Cursed Classes ver. 1.3 Everything you need to transform cursed afflictions into compelling adventurers By Alex Clippinger, Bryan Holmes, Ryan Langr, Jacob S. Kellogg, Ashley May, Isaac A. L. May, and Matthew Whitby Editing by Kayla Bayens, Layout by Ashley May, Cover by Dana Braga DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. This work was assembled using The GM Binder, a free tool provided by Ivel. All other original material in this work is copyright 2020 by Alex Clippinger, Bryan Holmes, Ryan Langr, Jacob S. Kellogg, Ashley May, Isaac A. L. May, and Matthew Whitby and published under the Community Content Agreement for Dungeon Masters Guild. Table of Contents Becoming Cursed 1 Multiclassing ..............................................................................1 Cursed Doesn't Mean Evil ................................................. 2 Alignment Shifting for Fun and Profit ....................... 4 Cursed Doesn't Mean Grimdark ....................................4 Aging Under A Curse ............................................................5 Bound Spirit 6 Creating A Bound Spirit .........................................................6 Suit of Armor ............................................................... 10 Flesh Golem ....................................................................12 Stone Golem ...................................................................13 15 Floraspawn Creating A Floraspawn .........................................................15 Spore Savant .................................................................. 19 Woad Warrior .............................................................. 21 Vegepeople ........................................................................ 22 24 Lich Creating A Lich ......................................................................... 24 Pathway of the Baelnorn ......................... 30 Pathway of the Omniscient ................... 31 Pathway of the Wastes ...................................32 33 Lycanthrope Creating A Lycanthrope ....................................................... 33 Calling of the Werebear ............................37 Calling of the Wereboar ...........................38 Calling of the Wererat ................................39 Calling of the Weretiger ......................... 40 Calling of the Wereape ................................40 Calling of the Werewolf ...........................41 Calling of the Wereraven ....................... 42 Calling of the Werecrocodile ......... 43 Revenant 44 Creating A Revenant .............................................................. 44 Route of the Avenger ..................................... 48 Route of the Umbraged ................................ 49 Route of the Drowned ...................................50 52 Vampire Creating A Vampire ................................................................ 52 Path of the Dark Master ........................... 58 Path of the Daywalker ................................. 59 Path of the Alp ..........................................................60 61 Backgrounds Arcane Apprentice ............................................................... 61 Sacrifice ..................................................................................... 63 Guardian ....................................................................................65 Credits ..................................................................................... 67 Becoming Cursed T he process of becoming a cursed class varies widely. Whether someone is bitten, resurrected, marked, infected, overgrown, or in some other way afflicted, doesn’t necessarily matter from a mechanical standpoint. What matters is that the curse has now become a part of them and what happens next will impact their growth. Not all curses show their full effects instantaneously. Someone bitten by a lycanthrope or vampire might feel alright for a little while, whereas someone whose soul has been ripped out of their body and put into a suit of armor is going to immediately take notice. For players and Dungeon Masters this has a significant impact on when and how a level in a new cursed class is taken. For classes that may be steadily transformative such as the vampire, lycanthrope, or floraspawn, some time may pass between when they become afflicted with the curse and when it takes hold. Mechanically speaking, it means that they won’t immediately gain a level in their new cursed class but instead, they will gain that level the next time they would level up. Once they have received their level, their curse can manifest fully. As it turns out, they weren’t “alright” after all. For classes that change more dramatically or abruptly, the new cursed class level should be taken immediately. Ideally a Dungeon Master can time this event to occur when everyone would naturally gain a level. However, Dungeons & Dragons is an organic game and situations aren’t always ideal. If it’s an inappropriate time to gain a level, either because the party is tracking experience points or because few significant events have happened since the last milestone was passed, it might be a good time to work out a deal with the afflicted player. For example, they may receive an “advance” on their level, taking their new cursed class level early and foregoing the next level-up when they reach the appropriate milestone. 