illusion is perceived as

real, even if a creature knows it’s false, and can last

up to 1 hour.

Mental Domination. As an action, you can attempt

to dominate a creature’s mind, bending its will to

your own. The target must make a Wisdom saving

throw. On a failed save, the creature is under your

control for the next hour, obeying your mental

140 The Codex of Forbidden Arcana


Temporal Shroud Ephemeral Dominion

12th-level divination 12th-level enchantment

Casting Time: 8 hours Casting Time: 24 hours

Range: Self Range: Self (100-mile radius)

Components: V, S, M (a legendary diamond of Components: V, S, M (a legendary artifact of

timeless origin) rulership once belonged to the greatest ruler of

Duration: Until dispelled the multiverse)

Classes: Sorcerer, Warlock, Wizard Duration: Until dispelled

Classes: Bard, Sorcerer, Warlock, Wizard


You learn how to manipulate the flow of time to

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

your commands for the next 100 years without any


Total Eclipse
chance to resist (no action required by you). Any
12th-level evocation
creature entering the spell’s area is instantly

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

Classes: Cleric, Sorcerer, Warlock, Wizard

You call upon the cosmic forces to

summon a total eclipse to plunge

a giant zone into darkness.

The area within a 500-mile

radius centered on you

becomes enveloped in

an impenetrable void,

becoming obscured

by magical darkness

like if under the effects

of the darkness spell.

All forms of light

within the eclipse

(both magical or

nonmagical) are

extinguished.

The magical

darkness can’t

be dispelled by

any means.

The Codex of Forbidden Arcana 141


Celestial Concordance
The Price of Peace

12th-level enchantment The spell celestial concordance presents a compelling


Casting Time: 24 hours
opportunity for a villain with grand ambitions. A
Range: Self
villainous figure who believes they can bring about a
utopian era of unity, peace, and enlightenment
Components: V, S, M (a crystalline sphere infused
might see this spell as the ultimate tool to reshape
with a shard of starlight and a legendary artifact
the world in their image. This figure may think they
resembling world’s peace)
can impose a new order on the world, a self-
Duration: Instantaneous
proclaimed savior determined to eliminate war and
Classes: Bard, Cleric
suffering at any cost. However, in their pursuit of
You conduct a cosmic symphony that resonates this utopia, the villain may fail to see the ethical
with the fabric of reality, creating an harmonious issues that may arise.
resonance that spreads across the entire world and In fact, he enforced unity and empathy might strip
brings about a profound transformation in the individuals of their free will, creating a society where
world’s societies, fostering unity and cooperation choice is an illusion, and all minds are compelled to
among all sentient beings. The effects of this spell think and act in harmony. This could lead to the
may include, but are not limited to the following:
suppression of individuality, creativity, and dissent,
effectively turning the world into a hive mind under
World Unity. All conflicts, wars, and hostilities the villain’s influence. With the breakdown of
come to an immediate halt. Sentient beings across cultural and linguistic barriers, the rich diversity of
the world experience a deep empathy and the world might fade, replaced by a homogenized
connection with each other, reducing the culture dictated by the villain’s vision. In addition to
inclination for violence and promoting diplomacy. this, the cosmic changes wrought by the spell could
Cultural Exchange. The barriers of language and lead to unforeseen magical disruptions, meaning
culture are broken down, allowing beings of
that the villain’s desire for control could unleash
different races and backgrounds to communicate
entities or energies beyond their control.
effortlessly and understand each other’s languages.
The use of such overwhelming power may raise
Shared Knowledge. All libraries, tomes, and
profound ethical questions. Is it right to force peace
upon the world? Should one individual or group
repositories of knowledge become accessible to
have the authority to dictate the course of history for
anyone who seeks them, promoting the rapid
all? The villain’s failure to grapple with these moral
spread of information and education.
complexities could be their downfall, as they
Uplifting Energy. The spell radiates an aura of
become increasingly authoritarian in their quest to
positive energy, encouraging acts of compassion,
achieve their utopia. All these dilemmas can prove
kindness, and creativity.
useful to explore the deep themes of choice and
Cosmic Bond. A celestial network of magic forms,
freedom, offering rich narrative opportunities to
allowing creatures to communicate with each other
question what true harmony and peace mean.
across vast distances. Magic users gain the ability

to cast Sending and receive messages from anyone,

regardless of location.

Era of Peace. The spell ushers in an era of

unprecedented peace and cooperation,

encouraging the growth of societies, the

advancement of knowledge, and the preservation of

the environment.

These effects are permanent, changing the course

of history and guiding the world toward an age of

unity and enlightenment. As a result of the

monumental forces called upon by this spell, the

weave of magic is irrevocably altered. For the next

1,000 years, surges of unstable will frequently

occur, and the boundaries between planes weaken,

causing occasional planar anomalies and rifts, and

possibly even invasions from otherworldly forces.

142 The Codex of Forbidden Arcana


Divine Usurpation
Defying the Divine Order

12th-level transmutation Divine Usurpation is a spell that no deity would likely


Casting Time: 24 hours
ever allow to be cast. The very idea of a mortal
Range: Self
stealing the power of a god is an affront to the
natural order of the cosmos. The extended casting
Components: V, S, M (a stone-filled gizzard of a
time of 24 hours provides ample opportunity for
gold greatwyrm, tarrasque blood, and 12-headed
deities to sense the disturbance in the weave of
hydra bile)
magic and intervene. In many settings, where deities
Duration: Instantaneous
are seen as omniscient and omnipotent beings, they
Classes: Wizard
could easily detect the ritual and retaliate long
You steal the power of a chosen deity, stripping before its completion. The mere preparation for this
them of their divine essence. The targeted deity spell could send ripples across the planes, alerting
loses all of its divine powers and abilities, becoming powerful beings and possibly triggering divine
a mortal and retaining only their non-divine powers. omens, especially since the components required
As you absorb the divine essence, your physical for this spell are incredibly rare and may not even
form is transformed, taking on a godly visage that exist in the caster’s world. Greatwyrms, tarrasques,
reflects the nature of the deity whose power you
and 12-headed hydras are beings of legend, and
have stolen. You gain the following benefits:
obtaining their essences would require quests of
epic proportions. The pursuit of these components
Your size grows by up to two categories (e.g. alone could attract the attention of powerful entities,
from Medium to Huge). both allies and enemies of the gods, as well as
Three of your ability scores (your choice creatures guarding these rare resources.
between Strength, Dexterity, Constitution, The knowledge of Divine Usurpation itself is almost
Intelligence, Wisdom, and Charisma) increase impossible to obtain, as it would likely be scattered
to 30, reflecting your newfound divine power.
among the far reaches of the cosmos, hidden away
The remaining three ability scores each
in forgotten planes guarded by entities that have no
increase to 24.
intention of allowing such a spell to be used.
You gain resistance to all damage types.
Ancient prophecies might foretell the coming of
those who dare to wield such power, marking the
When you cast a spell of 1st level or higher, you
caster as a target for those who wish to prevent a
may choose to cast it as if you were using a 9th-
disruption in the balance of the divine order.
level slot.
Even if a caster were to somehow gather the
You gain advantage on all saving throws against
components and knowledge necessary, the act of
spells and other magical effects.
casting this spell is a perilous gamble. The gods
As an action during your turn, you can cast the
themselves may take offense at such audacity,
dispel magic spell without expending a spell
viewing it as a direct challenge to their authority.
slot.
This could result in unforeseen consequences or
When you hit a creature with a melee weapon
divine intervention, with other deities or cosmic
attack, you can choose to deal an extra 2d10
forces rallying against the caster. The act of
force damage to the target. attempting to steal divine power is the embodiment
You can’t age or be aged magically, and your of hubris and ambition, and it is likely to provoke a
form can’t be altered against your will. response that could be catastrophic not only for the
caster but for the world surrounding them.
At the GM’s discretion, you may also gain

additional benefits based on the domains or

aspects of the deity you have usurped. For example,

taking the power of a god of war might grant you

unparalleled combat prowess, while usurping a god

of knowledge could give you infinite wisdom and

insight into all things.

The Codex of Forbidden Arcana 143


Cataclysm

12th-level evocation

Casting Time: 1 minute

Range: Self (200-mile radius)

Components: V, S, M (a fragment of a dying star, a

primordial gem, and a tear from the weave of

magic)

Duration: Instantaneous

Classes: Sorcerer, Warlock, Wizard

You summon the unrestrained forces of creation

and destruction, bending the fabric of reality to

your will. A cataclysmic explosion of energy erupts

from you, engulfing everything within a 200-mile

radius. Any creature within the area (including the

caster) must make a Constitution saving throw,

taking 40d12 force damage and 40d12 necrotic

damage on a failed save, or half as much on a

successful one. Additionally, its hit point maximum

is reduced by an amount equal to the total damage

taken. This reduction can’t be reverted by any

means short of a wish spell. Structures and objects

in the area are disintegrated, leaving behind only

fine dust. The ground is torn asunder, forming

craters and chasms. The released magical energy

turns the area affected by the spell into a barren

landscape devoid of life. Additionally, the spell torn

the weave of magic in the affected area: within this

radius, spells can’t be cast, summoned creatures

disappear, and magic items become mundane.


Worldshaper’s Genesis

12th-level transmutation

Casting Time: 24 hours

Range: Self

Components: V, S, M (a seed from the world’s

oldest tree, a vial of water from the deepest

ocean trench, and a handful of ash from the first

volcano to erupt on earth)

Duration: Instantaneous

Classes: Druid

You invoke the primal energies of the world to

reshape it. Over the course of 24 hours, you

completely transform your whole planet. You can

reshape mountains, carve rivers, create forests, and

alter the landscape as you see fit. This

transformation is permanent and irreversible,

profoundly changing the world’s geography.

146 The Codex of Forbidden Arcana


Time Reversal

12th-level transmutation

Casting Time: 8 hours

Range: Self

Components: V, S, M (a relic from a time long past

and the heart of a time dragon)

Duration: Instantaneous

Classes: Sorcerer, Wizard

You manipulate the flow of time, reversing events

within the entire world to a moment of your choice

up to 1 month in the past. This spell affects all

creatures, objects, and events within the area,

resetting everything to the state it was in at the

chosen time. Only you retain the memories of the

events that changed, allowing you to change the

course of events with your knowledge. All other

creatures are unaware of the time reversal and

proceed with their actions as if the previous month

had never happened.

Plot Hooks for the Time Reversal Spell

Time Reversal is an immensely powerful spell that


can serve as a compelling plot hook for a campaign.
Imagine a scenario where a villain, a secretive
organization, or even a god-like entity has used this
spell to alter the course of events in the world,
hiding crucial truths or manipulating reality to their
advantage. This spell could have been cast to erase
a significant event from history, perhaps the
discovery of a forbidden secret, the fall of a powerful
kingdom, or the death of a key figure. As a result,
the entire world continues as if this event never
occurred, with only the caster retaining knowledge
of the true timeline.
The campaign might revolve around the discovery of
inconsistencies and discrepancies that do not align
with the known history. Perhaps ancient records or
eyewitness accounts surface, hinting at a different
version of events. Scholars, researchers, or even the
characters themselves may begin to piece together
the fragments of a hidden past, leading them to
suspect that time itself has been tampered with.
As the players uncover more clues, they might find
themselves at odds with those who benefited from
the time alteration, be it a malevolent deity, a cabal
of powerful mages, or a tyrant who seized power.
Their quest could lead them to confront the
mastermind behind the spell and perhaps even
restore the original timeline, undoing the alterations
and revealing the true history of the world.

The Codex of Forbidden Arcana 147


Creatures and Monsters

T
HIS SECTION DELVES INTO THE SHADOWED CR 3

realms of forbidden knowledge,


Death Frog Broodmaster
revealing creatures born from the
Rift Stalker
echoes of ancient curses, the whispers
Shadow Hound
of eldritch horrors, and the sanguine

rites of blood magic. These entities, CR 4

each a reflection of the arcane’s darker truths,


Giant Necrospider
embody the perilous consequences of tampering
Treasure Golem
with powers mortals were never meant to wield.
Void Herald
They prowl in forgotten ruins, emerge from the

corrupted leylines of the earth, and haunt the voids CR 5

between worlds, their presence a harbinger of Sanguine Broodmother


doom and madness. Swarm of Rift Crawlers

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

Rift Stalker Alpha


The statblocks detailed in the following pages are
Void Spawn
presented in alphabetic order. A hyperlinked table

organized per CR is presented below for CR 7

accessibility and ease of use.


Astral Mare

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

Rift Crawler Death Frog Deathpriest

Sanguine Broodling Greater Treasure Golem

Lesser Bone Dragon


CR 1/2

CR 10
Blood Spawn

Dreadfang Blood Hag

Eldritch Leech Carrion Oracle

CR 1 CR 11

Cult Enforcer Blightroot Abomination

Death Frog Bonekeeper Eldritch Prophet

Necrospider
CR 12
Shadowmaw

Leviathan Herald
CR 2
Soul Eater

Cosmic Tendril
CR 13
Dreadfang Pack Leader

Sanguine Arachnid Inquisitor Medius

Void Whispererer Lesser Void Dragon

148 The Codex of Forbidden Arcana


CR 14

Bone Dragon

Voice of the Nameless One

CR 15

Arcane Custodian

Eldritch Chimera

CR 16

Dark Reaper

Death Worm

Soulstealer

CR 17

Behemoth

Lesser Cosmic Horror

Soul Engine

CR 18

Inquisitor Summus

Void Dragon

CR 19

Greater Bone Dragon

CR 20

Ancient Eldritch Chimera

CR 21

Void Colossus

CR 22

Astral Warden

CR 23

Greater Void Dragon

Lich

CR 24

Praetor Arcanum

CR 25

Cosmic Horror

CR 28

Primordial Void Dragon

CR 30

Arbiter Maximus

Archlich

Great Old One

The Codex of Forbidden Arcana 149


Abyssal Ravager
Medium fiend (demon), chaotic evil

Armor Class 16 (natural armor)


Hit Points 136 (16d8 + 48)
Speed 40 ft.

STR DEX CON INT WIS CHA

21 (+5) 14 (+2) 19 (+4) 9 (-1) 12 (+1) 15 (+2)

Saving Throws Str +8, Con +7, Wis +4


SkillsIntimidation +5, Perception +4
Damage Resistances cold, fire, lightning; bludgeoning,

piercing, and slashing from nonmagical attacks


Damage Immunities poison

Condition Immunities charmed, frightened, poisoned

Senses darkvision 120 ft., passive Perception 14

Languages Abyssal, telepathy 60 ft.

Challenge 8 (3,900 XP) Proficiency Bonus +3

Magic Resistance.The abyssal ravager has advantage on


saving throws against spells and other magical effects.

Magic Weapons. The abyssal ravager’s weapon attacks are


magical.
Actions

Multiattack. The abyssal ravager makes three attacks: one


with its claws, one with its bite, and one with its
tentacles.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one


target. Hit: 16 (2d10 + 5) piercing damage.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one


target. Hit: 14 (2d8 + 5) slashing damage.

Abyssal Ravagers Tentacles. Melee Weapon Attack: +8 to hit, reach 10 ft.,


one target. Hit: 12 (2d6 + 5) bludgeoning damage, and
Abyssal Ravagers are terrifying creatures from the the target is grappled (escape DC 156. Until this grapple
depths of the Abyss, representing chaos and ends, the target is also restrained. The abyssal ravager
destruction in their purest forms. These hulking can have a maximum of three creatures grappled in this
demons stand taller than most humanoids, their way at any time.
bodies rippling with sinewy muscles under a thick,
Abyssal Roar (Recharge 5-6). The abyssal ravager releases a
hide-like skin that ranges in color from deep purple
deafening roar infused with demonic energy. Each
to charcoal black. Their faces are a nightmare of
creature within 30 feet of the ravager that can hear it
sharp teeth and glowing crimson eyes, seething must succeed on a DC 16 Wisdom saving throw or
with the fire of eternal hatred. In addition to their become frightened for 1 minute. A frightened creature
powerful claws, Abyssal Ravagers are adorned with can repeat the saving throw at the end of each of its
writhing tentacles that sprout from their backs,
turns, ending the effect on itself on a success.
lashing out with a will of their own. These tentacles Reactions
are covered in barbs and can entangle, crush, or
Abyssal Fury.When the abyssal ravager takes damage, it
tear apart their victims. Abyssal Ravagers are
lashes out with its tentacles. Each creature within 10 feet
relentless in battle, using their claws, fangs, and of the ravager must succeed on a DC 16 Dexterity saving
tentacles to sow chaos and death, driven by an throw or take 12 (2d6 + 5) bludgeoning damage and be
insatiable hunger for destruction. knocked prone.

150 The Codex of Forbidden Arcana


Arcane Custodians

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

might hint at their specialized domain of magic - on its needs.

those guarding ancient spellbooks might have


Magic Items Table
glyphs glowing softly on their skin, while

custodians of magical artifacts may have their attire d20 Item

inlaid with gemstones representing different 1 Cloak of Protection


schools of magic. 2 Ring of Spell Storing
Arcane Custodians possess a deep connection to
3 Pearl of Power
the magical items and texts in their care. They are
4 Wand of the War Mage
adept at casting spells that protect, conceal, and
5 Belt of Giant Strength (randomly determine which
type)
preserve their charges against decay and theft, and
6 Boots of Levitation
their presence can enhance the potency of magical
7 Bracers of Defense
items within their domain. These guardians can
8 Amulet of Health
invoke wards that repel intruders, and they are 9 Cloak of Displacement
skilled in magical combat, using spells and 10 Ring of Protection
enchanted items to defend their charges. 11 Staff of Power
One of the most fascinating traits of Arcane 12 Ioun Stone of Insight
Custodians is their eidetic memory for every spell, 13 Ioun Stone of Leadership
enchantment, and arcane formula in their keeping.
14 Ioun Stone of Intellect
They can navigate through the most convoluted
15 Ring of Regeneration
16 Gauntlets of Ogre Power
enchantments and are privy to secrets that would
17 Ring of Resistance (randomly determine which
bewilder even the most scholarly mages. Their
type)
life’s work is to ensure that the wealth of arcane
18 Cloak of the Bat
knowledge under their protection is preserved
19 Boots of Speed
against the ravages of time and the ambitions of 20 Helm of Teleportation
those who would misuse it.

In addition to these items, the custodian has a

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:

fortresses of knowledge that only the worthy can


d20 Golem Type Creation Time Cost
access. They may also create magical servants or
1-5 Clay Golem 30 days 65,000 gp
golems to assist in the protection and organization
6-17 Flesh Golem 60 days 50,000 gp
of their vast collections. Despite their formidable
18 Iron Golem 120 days 100,000 gp
defenses, they are not averse to sharing their 19-20 Stone Golem 90 days 80,000 gp
knowledge with those who seek it for noble
purposes, acting as mentors to worthy students of
the arcane arts.
Every Arcane Custodian is usually accompanied by
one of more of its creations. These may include flesh
golems, shield guardians, clay golems, stone golems,

rune wardens, or iron golems.

The Codex of Forbidden Arcana 151


Cantrips (at will): light, mage hand, prestidigitation,
Arcane Custodian
shocking grasp
Medium humanoid (any race), neutral
1st level (4 slots): detect magic, identify, magic missile,
Armor Class 17 (robe of the archmagi) shield

Hit Points 153 (18d8 + 72)


2nd level (3 slots): arcane lock, mirror image, misty step
Speed 30 ft.
3rd level (3 slots): counterspell, dispel magic, fireball
4th level (3 slots): fabricate, greater invisibility, stone shape
STR DEX CON INT WIS CHA
5th level (2 slots): animate objects, wall of force
10 (+0) 14 (+2) 19 (+4) 20 (+5) 16 (+3) 14 (+2) 6th level (1 slot): mass suggestion
7th level (1 slot): teleport, simulacrum
Saving Throws Con +9, Int +10, Wis +8 8th level (1 slot): mind blank
SkillsArcana +10, History +10, Investigation +10, 9th level (1 slot): time stop
Perception +8 Actions
Damage Resistances psychic; bludgeoning, piercing, and

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

Languages Common plus six other languages


plus 3 (1d6) force damage.
Challenge 15 (13,000 XP) Proficiency Bonus +5
Arcane Explosion (Recharge 5-6).The custodian releases
magical energy in a 30-foot radius. Each other creature in
Arcane Recovery (1/Day). Once per day when the custodian that area must make a DC 20 Dexterity saving throw,
finishes a short rest, it can choose expended spell slots to taking 45 (10d8) force damage on a failed save, or half as
recover. The spell slots can have a combined level that is much damage on a successful one.
equal to or less than 9, and none of the slots can be 6th
Reactions
level or higher.
Arcane Retort. When the custodian is hit by a melee attack,
Library’s Guardian.The custodian knows the exact location it deals 9 (2d8) force damage to the attacker.
of every book and item within its library, and has
Legendary Actions
advantage on Intelligence, Wisdom, and Charisma ability
checks and saving throws. The arcane custodian can take 3 legendary actions,
choosing from the options below. Only one legendary
Magical Genius. The custodian has advantage on saving action option can be used at a time and only at the end of
throws against spells and other magical effects. another creature’s turn. The custodian regains spent
Additionally, the custodian can attune to up to five legendary actions at the start of its turn.
magical items at once (roll on the Magic Items table to
determine which item are available to the custodian). Cantrip. The custodian casts a cantrip.
Command Golem (Costs 2 Actions). The custodian
Golem Commander. The custodian can communicate commands one of its golems. The golem must use its
telepathically with any construct within 60 feet and can reaction (if available) to move up to half its speed in a
use a bonus action to telepatically command any direction of the custodian’s choice and take an action.
construct it has created. Teleport (Costs 3 Actions). The custodian magically

teleports, along with any equipment it is wearing or


Spellcasting. The custodian is a 17th-level spellcaster. Its carrying, up to 60 feet to an unoccupied space it can see.
spellcasting ability is Intelligence (spell save DC 20, +12 Spellcasting (Costs 3 Actions). The custodian casts one spell
to hit with spell attacks). It has the following spells up to 7th level with its Spellcasting trait.
prepared:

152 The Codex of Forbidden Arcana


Archliches

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

intelligence, a window to a mind shaped by epochs. entities alike.

The Codex of Forbidden Arcana 153


Archlich’s Lair
Archliches as Compelling Villains or Allies
An Archlich’s lair is typically found in a location
The term “Archlich” here designates a supremely
saturated with arcane energy and often
powerful lich with a true neutral alignment, generally
surpassing conventional moral categories that inaccessible by conventional means, such as a

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

mortal beings. forbidden knowledge, and sometimes, portals to

An Archlich could be a mastermind behind other planes of existence.

elaborate schemes that balance cosmic forces or


Lair Actions
prevent greater evils from emerging. For example, it
might orchestrate the theft of dangerous artifacts to On initiative count 20 (losing initiative ties), the

prevent them from falling into the wrong hands or Archlich can take a lair action to cause one of the

manipulate political events from the shadows to following effects.

maintain a balance that prevents the rise of a


Arcane Lockdown: The Archlich causes any
potentially catastrophic war. Alternatively, an
Archlich might seek to maintain the equilibrium doors, gates, or portals of its choice within 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

balance is threatened. open with a successful DC 25 Strength check.

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.

154 The Codex of Forbidden Arcana


3. Temporal Anomalies: Time seems to flow
Designer’s Note on an Archlich’s Lair
erratically near the Archlich’s lair. Clocks and
An Archlich’s lair is a stronghold not just of arcane
other timekeeping devices frequently
power but also of defenses both living and non-
malfunction, and creatures may find themselves
living. It is typically teeming with minions,
experiencing déjà vu or momentary lapses in predominantly undead such as zombies, skeletons,
time perception. wraiths, and specters (among with many others),
which patrol its corridors and guard its secrets.
If the Archlich dies and all its phylacteries are
Beyond the undead, the Archlich may employ bound
destroyed before its body rejuvenates, these effects
elementals, constructs, or even enslaved fiends that
fade over the course of 1d10 days. add an additional layer of protection to its defenses.
The lair itself should be riddled with traps, magical
wards, glyphs of warding that can trigger a variety of
effects such as explosions, paralyzing gas, or
summoning additional monsters. These defensive
measures would often involve solving complex
puzzles and bypassing magical barriers that can
block, misdirect, and even teleport intruders into
more perilous situations, such as into a room
flooded with necrotic energy or a pocket dimension
from which escape is nearly impossible.
Due to these formidable defenses, an Archlich
should be nearly unkillable within its lair. Should
adventurers somehow overcome these obstacles
and manage to “destroy” the Archlich, it is unlikely
for their victory to be permanent. Archliches typically
have multiple phylacteries hidden not just within
their lair but spread across different locations and
possibly even different planes of existence. This
means that destroying an Archlich permanently
would require not only immense power and
knowledge but also a concerted effort to locate and
destroy each phylactery - all this during a very
limited time frame.
From a gameplay and narrative perspective, this
makes an Archlich an extremely resilient enemy.
Even if defeated, it can return to seek revenge,
although its often scheming and inscrutable nature
might lead it to bide its time, rebuilding strength
and adapting new strategies rather than rushing into
a direct confrontation. The possibility of an Archlich
returning from apparent death adds a layer of
tension and potential for recurring storylines in a
campaign, where players must deal with the
consequences of their actions against a foe that
remembers and learns from its defeat.
Thus, engaging with an Archlich, especially within
its lair, should be considered a high-stakes endeavor,
appropriate for high-level campaigns where players
can interact with a truly legendary creature whose
influence and power span across the fabric of the
game’s universe. This setup encourages careful
planning, resource gathering, and possibly forging
alliances with other powerful entities to stand a
chance against such a formidable and intelligent
adversary.

The Codex of Forbidden Arcana 155


is greater than the spell’s level, the archlich is unaffected
Archlich
by it. Additionally, the archlich has advantage on saving
Medium undead, true neutral
throws against spells and other magical effects.
Armor Class 20 (natural armor)
Turn Immunity. The archlich is immune to effects that turn
Hit Points 432 (32d8 + 288)
undead.
Speed 30 ft., fly 60 ft. (hover)
Undead Dominion. The archlich can communicate
STR DEX CON INT WIS CHA
telepathically with any undead creature within 1 mile of it
15 (+2) 21 (+5) 28 (+9) 28 (+9) 26 (+8) 26 (+8) and can sense the presence of undead within 5 miles. Any
undead summoned or created by the archlich’s spells and
Saving Throws Con +18, Int +18, Wis +17, Cha +17 effects remains until it drops to 0 hit points (ignoring any
SkillsArcana +27, History +27, Insight +26, Intimidation effect or duration that would cause it to disappear by
+17, Investigation +18, Perception +17, Religion +18 other means) and can be telepathically controlled by the
Damage Resistances cold, fire, lightning, thunder
archlich (no action required by it).
Damage Immunities necrotic, poison; bludgeoning,

piercing, and slashing from nonmagical attacks Actions

Condition Immunities charmed, exhaustion, frightened,


Multiattack. The archlich makes two paralyzing touch or
paralyzed, petrified, poisoned necrotic orb attacks. It can replace one attack to cast a
Senses truesight 300 ft., passive Perception 27
spell with a casting time of one action.
Languages all, telepathy 300 ft.

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

9th level (1 slot) spell up to 5th level.


Disrupt Magic (Costs 4 Actions). The archlich casts dispel

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.

choose to roll a d6 to attempt resisting it. If the result


Optional Phase: Eldritch Reawakening

If the archlich would be reduced to 0 hit points, its


current hit points instead reset to 175 hit points, it
recharges its Arcane Attunement, and it regains any
expended uses of Legendary Resistance. Additionally, the Warp Reality (Costs 2 Actions). The archlich alters reality in
archlich can now use the following traits and actions for a 20-foot radius centered on a point it can see within 150
1 hour. Award the party an additional 155,000 XP feet. For the next minute, the area is treated as difficult
(310,000 XP total) for defeating the archlich after its terrain, and any creature that starts its turn in the area or
Eldritch Reawakening trait activates. enters it for the first time during a turn must succeed on
a DC 26 Wisdom saving throw or take 21 (6d6) force
Traits
damage.
Spell Mastery.When the archlich casts a spell of 5th level Time Shift (Costs 3 Actions). The archlich manipulates the

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

Arcana Check containing its soul, is a sacred relic to these

beings, imbued with powerful protective magics


DC 15: An Archlich is a powerful undead
that make it nearly indestructible.
spellcaster who has used necromancy and other
DC 30: The rare texts that mention Archliches
arcane magics to achieve immortality. They are
speak of their ability to exist in multiple realities
skilled in both defensive and offensive magic,
simultaneously, a reflection of their mastery
particularly spells that manipulate life and
over life, death, and the planes themselves.
death.

DC 20: Archliches are known for their complex Insight Checks


lairs, often hidden in places of strong magical
DC 10: It’s evident that the Archlich’s actions
power. They use these areas to conduct their
and strategies are calculated. Even seemingly
research and protect themselves with various
chaotic behaviors are likely part of a larger, well-
magical wards and traps.
thought-out plan. They do not act out of
DC 25: Archliches can manipulate magical
rashness or emotion but from a place of deep
energies to create powerful effects such as
calculation and foresight.
sealing doors, creating necrotic rifts that leech
DC 15: You can discern that the Archlich is not
life, or imposing stasis on intruders, trapping
only a creature of magic but also of immense
them in time.
intelligence and patience. They are likely to have
DC 30: The full extent of an Archlich’s power
contingency plans for their contingency plans.
often includes control over the weave of magic
Engaging them directly without multiple
itself, allowing them to regenerate spell slots
strategies of your own could be disastrous.
quickly and cast high-level spells multiple times
DC 20: You understand that the Archlich values
per day.
knowledge and power above all. Their goals

History Check often involve the acquisition of arcane secrets

that could grant them greater control over


DC 15: Archliches often rise from the ranks of
magical forces. This might make them open to
the world’s most learned wizards or scholars
negotiations involving rare magical knowledge
who sought the secrets of eternal life to
or artifacts.
continue their studies indefinitely.
DC 25: The Archlich’s long life has afforded
DC 20: Historical records may include tales of
them a perspective on time and existence that is
Archliches who have shifted the balance of
unfathomable to most living creatures. They are
power in the regions around their lairs,
likely driven by motivations that transcend
influencing events through subtle manipulation
common mortal desires like wealth or
or overt magical force.
dominion. This could be leveraging their power
DC 25: Some Archliches have been known to
to maintain cosmic balance, prevent a greater
amass vast libraries containing forbidden
evil, or achieve a state of magical enlightenment.
knowledge, lost spells, and ancient secrets that
DC 30: You grasp the complex nature of the
could provide significant advantages to those
Archlich’s morality. Their detachment from life
who learn their location.
might mask a deep-seated conflict or a
DC 30: Legends speak of Archliches who have
philosophical stance that guides their actions.
survived cataclysmic events and reshaped the
They might still harbor remnants of their former
ruins of civilizations to suit their inscrutable
selves, which could be used to appeal to any
goals.
vestiges of humanity or past allegiances,

Religion Check potentially swaying their current path.

DC 15: Archliches are often revered or feared as

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.

158 The Codex of Forbidden Arcana


Astral Mares
Astral Mare
Large celestial, neutral
Astral Mares are ethereal beings that traverse the

boundaries between the material and astral planes,

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

purple light, reminiscent of the stars in the night


STR DEX CON INT WIS CHA
sky, and their eyes burn with a soft, otherworldly
18 (+4) 14 (+2) 16 (+3) 10 (+0) 14 (+2) 19 (+4)
luminescence. These mystical creatures are both

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

guide, they unleash a devastating pulse of astral


Ethereal Sight.The astral mare can see into the Ethereal
energy, capable of warping reality and repelling
Plane out to a range of 60 feet.
foes with the sheer force of their power.

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

Multiattack. The astral mare makes two attacks with its


hooves.

Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one


target. Hit: 13 (2d8 + 4) bludgeoning damage.

The astral mare magically shifts from the


Ethereal Stride.

Ethereal Plane to the Material Plane, or vice versa, along


with up to one willing creature it touches.

Astral Pulse (Recharge 5-6).The astral mare releases a


wave of astral energy in a 30-foot radius around itself.
Each creature of its choice in that area must make a DC
15 Wisdom saving throw, taking 27 (6d8) psychic
damage on a failed save, or half as much damage on a
successful one. A creature that fails the save by 5 or more
is also stunned until the end of its next turn.
Reactions

Astral Step.When the astral mare is targeted by an attack


while on the Material Plane, it briefly shifts into the
Ethereal Plane, imposing disadvantage on the attack roll.

The Codex of Forbidden Arcana 159


Astral Wardens

Astral Wardens are the guardians

of the cosmic realms, tasked with

preserving the delicate balance

between the planes of existence.

They are warriors and mystics,

chosen by celestial powers to roam

the endless expanse of the astral

plane, where they serve as sentinels

against dimensional threats. Clad in

ethereal armor that shimmers with

the light of distant stars, Astral

Wardens wield weapons forged from

the very essence of the cosmos. Their

swords are infused with starlight, cutting

through the darkness and dispelling the void

that seeks to encroach on everything in its path.

Astral Wardens are bound by an

ancient oath to protect reality

itself. They are summoned

to action whenever a

threat arises that

could disrupt the

harmony of the planes.

Whether facing off against eldritch

horrors from beyond the stars or

quelling the ambitions of dark

entities that seek to warp reality to their will,

Astral Wardens are relentless in their duty,

heralding hope to the innocent and despair to

those who threaten the cosmic order.

While Astral Wardens are often solitary in their

vigil, they occasionally gather in small conclaves to

confront larger threats, using their power to seal

rifts between dimensions or to banish powerful Including Astral Wardens in a Campaign

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.

160 The Codex of Forbidden Arcana


one attack to use its Astral Step action.
Astral Warden
Medium celestial, lawful neutral
Astral Blade. Melee Weapon Attack: +14 to hit, reach 10 ft.,
one target. Hit: 12 (1d10 + 7) slashing damage plus 27
Armor Class 22 (celestial armor)
(6d8) force damage.
Hit Points 300 (24d8 + 192)
Speed 40 ft., fly 120 ft. (hover) Starlight Ray. Ranged Spell Attack: +14 to hit, range 120 ft.,
one target. Hit: 33 (6d10) radiant damage, and the target
STR DEX CON INT WIS CHA
must succeed on a DC 22 Constitution saving throw or be
25 (+7) 18 (+4) 26 (+8) 20 (+5) 25 (+7) 22 (+6) blinded until the end of its next turn.

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

The Codex of Forbidden Arcana 161


Behemoths Behemoths Knowledge Checks

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.

Behemoths are often mistaken for mindless brutes,


History Check
but their existence is deeply tied to magic and the
DC 13: Legends describe behemoths as ancient
primordial forces of the universe. Their immense
entities born from the primordial chaos of
power makes them natural conduits for elemental
creation, predating many civilizations.
energy, and their bodies radiate a chaotic aura that
DC 18: Behemoths were once feared as
twists the fabric of reality around them. Some
destroyers of ancient kingdoms, summoned or
ancient texts suggest that behemoths are guardians
awakened during catastrophic conflicts.
or enforcers of forgotten natural laws, awakened
DC 23: Some ancient texts theorize that
only in times of great upheaval when the primal
behemoths were created by powerful deities or
forces of the multiverse are threatened.
primordials to serve as instruments of
Physically, behemoths are massive creatures with
destruction.
forms seemingly hewn from the very earth and sea.

Their thick and scaled hides protect them from


Nature Check
harm, while their glowing eyes burn with the
DC 8: Behemoths are unrelenting forces of
essence of creation. Behemoths have been sighted
nature, moving with surprising speed despite
in various forms, adapted to the terrains they
their immense size.
inhabit, whether the depths of the ocean, the peaks
DC 13: These creatures can burrow, swim, or
of mountains, or the endless expanse of deserts.
traverse harsh terrains with ease, making them
Though solitary, behemoths sometimes appear in
unpredictable opponents.
response to catastrophic disruptions in the natural
DC 18: Their bodies are covered in magically
order, as if drawn to the disturbance. Their
reinforced hide, allowing them to shrug off most
destructive potential makes them living disasters,
physical and magical attacks.
capable of reshaping landscapes with their colossal
DC 23: Behemoths are solitary by nature, but
strength and unleashed elemental chaos. For this
their presence warps the local environment,
reason, they are revered by some as symbols of
often attracting other monstrosities or creating
nature’s ultimate power and feared by others as
zones of chaotic elemental energy.
unstoppable forces of destruction.

Religion Check

Including Behemoths in Campaigns DC 13: Behemoths are sometimes associated

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

ancient guardians of forgotten places or as natural as divine punishments, unleashed to purge

disasters awakened by powerful magic. Their civilizations of hubris and sin.

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.

162 The Codex of Forbidden Arcana


Behemoth Stomp. Melee Weapon Attack: +15 to hit, reach 5 ft., one
Gargantuan monstrosity, unaligned target. Hit: 28 (3d12 + 9) bludgeoning damage.

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

creature it can see within 60 feet of it. The target must


Legendary Resistance (3/Day).If the behemoth fails a succeed on a DC 18 Constitution saving throw, taking 27
saving throw, he can choose to succeed instead. (6d8) necrotic damage on a failed save, or half as much
damage on a successful one. The behemoth regains hit
Magic Resistance.The behemoth has advantage on saving points equal to the necrotic damage dealt in this way. If
throws against spells and other magical effects. this damage reduces a creature to 0 hit points, its soul is
Actions
trapped in a gem embedded in the behemoth’s body until
the behemoth dies or until freed by a wish spell.
The behemoth makes two slam attacks and
Multiattack. Ground Shatter (Costs 3 Actions). The behemoth strikes the

one stomp attack. ground forcefully, causing a localized earthquake. Each


creature on the ground within 30 feet of it must succeed
Slam. Melee Weapon Attack: +15 to hit, reach 10 ft., one on a DC 18 Dexterity saving throw or take 20 (2d10 + 9)
target. Hit: 25 (3d10 + 9) bludgeoning damage. bludgeoning damage and be knocked prone.

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.

164 The Codex of Forbidden Arcana


Blightroot Abominations

Blightroot Abominations are grotesque

manifestations of corrupted nature, representing

the twisted fusion of plant life and necrotic energy.

Standing tall and imposing, these beings possess

vaguely humanoid shapes, their skeletal forms

covered in sinewy, rotting vines and mottled

green flesh. Their six limbs extend outward,

each ending in elongated, root-like appendages

that can constrict and ensnare their prey.

The head of a Blightroot Abomination looks

like an eyeless, elongated skull, dominated by

a wide, gaping maw filled with needle-like teeth.

Their bodies exude a dark, viscous fluid that reeks

of decay, and their presence causes the nearby flora

to wither and die, as if the abominations siphon the

life from everything around them.

Born from dark rituals that seek to merge the

essence of decaying plant matter with the residual

souls of the dead, Blightroot Abominations are

often found guarding sites of corruption and decay.

They inhabit cursed forests, swamps, and

abandoned ruins, their mere presence a reminder

of the perverse nature of dark magic.

Regeneration. The blightroot abomination regains 10 hit


Blightroot Abomination
points at the start of its turn. If the abomination takes fire
Large aberration, chaotic evil
or radiant damage, this trait doesn’t function at the start
Armor Class 16 (natural armor) of the abomination’s next turn. The abomination dies only
Hit Points 133 (14d10 + 56) if it starts its turn with 0 hit points and doesn’t regenerate.
Speed 40 ft. Actions

Multiattack. The blightroot abomination makes three


STR DEX CON INT WIS CHA
attacks: one with its bite and two with its limbs.
23 (+6) 10 (+0) 18 (+4) 9 (-1) 14 (+2) 7 (-2)
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Saving Throws Str +10, Con +8
target. Hit: 13 (2d6 + 6) piercing damage plus 9 (2d8)
Skills Stealth +4
necrotic damage.
Damage Immunities necrotic, poison

Condition Immunities charmed, frightened, poisoned


Grasping Limb. Melee Weapon Attack: +10 to hit, reach 10
Senses darkvision 60 ft., passive Perception 12
ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. If
Languages understands Common but can’t speak
the target is a Large or smaller creature, it is grappled.
Challenge 11 (7,200 XP) Proficiency Bonus +4
While grappled in this way, a creature is also restrained.
The blightroot abomination can have up to six creatures
Magic Resistance.The blightroot abomination has grappled in this way at any time.
advantage on saving throws against spells and other
magical effects. Necrotic Cloud (Recharge 5-6). The blightroot abomination
releases a cloud of necrotic energy in a 20-foot radius
Necrotic Aura. Any creature that starts its turn within 15 centered on itself. Each creature in that area must make a
feet of the blightroot abomination must succeed on a DC DC 16 Constitution saving throw, taking 28 (8d6) necrotic
16 Constitution saving throw or take 9 (2d8) necrotic damage on a failed save, or half as much damage on a
damage and be poisoned until the start of its next turn. successful one. The cloud spreads around corners, and its
On a successful saving throw, the creature is immune to area is heavily obscured. It lasts until the start of the
this trait for 24 hours. Nonmagical plants in the area that abomination’s next turn or until a wind of moderate or
aren’t creatures wither and die instantly. greater speed (at least 10 miles per hour) disperses it.

The Codex of Forbidden Arcana 165


Blood Hags

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

nefarious rituals. or control entire regions, turning them into

These hags harness their blood magic to curse and bastions of despair and horror from which she can

control, making them feared even among other draw power.

dark creatures. They can manipulate blood to

create mists that obscure vision, animate the blood

of the injured to paralyze them, or even cause water

sources to turn undrinkable. The presence of a

Blood Hag in an area can lead to widespread

unease; local fauna might be found inexplicably

drained of blood, and nearby residents could suffer

from nightmarish visions filled with bloodshed,

further testifying to the hag’s malevolent influence.

In combat, Blood Hags are formidable opponents

who prefer to weaken their foes with curses before

engaging directly. They are particularly vengeful; if

not vanquished, a Blood Hag will relentlessly

pursue those who have thwarted her.


Blood Hags’ Lair
Blood Hag
A Blood Hag’s lair is a macabre tableau of horror, Medium fey, chaotic evil

designed to instill fear and discomfort. The air is

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,

When fighting within her lair, a Blood Hag can poisoned


manipulate the surroundings to her advantage. On Senses darkvision 60 ft., passive Perception 13

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

Blood Mist: The blood causes the blood within


Blood Magic.When the blood hag casts a spell that deals
the lair to rise as a mist to protect herself. The
necrotic damage with her Innate Spellcasting trait, she
area in a 20-foot radius centered on the hag can choose to not expend any use of that spell and lose a
becomes heavily obscured for every creature number of hit points equal to five times the spell’s level
other than the hag until the next initiative count instead.
20. Whenever a creature starts its turn within
The blood hag’s spellcasting ability is
Innate Spellcasting.
the mist or enters it for the first time in a turn, it
Charisma (spell save DC 17, +9 to hit with spell attacks).
must make a DC 15 Constitution saving throw
She can innately cast the following spells, requiring no
or take 9 (2d8) necrotic damage and heal the material components:
blood hag by the same amount.

Hematologic Animation: The blood hag


At will: chill touch, detect thoughts, minor illusion
animates the blood of her injured enemies. Each
3/day each: bane, bestow curse, blood boil, soul leech
2/day each: blight, blood mirror, soulrend
living creature within the lair that is below half
1/day each: circle of death, eyebite
its maximum hit points must succeed on a DC

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.

The region surrounding a Blood Hag’s lair is


Actions

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

miles of the lair occasionally turn blood-red and


Blood Curse (Recharge 5-6). The blood hag targets one
become undrinkable. creature she can see within 60 feet of her. The target
3. Haunting Nightmares: Creatures within ten must succeed on a DC 17 Wisdom saving throw or be
miles report nightmares filled with violence, cursed for 1 minute. While cursed in this way, a creature
often waking up with unexplained wounds. can’t regain hit points, and the blood hag regains 5 hit
points each time the target takes damage. A cursed
If the blood hag is slain, these effects fade over the creature can repeat the saving throw at the end of each of
course of the next 24 hours.
its turns, ending the effect on itself on a success.

The Codex of Forbidden Arcana 167


Summon Blood Spawn (3/Day). The blood hag summons
Blood Spawn
a blood spawn in an unoccupied space within 30 feet of Small undead, chaotic evil
her. The summoned creature acts during the hag’s turn
and obeys her commands (no action required by the Armor Class 12 (natural armor)
blood hag). The blood spawn lasts for 1 hour, until the Hit Points 22 (5d6 + 5)
hag dies, or until it is reduced to 0 hit points. This ability Speed 20 ft.
has no effect on undead or constructs.
Bonus Actions STR DEX CON INT WIS CHA

9 (-1) 14 (+2) 12 (+1) 6 (-2) 10 (+0) 5 (-3)


Blood Siphon (Recharge 5-6). The blood hag chooses one
creature within 30 feet of her that is below half its Damage Immunities necrotic, poison
maximum hit points. The target must make a DC 17
Condition Immunities charmed, exhaustion, frightened,
Constitution saving throw, taking 14 (4d6) necrotic poisoned
damage on a failed save, or half as much damage on a Senses darkvision 60 ft., passive Perception 10
successful one. The blood hag regains hit points equal to Languages understands the languages of its creator but
the necrotic damage dealt in this way. can’t speak
Challenge 1/2 (100 XP) Proficiency Bonus +2

Blood Dependency. The blood spawn has advantage on


melee attack rolls against any creature that doesn’t have
all its hit points, unless the target is an undead or a
construct.

Sense Blood.The blood spawn can sense the presence


and direction of any creature within 60 feet of it that has
blood flowing through its veins.
Actions

Leech Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one


creature. Hit: 4 (1d4 + 2) piercing damage plus 3 (1d6)
necrotic damage, and if the target is not an undead or a
construct, the blood spawn regains hit points equal to
the necrotic damage dealt.

Blood Drain. Melee Weapon Attack: +4 to hit, reach 5 ft.,


one creature that is grappled, paralyzed, prone, or
restrained. Hit: 11 (2d8 + 2) necrotic damage, and if the
target is not an undead or a construct, its hit point
maximum is reduced by an amount equal to the necrotic
damage taken. This reduction lasts until the target
finishes a long rest. The target dies if this effect reduces
its hit point maximum to 0.

Blood Hags’ Blood Dependency

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.

168 The Codex of Forbidden Arcana


Bone Dragons
Lesser Bone Dragon
Bone Dragons are terrifying undead remnants of Large undead, chaotic evil

ancient dragons, reanimated through dark and

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,

living creature. They are difficult to destroy, often


poisoned
Senses darkvision 120 ft., passive Perception 11
rising again after being struck down, unless
Languages understands Common and Draconic but can’t
completely obliterated by radiant energy or
speak
powerful holy magic. Bone Dragons are also
Challenge 9 (5,000 XP) Proficiency Bonus +4

capable of spewing forth a necrotic breath that

siphons the life force of any creature caught within


Bone Fracture. Whenever the bone dragon takes more
its grasp, leaving only withered husks in its wake.
than 20 points of bludgeoning damage from a single
Though they lack the intelligence and cunning of
attack, shards of bone explode in a 10-foot radius around
their living counterparts, Bone Dragons retain a it. Each creature within this area (other than the bone
predatory instinct that makes them relentless in dragon) must succeed on a DC 16 Dexterity saving throw
battle. They are often found commanding lesser or take 7 (2d6) piercing damage.
undead creatures, summoning skeletal soldiers or
Undead Fortitude. If damage reduces the bone dragon to
other reanimated abominations to their side. Some
0 hit points, it must make a Constitution saving throw
Bone Dragons serve as guardians for powerful
with a DC equal to 5 + the damage taken, unless the
necromancers or cults, while others roam the land,
damage is radiant or from a critical hit. On a success, the
consumed by an endless drive to spread decay. bone dragon drops to 1 hit point instead.
Actions

Multiattack. The bone dragon makes two attacks: one


with its bite and one with its claws.
Art by Dean
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Spencer
target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6)
necrotic damage.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one


target. Hit: 11 (2d6 + 4) slashing damage.

Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one


target. Hit: 13 (2d8 + 4) bludgeoning damage.

Necrotic Breath (Recharge 5-6).The bone dragon exhales a


wave of necrotic energy in a 30-foot cone. Each
creature in that area must make a DC 16 Constitution
saving throw, taking 45 (10d8) necrotic damage on a
failed save, or half as much on a successful one.
Nonmagical plants in the area that aren’t creatures
wither and die instantly.
Reactions

Tail Counter. When a creature hits the bone dragon

with a melee attack, the bone dragon can use its


reaction to make a tail attack against that creature.

The Codex of Forbidden Arcana 169


Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one
Bone Dragon
Huge undead, chaotic evil
target. Hit: 17 (2d10 + 6) piercing damage plus 10 (3d6)
necrotic damage.
Armor Class 17 (natural armor)
Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one
Hit Points 250 (20d12 + 120)
target. Hit: 13 (2d6 + 6) slashing damage.
Speed 40 ft., fly 80 ft.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one
STR DEX CON INT WIS CHA
target. Hit: 15 (2d8 + 6) bludgeoning damage.
23 (+6) 10 (+0) 22 (+6) 10 (+0) 14 (+2) 8 (-1)
Bone Shard. Ranged Spell Attack: +11 to hit, range 60 ft.,
Saving Throws Dex +5, Con +11, Wis +7, Cha +4 one target. Hit: 11 (2d4 + 6) piercing damage.
Skills Perception +7

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.

Necrotic Breath (Recharge 5-6).The bone dragon exhales a


Aura of Dread. Creatures within 60 feet of the bone dragon wave of necrotic energy in a 60-foot cone. Each creature in
and aware of it have disadvantage on saving throws that area must make a DC 19 Constitution saving throw,
against being frightened. taking 58 (13d8) necrotic damage on a failed save, or half
as much on a successful one. Nonmagical plants in the
Bone Fracture. Whenever the bone dragon takes more than
area that aren’t creatures wither and die instantly.
20 points of bludgeoning damage from a single attack,
shards of bone explode in a 10-foot radius around it. Each Reactions
creature within this area (other than the bone dragon)
Tail Counter.When a creature hits the bone dragon with a
must succeed on a DC 19 Dexterity saving throw or take
melee attack, the bone dragon can use its reaction to
10 (3d6) piercing damage.
make a tail attack against that creature.
Legendary Resistance (2/Day). If the bone dragon fails a Legendary Actions
saving throw, it can choose to succeed instead.
The bone dragon can take 3 legendary actions, choosing
Undead Fortitude. If damage reduces the bone dragon to 0 from the options below. Only one legendary action option
hit points, it must make a Constitution saving throw with can be used at a time and only at the end of another
a DC equal to 5 + the damage taken, unless the damage is creature’s turn. The bone dragon regains spent legendary
radiant or from a critical hit. On a success, the bone actions at the start of its turn.
dragon drops to 1 hit point instead.
Bone Shard Attack. The bone dragon makes a bone shard
Actions attack.
Multiattack. The bone dragon can use its Frightful Bite Attack (Costs 2 Actions). The bone dragon makes a bite
attack.
Presence. It then makes three attacks: one with its bite
and two with its claws, or three with its bone shard. The bone dragon makes
Necrotic Frenzy (Costs 3 Actions).

one claw and one tail attack with advantage on the attack
rolls.

Variant Trait: Reinforced Bone Structure

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

the vulnerability of bone structures to blunt force trauma.


Claws. Melee Weapon Attack: +13 to hit, reach 5 ft., one
Greater Bone Dragon
Huge undead, chaotic evil
target. Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one


Armor Class 18 (natural armor)
target. Hit: 16 (2d8 + 7) bludgeoning damage. If the target
Hit Points 364 (27d12 + 189)
is a creature, it must succeed on a DC 21 Strength saving
Speed 40 ft., fly 80 ft.
throw or be knocked prone.
STR DEX CON INT WIS CHA
Bone Shard. Ranged Spell Attack: +13 to hit, range 60 ft.,
25 (+7) 10 (+0) 24 (+7) 12 (+1) 16 (+3) 10 (+0) one target. Hit: 12 (2d4 + 7) piercing damage.
Saving Throws Dex +6, Con +13, Wis +9, Cha +6 Frightful Presence.Each creature of the bone dragon’s
SkillsPerception +9 choice that is within 120 feet of the bone dragon and
Damage Resistances cold; bludgeoning, piercing, and aware of it must succeed on a DC 21 Wisdom saving
slashing from nonmagical attacks throw or become frightened for 1 minute. A creature can
Damage Immunities necrotic, poison repeat the saving throw at the end of each of its turns,
Condition Immunities exhaustion, frightened, paralyzed, ending the effect on itself on a success. If a creature’s
poisoned saving throw is successful or the effect ends for it, the
Senses darkvision 120 ft., passive Perception 19 creature is immune to the bone dragon’s Frightful
Languages understands Common and Draconic but can’t Presence for the next 24 hours.
speak
Challenge 19 (22,000 XP) Proficiency Bonus +6 Necrotic Breath (Recharge 5-6).The bone dragon exhales a
wave of necrotic energy in a 90-foot cone. Each creature in
that area must make a DC 21 Constitution saving throw,
Aura of Dread.Creatures within 60 feet of the greater bone
taking 72 (16d8) necrotic damage on a failed save, or half
dragon and aware of it have disadvantage on saving
as much on a successful one. Nonmagical plants in the
throws against being frightened.
area that aren’t creatures wither and die instantly.
Bone Fracture. Whenever the greater bone dragon takes Reactions
more than 20 points of bludgeoning damage from a
single attack, shards of bone explode in a 10-foot radius Tail Counter.When a creature hits the bone dragon with a
around it. Each creature within this area (other than the melee attack, the bone dragon can use its reaction to
bone dragon) must succeed on a DC 21 Dexterity saving make a tail attack against that creature.
throw or take 14 (4d6) piercing damage. Legendary Actions

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

cage of sharp bone spikes around a creature within 60


Actions
feet. The target must succeed on a DC 21 Dexterity saving
Multiattack. The bone dragon can use its Frightful throw or become restrained by the bone cage. While
Presence. It then makes three attacks: one with its bite restrained in this way, a creature takes 14 (4d6) piercing
and two with its claws, or three with its bone shard. damage at the start of each of its turns. A creature
restrained by the cage can use its action to make a DC 21
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one Strength check, ending the effect on itself on a success.
target. Hit: 18 (2d10 + 7) piercing damage plus 14 (4d6) The cage can also be attacked and destroyed; it has an AC
necrotic damage. of 18, 50 hit points, immunity to necrotic, poison, and
psychic damage, and vulnerability to bludgeoning
damage.

The Codex of Forbidden Arcana 171


Bone Dragon Knowledge Checks Bone Dragon Encounter Ideas

Arcana Check d12 Encounter Description

DC 10: Bone Dragons are undead dragons


1 Temple of the Dead : A lesser bone dragon slumbers
animated by powerful necromantic magic. They
within a ruined, desecrated temple. It awakens as
soon as magic is cast within the temple grounds.
lack the intelligence and charisma of their living
2 Cursed Hoard: The players encounter a bone
counterparts but are driven by an insatiable
dragon guarding an ancient, cursed treasure deep
hunger for destruction.
in a forgotten tomb. Its aura of dread weakens
DC 15: Bone Dragons can unleash necrotic
intruders as they approach the treasure.
breath that drains life force and are incredibly 3 Necromancer’s Sentinel: A necromancer has

difficult to destroy. summoned a greater bone dragon to patrol the


DC 20: The bones of these undead creatures can borders of their dark domain. The dragon flies
explode as a defensive reaction when damaged, nightly, hunting intruders in the surrounding
and their necrotic breath attack withers both
countryside.
living creatures and plants.
4 Undead Battlefield: A bone dragon lies dormant in

the middle of a battlefield of undead. When any


DC 25: The most powerful Bone Dragons are
creature sets foot on the desecrated soil, the
resistant to magic and possess an aura that
dragon rises to lead the undead against the living.
makes them spread fear wherever they go.
5 Skeletal Ambush: A pack of skeletal wyverns

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

necromancers to serve as terrifying engines of bone dragon concealed as a ghostly figure by

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

DC 18: Bone Dragons are typically created


worships a greater bone dragon as a manifestation
of death. They are performing a ritual to summon
through rituals involving the remains of
the dragon from its grave as the characters arrive
powerful dragons, binding their bones to dark
to confront the cult.
magic, which grants them eternal undeath.
8 Necropolis Guardian: A bone dragon guards a
DC 23: Legends tell of Bone Dragons that were
necropolis, standing between the living and an
once the guardians of powerful necromancers ancient source of forbidden knowledge hidden
or the victims of curses placed upon their bones. within the city of the dead.
These dragons retain fragments of their former 9 Ritual of Rebirth: The remains of a lesser bone

might but are enslaved by their reanimation. dragon are slowly reanimating under the influence

of dark magic. The player characters must stop


Religion Check the ritual – initiated by a powerful archmage –
DC 10: Bone Dragons are considered
before the creature fully awakens.
abominations by many religions, as they are
10 Terror in the Night: The characters are hired to

investigate a village where people have been


undead creatures created through profane
disappearing. They discover that a lesser bone
magic.
dragon has been haunting the region at night,
DC 15: Holy magic, particularly radiant energy,
kidnapping and feeding on its victims.
is the most effective means of permanently 11 Feud of the Undead: A greater bone dragon and a

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

worship Bone Dragons as avatars of death,


the guardian of a cursed forest, where the trees
themselves are filled with necrotic energy. The
believing them to be the ultimate weapon in
dragon will not allow any intruders to pass
their quest for power and the destruction of life
through its territory.
itself.

172 The Codex of Forbidden Arcana


Carrion Oracles

Carrion Oracles are undead remnants of powerful

prophets who delved too deeply into forbidden

knowledge. In life, they sought answers to

questions no mortal was meant to ask, peering into

the future and communing with eldritch or

otherworldly forces. This relentless pursuit of

forbidden truths tore apart their mortal forms,

leaving behind a wretched husk sustained by dark

magic and bound to their dreadful prophecies.

Now, as undead abominations, they wander

desolate lands or preside over forgotten crypts,

spreading omens of despair and corruption.

The body of a Carrion Oracle is a grotesque mix

of decaying flesh and eldritch energy. Their

hollowed eyes glow with a sickly green light, and

their mouths emit an unearthly echo of whispered

prophecies. Tatters of ancient robes hang loosely

from their skeletal forms, inscribed with runes and

glyphs of their lost sect. The staff they carry seems

almost alive, pulsating with necrotic energy and

exuding the aura of death itself.

These creatures serve as conduits for forbidden

knowledge, but their visions come at a dire cost.

Mortals who approach a Carrion Oracle risk

madness, as its mere presence erodes sanity

and twists reality. The Oracle’s whispers

carry dreadful secrets of death and despair,

unraveling the minds of those who dare

listen.

Carrion Oracles are often revered

by cults or lesser undead, who

view them as emissaries of

death or prophets of apocalyptic events.

Despite their decaying forms, their connection to

necromantic power makes them formidable foes,

wielding dark magic to sow fear, weaken their

enemies, and raise the dead to serve their will.

Adventurers who encounter a Carrion Oracle face

not only a deadly opponent but also a harbinger of

doom, one whose prophecies may speak of their

inevitable demise. Even in defeat, the Oracle’s

cryptic warnings linger, suggesting that death and

decay are only the beginning of its master’s plans.

Art by Daniel Comerci


Carrion Oracle
Carrion Oracles Knowledge Checks
Medium undead, neutral evil

Arcana Check

Armor Class 15 (natural armor)


DC 10: Carrion Oracles are undead prophets
Hit Points 136 (16d8 + 64)
warped by forbidden knowledge, cursed to
Speed 30 ft.
wander as harbingers of doom.

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.

Their mere presence erodes the sanity of


Saving Throws Str +1, Dex +3, Con +5, Int +4, Wis +10, mortals, and they can summon undead to serve
Cha +9 their will.
Skills Arcana +7, Religion +7, Perception +9
DC 20: Carrion Oracles are resistant to necrotic
Damage Resistances necrotic, psychic; bludgeoning,
and psychic damage, and their connection to
piercing, and slashing from nonmagical attacks
forbidden truths grants them magic resistance.
Damage Immunities poison

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

destroy a Carrion Oracle fully, one must disrupt

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

DC 13: Carrion Oracles were once mortal seers


At will: chill touch, thaumaturgy, inflict wounds
3/day each: blindness/deafness, ray of enfeeblement or scholars who sought answers to forbidden

1/day each: animate dead, blight questions. Their pursuit of knowledge

condemned them to undeath.


Magic Resistance.The carrion oracle has advantage on DC 18: These creatures are often found in ruins,
saving throws against spells and other magical effects.
crypts, or desolate lands, acting as both

guardians of ancient secrets and heralds of


Prophetic Whispers. The carrion oracle has advantage on
Initiative rolls and a +1 bonus to AC and saving throws future calamities.

(already included in the statblock). DC 23: Cults and lesser undead revere Carrion

Oracles, believing them to be emissaries of


Actions
death or prophets of apocalyptic events. Their
Multiattack. The carrion oracle makes two attacks with its prophecies often come true but at great cost.
rotting staff.
DC 28: Some ancient texts suggest that 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

weakens the will of those nearby and corrupts


Bonus Actions
the minds of the unwary.
Prophetic Glare.The carrion oracle targets one creature it
DC 20: Carrion Oracles’ whispers are said to
can see within 60 feet. The target must succeed on a DC
contain truths about the end of days, but hearing
17 Wisdom saving throw or take 7 (2d6) psychic damage
them risks madness and despair.
and have disadvantage on the next attack roll it makes
before the end of its next turn.

174 The Codex of Forbidden Arcana


Cosmic Horrors
Integrating Cosmic Horrors in your Game
Cosmic Horrors are ancient, unfathomable beings
In this section, you will find two statblocks to
that exist beyond the boundaries of mortal
represent powerful eldritch entities: the CR 16 Lesser
Cosmic Horror and the CR 25 Cosmic Horror. These
comprehension, lurking in the void between worlds

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.

The Codex of Forbidden Arcana 175


Lesser Cosmic Horror Magic Weapons. The lesser cosmic horror’s weapon
Huge aberration, chaotic evil attacks are magical.

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.

Challenge 17 (18,000 XP) Proficiency Bonus +6


target. Hit: 16 (3d6 + 6) bludgeoning damage, and the
target is grappled (escape DC 20). Until this grapple ends,
the target is also restrained. The lesser cosmic horror can
Eldritch Aura. The lesser cosmic horror radiates an aura of have a maximum of four creatures grappled in this way.
otherworldly energy in a 30-foot radius. Each creature that
starts its turn in the aura must make a DC 20 Wisdom Mind Rend (Recharge 5-6). The lesser cosmic horror
saving throw, taking 14 (4d6) psychic damage on a failed assaults the mind of one creature it can see within 60 feet
save, or half as much on a successful one. A creature that of it. The target must succeed on a DC 20 Intelligence
fails this save by 10 or more is also confused (as per the saving throw or take 66 (12d10) psychic damage and be
confusion spell) until the start of its next turn. stunned until the end of its next turn.

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

makes one tentacle attack.


Magic Resistance.The lesser cosmic horror has advantage Mind Assault (Costs 3 Actions). The lesser cosmic horror
on saving throws against spells and other magical effects. uses its Mind Rend or its Mind Blast (if available).

Cosmic Horror Variants

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.

The Codex of Forbidden Arcana 177


Cosmic Traits

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.

Cosmic Traits Table

d20 Trait Description and Effect

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.

178 The Codex of Forbidden Arcana


saving throw or suffer a random long-term madness
Cosmic Horror
Gargantuan aberration, chaotic evil
effect.
Actions
Armor Class 20 (natural armor)
Multiattack. The cosmic horror makes three attacks: one
Hit Points 444 (24d20 + 192)

Speed 40 ft., fly 80 ft. (hover)


with its bite and two with its tentacles. It can replace the
bite to use its Mind Rend or its Mind Blast (if available).
STR DEX CON INT WIS CHA
Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one
27 (+8) 14 (+2) 26 (+8) 21 (+5) 24 (+7) 24 (+7) target. Hit: 26 (4d8 + 8) piercing damage plus 14 (4d6)
psychic damage.
Saving Throws Int +13, Wis +15, Cha +15
SkillsArcana +13, Perception +15, Stealth +10 Tentacle. Melee Weapon Attack: +16 to hit, reach 25 ft., one
Damage Resistances cold, fire, lightning, necrotic;
target. Hit: 22 (4d6 + 8) bludgeoning damage, and the
bludgeoning, piercing, and slashing from nonmagical target is grappled (escape DC 24). Until this grapple ends,
attacks the target is also restrained. The cosmic horror can have a
Damage Immunities psychic
maximum of four creatures grappled in this way at any
Condition Immunities charmed, exhaustion, frightened
time.
Senses truesight 120 ft., passive Perception 25

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

makes one tentacle attack.


Magic Weapons. The cosmic horror’s weapon attacks are Mind Assault (Costs 3 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.

The Codex of Forbidden Arcana 179


Cosmic Horrors Knowledge Checks DC 23: Some cosmic entities are considered to

Arcana Check be gods in their own right, with entire religious

orders secretly devoting themselves to these


DC 13: Cosmic Horrors are eldritch entities
eldritch beings, hoping to learn the secrets of
from the furthest reaches of the cosmos, known
the universe through madness.
to warp reality and minds with their presence.
DC 28: The most devoted cults believe that the
DC 18: Their very being disrupts the fabric of
arrival of a Cosmic Horror signals the end of all
reality and the weave of magic, and they can
things, a prophesied apocalypse that will
unleash psychic attacks that cripple the mind.
consume not just the material plane but all
They are resistant to many forms of damage and
existence across multiple realities.
immune to psychic assaults.

DC 23: Cosmic Horrors have an aura that can Insight Check


cause madness or confusion, warping reality
DC 15: Encountering a Cosmic Horror can
around them. They are resistant to nonmagical
cause intense psychological effects, such as fear,
damage and have an innate magic resistance.
confusion, or even madness.
DC 28: The most powerful Cosmic Horrors have
DC 20: Those who face a Cosmic Horror often
the ability to manipulate time, space, and the
suffer from nightmares and mental instability
minds of their enemies. They can teleport,
long after the encounter, as if the creature
dominate creatures, and cause devastating
leaves a permanent mark on the minds of those
mental assaults that can instantly kill.
who survive.

History Check DC 25: It is said that even brief exposure to the

cosmic energy that surrounds these creatures


DC 15: Legends speak of monstrous beings
can drive people to act erratically, as they are
from beyond the stars, known as Cosmic
overwhelmed by the incomprehensible nature of
Horrors. They have appeared only a handful of
the Horror’s form.
times in recorded history, leaving madness and
DC 30: Some victims of a Cosmic Horror’s
devastation in their wake.
influence become completely lost to madness,
DC 20: Cosmic Horrors are often associated
turning into eldritch servants or wandering
with forgotten gods or ancient, primordial
mindlessly, drawn toward areas of dark magic
forces. Their presence warps the laws of time
and chaos.
and space, creating zones where reality itself

bends to their will.

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.

180 The Codex of Forbidden Arcana


Cosmic Tendrils
Cosmic Tendril
Large plant, unaligned
Cosmic Tendrils are unsettling creatures that seem

to originate from the deepest reaches of the void.

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

luminescent flowers and tendrils, they give off a


STR DEX CON INT WIS CHA
faint glow that hints at their otherworldly origin.
17 (+3) 8 (-1) 14 (+2) 5 (-3) 12 (+1) 6 (-2)
Their presence is often the first sign that the void’s

Damage Resistances necrotic influence is spreading, acting as harbingers of

Damage Immunities poison greater, more dangerous threats.

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

surfaces. As they feed on the surrounding void


Alien Biology.The cosmic tendril can survive without air,
energy, they grow and multiply, spreading across
sunlight, food, or water. Additionally, the tendril is
the landscape like a creeping infestation. New
immune to poison and disease.
tendrils sprout from the ground or existing tendrils,

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

light in a 15-foot radius centered on it. powerful entities.