1 Communication is key when planning a cursed class. These class options generally involve a high degree of outside influence on an adventurer. One does not simply decide to “take a level in Woad Warrior” without a narrative reason. Likewise, these classes are not things that should ever be forced on a player. If an adventurer was bitten by a vampire and their player hadn’t already expressed an interest in taking levels in the vampire class, then it’s time for the DM and player to discuss the matter away from the table. If the player wishes to multiclass into vampire, so be it, but if they don’t want to interrupt their current leveling path it’s up to the DM to determine an alternate route for them to either be cured, or instead show signs of vampirism as described in the vampire and vampire spawn stat blocks. Multiclassing To qualify for a new class you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives you must be a quick study in your new class, having a natural aptitude that is reflected by higher-than-average ability scores. Multiclassing Prerequisites Class Bound Spirit Floraspawn Lich Lycanthrope Revenant Vampire Ability Score Minimum Strength 13 Constitution 13 or Strength 13 Intelligence 13 Constitution 13 Wisdom 13 Charisma 13 Cursed Doesn’t Mean Evil Generally speaking most vampires, werewolves, and liches you encounter will be of the evil persuasion. It’s not too difficult to understand why. In order to survive in a world that would consider you an abomination, you have to be willing to selfishly prioritize your strength and growth over the wellbeing of others. Though it’s entirely possible to be a vampire of good alignment who doesn’t steal the blood of other sentient creatures to survive, they seldom grow to the power of a vampire lord before they’re overtaken by the angry mob that heard there was an undead creature in their midst. However, adventurers are not ordinary people. Whether an adventurer is inflicted with their curse well into their career, or their life as an adventurer is set into motion by the curse they have received, they are not required to walk a narrow path. Even when the urge to feed or hunt is strong, they have the potential to be stronger in order to control the primal senses within them. They have the power to tell their own story, rather than letting themselves be swallowed whole by their curse. Consider the ways a curse will and won’t change your character. A werewolf in the wild is a werewolf, first and foremost. However, an adventurer with lycanthropy is still at their core the person they always were. Their curse will present new challenges, but their entire lives do not suddenly become engulfed by the affliction. They will likely still hold onto the goals, dreams, and aspirations they held before, perhaps even more tightly. The Good Bound Spirit To become a bound spirit is the ultimate out of body experience. Though most golems encountered in the wild may be hostile or at least highly territorial, this is by their design and not their nature. Many souls are bound to inorganic containers in order to allow them to be better guardians. Some are placed in vessels as the highest form of dedication to their vows, while others are forced into these constructs against their will. An adventurer can still hold tightly to whatever goals and pledges were sworn in life before becoming a bound spirit. While some may view their curse as precisely that, others may look at their potentially ageless forms and see a blessing. Becoming a bound spirit may have even been their own idea. The Good Floraspawn Nature beyond the influence and corruption of others is generally a peaceful and neutral entity. At its most primal level, nature only wishes to continue its own existence, which is no different from most humanoid creatures. While this may sometimes result in man-eating plants or organisms that reproduce by taking over the body of a host, it’s important to remember that their intent is not evil or to do harm simply for the sake of it. Becoming a floraspawn of any nature shouldn’t have an active impact on the alignment of an adventurer. The natural urge of any floraspawn is simply to survive. If anything, becoming more attuned to nature may draw a creature more closely to the ideas of law and neutrality as they gain a deeper understanding of the world around them. 2 The Good Lich Good people generally don’t become liches of their own accord. Lichdom, unfortunately, requires feeding on the souls of reasonably intelligent living creatures in order to fuel one’s own survival and growth of power. That being said, cursed classes often come as curses, and a lich may not have ever wanted to become a lich in the first place. How they choose to react to this change determines the kind of person that they are rather than the affliction itself. The selection of targets can have a lot to do with separating the good liches from the bad liches. Rather than simply taking any soul available, the lich may be picky and only take the souls of people who are demonstrably evil or who seek to do harm to others. The lich fueled by the souls of evil cultists and murderous bandits may be a far kinder lich than one who takes their souls wherever they find them. The Good Lycanthrope There are two kinds of lycanthropes in the world: those who struggle against the murderous urges of their curse and only transform once a month, generally blacking out for the event, and there are those who give in fully to it and relish it. Many lycanthropes encountered in the wild are decidedly evil, not solely as an effect of their curse but because they choose not to fight their primal instincts to hunt and kill. Their willingness or even joy in viciously killing and consuming others is what leads them down the path of evil. Adventurers, however, tend to be made of tougher stuff than other folks. An adventurer can put in the effort to control their curse rather than either ignoring it or letting it control them. An adventurer inflicted with lycanthropy may always feel as though a vicious beast is lingering, stalking at the edges of their mind just waiting for a moment to pounce and take over. It is the adventurer’s job to chain that beast. 