Regeneration. The cosmic tendril regenerates 5 hit points


at the start of its turn if it has at least 1 hit point. If the
cosmic tendril takes fire or radiant damage, this trait
doesn’t function at the start of the tendril’s next turn. Art by

Actions Dean Spender

Tendril. Melee Weapon Attack: +5 to hit, reach 20 ft., one


target. Hit: 12 (2d8 + 3) bludgeoning damage, and the
target is grappled (escape DC 13). Until this grapple
ends, the target is also restrained, and the cosmic tendril
can’t make a tendril attack against another target.
Bonus Actions

Void Rooting (Only While Anchored). The cosmic tendril


sinks its roots deeper into the ground to absorb its life
force, gaining a brief surge of strength. Until the start of
its next turn, the tendril gains a +2 bonus to AC and all
saving throws.
Reactions

When a creature within 20 feet of the


Reactive Tendrils.

cosmic tendril hits it with an attack, the cosmic tendril


can make one tendril attack against that creature.

The Codex of Forbidden Arcana 181


Dark Reapers

A Dark Reaper is a dark and menacing entity, a Dark Reaper Minions Table

sinister embodiment of retribution against those


d20 Minion Description and Tactics
who misuse magic. Shrouded in shadowy robes, its
1 A group of 2d4 + 2 shadows drifts silently near the
form exudes an aura of foreboding and dread. The
Dark Reaper, ready to drain the strength from its
hood of its robe is often drawn over its face, leaving enemies.
its features obscured in enigmatic darkness. Its 2 A specter bound to the Dark Reaper’s will emerges
skeletal hands wield a large and foreboding scythe, from the shadows to attack the party, distracting
adorned with arcane symbols and emanating a them for an ambush by the Reaper.
sinister energy – a fearsome weapon designed to 3 A group of 1d4 + 1 conjured invisible stalkers
cut not only flesh but also through the most robust
coordinates a simultaneous attack with the Dark
Reaper.
magical defenses.
4 A wraith broods near the Dark Reaper, weakening
Dark Reapers are figures of terror for spellcasters
foes before the Reaper’s final blow.
who have strayed from their ethical paths, targeting
5 1d6 + 2 animated zombies or skeletons swarm the
those who exploit magical powers for nefarious and
party, serving as fodder while the Reaper attacks.
selfish ends. The presence of a Dark Reaper is 6 A ghost with unfinished business is compelled to
often heralded by a chilling drop in temperature assist the Dark Reaper, using its horrifying visage
and the unsettling feeling of being observed, a dark and etherealness to its advantage.
omen preceding its arrival. In battle, this dark being 7 A ghast leading 1d4 + 1 ghouls roams with the
moves with a grace that belies its size, each swing Reaper, their stench and paralyzing claws
of its scythe a precise and deadly arc. The scythe’s
hindering the party’s ability to fight effectively.
blade cuts through magical protections with ease,
8 A vampire spawn lurks in the shadows, leeching
leaving even the most powerful creatures
strength from isolated party members to make
them easy prey for the Dark Reaper.
vulnerable. It is also capable of casting necromantic
9 A mummy, a former wizard killed and cursed by
spells as dark magic swirls around its hands,
the Dark Reaper, uses its dreadful glare to
coalescing into devastating attacks.
paralyze its foes.
The very existence of Dark Reapers serves as a 10 3d6 will-o’-wisps lures the party into traps or
reminder to those who practice the arcane arts that dangerous situations before the Reaper strikes.
their powers should be wielded responsibly. 11 2 faithful hell hounds, breathing fire and
brimstone, accompany the Reaper, overwhelming
the party with hit-and-run attacks.
Note on The Dark Reaper Minion Table 12 A nightmare carries the Reaper swiftly across the
Dark Reapers usually operate alone. As intelligent battlefield, trampling foes in its path.
beings, they are driven by a specific purpose: to 13 A revenant follows the Reaper as a vengeful spirit
hunt and execute those who misuse magical of a fallen mage seeking to drain magic from
living spellcasters.
powers, particularly targeting powerful mages who
14 A wraith hovers nearby, weakening the party
have strayed into dark and forbidden arts. Despite
before the Reaper attacks.
their tendency to be lone agents, Dark Reapers are 15 1d4 + 1 specters swarm around the Reaper, ready
capable of recognizing when hunting a powerful to drain the life force of their foes.
target requires additional assistance. In such cases, 16 Two doppelgangers disguised as allies sow discord
they often utilize their dark magic to summon or within the party, launching a surprise attack
bind other creatures to their service. Some examples alongside the Reaper when the party is vulnerable.
of minions and creatures that might serve a Dark 17 A coven of hags (composed of a green hag, a sea
Reaper are detailed in the following table. These hag, and a night hag) allied with the Reaper uses

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.

182 The Codex of Forbidden Arcana


Actions
Dark Reaper
Medium fiend, lawful evil Multiattack. The dark reaper makes two necrotic scythe
attacks. Alternatively, it makes one attack and casts one
Armor Class 18 (natural armor) spell with its Innate Spellcasting trait.
Hit Points 210 (20d8 + 120)
Speed 30 ft., fly 60 ft. (hover) Necrotic Scythe. Melee Weapon Attack: +11 to hit, reach 15
ft., one target. Hit: 19 (2d12 + 6) slashing damage plus 14
STR DEX CON INT WIS CHA (4d6) necrotic damage.
23 (+6) 14 (+2) 22 (+6) 18 (+4) 18 (+4) 22 (+6)
Eldritch Wave (Recharge 5-6).The dark reaper releases a
Saving Throws Dex +7, Con +11, Wis +9, Cha +11 concentrated blast of dark energy in a 60-foot line that is
Skills Arcana +14, Perception +14, Insight +9 10 feet wide. Each creature in that line must make a DC
Damage Resistances cold, fire, lightning; bludgeoning, 19 Dexterity saving throw, taking 45 (10d8) necrotic
piercing, and slashing from nonmagical attacks damage on a failed save, or half as much damage on a
Damage Immunities necrotic, poison successful one.
Condition Immunities charmed, exhaustion, frightened,
Bonus Actions
paralyzed, poisoned
Senses truesight 120 ft., passive Perception 24 Gaze of Oblivion (Recharge 4-6). The dark reaper fixes its
Languages Common, Infernal, telepathy 120 ft. gaze on one creature it can see within 30 feet of it. The
Challenge 16 (15,000 XP) Proficiency Bonus +5 target must succeed on a DC 19 Wisdom saving throw or
be frightened until the start of the dark reaper’s next turn.
A creature frightened in this way is also paralyzed.
Creatures within 30 feet of the dark reaper
Aura of Despair.

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

attack with its necrotic scythe. On a hit, the target takes


Shadow Form. The dark reaper can move through other an additional 7 (2d6) necrotic damage, and it must
creatures and objects as if they were difficult terrain. It succeed on a DC 19 Wisdom saving throw or be
takes 5 (1d10) force damage if it ends its turn inside an frightened until the end of its next turn.
object. Additionally, the dark reaper can take the Hide
action as a bonus action.

184 The Codex of Forbidden Arcana


Death Frogs
Death Frogkin
Death Frogs are semi-sentient amphibious Small humanoid (death frog), neutral evil

creatures that dwell in the shadowy depths of

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

necromantic rites, and druidic practices that focus

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

blessed by their deity to wield necromantic magic


Swamp Camouflage. The death frogkin has advantage on
Dexterity (Stealth) checks made to hide in swampy or
and commune with the forces of death. These
muddy terrain.
shamans often lead tribes of warriors and scouts,

coordinating their actions through croaks,


Actions

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

the Death Frogs and their necrotic magic. Their

weapons, usually crafted from bone or sharpened

swamp reeds, are imbued with necrotic energy,

causing the flesh they touch to rot away. In battle,

Death Frogs are relentless, drawing on the life

force of their enemies to sustain themselves and

using their powers over decay to weaken and

destroy anything that intrudes upon their swampy

homes.

Although not fully sentient in the way most

humanoids are, Death Frogs have a deep

connection to the necrotic forces that shape their

world, and their devotion to the Rotting One is

absolute. Their dark druidism grants them

control over the dead, allowing them to raise

decaying creatures as minions or command the

forces of rot to wither plants and flesh alike. This

primal connection to death makes them a terrifying

force within the bogs they inhabit, as they believe

every sacrifice and decaying corpse feeds the

endless cycle of life, death, and rebirth.

The Codex of Forbidden Arcana 185


Death Frog Warrior Death Frog Bonekeeper
Small humanoid (death frog), neutral evil Small humanoid (death frog), neutral evil

Armor Class 12 (natural armor) Armor Class 14 (natural armor, shield)


Hit Points 16 (3d6 + 6) Hit Points 38 (7d6 + 14)
Speed 30 ft., swim 30 ft. Speed 30 ft., swim 30 ft.

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)

SkillsPerception +3, Stealth +4 SkillsMedicine +4, Perception +4, Stealth +4


Senses darkvision 60 ft., passive Perception 13 Senses darkvision 60 ft., passive Perception 14
Languages understands Common but can’t speak Languages understands Common but can’t speak

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.

The death frog warrior has advantage on


Keen Smell. The death frog bonekeeper has advantage on
Keen Smell.

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).

sharp bone shards in a 15-foot cone. Each creature in the


Bonus Actions
area must succeed on a DC 12 Dexterity saving throw or
Quick Leap. The death frog warrior jumps up to half its take 10 (4d4) piercing damage.
speed without provoking opportunity attacks. If the Bonus Actions
warrior hits a creature with a bite attack during the same
turn, the target takes an extra 3 (1d6) piercing damage. Quick Leap. The death frog bonekeeper jumps up to half
its speed without provoking opportunity attacks. If the
Reactions
bonekeeper hits a creature with a bite attack during the
Retreat Leap. When a creature misses the death frog same turn, the target takes an extra 3 (1d6) piercing
warrior with an attack, the warrior jumps up to 10 feet in damage.
any direction without provoking opportunity attacks. Reactions

Retreat Leap. When a creature misses the death frog


bonekeeper with an attack, the bonekeeper jumps up to
10 feet in any direction without provoking opportunity
attacks.

186 The Codex of Forbidden Arcana


Death Frogs Knowledge Checks
Death Frog Broodmaster
Small humanoid (death frog), neutral evil Nature Check

DC 13: Death Frogs are amphibious creatures


Armor Class 15 (natural armor, shield)
that live in swamps and bogs and known for
Hit Points 58 (9d6 + 27)

Speed 30 ft., swim 30 ft. their necrotic powers and connection to decay.

DC 18: Death Frogs are led by shamans and

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

from decay and rot, and their society is centered


SkillsIntimidation +4, Perception +4, Stealth +5
on dark rituals and sacrifices.
Senses darkvision 60 ft., passive Perception 14
DC 23: Death Frogs’ powers are linked to their
Languages understands Common but can’t speak
worship of Zug’rath, the Rotting One, an ancient
Challenge 3 (700 XP) Proficiency Bonus +2

deity of decay. Their magic allows them to

control undead and wither both flesh and plants.


Amphibious. The death frog broodmaster can breathe air
and water. Religion Check

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

grants them necromantic powers in exchange


The death frog broodmaster has advantage
Keen Smell.
for sacrifices.
on Wisdom (Perception) checks that rely on smell.
DC 15: Death Frog tribes are structured around

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

Actions death frog shamans and Deathpriests can

control undead and draw life force from living


Multiattack. The broodmaster makes two attacks: one
creatures.
with its bite and one with its spear, or two with its dart.
DC 20: The highest-ranking member of any

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

of their dark god’s will. The rituals they perform


Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5
are said to draw direct power from Zug’rath,
ft. or range 20/60 ft., one target. Hit: 7 (1d8 + 3) piercing
and they often receive dark visions that guide
damage plus 4 (1d8) necrotic damage.
the tribe’s fate.

Poison Dart. Ranged Weapon Attack: +5 to hit, range


Arcana Check
30/120 ft., one target. Hit: 5 (1d4 + 3) piercing damage,
and the target must succeed on a DC 13 Constitution DC 10: Death Frogs have a natural affinity for
saving throw or take 7 (2d6) poison damage. necromantic magic, which they use to weaken

and drain their enemies’ life force.


Brood Call (1/Day). The broodmaster calls 2d4 + 2 death
frogkins. The creatures arrive in 1d4 rounds, acting as the
DC 15: The necrotic powers of Death Frogs are

broodmaster’s allies and obeying its spoken commands. linked to ancient blood rituals performed in

swampy environments. Their magic draws


Bonus Actions
directly from the cycles of life, death, and decay,
Quick Leap. The death frog broodmaster jumps up to half allowing them to manipulate these forces for
its speed without provoking opportunity attacks. If the
their own gain.
broodmaster hits a creature with a bite attack during the
DC 20: Some arcane scholars believe the Death
same turn, the target takes an extra 3 (1d6) piercing
Frogs’ powers are not purely necromantic but
damage.
have druidic roots as well, corrupted by their
Reactions
worship of Zug’rath. Their shamans blend

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.

The Codex of Forbidden Arcana 187


The Role of Shamans in Death Frog Tribes

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.

The death frog shaman can see into the


Spirit Vision.
Death Frog Shaman
Ethereal Plane out to a range of 60 feet.
Small humanoid (death frog), neutral evil

Swamp Camouflage. The death frog shaman has


Armor Class 13 (natural armor)
advantage on Dexterity (Stealth) checks made to hide in
Hit Points 90 (12d6 + 48)
swampy or muddy terrain.
Speed 30 ft., swim 30 ft.

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.

Necrotic Bolt (Recharge 5-6). The death frog shaman hurls


Amphibious. The death frog shaman can breathe air and
a bolt of necrotic energy at one creature it can see within
water.
60 feet. The target must make a DC 15 Constitution
The death frog shaman has advantage on
Keen Smell.
saving throw, taking 27 (6d8) necrotic damage on a failed
Wisdom (Perception) checks that rely on smell. save, or half as much on a successful one.
Bonus Actions
Necrotic Bond. When the death frog shaman deals necrotic
damage to a creature, it regains a number of hit points Quick Leap. The death frog shaman jumps up to half its
equal to half the necrotic damage dealt. speed without provoking opportunity attacks. If the
shaman hits a creature with a bite attack during the same
Spellcasting. The death frog shaman is a 7th-level turn, the target takes an extra 4 (1d8) piercing damage.
spellcaster. Its spellcasting ability is Wisdom (spell save Reactions
DC 15, +7 to hit with spell attacks). The shaman has the
following spells prepared: Necrotic Barrier.When the death frog shaman is targeted
by an attack made from a creature it can see, it shields
Cantrips (at will): chill touch, poison spray, thaumaturgy itself with necrotic energy, gaining 10 (1d12 + 4)
1st level (4 slots): cure wounds, entangle, inflict wounds temporary hit points until the start of its next turn.
2nd level (3 slots): hold person, lesser restoration, ray of
enfeeblement Retreat Leap. When a creature misses the death frog
3rd level (3 slots): animate dead, fear, vampiric touch shaman with an attack, the shaman jumps up to 10 feet in
4th level (1 slot): blight any direction without provoking opportunity attacks.

Variant Trait: Pack Tactics

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.

188 The Codex of Forbidden Arcana


3rd level (3 slots): animate dead, bestow curse, spirit
Death Frog Deathpriest
guardians
Small humanoid (death frog), neutral evil
4th level (3 slots): blight, death ward, giant insect
Armor Class 14 (natural armor) 5th level (1 slot): cloudkill, hold monster
Hit Points 127 (15d6 + 75)
The deathpriest can see into the Ethereal
Spirit Vision.
Speed 30 ft., swim 30 ft.
Plane out to a range of 60 feet.
STR DEX CON INT WIS CHA
Swamp Camouflage. The deathpriest has advantage on
16 (+3) 18 (+4) 20 (+5) 10 (+0) 20 (+5) 16 (+3) Dexterity (Stealth) checks made to hide in swampy or
muddy terrain.
Saving Throws Con +9, Wis +9, Cha +7
SkillsMedicine +9, Nature +4, Perception +9, Religion +4, Actions

Stealth +8 Multiattack. The deathpriest makes two attacks with its


Damage Resistances necrotic
death staff. It can replace one attack to cast a spell with its
Senses darkvision 60 ft., passive Perception 19
Spellcasting trait.
Languages Common

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.

The Role of the Deathpriest in the Tribe

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.

The Codex of Forbidden Arcana 189


Death Worms

Death Worms are massive, terrifying monstrosities

that burrow deep beneath the earth, often lurking

in desolate wastelands, barren deserts, or cursed

lands. These gargantuan creatures resemble

serpentine horrors, their segmented bodies

covered in thick, chitinous plates, and their

jagged maws lined with rows of razor-sharp

teeth capable of swallowing prey whole. Their

most distinctive feature is their venomous, stinger-

tipped tail, capable of delivering a lethal strike.

Death Worms are feared not only for their

immense physical strength but also for their

devastating breath attack, a necrotic cloud of death

that decays and withers everything it touches. They

ambush their prey by bursting from the ground, Art by

swallowing creatures whole or striking with their Rick Hershey

venomous tail before retreating back into the earth.

Legends speak of them as ancient predators, born

from the darkest recesses of the world or from

forbidden necromantic rituals. Their presence in

desolate regions is often seen as an apocalyptic

omen, with some cultures believing that their

appearance heralds the end of days.

Dexterity saving throw or be swallowed by the death


Death Worm
worm. A swallowed creature is blinded and restrained, has
Gargantuan monstrosity, unaligned
total cover against attacks and other effects outside the
Armor Class 18 (natural armor) death worm, and takes 21 (6d6) acid damage at the start
Hit Points 262 (15d20 + 105) of each of the death worm’s turns.
Speed 50 ft., burrow 30 ft. If the death worm takes 30 damage or more on a single
turn from a creature inside it, the death worm must
STR DEX CON INT WIS CHA
succeed on a DC 21 Constitution saving throw at the end
29 (+9) 7 (-2) 24 (+7) 1 (-5) 8 (-1) 4 (-3) of that turn or regurgitate the swallowed creature, which
falls prone in a space within 10 feet of the worm. If the
Saving Throws Str +14, Con +12, Wis +6 death worm dies, a swallowed creature is no longer
Damage Resistances poison restrained by it and can escape from the corpse using 15
Condition Immunities poisoned
feet of movement, exiting prone.
Senses blindsight 60 ft., tremorsense 60 ft., passive
Tail Stinger. Melee Weapon Attack: +14 to hit, reach 10 ft.,
Perception 9
one target. Hit: 19 (3d6 + 9) piercing damage, and the
Languages —
target must make a DC 19 Constitution saving throw,
Challenge 16 (15,000 XP) Proficiency Bonus +5
taking 42 (12d6) poison damage on a failed save, or half
as much damage on a successful one.
Tunneler. The death worm can burrow through solid rock
at half its burrow speed and leaves a 10-foot-diameter Death Breath (Recharge 5-6). The death worm exhales a
tunnel in its wake. noxious, necrotic cloud in a 60-foot cone. Each creature in
that area must make a DC 19 Constitution saving throw,
Actions
taking 55 (10d10) necrotic damage on a failed save, or
Multiattack. The death worm makes two attacks: one with half as much on a successful one. A creature that fails the
its bite and one with its stinger. saving throw by 5 or more also becomes diseased with
rotting blight for 1 minute. While diseased with rotting
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one blight, a creature cannot regain hit points. An affected
target. Hit: 22 (3d8 + 9) piercing damage. If the target is a creature can repeat the saving throw at the end of each of
Large or smaller creature, it must succeed on a DC 19 its turns, ending the effect on itself on a success.

190 The Codex of Forbidden Arcana


Disciples of the Nameless One the material world. These rites often involve

strange incantations, symbols of forgotten power,


The Disciples of the Nameless One are a shadowy
and the sacrifice of sanity or life. The most devout
cult that worships an ancient, eldritch entity beyond
members of the cult claim to receive visions and
mortal comprehension. This entity, known only as
whispers from the Nameless One, though what
the Nameless One, is a being of immense,
they see and hear drives many to the brink of
unfathomable power, whose true form and nature
madness.
are a mystery even to its most devoted followers.

The Disciples believe that this entity existed before

the dawn of time and will remain long after the

universe collapses into nothingness. They seek to

unravel its secrets, commune with its

incomprehensible essence, and hasten its return to

reshape reality.

Origins and Purpose

The Disciples trace their origins to ancient texts,

forgotten rituals, and whispered prophecies. They

believe that the Nameless One once walked the

realms of existence but was sealed away by the

gods or cosmic forces that feared its overwhelming

power. The Disciples exist to break these seals, to

call forth the Nameless One from the depths of the

void, and to reshape the world in its image. They

perceive the world as flawed, bound by weak

mortal laws and divine decrees. The Disciples

yearn for a reality unshackled from these

limitations, one where the Nameless One reigns

supreme and the boundaries between the real and

the unreal, the sane and the insane, blur beyond

recognition.

The cult is not composed of mindless zealots; its


Structure and Leadership
members are scholars, mystics, and powerful
The Disciples of the Nameless One operate within
individuals who have come to the conclusion that
a loosely structured hierarchy where influence is
the truth of the universe lies in the unknowable. To
determined by one’s connection to the Nameless
them, madness is enlightenment, and death is
One and mastery of forbidden knowledge. While
merely the beginning of true understanding. They
decentralized cells operate independently, all
operate in secret, weaving their influence into
cultists are united under the singular purpose of
political, religious, and arcane circles, subtly
bringing about the Nameless One’s return. Below is
working toward the moment when the Nameless
the detailed hierarchy of the cult, from its lowest
One will rise again.
thralls to its supreme leader.

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.

The Codex of Forbidden Arcana 191


Enforcers are often tasked with securing sacrifices,
On the Nameless One
defending cult cells from intruders, or eliminating
The entity worshiped by the Disciples of the
those who oppose the cult’s influence. They are
Nameless One bears no known name, for its true
fiercely loyal and physically formidable, serving as
designation lies beyond the limits of mortal
the backbone of the cult’s operations. comprehension. According to the teachings of the
The Void Whisperers are those who have begun to cult, the names of cosmic horrors are not simply
truly tap into the eldritch power of the Nameless difficult to pronounce; they are fundamentally
One. Gifted with the ability to sow madness, they unknowable to the human mind, as these beings
serve as intermediaries between the higher and exist in dimensions so alien to our own that even
lower ranks, acting as messengers and conduits for their language, form, and thoughts defy the basic
the Nameless One’s will. Their eerie whispers carry structures of reality.
a hint of eldritch influence, unsettling even their In the case of the Nameless One, the entity’s true
fellow cultists. name is said to be a series of sounds, concepts, and
Next are the Void Heralds, trusted lieutenants of emotions that transcend mortal understanding. Any
the cult who guide smaller cells in the performance
attempt to speak or comprehend it would shatter
of dark rituals and recruitment of new members.
the sanity of the individual, leaving them either dead
They have greater access to forbidden knowledge
or permanently broken. This mirrors Lovecraft’s
and eldritch powers, often leading efforts to recover
portrayal of cosmic horrors like Cthulhu, whose
relics or perform ceremonies to summon aberrant
name, though transcribed by cultists, is but a pale
approximation of the true sound that could never be
creatures. Void Heralds serve as commanders in
spoken by human tongues.
the cult’s more organized operations, coordinating
For this reason, the cult refers to their deity simply
both combat and arcane efforts.
as “the Nameless One”. To them, the absence of a
The Nameless Disciples are the elite followers of
name is symbolic of the incomprehensible nature of
the Nameless One, having forsaken their names
their object of worhsip, a reflection of its existence
and identities to devote their minds and bodies
beyond time, space, and even the gods themselves.
entirely to its service. They possess potent magical
The name of the cult thus emphasizes the entity’s
abilities and are trusted with the most dangerous
status as something both revered and feared – an
and vital missions. Each Nameless Disciple is
unknowable force that lies outside the bounds of
capable of warping reality through their connection mortal or divine understanding.
to the eldritch entity. They serve as lieutenants to

the cult’s prophets and as living embodiments of

the Nameless One’s growing influence.

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

192 The Codex of Forbidden Arcana


left changed, their minds fractured but more the rise of mortal conflict and chaos, and the

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

Nameless One will not only mark the end of the


Influence and Allies
world but also the beginning of a new, twisted
The Disciples of the Nameless One are not a large
reality where they, as its faithful, will be granted
or well-known cult, but their influence stretches far
power beyond mortal comprehension. Others,
beyond their numbers. They have infiltrated key
particularly those driven mad by their exposure to
positions in governments, religious orders, and
the eldritch forces of the Nameless One, see the
magical academies, working from the shadows to
end itself as the ultimate goal, believing that
further their agenda. Their ultimate goal is the
existence is inherently flawed and that the
resurrection of the Nameless One, but in the
Nameless One’s return will cleanse the universe of
meantime, they are content to destabilize societies,
its imperfections.
corrupt institutions, and sow fear and doubt

wherever they can. They believe that weakening the


Forbidden Knowledge

current world order is essential to paving the way The Disciples of the Nameless One are relentless

for their god’s return. seekers of forbidden knowledge, particularly that

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

Ultimately, the Disciples view all other factions as maddening symbology.

tools to be used in service of the Nameless One’s Among the most prized of these artifacts are the

resurrection. Codices of the Void, ancient books said to have

been penned by those who communed with the


The Prophecy of the Nameless One
Nameless One in ages past. These codices are
Central to the beliefs of the Disciples of the
scattered across the world, hidden in vaults,
Nameless One is an ancient prophecy that speaks
temples, and the lairs of powerful beings. The
of their deity’s return to the mortal world. This
Disciples believe that when all of the Codices will
prophecy, written in cryptic verses scattered across
be brought together, they will unlock the final
countless forbidden texts and whispered by mad
pieces of the prophecy, revealing the exact means
seers, foretells the inevitable awakening of the
of summoning the Nameless One into the material
Nameless One from its prison beyond reality. The
plane.
Disciples believe that the Nameless One was once
The pursuit of this knowledge is a perilous
a powerful being, banished by the gods for
endeavor. Many Disciples have gone mad or
attempting to unmake creation itself. Locked away
perished while seeking the truths hidden within
in the void between worlds, the Nameless One lies
these ancient texts. Others have been hunted down
in wait, gathering strength as its followers work to
by rival factions or guardians who seek to protect
tear down the barriers that bind it.
the world from the terrible secrets the Disciples
The prophecy speaks of specific omens and events
wish to uncover. Yet, for the Disciples of the
that will herald the Nameless One’s return. These
Nameless One, these risks are worth the potential
include the alignment of certain celestial bodies,
reward.

The Codex of Forbidden Arcana 193


Cult Acolyte Cult Enforcer
Medium humanoid (any race), chaotic evil Medium humanoid (any race), chaotic evil

Armor Class 11 (natural armor) Armor Class 13 (leather armor)


Hit Points 9 (2d8) Hit Points 26 (4d8 + 8)
Speed 30 ft. Speed 30 ft.

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

Challenge 1 (200 XP) Proficiency Bonus +2

Dark Devotion. The cult acolyte has advantage on saving


throws against being charmed or frightened. Dark Devotion. The cult enforcer has advantage on saving
throws against being charmed or frightened.
Spellcasting. The cult acolyte is a 1st-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 12, +4 to hit Fanatic Zeal.When the cult enforcer is reduced to 0 hit
with spell attacks). The acolyte has the following spells points but not killed outright, it can make a Constitution
prepared: saving throw with a DC of 10 + the damage taken, unless
the damage is from a critical hit. On a success, the
Cantrips (at will): eldritch flame, eldritch surge, void step enforcer drops to 1 hit point instead.
1st level (2 slots): bane, eldritch brand, eldritch ward
Spellcasting. The cult enforcer is a 1st-level spellcaster. Its
Actions
spellcasting ability is Wisdom (spell save DC 12, +4 to hit
Dagger. Melee Weapon Attack: +3 to hit, range 60 ft., one with spell attacks). The acolyte has the following spells
target. Hit: 3 (1d4 + 1) piercing damage. prepared:

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.

Eldritch Whispers (1/Day). The cult enforcer channels a


fragment of the Nameless One’s influence, whispering
maddening phrases. Each creature within 15 feet of the
enforcer that can hear it must succeed on a DC 11
Wisdom saving throw or take 7 (2d6) psychic damage
and have disadvantage on the next attack roll it makes
before the end of its next turn.

194 The Codex of Forbidden Arcana


Void Whisperer
Medium humanoid (any race), chaotic evil

Armor Class 12 (natural armor)


Hit Points 38 (7d8 + 7)
Void Herald
Speed 30 ft.
Medium humanoid (any race), chaotic evil

STR DEX CON INT WIS CHA


Armor Class 15 (studded leather)
10 (+0) 14 (+2) 12 (+1) 12 (+1) 14 (+2) 16 (+3)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
SkillsArcana +3, Deception +5, Insight +4, Persuasion
+5, Religion +4
STR DEX CON INT WIS CHA
Senses darkvision 60 ft., passive Perception 12
12 (+1) 16 (+3) 14 (+2) 14 (+2) 16 (+3) 18 (+4)
Languages Common, Deep Speech

Challenge 2 (450 XP) Proficiency Bonus +2


Saving Throws Wis +5, Cha +6
SkillsArcana +4, Deception +6, Insight +5, Intimidation
Dark Devotion. The void whisperer has advantage on +6, Religion +4
saving throws against being charmed or frightened. Damage Resistances psychic

Senses darkvision 60 ft., passive Perception 13


Spellcasting. The void whisperer is a 4th-level spellcaster. Languages Common, Deep Speech
Its spellcasting ability is Charisma (spell save DC 13, +5 Challenge 4 (1,100 XP) Proficiency Bonus +2
to hit with spell attacks). The whisperer has the following
spells prepared:
Dark Devotion. The void herald has advantage on saving
Cantrips (at will): eldritch flame, eldritch surge, lesser void throws against being charmed or frightened.
pulse, void step

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.

The Codex of Forbidden Arcana 195


Nameless Disciple Eldritch Prophet
Medium humanoid (any race), chaotic evil Medium humanoid (any race), chaotic evil

Armor Class 15 (studded leather) Armor Class 16 (studded leather)


Hit Points 97 (13d8 + 39) Hit Points 144 (17d8 + 68)
Speed 30 ft. Speed 30 ft.

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).

196 The Codex of Forbidden Arcana


Voidscythe. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Voice of the Nameless One
Medium humanoid (any race), chaotic evil
one target. Hit: 10 (1d12 + 4) slashing damage plus 14
(4d6) psychic damage.
Armor Class 17 (natural armor)
Eldritch Storm (Recharge 5-6).The Voice conjures a
Hit Points 187 (25d8 + 75)
swirling storm of void energy in a 30-foot radius centered
Speed 30 ft.
on a point it can see within 120 feet. Each creature in that
area must make a DC 20 Wisdom saving throw, taking 45
STR DEX CON INT WIS CHA
(10d8) psychic damage on a failed save, or half as much
16 (+4) 18 (+4) 20 (+5) 20 (+5) 22 (+6) 24 (+7)
on a successful one.
Saving Throws Int +10, Wis +11, Cha +12 Devour Sanity (Recharge 6). The Voice targets one creature
SkillsArcana +10, Deception +12, Insight +11, within 60 feet that it can see. The target must make a DC
Intimidation +12, Perception +11, Religion +10 20 Intelligence saving throw. On a failed save, the target
Damage Resistances necrotic
takes 27 (6d8) psychic damage and becomes
Damage Immunities psychic
incapacitated for the next minute. A creature
Condition Immunities charmed, frightened
incapacitated in this way can repeat the saving throw at
Senses truesight 120 ft., passive Perception 21
the end of each of its turns, ending the effect on itself on
Languages Common, Deep Speech, telepathy 60 ft.
a success.
Challenge 14 (11,500 XP) Proficiency Bonus +5

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.

Legendary Resistance (3/Day).If the Voice fails a saving


throw, it can choose to succeed instead.

Magic Resistance.The Voice has advantage on saving


throws against spells and other magical effects.

Magic Weapons. The Voice’s weapon attacks are magical.

Spellcasting.The Voice of the Nameless One is a 16th-


level spellcaster. Its spellcasting ability is Charisma (spell
save DC 20, +12 to hit with spell attacks). The Voice has
the following spells prepared:

Cantrips (at will): eldritch flame, eldritch surge, lesser void


pulse, void step

1st level (4 slots): bane, eldritch brand, eldritch ward


2nd level (3 slots): enthrall, hold person, void grasp
3rd level (3 slots): counterspell, fear, void sphere
4th level (3 slots): blight, confusion, void pulse
5th level (2 slots): dominate person, hold monster
6th level (1 slot): oblivion, voidwalk
7th level (1 slot): annihilation, mind flay
8th level (1 slot): black hole, void cascade
Actions

Multiattack.The Voice makes two attacks with its


voidscythe or casts one spell with a casting time of one
action and makes one attack with its voidscythe.

The Codex of Forbidden Arcana 197


Disciples of the Nameless One DC 18: Leaders like Void Whisperers and

Knowledge Checks Nameless Disciples often infiltrate communities

or positions of power, hiding their true


Arcana Check
intentions behind a guise of civility.

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.

DC 15: The cult believes the Nameless One was

sealed away by divine powers. Their rituals

involve summoning void energy, spreading

madness, and corrupting minds to prepare for

its release. Cultists wield dangerous magic that

manipulates thoughts and inflicts psychic harm.

DC 20: The Nameless One is an ancient,

incomprehensible being of eldritch origin. Its

influence warps reality, granting followers

forbidden knowledge at the cost of their sanity.

Leaders like the Voice of the Nameless One

serve as conduits for its power.

Religion Check

DC 10: Whispers of the Nameless One’s cult

speak of a group that rejects the divine order of

gods, viewing their creation as flawed and weak.

DC 15: Cultists operate in secretive cells, using

rituals of madness and sacrifice to break the

seals binding their master. Their goal is the

apocalyptic transformation of reality.

DC 20: The cult is structured hierarchically,

from acolytes to the Voice of the Nameless One,

who is said to commune directly with the

eldritch being. Their rites involve void-infused

magic and the spread of corruption.

History Check

DC 10: Legends and texts mention a nameless

being predating the gods. Scholars speculate

this is the Nameless One, venerated by the cult.

DC 15: The Nameless One appears in various

myths as a primordial force or alien entity. Cults

devoted to it have existed throughout history,

each leaving a trail of madness and destruction.

DC 20: Artifacts and ruins tied to the Nameless

One bear alien, jagged symbols. These sites

radiate unease, and prolonged exposure causes

paranoia, nightmares, and hallucinations.

Insight Check

DC 13: Cult members exhibit fanatical devotion,

often muttering in unknown tongues or

speaking cryptically. They seem unnervingly

certain of their purpose.

198 The Codex of Forbidden Arcana


Dreadfangs
Dreadfang
Medium monstrosity, neutral evil
Dreadfangs are terrifying, predatory beasts that

roam dark wildernesses, abandoned ruins, and

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

energy. Their faces are dominated by gaping maws


STR DEX CON INT WIS CHA
filled with razor-sharp teeth, and their glowing
14 (+2) 14 (+2) 12 (+1) 4 (-3) 10 (+0) 6 (-2)
orange eyes shine with malevolent intelligence.

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

apart with their fearsome claws and fangs. Despite

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

to isolate and bring down even well-armed foes.


Pack Tactics. The dreadfang has advantage on an attack
These creatures are drawn to areas suffused with
roll against a creature if at least one of the dreadfang’s
dark magic or death, where they can feed on the
allies is within 5 feet of the creature and the ally isn’t
incapacitated. lingering negative energy. Tales of encounters with

Dreadfangs are whispered around campfires,

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

Multiattack. The dreadfang makes two attacks: one with


its bite and one with its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one


target. Hit: 5 (1d6 + 2) piercing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one


target. Hit: 4 (1d4 + 2) slashing damage.

The Codex of Forbidden Arcana 199


Dreadfang Knowledge Checks
Dreadfang Pack Leader
Medium monstrosity, neutral evil
Arcana Check

DC 10: Dreadfangs are often found near areas


Armor Class 13 (natural armor)
with strong connections to dark magic,
Hit Points 39 (6d8 + 12)
suggesting a link between their presence and
Speed 30 ft.
the corruption of the land.

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

connection to dark forces. They have a natural


SkillsStealth +4, Perception +3 affinity for causing fear and chaos among their
Senses darkvision 60 ft., passive Perception 13
prey.
Languages understands Abyssal but can’t speak
DC 20: Dreadfangs understand Abyssal, hinting
Challenge 2 (450 XP) Proficiency Bonus +2
at a possible infernal or abyssal origin. Their

pack leaders can instill fear with a terrifying


Alpha Instinct. The dreadfang pack leader has advantage
roar, which may be magically amplified to affect
on attack rolls against creatures that are frightened.
even the bravest of hearts.

The dreadfang pack leader has advantage on


Keen Smell.
Nature Check
Wisdom (Perception) checks that rely on smell.
DC 10: Dreadfangs are fearsome, predatory
Pack Tactics.The dreadfang pack leader has advantage on creatures that resemble twisted beasts of the
an attack roll against a creature if at least one of the
night. They hunt in packs and are known for
dreadfang pack leader’s allies is within 5 feet of the
their aggressive nature.
creature and the ally isn’t incapacitated.
DC 15: Dreadfangs possess sharp claws and

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.

Actions DC 20: Dreadfangs are drawn to places tainted

by dark magic or death, where they can feed on


Multiattack. The dreadfang pack leader makes three
negative energy. They are also capable of
attacks: one with its bite and two with its claws. It can
replace one attack to use its Frightful Roar. coordinating attacks, showing a level of cunning

and intelligence uncommon in most beasts.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 7 (1d8 + 3) piercing damage. History Check

DC 13: Stories of dreadfangs are told by those


Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
who have survived encounters with these
target. Hit: 6 (1d6 + 3) slashing damage.
creatures, often warning travelers to stay away

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

their fearsome presence to terrorize enemies.

200 The Codex of Forbidden Arcana


Eldritch Chimeras

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

defy natural order, blending animal, humanoid, and presence.

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

maddening truths. enemies, regenerate wounds at an alarming rate,

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.

The Codex of Forbidden Arcana 201


Eldritch Chimeras’ Mutations d20 Mutation Description and Effect

Eldritch Chimeras are twisted amalgamations of


5 Lurking The chimera’s connection to darkness
Shadows is enhanced, gaining resistance to all
various creatures, shaped by the dark forces of
damage while in dim light or
necromancy and eldritch magic. Each time a
darkness.
chimera is summoned or warped by these powers,
6 Malignant The chimera radiates dark energy in a
its form adapts unpredictably. To capture this
Aura 10-foot radius. Each creature of its
chaotic nature, a mutation table is provided below choice that starts its turn in this area
for Game Masters to randomly determine unique must succeed on a DC 15
traits that modify the chimera’s abilities and Constitution saving throw or be
behavior. Roll on this table to add variability to cursed until the start of its next turn.
each encounter with one of these creatures. While cursed in this way, a creature
can’t regain hit points.
7 Flesh-Eater The chimera can devour a corpse
Designer’s Note on Eldritch Mutations within 5 feet of it as a bonus action to
The Eldritch Mutation Table provided below is used regain 22 (4d10) hit points. A
to determine mutations for eldritch chimeras when creature must have been dead for less
they are created. As time passes, these mutations than 24 hours for this trait to work.
may change as the dark magic affecting an eldritch 8 Warped The chimera grows additional limbs,
chimera twists, or even increase in number, further Limbs granting an extra claw attack as part
of its Multiattack action and
empowering the abilities of these creatures.
advantage on all Strength checks.
Alternatively, it can also be adapted to other
9 Cursed The chimera’s bite becomes
aberrations or monstrosities influenced by dark Venom venomous, dealing an additional 24
magic, providing a flexible tool for enhancing (7d6) poison damage on a hit. A
encounters with unique traits. creature can make a DC 15
Constitution saving throw to take half
Eldritch Mutations Table
damage from the poison.
10 Heightened The chimera gains blindsight out to a
d20 Mutation Description and Effect Senses range of 60 feet and can’t be
1 Vengeful When the chimera is reduced to 0 hit surprised while conscious.
Curse points, it unleashes a final curse on its 11 Rotting The chimera’s flesh is riddled with
killer. The target must succeed on a DC Flesh blight, emitting a stench that poisons
15 Constitution saving throw or be nearby enemies. Each creature that
cursed for 24 hours. While cursed in starts its turn within 5 feet of it must
this way, a creature has disadvantage succeed on a DC 13 Constitution
on attack rolls and saving throws. saving throw or be poisoned until the
2 Curse of The chimera’s melee attacks cause its start of its next turn. A creature that
Withering target to age rapidly. Any creature hit succeeds on this save for three times
must succeed on a DC 13 Constitution becomes immune to the chimera’s
saving throw or have its Strength and Rotting Flesh for the next 24 hours.
Dexterity scores reduced by 2 for the 12 Empowered The chimera’s Mind Warping Breath
next hour. A target dies if its Strength Breath is enchanced, imposing disadvantage
or Dexterity scores are reduced by 0 in on saving throws made to resist its
this way. effects.
3 Shadowed The chimera’s claws become imbued 13 Unholy The chimera gains resistance to
Claws with shadow magic, allowing it to deal Resilience necrotic and radiant damage.
an extra 7 (2d6) necrotic damage on a 14 Cursed The chimera’s sight pierces through
hit. Sight illusions, granting it truesight out to a
4 Cursed The chimera can release a terrifying range of 60 feet.
Howl howl as an action. A creature within 15 Warped The chimera’s body becomes highly
120 feet that can hear it must succeed Physiology adaptable, granting it resistance to
on a DC 15 Wisdom saving throw or bludgeoning, piercing, and slashing
be frightened for 1 minute. A damage from nonmagical attacks not
frightened creature can repeat the made with silvered weapons.
saving throw at the end of each of its
turns, ending the effect on itself on a
success.

202 The Codex of Forbidden Arcana


d20 Mutation Description and Effect Lair Actions
16 Necrotic Tentacles sprout from the chimera’s On initiative count 20 (losing initiative ties), the
Tentacles body, granting it advantage on
eldritch chimera takes a lair action to cause one of
Strength checks and increasing the
the following effects. The chimera can’t use the
reach of the chimera’s claws attacks
same effect two rounds in a row:
by 10 feet.
17 Abyssal The chimera’s Teleport recharges at
Cursed Fog: A dense, cursed fog rolls out in a
Movement the start of its turn, instead of
30-foot radius centered on a point the chimera
rolling.
can see within the lair. The sphere spreads
18 Shadow The chimera gains 10 hit points at
Regeneration the start of each of its turns if it has around corners, and its area is heavily obscured.

at least 1 hit point and isn’t in Each creature within the area must succeed on

sunlight. a DC 15 Wisdom saving throw or be cursed

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.

W arping Reality: The chimera distorts the

space within its lair, creating an illusionary


Eldritch Chimera’s Lair maze. Each creature of the chimera’s choice

within the lair must succeed on a DC 15


An eldritch chimera’s lair is a warped and twisted
Intelligence saving throw or be confused (as per
reflection of its monstrous essence, embodying the

chaos and corruption that permeate its being.


the confusion spell) until the next initiave count
20.
Hidden deep within treacherous mountains,

twisted forests, or abandoned ruins, this lair is a


Regional Effects
place of curses and forbidden magic. Strange,
The presence of an eldritch chimera warps the
pulsating lights flicker in the darkness, illuminating
region, infusing it with its chaotic magic. The
caverns where geometry defies logic and walls
following effects extend within a few miles of the
bleed with unknown substances.
lair:
Passages leading into the lair are filled with traps

that seem to shift and adapt, confusing intruders


1. Distorted Wildlife: Wildlife near the chimera’s
and funneling them into the chimera’s domain. The
lair mutates and becomes aggressive, growing
air is thick with the scent of decay and the buzzing
extra limbs, twisted features, or abnormal
of unnatural insects. Twisted plants and fungi grow
behaviors. If you wish, you can roll on the
on the lair’s walls, glowing faintly and exuding
Eldritch Mutations Table to represent these
poisonous spores that can overwhelm the senses.
unnatural alterations in a creature.
Within its chambers, the chimera hoards treasures
2. Unnatural Darkness: Even during the day, the
from its conquests: broken artifacts, ancient scrolls,
area around the lair is cloaked in perpetual
and grim relics of ages past. Some chambers serve
twilight, shrouding everything in dim light.
as breeding grounds for lesser monstrosities or as
3. W arped Landscapes: The natural terrain within
pits where sacrificial offerings lie in wait. Pools of
a mile of the lair becomes treacherous and
eldritch ichor bubble ominously, warping any
bizarre, with twisted trees, jagged rocks, and
creature that touches them. The lair is imbued with
random elevation changes. Moving through it
an aura of dread, causing the minds of trespassers
requires a successful DC 15 Wisdom (Survival)
to falter as whispers echo from unseen corners,
check.
unraveling reason. Intruders may find themselves

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

forever in the chimera’s twisted world. the region.

The Codex of Forbidden Arcana 203


Eldritch Chimera
Eldritch Chimeras Knowledge Checks
Large monstrosity, chaotic evil
Arcana Check

Armor Class 17 (natural armor) DC 10: Eldritch chimeras are twisted


Hit Points 230 (20d10 + 120) amalgamations created by eldritch magic and
Speed 40 ft., fly 60 ft.
chaotic experimentation, combining multiple

creatures into a single nightmarish entity.


STR DEX CON INT WIS CHA

25 (+7) 14 (+2) 22 (+6) 12 (+1) 16 (+3) 15 (+2) DC 15: They possess a variety of mutations that

enhance their abilities, including a breath

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.

DC 25: Certain eldritch chimeras are even more

powerful, possessing more mutations.


The eldritch chimera has two
Eldritch Mutations.

mutations from the Eldritch Mutations table. Nature Check

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,

humanoid, and aberrant traits, while their eyes


Magic Resistance.The eldritch chimera has advantage on
and mouths seem to appear in unusual places.
saving throws against spells and other magical effects.
DC 15: Their regenerative abilities and reality-
Actions
warping powers reflect their chaotic origins, and

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.

target. Hit: 16 (2d8 + 7) slashing damage.


Religion Check

Mind Warping Breath (Recharge 5-6). The eldritch chimera


DC 10: Eldritch chimeras are often linked to
exhales a wave of chaotic psychic energy in a 60-foot
cults or dark rituals, created by twisted
cone. Each creature in that area must make a DC 20
Wisdom saving throw, taking 44 (8d10) psychic damage individuals seeking to harness their chaotic

on a failed save, or half as much on a successful one. A power.

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

Bonus Actions beings to do their bidding.

DC 20: Their fractured intelligence pursues a


The eldritch chimera teleports up
Teleport (Recharge 5-6).
chaotic purpose, often seeking to expand their
to 60 feet to an unoccupied space it can see.
influence through creating more aberrant
Reactions
creatures in their wake.

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.

204 The Codex of Forbidden Arcana


Ancient Eldritch Chimera Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one
Huge monstrosity, chaotic evil
target. Hit: 18 (3d6 + 8) bludgeoning damage.

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).

from nonmagical attacks to 60 feet to an unoccupied space it can see.


Damage Immunities psychic
Reactions
Condition Immunities charmed, frightened

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

channels eldritch energy, gaining 22 (4d10) temporary hit


Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one points.
target. Hit: 24 (3d10 + 8) piercing damage plus 14 (4d6) Mind Blast (Costs 3 Actions). The chimera releases a mental

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.

Designer’s Note on Eldritch Mutations

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.

The Codex of Forbidden Arcana 205


Eldritch Leeches
Eldritch Leech
Tiny aberration, neutral
Eldritch Leeches are bizarre, nightmarish

creatures with serpentine bodies covered in slimy,

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

corruption of primal forces, these parasitic beings


STR DEX CON INT WIS CHA
thrive in environments where the veil between the
6 (-2) 14 (+2) 12 (+1) 5 (-3) 10 (+0) 6 (-2)
planes of existence is thin – ancient ruins, forgotten
SkillsStealth +4 tombs, and deep underworld caverns. Eldritch

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

otherworldly instinct to feed and survive, and their

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.

Despite their small size, the ability of Eldritch


Shadow Camouflage. While in dim light or darkness, the
Leeches to drain life from other creature makes
eldritch leech can take the Hide action as a bonus action.
them dangerous beings, feared by those who know

Unusual Nature. The eldritch leech does not need to eat, of their deadly nature. Their presence is often an

drink, breathe, or sleep. indicator of dark magic at work, as they are

commonly used by necromancers and other


Actions
practitioners of forbidden arts as guardians or tools
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
to weaken or torture their foes. Their predatory
target. Hit: 4 (1d4 + 2) piercing damage plus 3 (1d6)
nature, combined with their alien appearance and
necrotic damage. If the target is a creature, it must
succeed on a DC 12 Constitution saving throw or its hit affinity for magic, has earned them a fearsome

point maximum is reduced by an amount equal to the reputation across the planes.

necrotic damage taken. This reduction lasts until the


target finishes a long rest. The target dies if this effect
reduces its hit point maximum to 0. If the target’s hit
point maximum is reduced, the eldritch leech gains a
number of temporary hit points equal to the necrotic
damage dealt. Undead and constructs are immune to
this effect.
Bonus Actions

During the current turn, the eldritch


Slither (Recharge 4-6).

leech doesn’t provoke opportunity attacks when it moves


out of an enemy’s reach.
Reactions

Slip Away. When the eldritch leech is targeted by an


attack, spell, or any other effect, it moves up to half its
speed without provoking opportunity attacks.

206 The Codex of Forbidden Arcana


Eldritchlings
Eldritchling
Eldritchlings are tiny, mysterious aberrations that Tiny aberration, chaotic neutral

form in the far corners of otherworldly 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

the chaotic energies of such regions. Skills Stealth +3


Despite their unsettling presence, eldritchlings are Damage Resistances psychic
sometimes sought after by mortals who delve into Condition Immunities charmed, frightened
eldritch magics. They make excellent familiars for Senses darkvision 60 ft., passive Perception 10

Languages understands Deep Speech but can’t speak;


those who wish to explore the mysteries of the
telepathy 30 ft.
multiverse, offering their masters glimpses of
Challenge 1/8 (25 XP) Proficiency Bonus +2
eldritch truths and alien vistas.

Eldritchlings communicate through telepathy,

sharing cryptic thoughts and visions that can drive


The eldritchling’s innate
Innate Spellcasting (Psionics).

spellcasting ability is Charisma (spell save DC 11). It can


the unprepared to madness. They delight in
innately cast the following spells, requiring no material
weaving confusion and spreading dread, making
components:
them both a boon and a curse to those who dare to

bind them as servants. At will: mage hand, minor illusion


1/day: blindness/deafness, silent image

Magic Resistance.The eldritchling has advantage on


saving throws against spells and magical effects.

Unusual Nature. The eldritchling does not need to eat,


drink, breathe, or sleep.
Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one


target. Hit: 1 piercing damage.

Dark Whispers. The eldritchling sends telepathic whispers


to a creature it can see within 30 feet of it. The target
must succeed on a DC 11 Wisdom saving throw or take 2
(1d4) psychic damage and become frightened until the
start of the eldritchling’s next turn.

The Codex of Forbidden Arcana 207


Grimhorn Reapers
Despite their terrifying presence, Grimhorn
Grimhorn Reapers are terrifying monstrosities that
Reapers are rarely seen in populated areas. They
stalk desolate lands, ancient battlefields, and grim
are drawn to places where death lingers, thriving
places where death and decay hold sway. These
on its residual energies to sustain themselves.
hulking creatures appear as towering figures
Whether these creatures are driven by pure instinct
draped in dark, tattered fur that seems to ripple and
or a malevolent will is unknown. Some believe the
flow like shadows, concealing much of their forms.
Grimhorn Reapers serve a higher, darker power,
Their most prominent features are their massive,
perhaps acting as agents of death itself, ensuring
bleached white horns, curved and jagged like
that life is snuffed out where it should not linger.
sickles of death, and their hollow, skull-like faces,
Others speculate that they feed on the very essence
giving them an appearance akin to death itself.
of those who perish in fear, growing stronger with
Grimhorn Reapers are often mistaken for undead
each victim claimed.
due to their macabre appearance and their
The origins of the Grimhorn Reapers remain a
connection to death and decay, but they are, in fact,
mystery to scholars and sages, though it is
living beings infused with dark energies. These
whispered that they are the remnants of some
creatures are natural predators of the living,
ancient curse or the twisted creations of dark gods
feeding on fear and death. Wherever they tread,
who revel in the destruction and fear they spread.
shadows cling to their forms, and an overwhelming
Regardless of their origin, one truth remains:
aura of dread accompanies them, paralyzing those
encountering a Grimhorn Reaper is a harrowing
unfortunate enough to cross their path.
experience, and few live to tell the tale.

208 The Codex of Forbidden Arcana


attack on the same turn, the target takes an extra 13 (3d8)
Grimhorn Reaper
Large monstrosity, neutral evil
bludgeoning damage.

Reaper’s Stalk. The grimhorn reaper has advantage on


Armor Class 15 (natural armor)
attack rolls against frightened creatures.
Hit Points 114 (12d10 + 48)

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.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one


Aura of Dread. Creatures within 30 feet of the grimhorn
target. Hit: 12 (2d6 + 5) slashing damage.
reaper have disadvantage on saving throws against being
frightened. Additionally, a creature that starts its turn Deathly Howl (Recharge 5-6). The grimhorn reaper releases
within this area or enters it for the first time on a turn a terrifying, supernatural howl. Each creature within 60
must succeed on a DC 13 Wisdom saving throw or feet of the grimhorn reaper that can hear it must make a
become frightened for 1 minute. A frightened creature can DC 14 Constitution saving throw, taking 28 (8d6) necrotic
repeat the saving throw at the end of each of its turns, damage on a failed save, or half as much damage on a
ending the effect on itself on a success. If a creature’s successful one. A creature that fails the saving throw by 5
saving throw is successful or the effect ends for it, the or more is also paralyzed until the end of its next turn.
creature is immune to the grimhorn reaper’s Aura of
Dread for the next 24 hours. Reactions

When a creature within 5 feet of the


Grim Reprisal.
Charge. If the grimhorn reaper moves at least 20 feet grimhorn reaper hits it with an attack, the reaper makes
straight toward a target and then hits it with a horn slam
one horn slam attack against that creature.

Grimhorn Reapers Knowledge Checks DC 23: These monstrosities thrive on fear, and

Arcana Check their presence is often accompanied by an aura

that paralyzes creatures with dread. They are


DC 15: Grimhorn Reapers have strong
known to stalk their prey in shadows, striking
connections to necrotic energies, with their
fear into their victims before the kill.
presence radiating deathly power. They are

often mistaken for undead due to their


Religion Check
appearance and the aura of dread they exude.
DC 10: Some cultures believe Grimhorn
DC 20: Grimhorn Reapers are rumored to have
Reapers are agents of death, sent by dark forces
been created or cursed by dark gods or ancient
to harvest the souls of the living. Their twisted
necromancers. Some legends claim they feed on
forms and eerie howls have cemented their
the very essence of dying creatures, growing
reputation as harbingers of doom.
stronger with each soul claimed.
DC 15: Grimhorn Reapers are often seen as

Nature Check manifestations of curses or as guardians of

ancient battlefields where thousands have


DC 13: Grimhorn Reapers are large, menacing
perished. Some whisper that they serve dark
creatures associated with death and decay, often
deities who revel in fear and death.
found in desolate lands and cursed places.
DC 20: In ancient religious texts, Grimhorn
DC 18: Despite their undead-like appearance,
Reapers are said to be the corrupted remnants
Grimhorn Reapers are living creatures infused
of former priests or warriors who defied death,
with dark energies.
cursed to eternally reap the living.

The Codex of Forbidden Arcana 209


Great Old Ones Using Great Old Ones in your Campaign

Great Old Ones are beings of immense and


The Great Old Ones are ancient, unfathomable
incomprehensible power, existing far beyond the
beings whose very existence defies mortal
understanding of mortals. These incredibly ancient
comprehension. Originating from realms beyond
entities cannot be truly defeated – if “killed”, they
time, space, and even the multiverse itself, they are
rejuvenate or are reborn, their essence untouched by
entities of unimaginable power and alien intellect.
mortal efforts. These entities operate on a cosmic
Their forms are vast and unknowable, often
scale, their motives inscrutable and their influence
described in fragments by maddened prophets and
capable of reshaping reality itself.
scholars who have gazed upon them or their
In a campaign, Great Old Ones are best used as
manifestations. To behold a Great Old One is to looming, indirect threats rather than foes to be
risk losing your own sanity, as the human or mortal fought directly. Facing one in its true form is an
minds alike cannot fully process their true nature. exercise in futility, as the very presence of these
Unlike deities, Great Old Ones have no need for otherworldly beings can unravel sanity and twist the
worship, yet they are often revered by cults of the fabric of existence. Instead, players may encounter
mad and desperate, drawn to their promises of their influence through cults, corrupted lands, or
forbidden power, arcane knowledge, and the nightmares that hint at their immense power.
dissolution of mortal limitations. These beings have The goal of a campaign featuring a Great Old One
no concern for morality or the well-being of their might not be to destroy it, but to thwart its arrival or
followers; they act according to incomprehensible minimize its influence. These entities are not mere
motives that may span eons or universes.
enemies – they are forces of nature, ancient and
The Great Old Ones rarely interact with the mortal
eternal, whose presence adds depth and cosmic
world directly. Instead, they operate through
stakes to any storyline. Great Old Ones demand
dreams, whispers, and emissaries—mortals or
reverence, fear, and creative storytelling to fully
creatures who have been irrevocably altered to
realize their potential as eldritch horrors.
serve as their agents. These agents, such as

Leviathan Heralds or cult leaders, spread the Old

Ones’ influence and pave the way for their eventual

return or awakening.

Each Great Old One embodies a particular aspect

of the cosmos, often a terrifying reflection of

humanity’s deepest fears: the endless void, the

consuming sea, the inevitable decay, or the

madness lurking within the mind. Their mere

presence warps reality, and their influence can

manifest as unnatural weather patterns, mutations,

or entire regions falling into chaos. Their power is

immense but alien, governed by laws beyond

mortal understanding and thus impossible to resist

through conventional means.

Legends speak of Great Old Ones slumbering in

distant stars, trapped in forgotten dimensions, or

resting beneath the ocean’s crushing depths,

waiting for the day when the barriers keeping them

at bay weaken. When that day comes, they will

rise, not as saviors or conquerors, but as forces of

cosmic upheaval that will forever reshape reality.

For those who seek to wield their power, the price

is steep: corruption, madness, and often, a

complete loss of identity. But for some, the promise

of the forbidden is worth the cost, and the Great

Old Ones are always willing to offer their “gifts” –


for a price no mortal can truly fathom.

210 The Codex of Forbidden Arcana


difficult terrain for other creatures, and creatures that
Great Old One
Gargantuan aberration, chaotic evil
begin their turn within the area must make a DC 25
Intelligence saving throw or suffer a random long-term
Armor Class 22 (natural armor) madness effect.
Hit Points 546 (28d20 + 252) Actions
Speed 50 ft., fly 100 ft. (hover)
Multiattack. The Great Old One makes four attacks: two
with its bite and two with its tentacles.
STR DEX CON INT WIS CHA

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

212 The Codex of Forbidden Arcana


Leviathan Heralds

Leviathan Heralds are twisted servants of ancient,

incomprehensible beings that slumbers in the

deepest trenches of the ocean. These eldritch

horrors, known only as Leviathans, exist beyond

mortal understanding, their vast forms and alien

minds radiating a presence that bends reality itself.

The Heralds are mortals or sea-dwelling creatures

that have been irrevocably altered by the

Leviathan’s influence, transformed into monstrous

entities that act as its will made manifest.

Leviathan Heralds are terrifying to behold, their

forms a mix of humanoid and piscine features

warped by eldritch magic. Their scaled bodies

glisten with an otherworldly sheen, and their

elongated jaws bristle with jagged teeth. Glowing

eyes radiate a piercing, unnatural light, and a faint

aura of dread clings to them like a miasma. Their

voices resonate with a deep, echoing tone that

seems to emanate from the depths themselves,

causing unease even among the most stalwart

adventurers.

Heralds serve as agents of their powerful masters,

spreading the Leviathan’s influence and preparing

the world for its rise. They seek to corrupt the

minds of those they encounter, sowing madness

and fear through whispers of the Leviathan’s


Madness and Corruption
forbidden knowledge. These whispers infect the
Leviathan Heralds are agents of insanity and
dreams of mortals, luring them toward obsession
despair, spreading their patron’s eldritch influence
and despair. In combat, a Leviathan Herald wields
wherever they tread. Their mere presence erodes the
devastating control over water, bending it to their
sanity of those around them, twisting thoughts and
will to create crushing tidal waves, suffocating
emotions until allies become adversaries and hope
whirlpools, and swarms of aquatic monstrosities
gives way to dread. These Heralds are masters of
that obey their commands. Each strike and spell
psychological warfare, infecting the minds of their
carries the immeasurable weight of their eldritch
foes with whispers of the Leviathan’s forbidden
patron’s fury, eroding both the body and the will of
knowledge. Those who spend too much time near a
their enemies.
Herald may experience vivid nightmares, paranoia,
These creatures are rarely alone. They often lead or even hallucinations of the deep.
fanatical cults devoted to the Leviathan, using their This corruption extends beyond individuals, possibly
forbidden magic to manipulate followers, summon even warping entire communities. Villages near a
aberrations from the depths, and enact rituals that Herald’s lair or under its influence might succumb
bring their master closer to the material plane. to strange behavior, such as mass hysteria, sudden
Within these cults, the Heralds are both prophets violence, or cult-like worship of the Leviathan. The
and executioners, commanding fear and reverence Herald’s ability to weaken its enemies before
in equal measure. On land or sea, they serve as combat makes it a unique challenge for adventurers,
harbingers of the Leviathan’s coming, nightmares as they may find themselves mentally broken long
that walk among mortals, spreading the ancient before facing the creature in battle.
and unspeakable terror of their eldritch patrons.
For this reason, campaigns featuring Leviathan
Their presence heralds not just destruction, but the
Heralds should emphasize not just physical danger
unraveling of sanity itself, as the Leviathan’s dark
but also the creeping dread of losing one’s grip on
will begins to seep into the world.
reality.

The Codex of Forbidden Arcana 213


Leviathan Herald
Leviathan Heralds Knowledge Checks
Large aberration, chaotic evil

Arcana Check

Armor Class 16 (natural armor)


DC 10: Leviathan Heralds are servants of
Hit Points 157 (15d10 + 75)
ancient, eldritch beings known as Leviathans,
Speed 40 ft., swim 60 ft.
transformed by their masters’ dark influence.

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

might with powerful magic. Their mere


Saving Throws Con +9, Wis +6, Cha +8 presence inspires fear and madness.
Skills Athletics +9, Insight +6, Perception +6
DC 20: They possess a frightening aura and the
Damage Resistances cold, psychic
ability to overwhelm minds with visions of their
Condition Immunities charmed, frightened
Leviathan masters, often stunning their
Senses darkvision 120 ft., passive Perception 16
enemies. Their natural resilience includes
Languages Aquan, Deep Speech, telepathy 120 ft.

Challenge 12 (8,400 XP) Proficiency Bonus +4 resistance to cold and psychic damage.

DC 25: Leviathan Heralds are highly resistant to

magic and immune to fear and charm effects.


Amphibious. The leviathan herald can breathe air and
water. They are thought to channel the Leviathan’s

power through rituals and acts of destruction,

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

frightened until the start of its next turn. A creature that


DC 13: Heralds are often former mortals or sea
succeeds on this save is immune to the herald’s Aura of
creatures twisted by the Leviathan’s influence,
Dread for the next 24 hours.
their transformation marking them as agents of

Magic Resistance.The leviathan herald has advantage on its will.

saving throws against spells and other magical effects. DC 18: They are frequently found leading cults

that worship Leviathans, performing rituals to


Actions
summon their master or spread its influence.
Multiattack. The leviathan herald makes two attacks: one
DC 23: Ancient myths describe Heralds as
with its claws and one with its bite.
harbingers of doom, their arrival signaling

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

after their emergence.


Claws. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 16 (2d10 + 5) slashing damage. Religion Check

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,

as it counters the Leviathan’s dark influence.


Tidal Surge (Recharge 5-6). The leviathan herald calls forth DC 25: Sacred texts describe the Leviathans as
a massive surge of water in a 30-foot cone. Each creature ancient beings from beyond the material plane,
in that area must make a DC 16 Strength saving throw,
and Heralds are their earthly extensions.
taking 28 (8d6) bludgeoning damage on a failed save, or
Destroying a Herald weakens their connection
half as much damage on a successful one. A creature
that fails the save is also pushed up to 15 feet away from to the mortal world, though only temporarily.

the leviathan herald and knocked prone.

214 The Codex of Forbidden Arcana


Liches Liches Knowledge Checks

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

Lich’s Lair lich is to locate and destroy its phylactery.

Without this, it will reform within a few days,


A lich’s lair is often a fortress or hidden sanctum
even after its body is completely destroyed.
teeming with traps, undead minions, and magical

wards. These lairs are designed to protect their


History Check
phylactery at all costs, as the destruction of this
DC 13: Liches were once powerful mortal
artifact is the only way to permanently destroy a
spellcasters who turned to necromancy to
lich. Within its lair, a lich is at its most dangerous,
escape death, abandoning their mortal bonds.
using the environment, its minions, and its lair
DC 18: Many liches were once archmages or
actions to devastating effect.
high priests who sacrificed their humanity for

Lair Actions immortality, often by performing unspeakable

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

two rounds in a row: of forbidden knowledge, hoarding arcane

secrets and relics, and often serve as the leaders


The lich rolls a d8 and regains a spell slot of
of undead armies or shadowy cults.
that level or lower. If it has no spent spell slots
DC 28: Some ancient texts describe phylacteries
of that level or lower, nothing happens.
as highly unique objects imbued with dark
The lich targets one creature it can see within
magic, carefully hidden and protected to ensure
30 feet of it. A crackling cord of negative energy
the lich’s continued existence.
tethers the lich to the target. Whenever the lich

takes damage, the target must make a DC 18 Religion Check

Constitution saving throw. On a failed save, the DC 8: Liches are considered abominations by

lich takes half the damage (rounded down), and


most religious orders, created through the dark
the target takes the remaining damage. This magic of undeath and unholy rituals.
tether lasts until initiative count 20 on the next
DC 13: Some gods of death and decay may

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

(15d6) necrotic damage on a failed save, or half


priests can weaken or suppress a lich’s
as much damage on a success. The apparitions connection to its phylactery, temporarily
then disappear.
preventing its rejuvenation.

The Codex of Forbidden Arcana 215


3rd level (3 slots): counterspell, dispel magic, fireball
Lich
Medium undead, any evil alignment
4th level (3 slots): blight, confusion, dimension door
5th level (3 slots): cloudkill, scrying, wall of force
Armor Class 17 (natural armor) 6th level (2 slots): circle of death, disintegrate, globe of
invulnerability
Hit Points 209 (22d8 + 110)
Speed 30 ft. 7th level (2 slots): finger of death, forcecage, plane shift
8th level (1 slot): dominate monster, maze, power word stun
STR DEX CON INT WIS CHA
9th level (1 slot): power word kill, time stop
11 (+0) 16 (+3) 20 (+5) 22 (+6) 14 (+2) 16 (+3)
Turn Resistance.The lich has advantage on saving throws
against any effect that turns undead.
Saving Throws Con +12, Int +13, Wis +9
SkillsArcana +13, History +13, Insight +9, Perception +9 Actions
Damage Resistances cold, lightning, necrotic
Paralyzing Touch. Melee Spell Attack: +13 to hit, reach 5 ft.,
Damage Immunities poison; bludgeoning, piercing, and
one creature. Hit: 10 (3d6) cold damage. The target must
slashing from nonmagical attacks
succeed on a DC 20 Constitution saving throw or be
Condition Immunities charmed, exhausted, frightened,
paralyzed for 1 minute. The target can repeat the saving
paralyzed, poisoned throw at the end of each of its turns, ending the effect on
Senses truesight 120 ft., passive Perception 19
itself on a success.
Languages Common plus up to five other languages

Challenge 23 (50,000 XP) Proficiency Bonus +7 Legendary Actions

The lich can take 3 legendary actions, choosing from the


Legendary Resistance (3/Day).If the lich fails a saving options below. Only one legendary action can be used at a
throw, it can choose to succeed instead. time, and only at the end of another creature’s turn. The
lich regains spent legendary actions at the start of its turn.
Magic Resistance. The lich has advantage on saving throws
against spells and other magical effects. Cantrip. The lich casts a cantrip.
Paralyzing Touch (Costs 2 Actions). The lich uses its
Rejuvenation. If it has a phylactery, a destroyed lich gains a Paralyzing Touch.
new body in 1d10 days, regaining all its hit points and Frightening Gaze (Costs 2 Actions). The lich fixes its gaze on
becoming active again. The new body appears within 5 one creature it can see within 10 feet of it. The target must
feet of the phylactery. succeed on a DC 20 Wisdom saving throw against this
magic or become frightened for 1 minute. The frightened
Spellcasting. The lich is a 20th-level spellcaster. Its target can repeat the saving throw at the end of each of its
spellcasting ability is Intelligence (spell save DC 21, +13 turns, with disadvantage if the lich is within line of sight,
to hit with spell attacks). The lich has the following wizard ending the effect on itself on a success.
spells prepared: Disrupt Life (Costs 3 Actions). Each non-undead creature

within 20 feet of the lich must make a DC 20 Constitution


Cantrips (at will): mage hand, prestidigitation, ray of frost
saving throw against this magic, taking 21 (6d6) necrotic
1st level (4 slots): detect magic, magic missile, shield, damage on a failed save, or half as much damage on a
thunderwave
successful one.
2nd level (3 slots): hold person, mirror image, misty step

Designer’s Note on the Lich Variant

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.