3 The Good Revenant Revenants walking the world are neutral creatures by nature. Their goals tend not to be good or evil but instead single-mindedly driven toward revenge and pushed by the dwindling sands in the hourglass of their lives. With only one year to carry out their vengeance, some revenants may appear evil in nature simply because they are willing to do whatever is necessary to complete their task. However, an adventurer who has been restored to life (or unlife, as it were) is not necessarily bound to the same strict rules as your average revenant. Their desire to continue forward and accomplish their goals left incomplete may have less to do with killing their murderer and more to do with dismantling the social systems that created them. These are not goals that can be accomplished quickly by killing one person, and reckless behavior may not help them achieve that goal. Furthermore, adventurer revenants have less tenuous ties to the world, and without the press of a one-year time limit they can focus on how to do things properly rather than quickly. The Good Vampire Inside the belly, nay, the soul of every vampire lies a hunger that constantly gnaws at them. Vampires endlessly hunger for the life that they have lost and sate that hunger by feasting on the blood of the living. The very nature of vampirism has the ability to twist the minds and hearts of those afflicted with its curse, and they may be more drawn to feed on people who embody the life they’ve lost rather than simply to feed for the sake of sustenance. This twisted nature can be resisted by strong hearts and minds at great difficulty. A vampire does not necessarily have to feed on a sentient creature when a captured sheep or deer will sate their hunger just as well. Like the lich, a vampire may be selective of their targets and deign evil creatures to be more suitable prey than innocents. Alignment Shifting For Fun And Profit Though changing one’s alignment isn’t required when being inflicted by a curse, that doesn’t mean that a character can’t experience these changes. Remember, however, that vampirism itself does not cause a person to become evil. When a character’s alignment shifts after receiving their affliction, it has more to do with their own worldview becoming altered by the change they have endured. Feeling as though they are being hunted by those who have no interest in how good a person they are, or as though they are hated or feared by people who refuse to understand, can drive a once kind person to become selfish and isolated for the sake of self-preservation. Alternatively, an adventurer who once walked on darker paths may view their affliction as an awakening of sorts. Many curses come at life-ordeath moments, when a person survives an event that could easily have killed them but instead they walk away changed. This brush with mortality may cause some people to examine their lives from a different perspective, and consider the way they treat others. A shift in one’s heart comes slowly and steadily and is not something that should be rushed. Cursed Doesn’t Mean Grimdark The idea of becoming afflicted with a curse tends to conjure up dark imagery of one suffering and struggling against foul external forces that seek to corrupt them. Many cursed classes involve a variety of dark subjects like drinking the blood of the living, stealing souls, seeking vengeance, or being bound to a cold and ageless shell. Curses are seldom positive things. However, adventurers make a habit of turning seldom occurrences into their daily norms. Their lives consistently revolve around bizarre coincidences, millennia-old prophecies, and chosen ones. Just because becoming a revenant means taking on a solemn and restless duty for most people doesn’t mean an adventurer needs to become bogged down by it. Nothing in the vampire class description says that they have a daily brooding requirement. Different adventures and campaigns have different moods, and the introduction of cursed classes doesn’t necessarily mean that your upbeat and sunny campaign has to suddenly take a turn for the dark side. Take this time to consider the humor that could be found in these conditions. Perhaps the party falls under attack by a group of goblins who think the Spore Savant would make for a really good soup. 4 Aging Under a Curse Stories of vampires and liches living for thousands of years have permeated the realms since time immemorial. There is some truth to the immortality of those living under a curse, but there are also some myths that must be dispelled. Immortality is one of the end goals for many of those under these curses, however, there is always a price for lengthening one's life. One should think of the addition of a curse as a change in the way the body functions, in many cases the mind of a creature will stay the same especially if their will is strong. The spirit may dislike its new trappings and it’s far more likely that the cursed will die in some gruesome way rather than of old age. Still, the concept of aging is a complex one that must be addressed. Bound spirits are more likely to go mad within their shells then they are to be lost to rust and failings. Being unable to fully feel or experience the world around them does something that can drive them to ever more drastic means to feel. Each of the forms the bound spirit takes has its own maintenance and if taken care of they may live for hundreds of years. There is a