The Codex of Forbidden Arcana 217


Necrospiders
Necrospider
Necrospiders are nightmarish abominations that Medium undead, neutral evil

lurk in the darkest corners of the world, often found

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

Senses blindsight 10 ft., darkvision 60 ft., passive


flesh and bone alike. Above this terrible maw,
Perception 11
multiple glowing eyes, ranging in number from one
Languages —
to twelve, stare unblinkingly, their light casting an
Challenge 1 (200 XP) Proficiency Bonus +2
eerie glow in the darkness.

Necrospiders feed on the life force of their victims,


Necrotic Aura. Any creature that starts its turn within 5
draining their essence until only withered husks
feet of the necrospider takes 2 (1d4) necrotic damage.
remain. Their very presence is suffused with a
Nonmagical plants in the area that aren’t creatures
deathly chill, causing plants to wither and decay
wither and die instantly.
around them. These creatures are known for their

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

remnants of powerful necromancers who delved


Web Walker. The necrospider ignores movement
restrictions caused by webbing.
too deep into forbidden magic, cursed to walk the

world as monsters. Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6)
necrotic damage. The target must succeed on a DC 12
Constitution saving throw or become poisoned for 1
minute. While poisoned in this way, a creature takes 3
(1d6) necrotic damage at the start of each of its turns. A
poisoned creature can repeat the saving throw at the end
of each of its turns, ending the effect on itself on a
success.

Necrotic Web (Recharge 5-6). Ranged Weapon Attack: +5 to


hit, range 30/60 ft., one creature. Hit: The target is
restrained by necrotic webs. While restrained by the web,
the target takes 3 (1d6) necrotic damage at the start of
each of its turns. As an action, the restrained target can
make a DC 13 Strength check, bursting the web on a
success. The web can also be attacked and destroyed. It
has an AC of 12, 10 hit points, and immunity to
bludgeoning, poison, and psychic damage.

218 The Codex of Forbidden Arcana


Necrospiders Knowledge Checks
Giant Necrospider
Large undead, neutral evil Arcana Check

DC 10: Necrospiders are undead creatures often


Armor Class 14 (natural armor)
found in dark, forsaken places. They are known
Hit Points 68 (8d10 + 24)

Speed 30 ft., climb 30 ft. to have an affinity for death and decay.

DC 15: These creatures feed on the life force of

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

aura that causes decay in living beings nearby.


Skills Stealth +8
DC 20: Necrospiders can spin webs infused with
Damage Resistances poison
necrotic energy, which they use to trap and
Damage Immunities necrotic
weaken their prey. Their venomous bite not only
Condition Immunities poisoned

Senses blindsight 10 ft., darkvision 60 ft., passive poisons but also drains vitality over time.

Perception 14 DC 25: Legends suggest that necrospiders were

Languages — created by dark rituals, possibly the work of


Challenge 4 (1,100 XP) Proficiency Bonus +2 necromancers seeking to create perfect

servants. Some even speculate that these

Necrotic Aura. Any creature that starts its turn within 10 creatures may be necromancers themselves.

feet of the giant necrospider takes 3 (1d6) necrotic


Nature Check
damage. Nonmagical plants in the area that aren’t
creatures wither and die instantly. DC 13: Necrospiders have the general

appearance of oversized spiders but with sickly,


Spider Climb. The giant necrospider can climb difficult
necrotic flesh and a foul, decaying stench. They
surfaces, including upside down on ceilings, without
needing to make an ability check. are often found in places associated with death,

such as graveyards and battlefields.


Web Sense. While in contact with a web, the giant DC 18: These creatures possess the ability to
necrospider knows the exact location of any other climb walls and ceilings effortlessly, moving
creature in contact with the same web.
silently as they stalk their prey. Their presence

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

traps but also as a means of sensing their


Actions
surroundings. They are highly sensitive to
Multiattack. The giant necrospider makes two attacks vibrations, making it nearly impossible to
with its bite, or one attack with its bite and one with its surprise them in their lairs.
necrotic web.
DC 28: Some necrospiders can grow to

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.

Constitution saving throw or become poisoned for 1


minute. While poisoned in this way, a creature takes 4 Religion Check

(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.

The Codex of Forbidden Arcana 219


Rift Crawlers and Rift Stalkers
Rift Crawler
Rift Crawlers are small but terrifying creatures that Small aberration, chaotic evil

skitter forth from the unstable tears in reality

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

grotesque, spider-like entities with multiple limbs, Skills Stealth +3


each ending in a razor-sharp claw. Their skin is a Damage Immunities psychic
sickly, mottled purple, and their bodies are covered Condition Immunities charmed, frightened
in protrusions and tendrils. A single, large, Senses darkvision 60 ft., passive Perception 10

Languages understands Deep Speech but can’t speak


unblinking eye dominates their head, and their
Challenge 1/4 (50 XP) Proficiency Bonus +2
gaping maw is filled with rows of jagged, yellowed

teeth.

Rift Crawlers are born from the chaotic magic that


Magic Resistance.The rift crawler has advantage on
seeps through the cracks of reality. When powerful
saving throws against spells and magical effects.
spells disrupt the natural order or when portals
Magic Sense. The rift crawler can detect magic within 30
between planes are opened, the chaotic energy feet of it as per the detect magic spell.
sometimes coalesces into these vile creatures. They

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.

Piercing Limbs. Melee Weapon Attack: +3 to hit, reach 5 ft.,


one target. Hit: 4 (1d6 + 1) piercing damage.

Chaotic Disruption. The rift crawler emits a pulse of


chaotic energy in a 10-foot radius centered on itself. Each
creature in that area must succeed on a DC 11 Wisdom
saving throw or take 3 (1d6) psychic damage.
Rift Stalker Swarm of Rift Crawlers
Medium aberration, chaotic evil Large swarm of Small aberrations, chaotic evil

Armor Class 13 (natural armor) Armor Class 13 (natural armor)


Hit Points 45 (7d8 + 14) Hit Points 76 (9d10 + 27)
Speed 30 ft., climb 30 ft. Speed 30 ft., climb 30 ft.

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)

SkillsStealth +5, Perception +3 Skills Stealth +6


Damage Immunities psychic Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened Damage Immunities psychic
Senses darkvision 60 ft., passive Perception 13 Condition Immunities charmed, frightened, paralyzed,

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

Languages understands Deep Speech but can’t speak

Challenge 5 (1,800 XP) Proficiency Bonus +3


Magic Resistance.The rift stalker has advantage on saving
throws against spells and magical effects.
The swarm of rift crawlers has
Magic Resistance.
Magic Sense. The rift stalker can detect magic within 60 advantage on saving throws against spells and magical
feet of it as per the detect magic spell. effects.
Unusual Nature. The rift stalker does not need to eat, Magic Sense. The swarm of rift crawlers can detect magic
drink, breathe, or sleep. within 30 feet of it as per the detect magic spell.
Actions
Swarm. The swarm can occupy another creature’s space
Multiattack. The rift crawler stalker makes three attacks: and vice versa, and the swarm can move through any
one with its bite and two with its limbs. opening large enough for a Small aberration. The swarm
can’t regain hit points or gain temporary hit points.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage. Unusual Nature. The swarm of rift crawlers does not need
to eat, drink, breathe, or sleep.
Piercing Limbs. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) piercing damage. Actions

Multiattack. The swarm of rift crawlers makes two


Chaotic Disruption. The rift stalker emits a pulse of attacks: one with its bites and one with its limbs.
chaotic energy in a 15-foot radius centered on itself. Each
creature in that area must succeed on a DC 13 Wisdom Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one
saving throw or take 10 (3d6) psychic damage. target in the swarm’s space. Hit: 14 (4d6) piercing
damage, or 7 (2d6) piercing damage if the swarm has
half of its maximum hit points or fewer.

Tearing Limbs. Melee Weapon Attack: +6 to hit, reach 0 ft.,


one target in the swarm’s space. Hit: 18 (4d8) slashing
damage, or 9 (2d8) slashing damage if the swarm has
half of its maximum hit points or fewer.

Chaotic Disruption. The swarm of rift crawlers emits a


pulse of chaotic energy in a 10-foot radius centered on
itself. Each creature in that area must succeed on a DC
13 Wisdom saving throw or take 21 (6d6) psychic
damage.

The Codex of Forbidden Arcana 221


Rift Crawlers Knowledge Checks
Rift Stalker Alpha
Large aberration, chaotic evil
Arcana Check

DC 10: Rift Crawlers are small, spider-like


Armor Class 14 (natural armor)
aberrations that originate from areas where
Hit Points 97 (13d8 + 39)
reality is unstable, such as near magical rifts or
Speed 40 ft., climb 40 ft.
where powerful spells have been cast.

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

where planar boundaries are weak. They have a


SkillsStealth +7, Perception +5 natural resistance to magic.
Damage Immunities psychic
DC 20: Rift Crawlers can detect magic within a
Condition Immunities charmed, frightened
certain range and emit pulses of chaotic energy,
Senses darkvision 60 ft., passive Perception 15
which can disorient or harm those nearby. More
Languages understands Deep Speech but can’t speak;

telepathy 60 ft. powerful variants, known as Rift Stalkers, are

Challenge 6 (2,300 XP) Proficiency Bonus +3 also known to exist.

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

in sharp claws. They are often found in areas of


Magic Resistance.The rift stalker alpha has advantage on chaos and disorder, especially near magical
saving throws against spells and other magical effects. anomalies.

DC 18: Rift Crawlers are immune to psychic


Magic Sense. The rift stalker alpha can detect magic
within 60 feet of it as per the detect magic spell. damage and effects that would normally charm

or frighten other beings.


Unusual Nature. The rift stalker alpha does not need to DC 23: Rift Crawlers do not need to eat, drink,
eat, drink, breathe, or sleep. breathe, or sleep due to their unusual nature,

making them relentless in their pursuit of


Chaotic Aura. Any creature of the rift stalker alpha’s
choice that starts its turn within 10 feet of it must chaotic energies.

succeed on a DC 15 Wisdom saving throw or have


Religion Check
disadvantage on the next attack roll made during the
current turn. DC 10: Rift Crawlers are sometimes associated

with dark rituals and entities that dwell in the


Actions
spaces between planes. Their emergence is
Multiattack. The rift stalker alpha makes three attacks:
seen as a bad omen by those who understand
one with its bite and two with its limbs.
their nature.

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,

necrotic damage. using them in rituals to disrupt planar

boundaries or to summon more powerful beings


Rending Limbs. Melee Weapon Attack: +7 to hit, reach 10
from beyond.
ft., one target. Hit: 13 (2d8 + 4) slashing damage.
DC 20: There are legends of Rift Stalker Alphas

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.

222 The Codex of Forbidden Arcana


Sanguine Arachnids
Sanguine Broodling
Sanguine Arachnids are nightmarish predators that Small monstrosity, neutral evil

dwell in dark, damp caverns, forgotten crypts, and

blood-soaked battlefields. Their large, crimson Armor Class 12 (natural armor)


exoskeletons appear to shimmer with fresh blood, Hit Points 13 (3d6 + 3)
and their spindly legs allow them to move with
Speed 30 ft., climb 30 ft.
eerie silence, stalking their prey unseen. Their
STR DEX CON INT WIS CHA
serrated fangs, designed to pierce deeply into flesh,
8 (-1) 14 (+2) 12 (+1) 3 (-4) 10 (+0) 4 (-3)
inject a potent anticoagulant that causes wounds to

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

are drawn to areas where blood has been shed.

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

by blood mages or necromancers, perhaps as living


Web Walker. The sanguine broodling ignores movement
embodiments of their malevolent spells. Others restrictions caused by webbing.
suggest they are creatures of another plane of
Actions
existence, twisted and reshaped by dark forces that

thrive on blood and death. Whatever the truth, their


Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creation is clearly tied to magic that perverts the
creature. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4)
necrotic damage, and the sanguine broodling attaches to
natural order, giving them their terrifying powers
the target. While attached, the broodling doesn’t attack.
over life.
Instead, at the start of each of the broodling’s turns, the
target loses 6 (2d4 + 2) hit points due to blood loss.
The sanguine broodling can detach itself by spending 5
feet of its movement. It does so after it drains 15 hit
points of blood from the target or the target dies. A
creature within 5 feet of the target can use its action to
make a DC 12 Strength check, detaching the broodling
on a success.

Art by

Dean Spencer

The Codex of Forbidden Arcana 223


Sanguine Arachnid Sanguine Broodmother
Large monstrosity, neutral evil Large monstrosity, neutral evil

Armor Class 14 (natural armor) Armor Class 15 (natural armor)


Hit Points 42 (5d10 + 15) Hit Points 95 (10d10 + 40)
Speed 30 ft., climb 30 ft. Speed 30 ft., climb 30 ft.

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)

SkillsStealth +7, Perception +3 SkillsStealth +10, Perception +4


Senses darkvision 60 ft., passive Perception 13 Senses darkvision 60 ft., passive Perception 14
Languages — Languages —

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.

restrictions caused by webbing. movement restrictions caused by webbing.


Actions Actions

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.

Spawn Broodlings (1/Day). The sanguine broodmother


spawns 1d4 + 2 sanguine broodlings within 10 feet of her.
The broodlings act immediately after the broodmother’s
turn in the initiative order and act as allies of the
sanguine broodmother.

224 The Codex of Forbidden Arcana


Sanguine Arachnids Knowledge Checks DC 20: Creatures caught in their webs are not

Nature Check just physically trapped but slowly drained of life

through necrotic energy. Cutting the webs or


DC 15: Sanguine Arachnids are large, predatory
burning them is often the most effective way to
spiders with crimson exoskeletons, known for
free an ensnared victim.
their deadly bites and bloodthirsty nature. They

often lurk in areas soaked with blood, such as

battlefields or crypts. Sanguine Arachnids Encounter Ideas

DC 20: They inject an anticoagulant into their d8 Encounter Idea

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

believed to be the result of dark rituals or


nest.
4 Webbed Cave Escape: The party must traverse a
necromantic experiments, creatures that blur
cave system infested with sanguine arachnids. The
the line between the natural and the arcane.
spiders lurk in the shadows, attacking when the
DC 15: The necrotic energy found in their webs
party is least prepared, using webs to block their
suggests a strong link to necromancy or blood escape routes.
magic, making them highly dangerous for 5 Infestation in the Castle: A noble’s castle has been

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

the area, waiting to drain fresh blood.


Survival Check
7 Captured in a Web: The party awakens to find

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.

The Codex of Forbidden Arcana 225


Shadow Hounds
Shadow Hound
Shadow Hounds are terrifying predators that Medium fiend, neutral evil

originate from the Plane of Shadows, a realm of

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

darkest of nights. SkillsStealth +6, Perception +3


Shadow Hounds are notorious for their stealth and Damage Resistances bludgeoning, piercing, and slashing
cunning. They can blend with the darkness, making from nonmagical attacks
them nearly invisible in low-light conditions, while Damage Immunities necrotic

Condition Immunities charmed, frightened


their howls are said to cause nightmares, echoing
Senses darkvision 60 ft., passive Perception 13
in the minds of those who hear them.
Languages understands the languages of its creator but
These creatures are often employed by dark
can’t speak
spellcasters and necromancers as guardians,
Challenge 3 (700 XP) Proficiency Bonus +2

hunters, or assassins, valued for their ability to

track and ambush prey with silent precision.


The shadow hound has
Keen Hearing and Smell.
Shadow Hounds are driven by a primal hunger,
advantage on Wisdom (Perception) checks that rely on
which leads them to attack living creatures on
hearing or smell.
sight. They possess the ability to ambush their

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.

While in sunlight, the shadow hound


Sunlight Sensitivity.

has disadvantage on attack rolls, as well as on Wisdom


(Perception) checks that rely on sight.
Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one


target. Hit: 8 (1d8 + 4) piercing damage plus 10 (3d6)
necrotic damage.

Howl of Dread (Recharge 5-6). The shadow hound emits a


chilling howl. Each creature within 30 feet of the hound
that can hear it must succeed on a DC 12 Wisdom saving
throw or become frightened for 1 minute. A frightened
creature can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success.

Fade into Shadows. The shadow hound magically turns


invisible until it attacks or until its concentration ends
(as if concentrating on a spell). Any equipment the
hound wears or carries is invisible with it.
Reactions

Retreat into Darkness.When the shadow hound takes


damage, it moves up to half its speed without provoking
opportunity attacks, provided it starts and ends its
movement into dim light or darkness.

226 The Codex of Forbidden Arcana


Shadowmaws
Shadowmaw
Small monstrosity, neutral evil
Shadowmaws are nightmarish predators that roam

forgotten places where light rarely touches: ancient

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

dark energy, hunting anything that ventures too


STR DEX CON INT WIS CHA
close to their lairs. Their sleek, blackened forms
14 (+2) 16 (+3) 14 (+2) 6 (-2) 12 (+1) 8 (-1)
seem to ripple and shift, blending with the darkness

SkillsStealth +5, Perception +3 in an unnerving display of unnatural stealth. Their

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

are calculating hunters that stalk their prey with

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

form packs. In groups, their predatory coordination


Predatory Coordination. When the shadowmaw is within
allow them to overwhelm even the bravest of
10 feet of one of its allies, its movement does not
provoke opportunity attacks. Additionally, the adventurers, striking from multiple directions and

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

magic but have since fallen into decay. These areas


While in dim light or darkness, the
Shadow Stealth.
act as both their hunting and breeding grounds, as
shadowmaw can take the Hide action as a bonus action.
they thrive in the presence of darkness. They are

While in sunlight, the shadowmaw


Sunlight Sensitivity. said to feed off the fear of their preys, leaving

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

Multiattack. The shadowmaw makes two attacks: one


with its bite and one with its rend.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 5 (1d4 + 3) piercing damage.

Rend. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 6 (1d6 + 3) slashing damage. If the target is
grappled, restrained, or paralyzed, the shadowmaw deals
an additional 3 (1d6) slashing damage.
Reactions

Evade. When the shadowmaw takes damage, it moves up


to half its speed without provoking opportunity attacks.

The Codex of Forbidden Arcana 227


Soul Eaters The Eternal Anguish of Devoured Souls

When a Soul Eater consumes a creature’s soul, that


Soul Eaters are terrifying fiends, creatures of pure
soul is trapped within the fiend’s grotesque form, a
darkness and malevolence that wander through the
prisoner in eternal torment. The faces of these
planes, feeding on the essence of living beings.
tormented souls can be seen writhing beneath the
These towering monstrosities are infamous for
Soul Eater’s skin, silent reminders of its insatiable
their ability to devour the souls of their victims,
hunger. Each soul consumed strengthens the
trapping them in eternal torment. Their presence is
creature, granting it not just power but a deeper
suffused with an aura of fear and despair, capable
connection to the dark forces that birthed it.
of breaking the spirit of even the most hardened
These souls are not easily freed, as only the most
adventurers. powerful divine intervention or the casting of a wish
Soul Eaters are drawn to places of great suffering spell has any hope of returning a them to life.
and death. While their primary sustenance is the Some say that the more souls a Soul Eater
souls of the living, they take delight in inflicting consumes, the more dangerous it becomes, its aura
torment, savoring the anguish of their prey before of despair intensifying with every new victim. For
consuming their essence. this very reason, these fiends often seek out areas
Soul Eaters are hulking fiends with grotesque, with high populations, drawn to places where fear
bloated forms, their gray, mottled flesh covered in and death are prevalent, knowing they can feast
ghostly imprints of the souls they’ve consumed. upon the souls of the fallen and grow ever stronger.
Their muscular, wide frames give them a deceptive

appearance of sluggishness, but with their sharp

claws and long fangs, these creatures are terrifying

predators that hunt in the name of chaos and

destruction.

Most disturbing of all are the faint, anguished faces

that ripple beneath their skin – frozen in moments


of despair – forever trapped within the Soul Eater’s
Art by Brian
body. These are the remnants of the souls devoured

by the creature, condemned to eternal torment Brinlee

within its grotesque form. As the Soul Eater

consumes more souls, more faces and ghostly

images appear across its body, each one a

screaming witness to its horrific power.

While they may not possess the haunting

grace of other fiends, Soul Eaters exude

a menacing presence, their glowing red

eyes burning with malice and hunger.

Their cruel, sadistic smiles reveal that

they relish in the pain they inflict upon

the living. A raw, palpable sense of despair

accompanies them, filling their surroundings

as it spreads fear to all who come too close.

Soul Eaters are sometimes worshipped by

dark cults or necromancers who seek to

harness their power, though such

alliances are tenuous at best. To a

Soul Eater, mortals are little more than

prey, and those who attempt to command

these fiends often meet grisly ends, their souls

devoured by the very creatures they sought to

imprison and control.

228 The Codex of Forbidden Arcana


instantly and cannot be resurrected by any means short of
Soul Eater
Large fiend, chaotic evil
a wish spell. Additionally, the soul eater gains a number of
temporary hit points equal to half the creature’s hit points
Armor Class 16 (natural armor) maximum.
Hit Points 195 (17d10 + 102)
Wails of the Damned. The tormented cries of devoured
Speed 40 ft., fly 60 ft. (hover)
souls constantly echo around the soul eater. Each creature
within 60 feet of the soul eater that can hear has
STR DEX CON INT WIS CHA
disadvantage on saving throws against being frightened.
22 (+6) 10 (+0) 22 (+6) 14 (+2) 16 (+3) 19 (+4)
Actions
Saving Throws Con +10, Wis +7, Cha +8
Multiattack. The soul eater makes two attacks: one with
Skills Perception +7
its bite and one with its claws.
Damage Resistances necrotic, cold; bludgeoning, piercing,

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.

Variant Trait: Soul Empowerment

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

21 (6d6) necrotic damage on a hit.

The Codex of Forbidden Arcana 229


Soul Engines Soul Engines in Campaigns

Soul Engines are perfect constructs for


Soul Engines are towering constructs of rusted
necromancers, dark sorcerers, or powerful mages
metal and arcane machinery, brought to life
who draw their strength from the manipulation of
through the torment of captured souls. Their
souls. Unlike traditional golems, which rely on
hulking forms exude an oppressive aura of anguish
elemental or magical forces to function, Soul
and despair, powered by the suffering of the spirits
Engines are powered by the harvested souls of the
bound within their cores. Unlike traditional golems,
fallen, making them an especially sinister and
Soul Engines are not mere automatons but
thematic choice for villains using forbidden magic.
horrifying amalgamations of dark engineering and
For this very reason, Soul Engines are particularly
forbidden magic, driven by malice and hunger for effective for encounters with villains who reject
living essence. traditional forms of magic in favor of soulcraft,
Their bodies are made of interlocking plates of hemomancy, or necromantic arts. As protectors of
corroded iron, reinforced with runes that pulsate as their masters, they provide a terrifying and thematic
the souls within struggle against their alternative to standard golems, combining raw
imprisonment, their wails faintly audible to those strength with chilling necrotic energy.
who draw near. Soul Engines wield massive, In campaigns steeped in dark and eldritch themes,
jagged blades infused with necrotic energy, which Soul Engines can serve a variety of purposes. They
sear both flesh and spirit with each strike. Their may be guardians of cursed relics, enforcers of
burning eyes pierce through the dimness of any contracts with dark powers, or even the laborers of
battlefield, reflections of the agony and rage that
an ancient, twisted soul-forge churning out
fuel them.
abominable creations. Their presence signals the
The creation of Soul Engines is an unspeakable act
depravity of their creator, and their very existence
of cruelty, involving the ritualistic binding of dozens
can act as a clue to the deeper corruption at the
of souls into each construct. These souls are
heart of the campaign’s narrative.
Whether deployed as elite soldiers for a necromantic
trapped in eternal torment, forced to obey the
army, lieutenants of an undead legion, or as the
commands of their creator. As such, Soul Engines
ultimate manifestation of a villain’s willingness to
are often found in the service of powerful
sacrifice others for personal power, these constructs
necromancers or warlocks, acting as unstoppable
are a unique and horrifying addition to any game.
enforcers or guardians of ancient secrets.
Their unholy synergy with soul-based magics and
necromantic rituals makes them ideal for creating
encounters that feel truly distinct, challenging, and
memorable.

Art by Dean Spencer

230 The Codex of Forbidden Arcana


Soul Engine
Large construct, true neutral
Soul Engines Knowledge Checks

Armor Class 20 (natural armor) Arcana Check

Hit Points 231 (22d10 + 110)


DC 10: Soul Engines are massive constructs
Speed 30 ft.
powered by the tortured souls of the dead,

bound through dark magic.


STR DEX CON INT WIS CHA

25 (+7) 9 (-1) 21 (+5) 9 (-1) 13 (+1) 9 (-1) DC 15: Unlike other constructs, they are fueled

by necrotic energy and suffering, with runes and

Damage Immunities fire, necrotic, poison, psychic; dark magic reinforcing their bodies against

bludgeoning, piercing, and slashing from nonmagical most attacks.


attacks that aren’t adamantine DC 20: Soul Engines absorb necrotic energy to
Condition Immunities charmed, exhaustion, frightened,
heal, instead of taking damage, and resist
paralyzed, petrified, poisoned
nonmagical and elemental attacks, making them
Senses darkvision 120 ft., passive Perception 10
highly durable.
Languages understands the languages of its creator but

cannot speak DC 25: The souls within create an aura of

Challenge 17 (18,000 XP) Proficiency Bonus +6 despair or unleash devastating necrotic pulses.

Destroying a Soul Engine often requires

disrupting the enchantments binding the souls,


Creatures within 10 feet of the soul
Aura of Despair.

engine have disadvantage on death saving throws and usually through specific spells or rituals.

saving throws against being frightened.


History Check

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

guardians powered by suffering.


Magic Resistance.The soul engine has advantage on
saving throws against spells and other magical effects. DC 18: These constructs are used by

necromancers or warlocks as enforcers or to


Magic Weapons. The soul engine’s weapon attacks are guard dark sites, requiring dozens of souls to
magical. animate.

DC 23: The runes binding the souls are derived


Necrotic Absorption.Whenever the soul engine is
subjected to necrotic damage, it takes no damage and from lost languages of the dead, requiring

instead regains a number of hit points equal to the immense skill to craft. Creating a Soul Engine

necrotic damage dealt. often corrupts its creator.

DC 28: A Soul Engine’s core, if removed, can


Actions
serve as a necromantic focus, though this risks
Multiattack. The soul engine makes two attacks with its releasing the trapped souls in a deadly surge.
soulblade.
Religion Check
Soulblade. Melee Weapon Attack: +13 to hit, reach 10 ft.,
one target. Hit: 16 (2d8 + 7) slashing damage plus 9 DC 10: Soul Engines are abominations,

(2d8) necrotic damage. perverting life and death.

DC 15: Radiant magic is highly effective against


Harrowing Visage (Recharge 5-6). The soul engine unveils them, disrupting their necrotic cores and
the full horror of the souls within it. Each creature of the
bindings.
soul engine’s choice within 30 feet that can see or hear it
DC 20: Their aura of despair emanates from the
must succeed on a DC 19 Wisdom saving throw or be
frightened for 1 minute. A frightened creature can repeat anguish of bound souls, sapping willpower and

the saving throw at the end of each of its turns, ending making creatures nearby vulnerable to fear and

the effect on itself on a success. death.

DC 25: Sacred rituals or holy relics can break


The soul engine unleashes a
Necrotic Pulse (Recharge 6).
their bindings, though this risks unleashing a
wave of necrotic energy. Each creature within 30 feet of it
devastating necrotic surge.
must make a DC 19 Constitution saving throw, taking 45
(10d8) necrotic damage on a failed save, or half as much
damage on a successful one.

The Codex of Forbidden Arcana 231


Soulstealers Soulstealers Knowledge Checks

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

harvested, ever eager to be fed.


History Check
Soulstealers wield a large, cursed blade inscribed
DC 20: Soulstealers were once powerful
with runes of the forgotten dead, its edge seemingly
sorcerers or warriors who sought immortality
always stained with the shadows of souls it has
through dark rituals, sacrificing their humanity
devoured. The sword’s surface flickers with unholy
to achieve immortality. They often serve as
power, glowing with the souls it consumes in battle.
generals for undead armies or enforcers of dark
Its armor, though not part of its physical body,
gods and necromancers, using their mastery of
seems to have a will of its own, as if an extension of
souls to control both allies and enemies.
the evil force animating the Soulstealer. The
DC 25: Ancient texts describe these undead
intricate plate mail it wears is adorned with
warlords as bound to cursed weapons and
fiendish designs of twisted skulls and howling
armor, which are the sources of their power and
faces, some of which resemble the souls it has
their imprisonment in undeath.
consumed over the centuries. Though Soulstealers

remain eerily silent in battle, their very presence


Religion Check
creates an aura of dread and despair, as the souls
DC 18: Some religions believe Soulstealers are
trapped within them scream for release.
agents of gods of death or torment, serving as
A Soulstealer’s connection to death magic allows it
punishers or enslavers of souls.
to siphon the life force from its enemies, healing its

wounds while condemning the souls of the fallen to

eternal torment. With every soul it consumes, it


Soulstealer Encounter Design and Tactics
grows in power, and with every battle, its blade
The Soulstealer is a creature with abilities that highly
becomes more deadly. In combat, the Soulstealer
synergize with each other, making it a formidable
seamlessly blends dark sorcery with martial
foe in the right situations. These undead warlords
prowess, calling upon necromantic magic while rely on minions primarily as a meatshield and to
cutting down foes with its sword. A Soulstealer is split the party’s focus, forcing players to deal with
not only a formidable combatant but also a master swarming threats while they set up their more
tactician. Often leading armies of undead into devastating abilities. Encounters with a Soulstealer
battle, it thrives on the souls of those it slays, often begin cautiously, with it marking multiple
feeding on the battlefield carnage to further fuel its characters using its Soulbrand trait, then escalating
powers. aggression as enough marks accumulate to exploit
its powerful effects. Its Soul Absorption trait can
make the Soulstealer snowball in strength, healing
and growing stronger with each fallen foe, which
emphasizes the need for the party to prepare
carefully for such a battle. An encounter with a
Soulstealer can serve as a climactic showdown, with
the creature acting as the villain’s chief enforcer – or
as the main villain itself.

232 The Codex of Forbidden Arcana


The soulstealer can expend Soulbrands to use additional
Soulstealer
Medium undead, neutral evil
abilities and effects, as detailed below:

1 Soulbrand: When the soulstealer hits a creature marked


Armor Class 20 (runic plate)
by a Soulbrand with an attack, it can expend 1 Soulbrand
Hit Points 231 (22d8 + 132)
to deal an additional 13 (3d8) necrotic damage to the
Speed 30 ft.
target.
2 Soulbrands: As a bonus action, the soulstealer can
STR DEX CON INT WIS CHA
expend 2 Soulbrands to cause a marked creature to gain
20 (+5) 14 (+2) 22 (+6) 16 (+3) 18 (+4) 22 (+6) vulnerability to necrotic damage for 1 minute. If the
creature has resistance to necrotic damage, it instead
Saving Throws Dex +7, Wis +9, Cha +11
loses that resistance for the duration.
SkillsArcana +8, Intimidation +11, Perception +9
3 Soulbrands: As an action, the soulstealer can expend all
Damage Resistances psychic; bludgeoning, piercing, and
3 Soulbrands on a marked creature to turn the creature’s
slashing from nonmagical attacks
soul into a weapon against the creature itself. The target
Damage Immunities necrotic, poison
must make a DC 18 Constitution saving throw. On a failed
Condition Immunities charmed, frightened, paralyzed,
save, the creature drops to 0 hit points. On a successful
poisoned, exhaustion
save, the creature takes 36 (8d8) necrotic damage and is
Senses darkvision 120 ft., passive Perception 20
paralyzed until the end of its next turn.
Languages Common, Abyssal, Infernal, telepathy 60 ft.

Challenge 16 (15,000 XP) Proficiency Bonus +5 Actions

Multiattack. The soulstealer makes two attacks with its


Legendary Resistance (1/Day). When the soulstealer fails a soulblade.
saving throw, it can choose to succeed instead.
Soulblade. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Magic Resistance.The soulstealer has advantage on saving target. Hit: 11 (2d6 + 5) slashing damage plus 10 (3d6)
throws against spells and other magical effects. necrotic damage. If the target is a living creature, it must
succeed on a DC 18 Constitution saving throw or be
Magic Weapons. The soulstealer’s weapon attacks are marked with a Soulbrand.
magical.
Soulrend. Melee or Ranged Spell Attack: +10 to hit, reach 5
Soul Absorption. When a creature within 30 feet of the ft. or range 60 ft., one target. Hit: 36 (8d8) necrotic
soulstealer is reduced to 0 hit points, the soulstealer can damage. If the target is a living creature, it must succeed
use its reaction to devour the creature’s soul. The creature on a DC 18 Wisdom saving throw or have its soul partially
dies instantly and cannot be resurrected by any means severed, leaving it paralyzed for 1 minute. While paralyzed
short of a wish spell. Additionally, the soulstealer gains a in this way, a creature is marked with a Soulbrand at the
number of temporary hit points equal to half the start of each of its turns. A paralyzed creature can repeat
creature’s hit points maximum. the saving throw at the end of each of its turns, ending the
effect on itself on a success.
Soulbrand. The soulstealer can mark living creatures with
a Soulbrand through certain attacks and abilities. A Spectral Reaper (Recharge 5-6). The soulstealer summons
creature can have up to 3 Soulbrands at a time, which last 1d4 + 1 specters under its control. The summoned
until the Soulstealer removes them, the creature dies, or creatures appear in unoccupied spaces within 30 feet of
the Soulstealer is destroyed. While a creature is marked the soulstealer and obey its telepathic commands. The
with one or more Soulbrands, the Soulstealer knows the summoned creatures remain for 1 hour, until they drop to
exact location and direction of the creature, provided they 0 hit points, or until the soulreaper dismisses them as a
are on the same plane of existence. bonus action.

Designer’s Note on “Living Creatures”

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.

234 The Codex of Forbidden Arcana


The Divine Arbiters covered in intricate carvings depicting the triumph

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

revered in equal measure, known for their


Judicara, a Being of Immense Power

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

shrouded in layers of ethereal light, holding a


Origins and Purpose
glowing, celestial sphere in one hand and a sword
The Divine Arbiters were established by a coalition
made of pure divine power in the other. This deity
of divine zealots and holy crusaders who viewed
embodies the concepts of judgement, order, and
the unchecked use of arcane magic as a direct
the balance of power between the divine and the
affront to the divine order. These founding
arcane. Judicara’s followers believe that their deity
members believed that magic was a sacred gift
stands above other gods, serving as the ultimate
meant to be controlled and wielded only by those
judge of magic’s use and misuse, a role that aligns
chosen by the gods. They saw the proliferation of
perfectly with the Arbiters’ mission.
arcane magic and the rise of powerful wizards as a
Though Judicara is the primary deity worshipped
threat to the natural balance ordained by divine
by the Divine Arbiters, the nature of this entity is
law. Thus, the order was created to serve as both
shrouded in mystery. Judicara’s commands are said
guardian and enforcer of this belief, seeking to
to be delivered through cryptic visions and omens,
prevent the misuse of magic and to maintain the
often requiring interpretation by the highest-
sanctity of the divine will.
ranking members of the order. Over the centuries,
The members of the Divine Arbiters are fervently
this led many within the Order to believe that
devoted to their cause, often viewing themselves as
Judicara is not an actual deity but rather a cosmic
the chosen instruments of the gods. They believe
force - the embodiment of justice and order itself.
that divine magic is inherently purer and more

righteous than arcane magic, which they see as

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 Codex of Forbidden Arcana 235


Hierarchy and Leadership lead small groups of Inquisitores Novi and take on

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.

of the order’s mission, such as the High Inquisitor


When an Inquisitor retires, they are invited to
of Purity, who ensures the Order’s doctrines are
become a Magister, one of the order’s esteemed
upheld, or the High Inquisitor of Vigilance, who
teachers. Becoming a Magister is a great honor,
monitors the use of magic across the planes. These
and while it is not mandatory, nearly all retired
high inquisitors are chosen for their unwavering
Inquisitores choose to accept this role. Magistri are
faith and their ability to lead the Order’s efforts
responsible for imparting the theoretical
with precision and zeal.
knowledge of the Arbiters’ doctrines and the nature
The rank-and-file members of the Order are known
of magic, contrasting with the more practical
as Inquisitores Sacri, each one trained rigorously
lessons taught by the Inquisitores Summi.
in both divine and arcane lore, as well as martial
Possessing profound wisdom and a lifetime of
combat. Each Inquisitor is given a title reflecting
experience, the Magistri also have the critical task
their role and area of expertise, such as Inquisitor
of selecting new members who will join the ranks
Ignis (specialized in dealing with fire and
of the Inquisitores, ensuring that only those with
destructive magic) or Inquisitor Custos (a guardian
the potential to uphold the order’s sacred mission
of powerful relics). These inquisitors are the
are admitted.
enforcers of the order, dispatched to the material
A retired former member of the Praetorium
plane and other realms to confront those who
Arcanum or a retired Magister Supremus is
threaten the divine order with their use of magic.
bestowed with the title of Magister Summus, the
The Inquisitores Sacri are divided into three ranks,
highest rank among the Magistri, recognizing their
each with increasing authority and responsibility:
exceptional service and dedication to the order.

Inquisitor Novus (Novice Inquisitor): The entry


These ranks ensure a structured hierarchy within
rank for new members of the Order, tasked with
the Divine Arbiters, allowing them to operate
learning the ways of the Divine Arbiters under the
efficiently across multiple planes and tackle any
guidance of more experienced Inquisitors. Despite
magical threats that arise, all while maintaining the
being novices, Inquisitores Novi are still incredibly
delicate balance of the cosmos.
powerful; they undergo severe training that selects

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

236 The Codex of Forbidden Arcana


Citadel of Sanctitas, often arriving through portals with a blend of clerical devotion and rigorous

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.

then bind the powers of even the most potent


Tenets of the Divine Arbiters
spellcasters. All the members are trained to subdue

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

cancerous growth. They will use whatever means will.

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.

with the Arbiters’ mission; such individuals are


The Oath of the Divine Arbiters
treated with the same severity as those who

blatantly violate the laws of magic. Upon joining the Divine Arbiters, each member

takes a solemn oath, binding themselves to the


The Balance of Magic
service of Judicara and the sacred mission of the

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

guidance. Any improper use of magic outside this Arbiters is as follows:

framework is seen as heresy, a rebellion against the

natural order established by the gods. This belief

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

purposes. To the order, the righteousness of the act


purity of the divine, to maintain the sacred balance of
does not justify the use of forbidden power.
the cosmos, and to judge without hesitation. I vow to
The Divine Arbiters operate with a sense of divine
be ever vigilant against the corruption of the arcane
mandate, believing that their actions are guided by

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

of protecting the cosmos from the dangers of


sword that enforces divine will, and the hand that
uncontrolled magic. This divine zeal gives them the
delivers justice as decreed by Judicara. In life and
conviction to act without hesitation, confident that
beyond, I am bound to this oath, unyielding in my
their cause is just and their mission ordained.

duty, steadfast in my resolve, and eternal in my service


Tenets of the Divine Arbiters
to the divine order. I shall face any challenge, endure
The Divine Arbiters adhere to a strict set of tenets
any trial, and overcome any darkness in the name of
and take a sacred oath upon joining the order.
justice. I am a Divine Arbiter, and I shall not falter.”
These guiding principles, serving as paladin-like

vows, form the foundation of their power, combined

The Codex of Forbidden Arcana 237


hit with spell attacks). The inquisitor novus has the
Inquisitor Novus
Medium humanoid (any race), lawful neutral
following spells prepared:

Cantrips (at will): guidance, light, resistance, sacred flame


Armor Class 20 (plate, shield)
1st level (4 slots): bless, command, detect magic, protection
Hit Points 93 (11d8 + 44)
from evil and good, shield of faith
Speed 30 ft.
2nd level (3 slots): hold person, lesser restoration, silence,
spiritual weapon
STR DEX CON INT WIS CHA
3rd level (3 slots): counterspell, dispel magic, protection
20 (+5) 18 (+4) 18 (+4) 12 (+1) 20 (+5) 14 (+2) from energy

4th level (1 slot): banishment, freedom of movement


Saving Throws Con +7, Wis +8, Cha +5
Skills Arcana +7, Insight +8, Perception +8, Religion +7 Actions
Damage Resistances necrotic, radiant
Multiattack. The inquisitor novus makes two weapon
Condition Immunities charmed, frightened
attacks.
Senses passive Perception 18

Languages Common plus any two languages


Spellbreaker Mace. Melee Weapon Attack: +8 to hit, reach 5
Challenge 8 (3,900 XP) Proficiency Bonus +3 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus
9 (2d8) force damage.
Divine Perception. The inquisitor novus can detect magic
Spellbreaker Crossbow. Ranged Weapon Attack: +7 to hit,
within 120 feet of it as per the detect magic spell.
Additionally, the inquisitor novus immediately recognizes range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing
damage plus 9 (2d8) force damage.
any spell it sees being cast.

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

Designing and Balancing Encounters with Divine Arbiters

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.

238 The Codex of Forbidden Arcana


1st level (4 slots): bless, command, detect magic, protection
Inquisitor Medius
from evil and good, shield of faith
Medium humanoid (any race), lawful neutral
2nd level (3 slots): hold person, lesser restoration, silence,
Armor Class 20 (plate, shield) spiritual weapon

Hit Points 142 (15d8 + 75)


3rd level (3 slots): counterspell, dispel magic, protection
Speed 30 ft.
from energy

4th level (3 slots): banishment, freedom of movement,


guardian of faith
STR DEX CON INT WIS CHA

22 (+6) 20 (+5) 20 (+5) 14 (+2) 22 (+6) 16 (+3) 5th level (2 slots): dispel evil and good, flame strike, greater
restoration

Saving Throws Con +9, Wis +10, Cha +7 Actions


SkillsArcana +10, Insight +10, Perception +10, Religion
+10 Multiattack. The inquisitor medius makes two weapon
Damage Resistances necrotic, radiant
attacks.
Condition Immunities charmed, frightened
Spellbreaker Mace. Melee Weapon Attack: +10 to hit, reach
Senses passive Perception 20
5 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage
Languages Common plus any two languages
plus 13 (3d8) force damage.
Challenge 13 (10,000 XP) Proficiency Bonus +4

Spellbreaker Crossbow. Ranged Weapon Attack: +9 to hit,


Divine Perception. The inquisitor medius can detect magic range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing
within 120 feet of it as per the detect magic spell. damage plus 13 (3d8) force damage.
Additionally, the inquisitor medius immediately
recognizes any spell it sees being cast. Blinding Bolt (Recharge 5-6). The inquisitor medius hurls a
bolt of blinding radiant energy at a creature it can see
Divine Strike (1/Turn).When the inquisitor medius hits a within 60 feet. The target must make a DC 18 Constitution
creature with a melee weapon attack, it can cause the saving throw, taking 36 (8d8) radiant damage and being
attack to deal an extra 13 (3d8) radiant damage to the blinded until the end of its next turn on a failed save, or
target. half as much damage and not being blinded on a
successful one.
Legendary Resistance (1/Day). When the inquisitor fails a
Bonus Actions
saving throw, it can choose to succeed instead.
Seal of Dampening (Recharge 5-6). The inquisitor medius
Magic Resistance.The inquisitor medius has advantage on marks one creature it can see within 30 feet with a seal of
saving throws against spells and other magical effects. dampening. Each time a sealed creature attempts to cast
a spell, it must succeed on a DC 18 Constitution saving
Spellbreaker Weapons. The inquisitor medius’ weapon throw or the spell fails and has no effect, and the creature
attacks are magical and deal an extra 13 (3d8) force takes force damage equal to five time the spell’s level.
damage on a hit (already included in the attack). When The inquisitor can have only one active seal at any time. If
the inquisitor medius hits a creature that is concentrating the inquisitor is incapacitated, any seal immediately ends.
on a spell with a weapon attack, the target immediately
loses its concentration (no saving throw allowed). Reactions

Spell Reflection. When the inquisitor medius is targeted by


Spellcasting. The inquisitor medius is a 10th-level a spell of 3rd level or lower that targets only it, it reflects
spellcaster. Its spellcasting ability is Wisdom (spell save the spell back at the caster. The spell has no effect on the
DC 18, +10 to hit with spell attacks). The inquisitor inquisitor medius and instead targets the caster, using the
medius has the following spells prepared: slot level, spell save DC, attack bonus, and spellcasting
ability of the caster.
Cantrips (at will): guidance, light, resistance, sacred flame

The Role of the Divine Arbiters as Antagonists or Allies

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.

The Codex of Forbidden Arcana 239


6th level (1 slot): globe of invulnerability, heal, word of recall
Inquisitor Summus
7th level (1 slot): divine word, forcecage
Medium humanoid (any race), lawful neutral

Actions
Armor Class 22 (+1 plate, +1 shield)
Hit Points 199 (19d8 + 114)
Multiattack. The inquisitor summus makes two weapon
attacks.
Speed 30 ft.

Spellbreaker Mace. Melee Weapon Attack: +12 to hit, reach


STR DEX CON INT WIS CHA
5 ft., one target. Hit: 11 (1d8 + 7) bludgeoning damage
24 (+7) 22 (+6) 22 (+6) 16 (+3) 24 (+7) 18 (+4) plus 13 (3d8) force damage.
Saving Throws Con +11, Wis +12, Cha +9 Spellbreaker Crossbow. Ranged Weapon Attack: +11 to hit,
SkillsArcana +13, Insight +12, Perception +12, Religion range 30/120 ft., one target. Hit: 9 (1d6 + 6) piercing
+13 damage plus 13 (3d8) force damage.
Damage Resistances necrotic, radiant

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

guardian of faith makes one weapon attack.


5th level (3 slots): dispel evil and good, flame strike, greater Spellcasting (Costs 3 Actions). The inquisitor summus casts

restoration a spell with its Spellcasting trait.


Damage Resistances necrotic, radiant; bludgeoning,
Praetor Arcanum
Medium humanoid (any race), lawful neutral
piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened, restrained

Senses passive Perception 25


Armor Class 24 (+2 plate, +2 shield)
Languages Common plus any four languages
Hit Points 287 (25d8 + 175)
Challenge 24 (62,000 XP) Proficiency Bonus +7
Speed 30 ft.

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.

The Codex of Forbidden Arcana 241


Divine Perception. The praetor arcanum can detect magic
within 120 feet of it as per the detect magic spell. Impose Silence. The praetor arcanum creates a 20-foot-
Additionally, the praetor arcanum immediately recognizes radius sphere of silence (as per the silence spell) centered
any spell it sees being cast. on a point it can see within 120 feet. The sphere lasts for 1
minute or until the praetor dispels it (no action required).
Divine Strike (1/Turn).When the praetor arcanum hits a If the point the praetor arcanum chooses is on an object it
creature with a melee weapon attack, it can cause the is holding or one that isn’t being worn or carried, the
attack to deal an extra 22 (5d8) radiant damage to the sphere of silence emanates from the object and moves
target. with it.

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

3rd level (3 slots): counterspell, dispel magic, protection Reactions


from energy
Spell Reflection. When the praetor arcanum is targeted by a
4th level (3 slots): banishment, freedom of movement,
spell of 5th level or lower that targets only it, it reflects the
guardian of faith
spell back at the caster. The spell has no effect on the
5th level (3 slots): dispel evil and good, flame strike, greater
praetor arcanum and instead targets the caster, using the
restoration
slot level, spell save DC, attack bonus, and spellcasting
6th level (2 slots): globe of invulnerability, heal, word of 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 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

makes one weapon attack.


Spellbreaker Crossbow. Ranged Weapon Attack: +13 to hit,
Spellcasting (Costs 3 Actions). The praetor arcanum casts a
range 30/120 ft., one target. Hit: 9 (1d6 + 6) piercing
spell with its Spellcasting trait.
damage plus 13 (3d8) force damage.

242 The Codex of Forbidden Arcana


Divine Concealment.The Arbiter Maximus is hidden by
Arbiter Maximus
Medium humanoid (any race), lawful neutral
divination magic and any form of magical detection.

Divine Perception. The Arbiter Maximus can detect magic


Armor Class 26 (+3 plate, +3 shield)
within 300 feet of it as per the detect magic spell.
Hit Points 400 (32d8 + 256)
Additionally, the Arbiter Maximus immediately recognizes
Speed 40 ft., fly 60 ft. (hover)
any spell it sees being cast.
STR DEX CON INT WIS CHA
Divine Strike (1/Turn).When the Arbiter Maximus hits a
30 (+10) 24 (+7) 26 (+8) 20 (+5) 28 (+9) 22 (+6) creature with a melee weapon attack, it can cause the
attack to deal an extra 27 (6d8) radiant damage to the
Saving Throws Str +19, Con +17, Wis +18, Cha +15 target.
SkillsArcana +23, Insight +27, Nature +14, Perception
+27, Religion +23 Eternal Form. The Arbiter Maximus cannot die of old age,
Damage Resistances force cannot be magically aged, and does not suffer the frailties
Damage Immunities necrotic, radiant; bludgeoning, of age. Additionally, the Arbiter Maximus does not need to
piercing, and slashing from nonmagical attacks eat, drink, or sleep, and it is immune to any effect that
Condition Immunities charmed, exhaustion, frightened, would alter its shape or form.
paralyzed, petrified, poisoned, restrained, stunned
Senses truesight 120 ft., passive Perception 37 Judicara’s Last Judgement (Recharges after a Short or Long

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

Arcana Check expanded their influence across many planes of

existence. They are known to intervene in


DC 15: The Divine Arbiters are a powerful order
magical conflicts across the entire multiverse,
dedicated to controlling and monitoring the use
often imposing their strict views on the use of
of magic, particularly arcane magic. They see
magic.
themselves as the enforcers of divine will,
DC 25: The Citadel of Sanctitas is located in the
protecting the balance of reality.
Sanctum Arcanum, a dimension of order and
DC 20: Members of this order possess potent
divine energy. It houses vast libraries of
abilities to disrupt and counteract magic,
forbidden knowledge and vaults containing
including specialized tools and spells designed
powerful magical artifacts.
to neutralize spellcasters. They are known to
DC 30: The founding members of the Divine
carry magic items that enhance their spell-
Arbiters were once part of various other
breaking capabilities.
religious and magical orders, but they broke
DC 25: The Arbiters can detect the misuse of
away to form a united front against the growing
magic and often appear suddenly to confront the
use of arcane magic. Some of these founders
offenders.
(such as the Arbiter Maximus, the highest-
DC 30: The highest-ranking member of the
ranking member of the order) are believed to
order, known as the Arbiter Maximus, is hailed
have ascended to a form of divinity themselves.
as a demigod, embodying the will of Judicara,

the god of the Divine Arbiters themselves.

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

omens and visions, guiding their actions.


is beyond comprehension for most.
Thus, for characters to have the opportunity to make
DC 23: Within the order, interpretations of
Knowledge checks about the Divine Arbiters, they
Judicara vary; some members view Judicara as a
must first be aware of the order’s existence or at
literal deity, while others see it as an abstract
least have come across obscure references to them.
force of justice. Despite these differences, all
This would likely involve research in the most well-
members are united in their zeal to maintain the
stocked and ancient libraries, often hidden in the
divine balance.
deepest vaults of powerful magical academies or
DC 28: The most devout Arbiters believe they
even on other planes. They might also need to
are chosen by Judicara to lead a cosmic battle
consult with ancient beings or entities who possess
against chaos and corruption. They view knowledge of the multiverse.
themselves as superior to other religious orders, Moreover, discovering such knowledge might
believing that only they have the true require for the player characters to travel beyond
understanding of divine law. their home plane, seeking out rare tomes or relics
that hold fragments of information about the Divine
History Check
Arbiters. Even among the most knowledgeable
DC 15: The Divine Arbiters were founded by a scholars, information on these secretive enforcers of
group of zealous crusaders who believed that divine will is scarce and often dismissed as myth or
the rise of arcane magic was a threat to the legend.
natural order established by the gods. Their

headquarters is the Citadel of Sanctitas, located

in a plane of their creation.

The Codex of Forbidden Arcana 245


Treasure Golems
Treasure Golem
Treasure Golems are magical constructs made Medium construct, unaligned

from piles of precious metals, gemstones, and other

valuable materials. Created by powerful Armor Class 15 (natural armor)


spellcasters, these guardians are designed to Hit Points 82 (11d8 + 33)
protect wealth. The creation process involves
Speed 30 ft.
gathering valuable materials and binding them
STR DEX CON INT WIS CHA
together with magic, often focusing the
19 (+4) 10 (+0) 16 (+3) 5 (-3) 10 (+0) 5 (-3)
enchantment through a specific gemstone or

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,

from glittering treasure, their appearance varying


paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
based on the materials used. While not intelligent,
Languages understands the languages of its creator but
these constructs possess a basic awareness that
can’t speak
allows them to detect intruders and react with a
Challenge 4 (1,100 XP) Proficiency Bonus +2

fierce, protective instinct. They can lie in wait for

indefinite periods, indistinguishable from ordinary


False Appearance. While the treasure golem remains
piles of treasure, and spring into action only when
motionless, it is indistinguishable from a pile of treasure.
their hoard is threatened.

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

powerful magic that animates them.


Actions

Multiattack. The treasure golem makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one


target. Hit: 13 (2d8 + 4) bludgeoning damage.

Treasure Beam (Recharge 5-6). The treasure golem emits a


beam of radiant energy in a 30-foot line that is 5 feet
wide. Each creature in that line must make a DC 13
Dexterity saving throw, taking 14 (4d6) radiant damage
on a failed save, or half as much damage on a successful
one.
Reactions

Shiny Distraction. When a creature within 15 feet of the


treasure golem targets it with an attack, the golem
creates a flash of dazzling light. The attacker must
succeed on a DC 13 Wisdom saving throw or be blinded
until the start of the treasure golem’s next turn.

Rewards for Defeating a Treasure Golem

When defeated, a Treasure Golem collapses into the


pile of riches from which it was formed. A suggested
value for the released treasure, composed of mixed
coins, gems, and other valuables, is around 1,000 to
2,000 gold pieces for a Treasure Golem and 4,000 to
8,000 gold pieces for a Greater Treasure Golem.

Art by Dean Spender


Treasure Golems Knowledge Checks
Greater Treasure Golem
Large construct, unaligned Arcana Check

DC 10: Treasure golems are constructs formed


Armor Class 15 (natural armor)
from piles of precious metals and gemstones,
Hit Points 126 (12d10 + 60)

Speed 30 ft. animated by magical means.

DC 15: They are resistant to most physical

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.

DC 20: Treasure golems can emit a radiant


Damage Resistances bludgeoning, piercing, and slashing beam from their bodies, using the stored
from nonmagical attacks
magical energy within their precious
Damage Immunities poison, psychic
components.
Condition Immunities charmed, exhaustion, frightened,

paralyzed, petrified, poisoned DC 25: The magic that animates a treasure

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

can’t speak disrupt its functioning.


Challenge 9 (5,000 XP) Proficiency Bonus +4

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

treasure golems that were used in wars to


Actions
unleash devastating beams of radiant energy
Multiattack. The greater treasure golem makes two slam
against foes.
attacks.
DC 25: Legendary treasure golems are said to

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

sought after by adventurers.


Treasure Beam (Recharge 5-6). The treasure golem emits a
beam of radiant energy in a 60-foot line that is 5 feet Investigation Check
wide. Each creature in that line must make a DC 17
DC 10: The materials that make up a treasure
Dexterity saving throw, taking 27 (6d8) radiant damage
golem are usually precious and can be valuable
on a failed save, or half as much damage on a successful
one. if extracted carefully.

DC 15: Observing a treasure golem closely

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.

The Codex of Forbidden Arcana 247


Void Colossi

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

endless hunger. These monstrous entities are no discernible features.

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

unravels. from ancient bindings, Void Colossi serve as

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.

248 The Codex of Forbidden Arcana


Void Colossus Void Slam. Melee Weapon Attack: +15 to hit, reach 15 ft.,
Gargantuan aberration, chaotic evil
one target. Hit: 21 (3d8 + 8) bludgeoning damage plus 14
(4d6) necrotic damage.
Armor Class 20 (natural armor)
Hit Points 355 (30d12 + 180) Crush. Melee Weapon Attack: +15 to hit, reach 10 ft., one
Speed 40 ft., fly 60 ft. (hover) target. Hit: 18 (3d6 + 8) bludgeoning damage, and the
target is grappled (escape DC 22). Until this grapple ends,
STR DEX CON INT WIS CHA the a creature is also restrained. The void colossus can
27 (+8) 12 (+1) 24 (+7) 18 (+4) 16 (+3) 20 (+5) have a maximum of two creatures grappled in this way.

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, Harbingers of Cosmic Destruction

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.

The Codex of Forbidden Arcana 249


Void Dragons

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,

as guardians of ancient, forgotten knowledge or as warping reality around them.

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

sanctums within ancient, long-abandoned cosmic incomprehensible language of the void.

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

treacherous to approach. truths of the universe.

250 The Codex of Forbidden Arcana


Void Dragon’s Lairs Void Pulse. The void dragon releases a pulse of

void energy in a 20-foot radius sphere centered


Void Dragons construct their lairs in desolate and
on a point it can see within the lair. Each
remote locations, often choosing floating asteroids
creature in that area must make a Constitution
or shattered remnants of ancient worlds drifting
saving throw, taking necrotic damage on a failed
through the astral plane. These lairs are vast and
save, or half as much damage on a successful
filled with the remnants of civilizations long
one. Any creature that fails the save is also
forgotten, twisted by the void’s chaotic influence.
pushed up to 10 feet closer to the center of the
Dark portals, leading to unknown realms, flicker
sphere.
within their depths, and the air is heavy with the

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

on its current stage. a 10-foot radius sphere of distorted space

lasting for the next minute. A creature that

starts its turn within this area (other than the

Lair Actions DC Table void dragon) has disadvantage on attack rolls,

saving throws, and ability checks until the start


Void Dragon’s Stage DC

Lesser Void Dragon 13 of its next turn, as the warping space causes its

Void Dragon 15 perceptions to shift and reality to blur. The void

Greater Void Dragon 18 dragon can have a maximum of three distortions

Primordial Void Dragon 20 active at any time.

Lair Actions Regional Effects

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:

effect two rounds in a row:


1. Cosmic Illusions: The area around the lair is

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

count 20. each hour or become disoriented.

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.

These effects fade within the course of 1d10 days if

the dragon dies or leaves the area.

The Codex of Forbidden Arcana 251


Frightful Presence.Each creature of the void dragon’s
Lesser Void Dragon
Large dragon, chaotic evil
choice that is within 120 feet and aware of it must
succeed on a DC 17 Wisdom saving throw or become
Armor Class 18 (natural armor) frightened for 1 minute. A creature can repeat the saving
Hit Points 172 (15d10 + 90) throw at the end of each of its turns, ending the effect on
Speed 40 ft., fly 80 ft. itself on a success. If a creature’s saving throw is
successful or the effect ends for it, the creature is immune
STR DEX CON INT WIS CHA
to the void dragon’s Frightful Presence for the next 24
23 (+6) 14 (+2) 22 (+6) 16 (+3) 15 (+2) 19 (+4) hours.

Warp Space. The void dragon teleports up to 60 feet to an


Saving Throws Dex +7, Con +11, Wis +7, Cha +9
unoccupied space it can see. Each creature within 10 feet
Skills Perception +12, Stealth +7
of the starting and arrival points must make a DC 19
Damage Immunities necrotic, poison
Dexterity saving throw, taking 13 (3d8) necrotic damage
Condition Immunities charmed, poisoned
on failed save or half as much on a successful one.
Senses blindsight 60 ft., darkvision 120 ft., passive

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

pulse of necrotic energy in a 30-foot radius centered on


Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one
itself. Each creature in that area (other than the void
target. Hit: 13 (2d6 + 6) slashing damage.
dragon) must make a DC 19 Constitution saving throw,
taking 18 (4d8) necrotic damage on a failed save, or half
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one
target. Hit: 15 (2d8 + 6) bludgeoning damage. as much damage on a successful one.

252 The Codex of Forbidden Arcana


Frightful Presence.Each creature of the void dragon’s
Void Dragon
Huge dragon, chaotic evil
choice that is within 120 feet and aware of it must
succeed on a DC 19 Wisdom saving throw or become
Armor Class 19 (natural armor) frightened for 1 minute. A creature can repeat the saving
Hit Points 310 (23d12 + 161) throw at the end of each of its turns, ending the effect on
Speed 50 ft., fly 100 ft. itself on a success. If a creature’s saving throw is
successful or the effect ends for it, the creature is immune
STR DEX CON INT WIS CHA
to the void dragon’s Frightful Presence for the next 24
27 (+8) 16 (+3) 24 (+7) 18 (+4) 17 (+3) 21 (+5) hours.

Warp Space. The void dragon teleports up to 90 feet to an


Saving Throws Dex +9, Con +13, Wis +9, Cha +11
unoccupied space it can see. Each creature within 10 feet
Skills Perception +15, Stealth +9
of the starting and arrival points must make a DC 22
Damage Immunities necrotic, poison
Dexterity saving throw, taking 18 (4d8) necrotic damage
Condition Immunities charmed, poisoned
on failed save or half as much on a successful one.
Senses blindsight 60 ft., darkvision 120 ft., passive

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

pulse of necrotic energy in a 45-foot radius centered on


Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one itself. Each creature in that area (other than the void
target. Hit: 15 (2d6 + 8) slashing damage.
dragon) must make a DC 22 Constitution saving throw,
taking 21 (6d6) necrotic damage on a failed save, or half
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one
target. Hit: 17 (2d8 + 8) bludgeoning damage. as much damage on a successful one.

The Codex of Forbidden Arcana 253


Frightful Presence.Each creature of the void dragon’s
Greater Void Dragon
Gargantuan dragon, chaotic evil
choice that is within 120 feet and aware of it must
succeed on a DC 21 Wisdom saving throw or become
Armor Class 20 (natural armor) frightened for 1 minute. A creature can repeat the saving
Hit Points 425 (23d20 + 184) throw at the end of each of its turns, ending the effect on
Speed 60 ft., fly 120 ft. itself on a success. If a creature’s saving throw is
successful or the effect ends for it, the creature is immune
STR DEX CON INT WIS CHA
to the void dragon’s Frightful Presence for the next 24
29 (+9) 16 (+3) 26 (+8) 20 (+5) 19 (+4) 23 (+6) hours.

Warp Space. The void dragon teleports up to 120 feet to


Saving Throws Dex +10, Con +15, Wis +11, Cha +13
an unoccupied space it can see. Each creature within 15
Skills Perception +18, Stealth +10
feet of the starting and arrival points must make a DC 24
Damage Immunities necrotic, poison
Dexterity saving throw, taking 27 (6d8) necrotic damage
Condition Immunities charmed, poisoned
on a failed save or half as much on a successful one.
Senses blindsight 120 ft., darkvision 300 ft., passive

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.

254 The Codex of Forbidden Arcana


Frightful Presence.Each creature of the void dragon’s
Primordial Void Dragon
Gargantuan dragon, chaotic evil
choice that is within 120 feet and aware of it must
succeed on a DC 23 Wisdom saving throw or become
Armor Class 22 (natural armor) frightened for 1 minute. A creature can repeat the saving
Hit Points 546 (28d20 + 252) throw at the end of each of its turns, ending the effect on
Speed 60 ft., fly 120 ft. itself on a success. If a creature’s saving throw is
successful or the effect ends for it, the creature is immune
STR DEX CON INT WIS CHA
to the void dragon’s Frightful Presence for the next 24
30 (+10) 18 (+4) 28 (+9) 22 (+6) 21 (+5) 25 (+7) hours.

Warp Space. The void dragon teleports up to 150 feet to


Saving Throws Dex +12, Con +17, Wis +13, Cha +15
an unoccupied space it can see. Each creature within 20
Skills Perception +23, Stealth +11
feet of the starting and arrival points must make a DC 26
Damage Immunities necrotic, poison
Dexterity saving throw, taking 36 (8d8) necrotic damage
Condition Immunities charmed, poisoned
on a failed save or half as much on a successful one.
Senses blindsight 120 ft., darkvision 300 ft., passive

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.

The Codex of Forbidden Arcana 255


Void Dragon Encounter Ideas

d12 Encounter Idea

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

void dragon amassing a hoard of powerful


ventured into the astral plane and transformed

artifacts in its lair on a floating asteroid roaming into Void Dragons, gaining immense power and

the astral plane. a connection to the void.

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

city, raining down bolts of void energy and


DC 13: Learn that Void Dragons are often seen
causing reality to warp. A lesser void dragon is the
as harbingers of doom, connected to ancient
cause of the storm, using it to drain the life force
of the city’s inhabitants. cosmic deities or forces that embody chaos and

7 Forgotten Tomb: Deep within a mountain, the destruction.

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

8 Eclipse’s Shadow: A solar eclipse draws the comprehend.


attention of a void dragon, who uses the cover of
darkness to spread fear and chaos. The dragon Nature Check

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

out. inhabit remote and desolate regions of the astral

10 Echoing Abyss: The party hears tales of an endless plane, far from mortal interference.

chasm where voices echo with dark whispers. At


the bottom, they find a void dragon whose Insight Check

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

void, has made a pact with a primordial void cosmic goals.

dragon. The mage wreaks havoc in a major city,

absorbing life energy to make the way for the


dragon’s arrival.

256 The Codex of Forbidden Arcana


Void Spawns
Void Spawn
Large elemental, chaotic evil
Void Spawns are terrifying manifestations of the

emptiness between worlds, born from the chaotic

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

together as they glide through the air. Their eyes


STR DEX CON INT WIS CHA
burn with a malevolent purple light, and their
19 (+4) 14 (+2) 16 (+3) 5 (-3) 10 (+0) 8 (-1)
mouths are filled with rows of jagged teeth that

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

attacks where reality bends and warps under the influence


Damage Immunities necrotic, poison of ancient, eldritch powers. They are thought to be
Condition Immunities charmed, exhaustion, frightened,
the remnants of failed attempts by these powers to
grappled, paralyzed, petrified, poisoned, prone,
create life or the byproducts of their
restrained
incomprehensible experiments. Because of their
Senses darkvision 60 ft., passive Perception 10
chaotic nature, Void Spawns are often drawn to
Languages understands Deep Speech but can’t speak

Challenge 6 (2,300 XP) Proficiency Bonus +3 areas of powerful necrotic energy or to places

where the veil between worlds is thin. These

creatures are not intelligent by mortal standards


Incorporeal Movement. The void spawn can move through
other creatures and objects as if they were difficult but are driven by a deep hunger for life energy.

terrain. It takes 5 (1d10) force damage if it ends its turn They can phase through solid objects and often use

inside an object. this ability to ambush their prey.

Void Spawns are often summoned or controlled by


Void Absorption.Whenever the void spawn is subjected to powerful necromancers and eldritch cults, who use
necrotic damage, it takes no damage and instead regains
them as guardians or shock troops. Their presence
a number of hit points equal to the necrotic damage
often heralds the arrival of greater eldritch horrors,
dealt.
making them a sign of impending doom to those
Actions
who recognize the threat they pose.

Multiattack. The void spawn makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one


target. Hit: 13 (2d8 + 4) necrotic damage.

Void Burst (Recharge 5-6).The void spawn releases a burst


of void energy. Each creature within 30 feet of it must
make a DC 15 Constitution saving throw, taking 27 (6d8)
necrotic damage on a failed save, or half as much
damage on a successful one. A creature that fails the
saving throw by 5 or more is also knocked prone.
Reactions

Void Shield.When the void spawn takes damage, it


conjures a void shield to take only half as much damage.
Walking Deaths

Walking Deaths are the grim embodiments of

inevitability. These skeletal figures of haunting

proportions are shrouded in an aura of decay and

despair, their gaunt frames appearing twisted yet

eerily resilient, each bone blackened as though

burned in a fire that never touched their flesh.

Their empty sockets glow with a burning fire, their

every movement radiating an unnatural stillness, as

though the world itself recoils from their presence.

Legends speak of Walking Deaths as entities that

neither hurry nor tire, pursuing their preys with a

terrifying patience. These undead beings appear in

cursed lands or near the sites of catastrophic

deaths, wandering aimlessly at first until their

presence is noticed. Once they set its sight on a

victim, however, there is no escape – Walking


Deaths will follow them to the ends of the earth,

their hollow, rasping breaths heralding doom.

Despite its skeletal form, a Walking Death is far

from brittle. It seems to shrug off attacks that

would shatter lesser undead, and its clawed hands

are instruments of withering power.

Walking Death
Medium undead, neutral evil

Armor Class 14 (natural armor)


Hit Points 93 (11d8 + 44)
Speed 30 ft.
Art by Brett
STR DEX CON INT WIS CHA
Neufeld
19 (+4) 14 (+2) 18 (+4) 9 (-1) 13 (+1) 15 (+2)

Saving Throws Str +7, Wis +4


Damage Resistances necrotic; piercing and slashing from
nonmagical attacks not made with silvered weapons
Damage Immunities poison

Condition Immunities charmed, frightened, poisoned

Senses darkvision 60 ft., passive Perception 11

Languages understands all languages it knew in life but Actions


cannot speak Multiattack. The walking death makes two attacks with its
Challenge 5 (1,800 XP) Proficiency Bonus +3
skeletal claws.

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.

258 The Codex of Forbidden Arcana


Appendix A: Arcane Corruption

T
HE ARCANE CORRUPTION SYSTEM Corruption Points

represents the perilous consequences Arcane Corruption is built around Corruption


of meddling with forbidden magic, an Points and their progression through Stages of

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.

these dark arts tread a path fraught with

unimaginable risks. Arcane Corruption is not Gaining Corruption Points

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

consequences. curses - may cause characters to gain

Corruption Points each hour or day they remain

there. Using magic in such areas may further


Arcane Corruption in Play
accelerate this rate.

The Arcane Corruption system presented in this


section can be used in several ways to enhance The GM determines how and when Corruption

gameplay and storytelling. Primarily, it can serve as Points are acquired, tailoring the system to fit the

a way to counterbalance certain powerful magic narrative and setting.

options, such as Epic Spellcasting (as detailed in


Stages of Corruption
this manual) or other potent abilities, ensuring that
great magical power always comes at a great cost. As a character accumulates Corruption Points, they

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.

of a dark or eldritch being, or even natural


Mild Corruption (1-3 Points)
phenomena where the weave of magic has become
thin or frayed. Other possibilities include ancient At this stage, the corruption is subtle but

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.

The Codex of Forbidden Arcana 259


d6 Effect Severe Corruption (7-9 Points)

2 Mark of Corruption: A faint discoloration appears on


Upon reaching this stage of corruption, the
your skin, acting as a mark of your corruption. This
character’s humanity begins to slip away. They may
mark may cause unease in superstitious folk and
those who recognize the mark you bear. suffer grotesque mutations (like extra limbs,

3 Whispers in the Wind: Faint whispers seem to echo


glowing eyes, or shadowy auras), and their mind

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

DC 10 Constitution saving throw to mantain attention or unleashing unintended effects.

concentration at the start of each of your turns.


4 Aura of Unease: Creatures within 30 feet of you feel d6 Effect

an inexplicable discomfort. Animals become 1 Eldritch Mutation: A grotesque mutation develops,


skittish in your presence, imposing disadvantage such as extra digits, a faintly glowing aura, or
on Wisdom (Animal Handling) checks made to vestigial wings.
interact with them. 2 Arcane Instability: When you cast a spell, roll a d20.

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

Moderate Corruption (4-6 Points) an inexplicable menace. All creatures have


disadvantage on Charisma (Persuasion) checks
At this stage, the corruption becomes harder to
made to advocate on your behalf.
hide. Physical mutations (such as vestigial growths)
5 Warped Reality: Objects you touch leave unnatural
begin to manifest, and mental afflictions worsen.
imprints, such as scorch marks, faint shadowy
The character may hear persistent whispers,
stains, or an oily residue.
experience hallucinations, or struggle with sudden 6 Corruption Flaw: Your corruption manifests as a
outbursts of uncontrollable magic. debilitating flaw, such as paranoia, compulsive
secrecy, or impulsive aggression. Roll once on the
d6 Effect
Indefinite Madness Table, or work with the GM to
1 Lesser Surge of Magic: When you cast a spell, roll a create a flaw that fits your character. This flaw
d20. On a roll of 1, the spell triggers a harmless remains until the Corruption is cured, and cannot
magical surge, such as glowing motes of light, a otherwise be removed by any other means.
faint ringing sound, or a momentary gust of wind.
2 Mutated Feature: A small, unusual mutation Complete Corruption (10+ Points)
manifests on your body, such as glowing veins, a
The character succumbs fully to the corruption,
patch of scaly skin, or an unnatural eye
3 Persistent Whispers: You are subjected to the
losing all vestiges of their former self. This could

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.

260 The Codex of Forbidden Arcana


d6 Effect

3 Corruption Ascendant: You gain immense and


unnatural abilities (determined by the GM), but
you lose all free will and become a servant of the
corruption.
4 Eternal Suffering: The corruption utterly destroys
your mind, leaving you in a state of complete
mental collapse. You are either rendered catatonic,
incapable of speech or coherent thought, or you
descend into uncontrollable madness, lashing out
at everything around you. In this state, you are no
longer able to perform meaningful actions or
communicate effectively.
Cleansing Arcane Corruption

Arcane Corruption is not easily cured, and the

difficulty of doing so increases with its severity.

At the Mild Stage, corruption may be remedied

with lesser restoration or similar low-level magical

means. However, as corruption advances to the

Moderate Stage, only greater restoration or similar

magic will suffice. At later stages, cleansing

requires extraordinary efforts, with the method left

to the GM’s discretion. The wish spell is universally

effective at removing corruption, regardless of its

severity.

The following are additional examples of methods

to cleanse Arcane Corruption:

Cleansing Rituals: A rare and dangerous ritual

performed by a powerful magic user can reduce

or cure corruption. These rituals often require

rare components and may take hours or even

days to complete.

Divine Intervention: A direct act of a deity or

other benevolent force may cleanse corruption

entirely. Such intervention is extremely rare and

typically requires immense devotion, a moment

of great need, or a significant sacrifice.

Sacrifice and Atonement: A character may be

required to undertake a perilous quest or make

a life-changing sacrifice to get rid of the

corruption affecting them. This path often

includes risks and narrative challenges.

Powerful Artifacts or Locations: Certain ancient

relics, sacred places, or planar gateways

possess the power to cleanse corruption.

However, these items or places are likely to be

well-guarded, dangerous to access, or carry

risks of their own.

For those unable or unwilling to seek cleansing,

avoiding further exposure to forbidden magic or

corrupted areas may delay the inevitable, but it

offers no true reprieve.

The Codex of Forbidden Arcana 261


Appendix B: Variant Rules and Mechanics

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

reduced by any means.


Arcane Resonance
For example, a caster has successfully triggered

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

potentially dangerous consequences. caster takes 4d4 force damage.

Mechanics Spell Weaving

Arcane Resonance is triggered when a spellcaster


Spell Weaving allows spellcasters to push the
casts consecutive spells of 1st-level or higher from
boundaries of their magical limits by combining
the same school of magic (e.g., evocation) or with
two spell slots to cast a single, more powerful spell.
the same damage type (e.g., fire). For each
This mechanic represents an advanced
consecutive spell that aligns with the resonance,
manipulation of arcane energy, requiring immense
the caster gains a cumulative benefit. However,
concentration and precision.
repeated uses of Arcane Resonance increase the

risk of backlash as the channeled magic


Mechanics

destabilizes. When this variant rule is in play, a spellcaster can

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

Arcane Resonance also resets if the caster uses a 5th-level spell.

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

which the caster has spell slots, up to a maximum


Amplification Effects
of 7th.

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

following benefits (chosen at the time of casting) for reserves.

that spell and all future spells that activate the


Detrimental Effects
resonance during the same chain:
The strain of manipulating magical energy in this

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 level of the spell cast. On a failure, the caster


Backlash
takes damage equal to double the level of the spell

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.

262 The Codex of Forbidden Arcana


Mana Siphon Spell Overload

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

highest available spell slot, and risking significant


Mechanics
strain in the process.
When using this variant rule, a willing creature can

transfer one of their spell slots to another creature


Mechanics

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

level or higher due to the immense energy required


Additional Effects
in the process.
The transferred magic requires time to stabilize

within the recipient. If the recipient uses the


Detrimental Effects

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

while their highest available slot is 3rd level, they


Life Tap
gain 2 levels of exhaustion. This exhaustion is

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

have been depleted. exhaustion being removed per long rest.

Mechanics Magic Fatigue

When this variant rule is in play, a spellcaster can


Magic Fatigue represents the strain of repeatedly
use Life Tap as a bonus action to regain a spell slot
casting spells within a short period or in adverse
of the lowest level available to them, up to a
conditions, such as in magical dead zones,
maximum of 5th. To do so, the caster immediately
suppressed magic fields, or low-magic settings.
expends an amount of Hit Dice equal to the spell
This mechanic aims to emphasize the physical and
slot’s level. If the caster does not have enough Hit
mental toll that excessive use of magic can have on
Dice, the Hit Dice are expended but the attempt
a caster in certain situations.
simply fails.

If not used within the next minute, the spell slot


Mechanics

simply fades as if expended. A spellcaster risks Magic Fatigue after casting a

number of spells equal to their proficiency bonus


Detrimental Effects
within a single hour. Each additional spell cast
Repeated use of Life Tap carries increasing risks.
within the same hour forces the caster to make a
Each time after the first a caster uses Life Tap in a
Constitution saving throw with a DC equal to 10 +
24-hour period, they must succeed on a
the spell’s level, increased by 1 for each subsequent
Constitution saving throw with a DC equal to 10 +
spell cast within the time limit.
the number of times Life Tap has been used since
On a failed save, the caster suffers one level of
their last long rest or suffer one level of exhaustion.
exhaustion. This exhaustion can be reduced only by
This exhaustion can only be reduced by completing
completing a long rest.
a long rest.

The Codex of Forbidden Arcana 263


Spellcrafting enhancements can be incorporated, allowing spells

to gain unique effects when cast at higher levels,


Spellcrafting allows players to create and
such as a fire spell leaving scorching terrain behind
customize spells, enabling their characters to
or a necromantic spell applying lingering curses.
explore new magical possibilities tailored to their
Once again, any customization should be carefully
abilities and needs. This process represents a
evaluated with the GM to ensure balance, as
spellcaster’s dedication to understanding and
adjustments may increase the spell’s level or cost.
manipulating magic in unprecedented ways.

Spellcrafting involves several steps, each reflecting Costs and Resources

the complexity and challenges of developing a new


The process of spellcrafting is both time-consuming
spell or altering an existing one. These steps must
and resource-intensive, reflecting the significant
be completed with GM guidance to ensure the spell
effort required to manipulate the arcane weave into
aligns with the campaign’s mechanics, story, and
a new form. While the following costs and
balance.
timeframes provide general guidelines, they are

estimates that can be adjusted by the GM to better


Defining the Spell’s Concept
fit the character’s story, the campaign setting, or
The character’s journey to craft a spell begins with
the difficulty of the spell being crafted.
defining its core aspects. The player collaborates
Creating a spell requires 1 week per spell level of
with the GM to establish the fundamental features
dedicated research, experimentation, and
of the spell, including its school of magic (such as
refinement. The character must have access to an
evocation or necromancy), its primary effects (e.g.,
appropriate environment, such as a library,
damage, control, or utility), and its range, duration,
laboratory, or magical sanctum, to perform this
and casting time. These decisions help determine
work effectively. During this time, the character
how the spell functions and fits within the
engages in trial and error, drawing on arcane
character’s abilities and the campaign’s narrative.
theory and practical applications to shape the spell.
For example, the spell might be a fire-based
The monetary cost of spellcrafting is equal to 500
creation that conjures a wall of flame the caster can
gp per spell level, representing the materials, tools,
shape at will, a necromantic curse that damages
and specialized components needed for the
foes whenever they attack, or a transmutation effect
process. These could include magical inks, rare
that temporarily transforms objects into different
herbs, enchanted metals, or other reagents tied to
materials. Once these details are defined, the GM
the spell’s nature.
evaluates the spell’s power to determine its spell
In addition to these general costs, certain spells
level, which influences its resource cost,
may require unique or rare magical components
development time, and overall effort required to
specific to their theme. For example, crafting a fire
bring it into existence. The more powerful the spell,
spell might demand fire elemental essence, while a
the greater the challenges the character must
necromancy spell could require bone dust
overcome to create it.
harvested from a powerful undead creature.

Similarly, a divination spell might necessitate a


Customizing Existing Spells
rare crystal attuned to the weave of magic or
Instead of inventing an entirely new spell, a
fragments of a prophetic artifact.
character may instead attempt to modify an

existing one to better suit their needs. Customizing Testing and Risks

spells allows for creative expression without the


Once the spell is theoretically complete, the
complexity of designing from scratch. For instance,
character must test their creation to finalize its
the character might change the damage type of a
functionality. This final step represents the
spell, such as turning a fireball into a cold-based
culmination of their research and experimentation,
version that deals cold damage, or adjust the spell’s
but it is also the most unpredictable. Testing a spell
area of effect by altering its shape, like
is fraught with risks, as the unstable magic might
transforming a cone into a line or a sphere into a
not behave as intended. The guidelines below
cube. Minor effects can also be added, such as
provide a general framework for this process,
dimming light in the spell’s area, causing secondary
though the GM may adjust the specifics based on
debuffs to enemies, or leaving behind lingering
the spell’s complexity or the circumstances of its
hazards like burning terrain. Additionally, scaling
creation.

264 The Codex of Forbidden Arcana


To test the spell, the character must make an
Playtesting and Adjusting Spells
Intelligence (Arcana) check with a DC equal to 13 +
This section does not aim to explicitly or
the spell’s level. On a success, the spell is
comprehensively outline every detail of creating and
successfully crafted and becomes ready for use,
balancing new spells, as doing so would require an
marking a significant achievement for the extensive guide in itself. Instead, it is designed to
character. On a failure, the caster must spend more provide guidelines and a general idea of the key
time perfectioning the spell. Additionally, the caster steps necessary to craft new magic or customize
may also suffer a magical mishap, which may existing spells.
manifest in several ways, such as a magical Newly created spells should be playtested during
backlash damage or a surge of unstable magic (roll gameplay to assess their balance and effectiveness.
once on the Unstable Magic Surge Table found in Both players and GMs should remain open to
Appendix D to determine the outcome). revising the spell’s mechanics or effects after its
If the spell fails, it can be retried after another week creation, especially if it proves to be overpowered,
of work and at an additional cost equal to 50% of underpowered, or disruptive to the game’s flow in
the original gold cost. However, depending on the
any way. Spellcrafting is a difficult and dynamic
spell’s power or nature, the GM may introduce
process, and mantaining it flexible ensures that it
additional narrative consequences or components
enhances the story and mechanics without
required for the Spellcrafting attempt to be
overshadowing other aspects of play.
successfulone.

Incorporating the Spell Into Play

After successfully crafting the spell, the character

must integrate it into their magical repertoire in

accordance with their class rules. For instance, a

wizard may need to inscribe the spell into their

spellbook, while a sorcerer might naturally

internalize it as part of their innate magical

abilities. Once incorporated, the spell is treated like

any other spell the character knows or can prepare.

Additionally, the crafted spell can be shared with

other spellcasters, fostering opportunities for

collaboration and trade. Sharing might involve

creating scrolls, adding the spell to another

wizard’s spellbook, or teaching the spell through

dedicated instruction. These interactions can

create meaningful narrative moments, from

forming alliances with other casters to trading

knowledge with enigmatic magical scholars or

ancient factions.

Art by Lars

Rune Illustrations

The Codex of Forbidden Arcana 265


the magic to “reverberate”, leaving a residual

Spell Reverberation imprint in the environment.

The exact chances of triggering Spell


When using this variant rule, some spells may leave
Reverberation are left to the GM’s discretion,
behind lingering magical echoes in the
depending on the narrative, the campaign setting,
environment, a phenomenon known as Spell
and the desired interaction between magic and the
Reverberation. These residual effects are tied to
world. In some cases, the GM may choose to let the
the school of magic used and can persist for hours,
environment respond to repeated magical use or
days, or even weeks. Reverberations may alter the
amplify particularly potent spells, while in other
environment, attract creatures, or create unique
cases, specific locations – such as ley lines or
challenges and opportunities for adventurers.
planar zones – may inherently promote
Mechanics reverberation.

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.

Spell Reverberation Effects by School of Magic

School Reverberation Effect

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.

Designer’s Note on Spell Reverberation Effects

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.

266 The Codex of Forbidden Arcana


Examples of Areas of Arcane Attunement
Areas of Arcane Attunement
Areas of Arcane Attunement are regions where the
Certain areas within the world or across different
magical energies of the environment resonate with
planes of existence are so saturated with specific
specific types of spells, amplifying their effects or
types of magical energy that they enhance spells
hindering opposing magic. These areas might exist
closely aligned with their innate properties. These
on elemental planes, divine realms, or even in
zones, also known as Areas of Arcane Attunement,
specific locations within the material world that
reflect the profound connection between the magic
have been touched by powerful magic. Below are
cast and the energies that permeate the region,
examples of how different zones can interact with
amplifying spells or altering their effects. This
spells cast within them, reflecting their innate
variant rule encourages spellcasters to consider
magical properties.
their surroundings carefully, as the environment

can amplify their abilities or hinder opposing


Name Effects
magic. Elemental Plane Fire damage spells gain +1 damage
of Fire die. Cold damage spells deal
Mechanics
reduced damage.
When a spellcaster casts a spell within an Area of
Elemental Plane Cold damage spells gain +1 damage
Arcane Attunement that aligns with the zone’s of Water die. Fire damage spells deal reduced
magical properties, the spell gains specific damage.
enhancements. These effects primarily benefit Celestial Plane Radiant damage spells gain +1
damaging spells but can also apply to non- damage die. Healing spells restore
damaging or healing spells, reflecting the region’s
+1 die of hit points. Necrotic spells
arcane resonance.
deal half damage.
Plane of Necrotic damage spells gain +1
Damaging Spells Shadows/Death damage die. Radiant spells deal half
damage.
Spells that deal damage matching the zone’s
Wild Magic Zone Spells of all types may trigger wild
attunement gain an additional damage die of the
surges of unstable magic (roll on
same type. For example, casting fireball in an area the Unstable Magic Surge Table
infused with fire magic deals one additional die of found in Appendix D).
fire damage. Similarly, necrotic spells cast in Ethereal Plane Illusion spells gain a +3 bonus to
desecrated ground gain an extra die of necrotic their save DC. Divination spells cast
damage. in this area have their duration
halved.
Non-Damaging Spells Temporal Rift Spells with a duration that is more
than 1 round have a 50% chance to
Spells that do not deal damage may gain
have their duration halved or 50% to
enhancements based on their effects:
have it doubled.
Spells requiring saving throws may impose

disadvantage on saves if aligned with the area’s

energy. Areas of Arcane Affinity and Magical Zones

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.

The Codex of Forbidden Arcana 267


Enhanced Concentration Reckless Casting

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

limitations. may harm the caster or produce unintended effects.

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

choice. the caster suffers backlash as detailed below.

When the caster takes damage while concentrating


Detrimental Effects
on two spells, they must make a separate
Reckless Casting imposes a significant toll on the
concentration check for each spell, losing
caster’s body and mind. Regardless of success or
concentration on that spell on a failure.
failure, the caster gains a number of levels of
Detrimental Effects exhaustion equal to one-third of the spell’s level

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

must succeed on a DC 15 Constitution saving completing a long rest.

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.

long rest. Additionally, the failed attempt causes immense

arcane stress, causing the caster’s Strength to drop

to 3, if it isn’t 3 or lower already, for 2d4 days. For

each of those days that the caster spends resting

and doing nothing more than light activity, their

remaining recovery time decreases by 2 days.

Limitations

Reckless Casting cannot be used to cast spells of

7th level or higher, as the raw energy required is

too great to control.

Additionally, a caster cannot attempt Reckless

Casting more than once per long rest, emphasizing

the toll it takes on their body and connection to the

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

power to vast, cursed wastelands where reality of distance no longer apply.

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

adventurers. significance. A magical zone’s area of effect can

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

power echoing across time. understanding its properties often demands

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

more potent, suppressed, or entirely unpredictable. arcane layers of the world.

Magical Zones Ideas Table

Zone Name Appearance Effects Origin

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.

The Codex of Forbidden Arcana 269


Magical Zones Ideas Table

Zone Name Appearance Effects Origin

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.

270 The Codex of Forbidden Arcana


Magical Zones Ideas Table

Zone Name Appearance Effects Origin

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.

The Codex of Forbidden Arcana 271


Appendix C: Forbidden Rituals

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,

ambiguity. These intricate ceremonies components, executions, and consequences. These

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

among ancient tomes, whispered by mad seers, or Ritual Description

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.

272 The Codex of Forbidden Arcana


Ritual of Apotheosis 2. Invocation of Faith: The caster recites

incantations that draw upon the collective belief


The Ritual of Apotheosis is the ultimate pursuit of
of their followers. As the chants crescendo, their
mortal ambition: ascending to godhood. This grand
faith coalesces into radiant energy, visible as
and perilous ceremony transforms a mortal into a
streams of light flowing into the sacred focus. If
deity by harnessing the collective devotion of their
the devotion of the followers wavers or their
followers and channeling it into divine essence.
numbers prove insufficient, the ritual fails,
However, the ritual requires more than sheer
annihilating the caster in a burst of divine
ambition – it demands a vast and devout following, backlash.
as their faith fuels the transformation. Without
3. Unification of Essence: The caster infuses the
sufficient support, the ritual is doomed to fail,
essence of divinity into themselves, merging it
obliterating the caster in the process.
with the gathered energy. This stage is the most

Components perilous, requiring the caster to succeed in

maintaining control over the immense power.


The ritual requires significant and symbolic
Failure results in the caster’s mind and body
components, representing mortal devotion, divine
being consumed by the energy.
essence, and several other components.
4. Ascension: If successful, the caster’s mortal

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

Faithful Followers: A congregation of followers power.

who genuinely and unwaveringly believe in the


Consequences
caster’s divine potential. The greater their
Upon completion, the caster ascends to godhood,
number and devotion, the more stable and
gaining influence over their chosen domain and the
potent the ritual becomes. A minimum of 1,000
ability to channel divine power. However, this
devout individuals is required; fewer than this
transformation is not without complications. The
results in the ritual failing and the caster being
newly ascended deity becomes bound to their
killed, its soul destroyed in the process.
followers’ faith, their power waxing and waning
Essence of Divinity: A fragment of divine power,
with the devotion of their believers. A weak or
such as the tear of an angel, the blood of a
faltering following can diminish their divine
demigod, or the heart of a celestial guardian.
influence or even lead to their downfall.
This essence is consumed to bridge the mortal
Furthermore, rival deities may view the new god as
and divine realms.
a threat, leading to divine conflict or alliances
Ritual Components: Offerings worth at least
depending on the domain and circumstances of the
250,000 gp, including rare incenses, enchanted
ascension.
materials, and magical items, all symbolizing

the caster’s connection to their aspiring domain.

The Boundaries of Apotheosis


Execution
The Ritual of Apotheosis operates within the
The Ritual of Apotheosis must take place on sacred
delicate, pre-existing framework of divine balance.
or consecrated ground aligned with the desired
This means that a mortal can only ascend to a
domain. The process unfolds over the course of 24
domain not already represented by another deity,
hours, requiring absolute focus and unwavering
ensuring that the cosmic order is not disrupted by
faith from both the caster and their followers.
overlapping authorities. If the caster seeks a domain
1. Preparation: The sacred focus is placed at the
already governed, the ritual fails unless the current
center of a ritual circle inscribed with glyphs
deity willingly relinquishes or shares their dominion.
representing the chosen domain. Surrounding
This cosmic law ensures that the ritual cannot be
used to usurp a god’s position against their will,
the circle, the followers gather, chanting prayers
preserving the sanctity of divine hierarchies.
and hymns to channel their devotion.

The Codex of Forbidden Arcana 273


Ritual of Binding 2. Invocation: The caster chants incantations in

the entity’s native tongue, summoning it to the


The Ritual of Binding is an ancient and complex
prepared location. The air grows heavy with
ceremony designed to subjugate a powerful entity
energy, and the entity materializes within the
to the caster’s will. Used to imprison demons,
circle.
elementals, or even mighty fiends and celestials,
3. Challenge: The caster must confront the
this ritual imposes chains of magic upon the target,
summoned entity, asserting their dominance
rendering it incapable of resisting the caster’s
through magic and willpower. This
commands.
confrontation can take the form of a mental
This ritual is among the most dangerous of arcane
battle, a test of strength, or a true confrontation.
practices. If performed incorrectly, it can lead to
4. Binding: If the caster succeeds, the entity’s
catastrophic consequences, including the target
essence is shackled to the vessel. The chains of
breaking free and exacting vengeance on the
command become imbued with magic,
summoner.
enforcing the entity’s servitude and preventing it

Components from rebelling. The caster must utter a final

binding incantation to complete this step.


The ritual requires rare and potent components to
5. Sealing: The ritual concludes with the sealing of
ensure its success and to anchor the magical
the vessel, locking the entity within its confines
bindings.
or tethering it to the caster’s will. This step

The Vessel: A specially prepared object or finalizes the magical bindings and prevents the

location to serve as the entity’s prison. This entity from escaping.

could be a gem, an enchanted brazier, or a


Consequences
sanctified chamber. The vessel must be
Binding a powerful entity comes with significant
inscribed with runes of containment and infused
risks. The bound creature may resent its
with magical energy, requiring components
imprisonment, subtly sabotaging the caster’s plans
worth at least 250,000 gp.
or waiting for an opportunity to break free. If the
Chains of Command: Physical chains or
binding fails, the enraged entity could escape,
symbolic restraints forged from rare metals,
unleashing its wrath on the caster and the
such as mithral or adamantine, enchanted with
surrounding area.
spells of binding. These serve as a physical
Additionally, performing this ritual may draw the
anchor to the ritual’s magical restraints.
attention of other beings from the bound creature’s
Sacrificial Catalyst: A life force offering or
plane, including allies seeking revenge or rivals
valuable relic of great significance. For example,
attempting to exploit the situation.
the ritual might demand the blood of a celestial

creature or a relic imbued with divine power.

Arcane Inscription: A binding circle, inscribed

with glyphs of control and symbols of

containment, created with powdered gemstones

and blessed inks worth at least 20,000 gp.

Execution

The Ritual of Binding is performed in a location of

magical significance, such as an ancient ruin or a

nexus of ley lines, over the course of several hours.

Each step requires flawless precision.

1. Preparation: The caster inscribes the binding

circle, placing the vessel at its center and the

chains of command around the circle’s

perimeter. The sacrificial catalyst is positioned

within the circle to channel the required energy.

274 The Codex of Forbidden Arcana


Ritual of Forgotten Knowledge 2. Invocation of Secrets: Chanting begins in a lost

language, as the caster channels their intent


The Ritual of Forgotten Knowledge is a harrowing
through the celestial lens. As the chant
ceremony that delves into the recesses of the
continues, the circle glows faintly, and whispers
cosmos to uncover ancient and forbidden truths
begin to fill the air – voices of those who once
long lost to mortal memory. This ritual allows the
held the knowledge sought.
caster to retrieve knowledge hidden by the gods,
3. Sacrifice of the Offering: The caster must
erased from history, or guarded by eldritch entities.
willingly or forcefully extract the memories or
However, such power comes at a steep cost, for the
life force of the sacrificial offering, channeling it
mind is not meant to hold such truths, and the act
into the celestial lens. This act fuels the ritual,
of seeking them risks madness, death, or worse.
breaking through the cosmic barriers that

Components conceal the knowledge.

4. Piercing the Veil: The shard of the veil is


The ritual requires elements symbolizing the
activated, opening a temporary gateway to the
unlocking of sealed truths, the connection to the
place – physical or not – where the knowledge
cosmic weave, and the willingness to sacrifice one’s
resides. The caster peers into this realm
sanity in the pursuit of forbidden knowledge.
through the celestial lens, risking their mind as

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

fragmented. maintaining their mental fortitude or risk being

Sacrificial Offering: The memories or life force consumed by madness.

of a sentient creature, willingly given or


Consequences
forcefully taken. The greater the offering, the
The caster emerges from the ritual with the
clearer and more expansive the knowledge
knowledge they sought, but at a profound cost. The
revealed.
understanding gained is often fragmentary, cryptic,
Eldritch Catalyst: A liquid formed from the
or overwhelming, requiring extensive
blood of an aberration and infused with
interpretation. The caster may gain sudden insight
powdered starmetal, representing the
into ancient mysteries, lost spells, or forgotten
connection to forbidden and cosmic truths.
histories, but the burden of this knowledge lingers.
Celestial Lens: A lens crafted from enchanted
The caster suffers lasting effects, which may
glass and infused with the essence of moonlight,

used to focus the energies of the ritual and peer


include mental strain – such as visions, nightmares,
into hidden dimensions.
or hallucinations of the truths they uncovered – or
physical deterioration.

Execution

The Ritual of Forgotten Knowledge is performed

under a celestial alignment, such as an eclipse or The Price of Knowledge

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

the shard of the veil and the sacrificial offering.

The Codex of Forbidden Arcana 275


Ritual of Imprisonment 3. Summoning the Entity: The target must be

lured or forcibly summoned into the circle. If


The Ritual of Imprisonment is an ancient and
already present, the entity must be restrained or
perilous ceremony used to bind a powerful entity to
weakened before proceeding. The caster chants
a specific location, object, or dimensional prison.
continuously, ensuring the entity cannot escape
This ritual is often a last resort, performed when
during this stage.
the entity cannot be destroyed or reasoned with. It
4. Sacrifice and Binding: The willing participants
requires immense preparation, rare components,
spill their blood into the circle, channeling their
and unyielding focus from the participants. The
life force into the anchor. The entity is
prison created by this ritual can last for eons, but if
bombarded with the opposing energies,
the binding falters, the entity may return with
compelling it to submit to the binding.
vengeance.
5. Sealing the Imprisonment: As the ritual reaches

Components its climax, the lead caster uses a final chant to

transfer the entity’s essence into the anchor.


The ritual demands items and energies symbolizing
The circle collapses inwards, sealing the
containment, endurance, and sacrifice.
imprisonment. The anchor is then hidden or

Anchor of Binding: A physical object to which guarded to prevent the imprisoned creature to

the entity will be tied, such as a gemstone, a break free.

magical artifact, or a section of land. The anchor


Consequences
must be inscribed with runes of imprisonment
If the ritual succeeds, the entity is imprisoned
worth at least 100,000 gp.
indefinitely, unable to escape unless the anchor is
Essence of Opposing Forces: An infusion of
destroyed or the glyphs are undone. However, the
energy from an element, creature, or force
ritual’s power draws the attention of planar forces,
directly opposing the entity’s nature. For
which may seek to free the entity for their own
example, holy water for a fiend, or elemental fire
purposes.
for a water elemental.
Failure to complete the ritual can be catastrophic.
Blood of the Willing: The blood of at least three
The entity may escape, enraged and empowered by
willing participants, each contributing a portion
the failed binding, or retaliate against those who
of their life essence to fuel the binding. If the
attempted to imprison it.
participants perish during the ritual, their

sacrifice strengthens the imprisonment.

Convergence of Power: A convergence of

celestial or planar forces, such as a solar

eclipse, alignment of the planes, or proximity to

a ley line nexus.

Execution

The Ritual of Imprisonment must be performed in

a location of significance, such as a site imbued

with magical power or one tied to the entity’s

origin.

1. Preparation of the Circle: The ritual begins with

the inscribing of a vast containment circle,

reinforced with glyphs and sigils using

enchanted inks made from powdered diamond,

with the anchor placed at its center.

2. Invocation of Opposing Forces: Through

incantations and offerings, the participants

summon opposing energies to weaken the

entity’s resistance.

276 The Codex of Forbidden Arcana


Ritual of Lichdom Execution

The Ritual of Lichdom is performed over the


The Ritual of Lichdom is one of the most infamous
course of a single, unbroken night under a new
ceremonies in the annals of necromancy. This dark
moon, when the veil between life and death is
ritual transforms a mortal spellcaster into a lich, an
thinnest. The process, which is described below, is
undead being of immense magical power. By
exacting and fraught with peril.
performing this ritual, the caster severs their

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

only the most ambitious – and morally corrupt – circle.

spellcasters dare to attempt the Ritual of Lichdom. 2. Invocation: Through hours of chanting in an

ancient and forbidden tongue, the caster calls


Components
upon the forces of undeath to witness and
The ritual requires a host of rare and potent
empower the ritual. As the invocation
components, symbolizing the elements of death,
progresses, the air grows cold, shadows writhe,
undeath, and supreme power. Each item is a
and a palpable darkness fills the room. The
reflection of the caster’s commitment to embrace
glyphs and pentagrams glow with an eerie,
the dark path.
flickering light.

3. Sacrifice: The caster must personally take the


The Phylactery: A meticulously crafted vessel,

life of the living sacrifice, severing their soul and


often a gem-encrusted box, an amulet, or
channeling its energy into the phylactery. This
another durable item, capable of holding the
act marks the moment of no return, as the
caster’s soul. The phylactery must be inscribed
caster commits to severing their connection to
with runes of binding and infused with the
the natural cycle of life and death. The more
caster’s life force. The creation of this phylactery
souls sacrificed, the greater the influx of energy,
alone can take years and requires countless
improving the chances of success and imbuing
resources and components.
the resulting lich with greater strength.
The Soul of a Good-Aligned Creature: At least

4. Binding of the Soul: The caster channels the


one living, good-aligned creature’s soul is
gathered necrotic energy into their own body,
required to fuel the ritual and empower the
severing their soul from its mortal vessel and
phylactery. The soul serves as a bridge between
binding it to the phylactery. This step requires
life and undeath, its purity anchoring the
immense willpower to maintain control.
caster’s transition. While the ritual can succeed
5. Transformation: If successful, the caster’s body
with a single soul, offering more increases the
dies, withers, and is reanimated as a lich. The
chances of success.
phylactery glows faintly, now bound to the
Magical Runes and Pentagrams: The ritual

caster’s soul and ensuring their immortality.


demands the inscribing of intricate necromantic

glyphs and summoning circles using enchanted


Consequences
ink made from powdered gemstones, silver, and
Upon completing the ritual, the caster becomes a
ash worth at least 50,000 gp. These materials
lich, an immortal being sustained by the dark
must be meticulously arranged according to an
power of their phylactery. However, this
ancient pattern specific to lichdom rituals.
transformation comes at a terrible price. Their
Dark Incense: Rare incense infused with
physical form is reduced to a grotesque and
magical reagents, including the essence of
decayed vessel, and their humanity is irreversibly
shadow and midnight lotus blossoms, worth at
lost. To maintain their power, the lich must
least 10,000 gp. The incense must burn
periodically consume souls, feeding the phylactery
throughout the entire ritual, filling the chamber
to prevent their body from crumbling into dust and
with a thick, otherworldly smoke that aids in the
their essence from fading into oblivion.
soul’s detachment from the body.

The Codex of Forbidden Arcana 277


Ritual of Planar Convergence 3. Balancing the Energies: The caster directs the

raw power of the primordial conduit to stabilize


The Ritual of Planar Convergence is a ceremony
the converging planes. This requires immense
that melds two planes of existence, creating a point
precision and willpower; even the slightest error
of overlap where the boundaries between different
can cause a catastrophic collapse, annihilating
realities blur. This convergence allows beings and
the ritual site and creating a planar tear that
energies to pass freely between the chosen planes.
spirals out of control.
Only those with immense power and unwavering
4. Convergence: At the ritual’s climax, the planes
ambition can dare to attempt it, for success can
align for a brief moment. During this window,
devastate entire worlds.
the caster must channel their will and the

Components combined energy of the ritual to fuse the planes

at the desired point of convergence. If


The ritual demands components of unparalleled
successful, the planes merge in a localized area,
rarity and significance, symbolizing the union of
creating a permanent, expanding zone of
two distinct realities and the energy required to
overlap where the laws of both planes coexist.
bridge them.

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

The Ritual of Planar Convergence requires a place

where the veil between planes is already thin, such

as a planar rift, a dimensional nexus, or an ancient

leyline convergence. The ceremony takes place

over 48 uninterrupted hours, during which time the

caster must maintain concentration and perform

the following steps:

1. Anchoring the Realities: The planar anchors are

placed at opposite ends of a ritual circle,

inscribed with intricate glyphs of binding and

balance. The primordial conduit is positioned at

the center, surrounded by the essence of

balance and ritual offerings.

2. Summoning the Planes: The caster invokes the

essence of each plane by channeling the power

of the anchors. This requires hours of chanting

in a primordial tongue, during which the planes

begin to resonate.

278 The Codex of Forbidden Arcana


Ritual of Soulforge 2. Invocation: The caster begins the ritual by

reciting an ancient incantation, channeling


The Ritual of Soulforge is a rare and ancient
magic into the soulshard and drawing the
ceremony in which a mortal soul is fused with an
intended soul toward the vessel. This process
object to create a sentient artifact. This ritual is
varies depending on the nature of the soul: if it’s
often used to preserve the essence of a great hero,
willing, the soul harmonizes with the caster’s
powerful mage, or legendary figure, embedding
intent, easing the flow of energy; if it’s unwilling,
their will and knowledge within the crafted item.
the caster must exert additional magical effort
The resulting artifact possesses immense power,
to subdue the soul’s resistance, risking backlash
though the process forever binds the soul,
or instability.
preventing it from passing into the afterlife.
3. Forging the Bond: The caster channels the

Components combined energies into the vessel, solidifying

the connection between the soul and the artifact


The ritual requires extraordinary components, each
as the soul takes residence within it.
representing the union of life, death, and creation.
4. Final Sealing: The caster engraves runes of

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,

making the process significantly more legendary item.

dangerous. Such a soul may retaliate against


Consequences
the caster, attempting to disrupt the ritual. In
The artifact created through the Ritual of Soulforge
either case, the soul must be from a creature of

great power – sufficient to endure the ritual – or is a being of immense power and intelligence,

imbued with the personality and memories of the


it risks being destroyed, rendering the ritual a
bound soul. While the item may serve its creator
failure.
loyally, it retains its free will and can refuse
The Vessel: The object intended to house the
commands that conflict with its moral compass or
soul, typically a weapon, piece of armor, or
ideals.
similar artifact. It must be of masterwork quality

and imbued with enchantments worth at least

100,000 gp.

Soulshard: A gem worth at least 50,000 gp that

has been enchanted to act as the focus for

extracting and preserving the soul during the

ritual.

Essence of Primordial Energy: A sample of

primordial energy, such as a drop of liquid

sunlight, a shard of starlight, or the heart of a

fallen celestial. This represents the divine spark

needed to bind the soul to the artifact.

Execution

The Ritual of Soulforge requires a sanctified forge

or magical workshop, often located in a place of

great mystical significance. The ritual itself spans

an entire day and night, culminating in the fusion of

soul and artifact.

1. Preparation: The vessel is placed on the forge,

surrounded by magical glyphs inscribed in

powdered mithral and diamond dust. The

soulshard is positioned above the vessel, and

the essence of primordial energy is infused into

the forge’s flames. The life sacrifice is brought

to the ritual site, ready to contribute its energy.

The Codex of Forbidden Arcana 279


Ritual of Summoning 2. Invocation: Through incantations spoken in the

entity’s native tongue, the caster reaches out


The Ritual of Summoning is a ceremony steeped in
across the planes, calling the being forth. As the
peril, designed to call forth a being of immense
invocation progresses, the air grows charged
power from another plane of existence. Whether
with energy, and a rift begins to form within the
used to summon an ancient elemental, a celestial
circle.
servant, or a malevolent fiend, this ritual allows the
3. Offering: The sacrificial offering is destroyed or
caster to bend the laws of reality, compelling the
consumed, its energy fueling the connection
summoned entity to appear.
between planes. The rift stabilizes, allowing the

Components entity to pass through and appear within the

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

doom the ritual. ritual.

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.

ingredients. The circle must be reinforced with


Consequences
warding symbols specific to the entity’s plane of
Summoning a powerful entity rarely comes without
origin.
repercussions. The summoned being, even if
Sacrificial Offering: An object of great
bound, may resent its servitude and seek to
significance or a life force offering. This could
undermine the caster’s authority. If the ritual fails
range from a rare artifact to the soul of a
or the entity escapes, it may wreak havoc upon the
sentient creature. The offering must be aligned

with the nature of the summoned being – for caster, their allies, or the surrounding area.

Additionally, performing the ritual may draw the


example, a holy relic for a celestial or a blood
attention of other beings from the summoned
sacrifice for a fiend.
entity’s plane, including rivals, allies, and other
Arcane Catalysts: Reagents such as abyssal
powerful entities.
ichor, aetherial dust, or elemental shards worth

at least 50,000 gp, attuned to the summoning’s

purpose. These catalysts amplify the caster’s

connection to the summoned being’s plane.

Execution

The Ritual of Summoning is performed over the

course of several hours, culminating in the

summoning itself. The process requires precision,

focus, and an unwavering will, as outlined below.

1. Preparation: The caster must inscribe the

binding circle with flawless precision, ensuring

all runes and symbols are complete and

unbroken. The components are placed at key

points within the circle, with the sacrificial

offering positioned at its heart.

280 The Codex of Forbidden Arcana


Ritual of Transcendence 2. Invocation of Higher Realms: The caster begins

chanting in a cosmic language, invoking the


The Ritual of Transcendence is a profound
power of the realm they wish to ascend to. This
ceremony that elevates the caster beyond mortal
chant must remain unbroken for the first 24
limitations, transforming them into an entity of
hours, during which the site becomes suffused
greater existence, such as a celestial, fiend, or other
with the chosen realm’s energies, altering the
higher being. The process redefines the caster’s
environment in dramatic and otherworldly ways.
very essence, reshaping their body, mind, and soul
3. Surrender of Mortality: The caster places the
into something beyond the comprehension of most
symbol of mortality within the ritual circle and
mortals. Many who attempt this ritual fail, leaving
destroys it, severing their connection to their
behind nothing but echoes of their ambition.
mortal form. This act is the point of no return,

Components as the caster begins to dissolve into raw energy.

4. Absorption of the Essence: The caster merges


The ritual requires materials that symbolize the
with the essence of the beyond, undergoing a
caster’s intended transformation, the surrender of
harrowing transformation as their body, mind,
their mortal essence, and the forging of their new
and soul are reshaped. During this phase, their
existence.
will is tested against the overwhelming forces of

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

Soul Sacrifices: At least three willing or characteristics of their chosen form.

unwilling souls must be offered to fuel the


Consequences
transformation. The more powerful and aligned
Success in the Ritual of Transcendence elevates
the souls are with the caster’s goal, the greater
the caster to a higher state of existence, granting
the chance of success.
them immortality and traits reflective of their new
Astral Nexus: A point where the weave of magic
form. For example, one who transcends to celestial
is strongest, such as an ancient leyline
status may gain radiant wings and divine powers,
convergence, a celestial temple, or a demonic
while a fiendish transformation may result in
rift, to provide the necessary cosmic energy for
infernal might and dominion over weaker fiends.
the transformation.

Sacred Inscription: Runes inscribed with

enchanted inks, forged from powdered precious

metals and gemstones worth no less than

250,000 gp, covering a vast ceremonial

platform.

Symbol of Mortality: A representation of the

caster’s mortal existence, such as a lock of their

own hair or a drop of their blood. This item is

destroyed during the ritual.

Execution

The Ritual of Transcendence takes place over a

continuous period of 72 hours, during which the

caster must remain at the nexus and perform the

following steps with unwavering focus:

1. Preparation of the Site: The ceremonial

platform must be inscribed with the sacred

runes and surrounded by the astral nexus. The

essence of the beyond and the souls to be

sacrificed are placed at the center.

The Codex of Forbidden Arcana 281


Appendix D: Tables
Forbidden Grimoires Table

d100 Grimoire Title and Description

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

fragmenting and consuming a soul to empower the caster.


03 Tome of Eternal Hunger: Pages made of blackened parchment describe forbidden rites to summon and feed

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

caster’s blood, binding them to the magic forever.


05 The Netherwrit Codex: A book scribed in glowing ink, detailing how to bend shadows into sentient weapons.

The book dims light around it when opened.


06 The Black Spiral Lexicon: An eldritch manual describing rituals to twist planar boundaries. Prolonged exposure

leads to madness.
07 The Lament of the Starless Night: A collection of incantations stolen from the dreams of a dead god. Chanting

from it causes strange cosmic anomalies.


08 The Shardweave Manuscript: Written on razor-thin sheets of obsidian, this book details how to weave reality

itself, though failing results in the weaver being unmade.


09 The Ashen Conflagration: Bound in scorched bark, this grimoire teaches how to summon flame spirits. Its

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

beings into gold, leaving their souls to wail in torment.


11 The Veilrender Codex: Detailed instructions for piercing the veil between life and death. Each successful ritual

weakens the barrier between worlds.


12 The Tome of the Thousand Eyes: A fleshy book that grows eyes over time, revealing visions of the far realms.

Staring into the eyes too long invites possession.


13 The Graven Grimoire: A stone slab etched with necromantic spells, unyielding to time or damage. Casting

from it drains the caster’s life force.


14 The Ephemeral Oath: A weightless book that floats and shifts as if alive. It teaches the art of binding one’s soul

to an unseen force in exchange for power.


15 The Scourge Chronicle: Bound in chitin, this book is said to have been penned by an insectoid demi-god. It

details curses that spread like plagues.


16 The Infernal Mandate: A black iron-bound tome describing rituals to command devils. It smells faintly of sulfur

and emits a low hum when nearby.


17 The Voidweaver’s Codex: This grimoire is a blank book that fills with spells when brought near portals to other

planes. Each spell learned erases a memory.


18 The Amber Prison: Encased in translucent amber, the tome reveals methods of trapping and enslaving

elemental spirits. Its cover shifts to reflect its latest captive.


19 The Siren’s Lament: A waterlogged book that drips endlessly, it teaches enchantments to lure and drown foes.

Its incantations must be sung.


20 The Tome of Splintered Stars: Pages made of starlight, this grimoire teaches celestial curses. Reading it blinds

the unworthy with cosmic radiance.


21 The Hollow Crown Codex: A book bound in tarnished silver detailing the rites to steal authority from kings and

gods alike. Each spell saps the user’s sanity.


22 The Abyssal Hymnal: A music book with haunting melodies that call forth shadowy spirits when performed.

The air grows colder with each note played.


23 The Bleeding Glyphs: A collection of blood-red symbols etched into living stone. Deciphering the glyphs

requires a painful sacrifice of flesh.


24 The Wail of the Forsaken: A grimoire that moans faintly when opened, its pages filled with rituals for

summoning spirits bound by grief. Readers are plagued by sorrowful dreams.


25 The Tome of Shattered Reflections: A mirrored book that shows twisted versions of the reader, teaching illusion

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

spell risks summoning violent, uncontrollable storms.


27 The Ironbound Codex: Encased in rusted iron, this grimoire teaches invulnerability spells that consume the

user’s vitality with each use. It grows heavier over time.

282 The Codex of Forbidden Arcana


Forbidden Grimoires Table

d100 Grimoire Title and Description

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

bonds of loyalty and love. It oozes black ichor when opened.


30 The Greenfire Codex: A scorched, moss-covered book that describes incendiary spells fueled by living plants.

Each casting leaves vegetation in ashes.


31 The Shadowed Paths: A pitch-black grimoire that teaches teleportation magic to traverse shadow realms.

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

the ocean but attracts the attention of deep-sea horrors.


33 The Thorned Codex: Bound in vines that writhe faintly, it contains blood magic intertwined with plant life. The

vines lash out at those deemed unworthy.


34 The Fractured Veil: A grimoire bound in shimmering silk, it reveals forbidden planar manipulation. Casting its

spells risks planar tears that allow otherworldly beings to enter.


35 The Chains of Oblivion: A heavy, iron-clad tome teaching imprisonment magic. Each spell weakens the caster’s

will as they draw closer to the void.


36 The Witherheart Codex: This cracked, heart-shaped grimoire teaches necromantic spells that drain vitality.

Touching it causes a faint numbing sensation.


37 The Screaming Labyrinth: A maddening maze of text describes mind-altering enchantments. Flipping its pages

causes whispers to echo in the reader’s ears.


38 The Pallid Grimoire: A pale, corpse-skin-bound book that teaches spells to control undead. The caster’s skin

grows pallid with each use.


39 The Phoenix Manuscript: A burnt and regenerating book teaching powerful spells of rebirth. Casting them

costs a portion of the caster’s remaining lifespan.


40 The Emberwind Codex: A grimoire made of charred pages that swirl like smoke, teaching devastating wind-

and-fire magic. It slowly burns any nonmagical item it touches.


41 The Voidsong Anthology: A collection of hymns sung in a language that predates creation, enabling spells of

annihilation. Prolonged exposure dulls the senses.


42 The Codex of Splintered Wills: A jagged obsidian-bound book detailing domination spells. Each use fractures

the caster’s own willpower.


43 The Frostbound Tome: Encased in icy chains, it teaches frost magic so cold it causes frostbite to the user if

improperly handled.
44 The Crimson Spiral: A spiral-patterned book that compels readers to learn its blood-based summoning spells.

Its cover shifts as if alive.


45 The Chains of Silent Agony: A quiet, metallic book that contains spells to bind others in pain. Readers

experience phantom aches after each casting.


46 The Glyph of Twisted Truths: A single sheet of parchment that changes its glyphs based on the reader’s worst

fears. It teaches mind-altering illusions.


47 The Prism of Fragmented Light: A crystal-bound tome teaching magic to manipulate light. Improper use risks

blinding the caster permanently.


48 The Whispering Flame: This scorched and cracked tome describes fire magic that whispers forbidden secrets

as it burns. Hearing the whispers too long causes paranoia.


49 The Maw of Endless Hunger: A gaping maw-like book that consumes pages as they’re read, granting necrotic

spells at the cost of lost knowledge.


50 The Codex of Eternal Dusk: A shadowy tome that teaches night magic and curses that linger until the caster

sees sunlight again.


51 The Grimoire of Gluttonous Shadows: A fleshy book that absorbs ambient light while open, granting shadow-

based magic but leaving areas in utter darkness.


52 The Tome of Broken Mirrors: A fragmented book teaching illusionary magic that bends reality. Casting its spells

often leaves cracks in the user’s perception.


53 The Black Rose Codex: A thorned tome teaching enchantments of beguilement. Each casting grows a rose on

the caster’s body that slowly withers over time.


54 The Tome of Forgotten Tongues: A book written in countless alien languages, granting spells of psychic

assault. Speaking its incantations causes tongue pain.


55 The Ironwood Codex: A petrified wood-bound book teaching spells that turn creatures into living trees. Each

use saps the user’s energy.

The Codex of Forbidden Arcana 283


Forbidden Grimoires Table

d100 Grimoire Title and Description

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

the dead. Prolonged use attracts wraiths.


58 The Tome of Luminous Despair: A glowing book teaching light-based curses. Readers feel an unnatural

heaviness of spirit while holding it.


59 The Soulflame Lexicon: A pulsating, heat-radiating book teaching fire magic fueled by life energy. Each spell

burns part of the caster’s vitality.


60 The Rimevault Codex: Encased in frozen steel, it teaches glacial spells that freeze enemies in time. It also chills

the caster’s body to dangerous levels.


61 The Codex of Screaming Chains: A book with covers made of interlinked chains that emit faint wails. It teaches

binding spells that shackle the soul as well as the body.


62 The Dagger’s Lexicon: A thin, blood-stained tome that enhances physical combat through magical

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

faintly when opened, even in silence.


64 The Codex of Starless Nights: A tome that radiates a cold, unnatural darkness. It teaches invisibility and

shadow manipulation but weakens the caster’s connection to light.


65 The Grimoire of Severed Paths: Bound with severed rope, it teaches planar travel rituals that risk severing the

caster’s ties to their original realm.


66 The Tome of Cursed Rains: A waterlogged book dripping with dark ichor. It contains spells to summon cursed

weather that sows ruin wherever it falls.


67 The Ashen Reckoner: A book of crumbling pages that disintegrate with each spell learned, leaving ash in its

wake. It contains destructive fire-based curses.


68 The Codex of Flickering Flames: A smoldering book teaching illusionary magic intertwined with fire, allowing

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

awakens lingering spirits in the vicinity.


70 The Shiverstone Codex: Bound in frost-rimed rock, it teaches ice spells that freeze not only enemies but also

fragments of the caster’s memories.


71 The Tome of Lunar Chains: A moonlit tome that grants power tied to lunar phases. Using it during a full moon

intensifies its spells but shortens the caster’s lifespan.


72 The Howling Chronicle: A leather-bound book with wolf-like fur, teaching primal spells to summon beasts. It

causes the caster to slowly adopt animalistic traits.


73 The Codex of Shattered Stars: A shimmering book whose pages are made of starlight. It contains celestial

spells that drain vitality to channel cosmic power.


74 The Blightbinder’s Lexicon: A moldy tome exuding a foul odor, teaching spells to wither crops and spread

plagues. Prolonged use sickens the caster.


75 The Obsidian Dirge: A sharp-edged black tome that hums when touched, teaching dark melodies that inflict

madness on listeners. Each spell weakens the caster’s resolve.


76 The Grimoire of Restless Sand: A brittle book that constantly sheds grains of sand. It teaches desert magic and

mirage spells but leaves the caster perpetually thirsty.


77 The Blacklight Codex: Bound in shimmering black leather, this book teaches radiant spells that only harm and

never heal. Each spell dims nearby light sources.


78 The Tome of Verdant Sorrow: A vine-covered book teaching magic to summon flora that devours life. Each

casting causes the caster’s veins to darken.


79 The Tome of Endless Labyrinths: A shifting book that disorients readers. It teaches illusionary traps and wards

but leaves the caster vulnerable to their own creations.


80 The Codex of Eclipsing Souls: A silver-edged book teaching spells to drain energy from celestial beings. Each

use clouds the caster’s mind with despair.


81 The Grimoire of Whispering Depths: A water-stained tome filled with cryptic spells to summon abyssal horrors.

Its incantations echo faintly, as though spoken underwater.


82 The Tome of Glassbound Fates: A crystalline book that reflects distorted images of the reader. It teaches

divination spells but risks shattering the caster’s perception of time.


83 The Codex of Burning Shadows: A scorched, shadow-covered tome that grants the ability to merge fire and

darkness. Each spell darkens the caster’s soul.

284 The Codex of Forbidden Arcana


Forbidden Grimoires Table

d100 Grimoire Title and Description

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-

altering spells but lashes out with lightning when disturbed.


86 The Shardspike Codex: Bound in jagged bone, this grimoire teaches spells to summon piercing spikes of

energy. Each casting leaves sharp pain in the caster’s joints.


87 The Voidcaller’s Grimoire: A blackened book that teaches summoning rituals to call forth eldritch servants.

Using it draws the caster closer to the void.


88 The Tome of Withering Flame: A fragile book that disintegrates into ash with each use, granting spells to create

flames that consume even magic.


89 The Codex of Broken Bonds: A heavy tome bound with cracked chains. It teaches enchantments to sever oaths

and contracts but damages the caster’s moral compass.


90 The Midnight Lexicon: A book that radiates dim starlight, teaching celestial magic. Prolonged use makes the

caster susceptible to sleeplessness and celestial visions.


91 The Grimoire of Crystalline Woe: A glittering book teaching spells that turn flesh to crystal. Each spell makes the

caster’s skin shimmer faintly and grow brittle.


92 The Tome of Silent Flames: A book that burns with cold, soundless fire. Its spells ignite targets without heat

but steal warmth from the caster’s body.


93 The Codex of Ravenous Roots: A gnarled, vine-covered tome teaching magic to summon carnivorous plants.

Prolonged use causes the caster’s nails to grow into thorns.


94 The Iron Veil Codex: A metallic book that teaches spells to create impenetrable barriers. Each use leaves the

caster feeling heavier and more sluggish.


95 The Grimoire of Fading Memories: A ghostly tome teaching enchantments that erase thoughts. Reading it

causes the caster to lose fragments of their own memories.


96 The Codex of Eternal Embers: A glowing, heatless book that teaches spells to summon undying flames.

Prolonged use makes the caster’s eyes glow faintly.


97 The Tome of Shifting Sands: A perpetually crumbling book that grants control over sand and dust. Casting

from it slowly erodes the caster’s physical strength.


98 The Codex of Biting Frost: Bound in blue ice, this grimoire teaches spells to freeze targets to their core.

Prolonged exposure chills the caster’s veins.


99 The Tome of Weeping Skies: A book bound in rain-soaked leather that teaches weather-altering magic. Casting

its spells causes the caster’s eyes to constantly water.


100 The Grimoire of the Nameless Void: A pulsating black tome that teaches reality-bending magic. Each spell risks

erasing fragments of the caster’s existence.

The Codex of Forbidden Arcana 285


Forbidden Items Table

d100 Item Name and Description

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.

286 The Codex of Forbidden Arcana


Forbidden Items Table

d100 Item Name and Description

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,

was reportedly trapped inside it by the spirits he sought to control.


27 The Wreath of Thorns: A crown of barbed vines that grants immense charisma and persuasive power. It bleeds

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.

The Codex of Forbidden Arcana 287


Forbidden Items Table

d100 Item Name and Description

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

forge, it is said to carry the weight of its creator’s unending grief.


49 The Staff of Wailing Spirits: A crooked staff that summons the spirits of the dead to aid the wielder. Each use

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

poisons its wielder’s mind with draconic greed and arrogance.


55 The Scepter of Bound Flame: A golden scepter tipped with an eternal flame. While it grants control over fire, its

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

misfortune onto someone nearby, creating an aura of subtle calamity.


57 The Stone of Eternity’s Grasp: A small, unassuming rock that grants visions of the distant past and future.

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

whose mind was shattered by the countless restless dead it revealed.


66 The Pendant of Eternal Slumber: A star-shaped amulet that induces a dreamlike state, allowing the wearer to

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.

288 The Codex of Forbidden Arcana


Forbidden Items Table

d100 Item Name and Description

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

temptations to its wielder, pushing them toward treachery and deceit.


82 The Tome of the Forgotten Tongue: A heavy book containing spells in a language older than the gods. Each

spell read aloud causes a piece of the reader’s memories to fade.


83 The Pendant of the Hollow Heart: A heart-shaped locket that grants immunity to emotional manipulation.

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

dragon. Its wielder gradually succumbs to an unnatural, biting cold.


95 The Hourglass of Dreaded Futures: A small hourglass that grants visions of future events. Each use speeds up

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.

The Codex of Forbidden Arcana 289


Hooks Involving Forbidden Locations Table

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.

290 The Codex of Forbidden Arcana


Hooks Involving Forbidden Locations Table

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.

The Codex of Forbidden Arcana 291


Hooks Involving Forbidden Locations Table

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.

292 The Codex of Forbidden Arcana


Unstable Magic Surge Table

d100: Unstable Magic Effect

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

ominous prophecies surrounding forbidden magic. toll on the user’s soul.

Game Masters can use this lore to add depth and


The Eternal Choir
intrigue to their campaigns, weaving the threads of
The Eternal Choir is an ancient spell, a song
the forbidden magic into their worlds.
composed of syllables from the first language.
The Shattered Pact Legend says the spell’s melody weaves together the

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.

Legends speak of a final seal, hidden deep within


The Wound of the World
an uncharted plane, that if broken, would unleash a
An ancient cataclysm tore a rift in reality, exposing
tide of madness upon all existence. Cults and
the world to the raw energy of forbidden magic.
adventurers alike seek the shards, driven by
Known as the Wound of the World, this scar pulses
ambition or desperation, but none truly grasp the
with chaotic energy, mutating the land and all who
cost of wielding such power.
dwell within. Myths tell of a great hero who
The Nameless King sacrificed their life to contain the rift’s 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.

It is said that the Nameless King’s crown, the Ebon


The Codex of Unseen Truths
Diadem, still exists, granting its wearer command
A legendary tome said to contain all truths, the
over death. However, those who don the crown are
Codex of Unseen Truths is a unique relic. Legends
cursed to carry the burden of the king’s broken
claim the Codex was penned by a god driven mad
soul, their minds fractured by echoes of his
by its omniscience, and the book’s pages shift and
torment.
change with the reader’s gaze.
The Weeping Isle The Codex grants insight into any question posed

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.

294 The Codex of Forbidden Arcana


The Black Constellation
forbidden secrets, but those who answer the call

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.

glimpses of the future, but the visions are fractured


The Dreamer’s Key
and often lead to despair.
Scattered across forgotten ruins are fragments of
The constellation is tied to the Starbinders, a
the Dreamer’s Key, an artifact said to open the veil
secretive group who believe they can harness its
between dreams and reality. Each fragment
power to rewrite fate itself. However, the cost of
radiates an aura of unreality, causing hallucinations
meddling with destiny is unknown, and the stories
and waking nightmares. When assembled, the key
of those who tried are grim.
is said to grant entry to the Realm of Slumbering
The Crimson Oracle
Gods, where immense power lies, untouched by

Legends tell of the Crimson Oracle, an mortal hands.

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.

The supplicant’s reflection fades with every


The Pale Lantern
answer, and when the last trace of their image
Carried by the doomed and the damned, the Pale
vanishes, their soul is said to be trapped within the
Lantern is an artifact that illuminates the border
Bloodglass Veil for eternity.
between the living and the dead. Its flickering light
The Crimson Oracle’s visions are both a blessing
reveals the lingering spirits of the deceased and the
and a curse, as they reveal not only the truth but
trails of their lost souls. However, prolonged
also the paths of despair. Many seek the Oracle in
exposure to the lantern’s glow causes living beings
desperate times, but few survive the haunting
to weaken, their own lifeforce drawn closer to the
clarity of its revelations.
other side.
The Obsidian Heart
Legends say the Pale Lantern was created by a

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

of bending reality itself. However, the closer one dead.

draws to the heart, the more their own heart turns


The Veil of Mists
to stone, both figuratively and literally.
In the deepest reaches of an enchanted forest lies
Myths claim the Obsidian Heart once fueled the
the Veil of Mists, an ethereal barrier that shifts
creation of worlds, but its power is now fractured
between planes. The Veil is said to guard the
and unstable. Adventurers who seek it are drawn
boundary to a forgotten realm of forbidden magic,
by the promise of godlike power, yet they risk
where the laws of nature and arcane balance are
losing their humanity as they succumb to its
reversed. Those who pass through it are forever
petrifying aura.
marked, gaining forbidden knowledge at the cost of
The Hollow Spire
their mortality.

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

song calls to sailors, promising riches and the mist.

The Codex of Forbidden Arcana 295


Appendix F: 5.5E
This section is designed to assist Game Masters in adapting the content of this manual to align with the new

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

tailored to this new ruleset.

Ability Score Improvements thematic elements starting at 1st level, it is

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 this manual. The races provided specify certain the world.

ability score increases, but these are merely


Spells and Magic Items
outlines. If the Game Master allows it, players are
The spells and magic items presented in this
encouraged to customize these bonuses to fit their
manual are designed to expand your game and
character concepts. For example, while the
integrate seamlessly with both the 5E and 5.5E
Wretched race typically increases Constitution by 2
rulesets.
and Dexterity or Strength by 1, these bonuses can
These new options are primarily designed for 5E
be shifted to any other scores, as long as the +2/+1
but are also highly usable in 5.5E. For items
formula is maintained.
containing spells, there may be occasional

Starting Feats differences between the 5E and 5.5E versions of

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

background. While the backgrounds provided in the spell descriptions.

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,

character’s story and abilities. regardless of the chosen ruleset.

That said, assigning these additional feats isn’t

strictly necessary, as the backgrounds in this

manual are already particularly powerful. They

provide unique abilities, proficiencies, and features

that grant characters plenty of versatility without

necessarily requiring an additional feat at creation.

Subclass Progression

In the 5E ruleset, subclasses and archetypes were

typically chosen at 1st, 2nd, or 3rd level, depending

on the class. However, in the 5.5E ruleset, all

subclasses and archetypes are chosen at 3rd level.

This means that any subclass abilities mentioned

as being taken at 1st or 2nd level should instead be

taken at 3rd level when playing with the new rules.

The abilities that were previously granted at 1st or

2nd level are now replaced by other features, as

outlined in the 5.5E rules. If certain specific

subclasses granted a class unique flavor or

Art by Dean Spencer


296 The Codex of Forbidden Arcana
Acknowledgements and Credits
Dear Seekers of the Forbidden,

As the shadows lengthen and our journey


through the perilous expanse of forbidden
magic nears its close, we must pause to honor
those who have walked alongside us – fearless
scholars, daring explorers, and keepers of
ancient knowledge. Your fascination with the
uncharted depths of forbidden spells and rituals
has not only unearthed the hidden truths of
these dark arts but also revealed the intricate
balance between power, danger, and the
sacrifices demanded by the arcane.

Your contributions to this eldritch expedition,


challenging the boundaries of magic deemed
too dangerous or profane, have been nothing
short of extraordinary. Together, we have
delved into the veiled corners of spellcraft,
where corruption and enlightenment often
intertwine. As the scribe of this compendium, I
am humbled by the trust you have placed in
these pages and the relentless curiosity that has
driven you to uncover the secrets of forbidden
arcana.

To you, the intrepid adventurers and vigilant


lorekeepers, I extend my deepest gratitude.
Your courage to peer into the abyss, to wield
power that others would fear, and to embrace
the pursuit of knowledge at any cost has been
the cornerstone of this work. It is an honor to
have shared this path with you, and I eagerly
anticipate the realms of arcane wonder yet to
be explored.

A special thank you also goes to the


unwavering support of our Mythic Heroes:

JonnyDM; 9LK; Ori; The_Boba_Yaga; Joshua


Melfano

With deepest appreciation, DMSlash


The Codex of Forbidden Arcana 297
If you like my work, you can enjoy my other

publications and take advantage of amazing offers!

My Patreon, where an incredible amount of 5e content is published

every month, together with a collection of all my Compendiums (plus

additional content) at an exclusive price! Patrons also get to vote in

polls to determine the future Compendiums, together with many more

benefits! Even by joining as a free member, you gain access to an

incredible amount of resources.

My DriveThruRPG Publisher Page, where you can find all my

Compendiums for purchase!

Mythos Chronicles Ultimate Bundle, for an amazing discount on all

my publications as Mythos Chronicles!

Thank you for purchasing this manual and for your invaluable

support! I hope that this product will bring you much fun in

endless hours of roleplaying adventures.

Happy adventuring!

298 The Codex of Forbidden Arcana


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