limit to what the mind can take though and many let themselves go when their spirit tells them to, often when they reach the mortality of their original body. 5 Floraspawn differ in their immortality. A Spore Savant has died once already and they generally see no change in lifespan. Vegepeople can extend their lives somewhat through the use of their photosynthesis, but almost all of them age as normal. Woad Warriors are a special exception for when they are about to die, they may instead fully give in to their transformation and become Wood Woads meant to protect their home forest. The goal of many a lich is to continue well after the body would perish. Liches are supplied with power and life through their phylactery and with proper care, they do not have a limit on their age. Effects that age a lich are ineffective as part of their very being is suspended elsewhere. Lycanthropes see no real difference in aging even if they become more hearty, their bodies still remain as the race they once were. The process of changing forms withers any extended longevity they may have seen. Revenants remain in the world only due to their curse. Having been once dead already they no longer age within their reclaimed flesh. The unchained revenants described in these pages choose to rest when they believe their work is finally done and not a day before then. They cannot be aged through any magical means. Vampires continue to live as long as they continue to feed. A well-fed vampire has no limits for how long it may live. Also, much like the revenant, it’s form is locked in and ages no longer. Vampires respond to being aged through magic with extreme hunger, they must feed quickly to nourish their bodies when exposed to such effects. Trapped Souls Once a humanoid soul, all bound spirits have been trapped to a physical form without the ability to return to their body or be resurrected traditionally. Regardless of how they were bound be it through a blood vow, curse, or binding contract they all share the same fate. It should be reiterated though that for some being a trapped soul is a curse, whereas for others it is a blessing of the highest order. Many Shapes and Sizes Bound Spirit They stare down, eyes peering across what was once their body as it stares back at them, lifeless. A whirl of magic covers their spectral form, urging them towards the suit of armor standing idle in the corner of the room. Her next waking memory is from within the suit of armor, she feels the ability to move and speak return. Yet she feels trapped, bound to this form of steel. Bodies are flawed. Each person has few strengths, but they're hobbled by weak and superfluous parts. A dwarf cackles as he stitches the last limb into place. His own body has served enough of a purpose. The blood-soaked tome that sits on his desk was simple enough to follow. He should be able to move his spirit into this new perfect form without issue. One spell later, the cackling is replaced with a burst of booming laughter, as he lives once more! Deep within a sacred temple, death need not be the end of the faithful. The most sacred of artefacts require a constant guard, one that humanoid bodies simply cannot accomplish. As she mutters one last prayer nodding to the priest before lifting her gaze to the looming stone golem. It’ll be her new body. One without the need to sleep, eat or drink. The perfect defender. No matter how their spirit came to be bound, they are forced into forms that are far from their normal ones. It can take weeks, even years to adjust to the feeling of being trapped in an object. Whether they see it as a blessing or a curse, it opens up a whole new realm of possibilities. Spirits can be bound to just about anything. From everyday objects such as rugs or swords, to specialised containers such as phylacteries or soul jars. There is however a tendency to bind a spirit to humanoid-shaped forms mostly to serve as servants or guards. Most creators of bound spirits are surprised to discover the agency that the spirit still has rather than being instantly enslaved to their every whim bound spirits can learn and master their new forms with time. Once a soul finds itself in its new shell, there is a magical equivalent of homeostasis where the spirit unconsciously desires to return to the form it once was. This results in the soul’s magnificent ability to alter the body to match the racial traits they once held previously, to “carry on as normal” despite the new shape they take. Creating a Bound Spirit As you create a Bound Spirit the most important question is how and why your character’s soul was trapped inside the body of choice. While it has been stated that their soul is trapped, your character may have been perfectly willing to place their soul inside a golem to carry out a sacred vows or to prolong their own life. Alternatively, if they were bound by someone else answering some of these questions can help flesh out your character: Who were they? Why were they creating golems? How did they know your character? What are their motives? Did they expect your character to be a mindless slave? 6 Quick Build You can make a bound spirit quickly by following these suggestions. First, make Strength or Constitution your highest ability score depending on whether you want to focus on crushing or on withstanding heavy hits. Your next-highest score should be Wisdom, or Intelligence if you plan to adopt the Suit of Armor archetype. Second, choose the acolyte background. The Bound Spirit Proficiency Essence Level Bonus Features Points Bound Body, 1st +2 — Constructed Nature 2nd +2 Will of the Soul 3 3rd +2 Body Augmentation 3 Ability Score 4th +2 4 Improvement 5th +3 Soul Escape 4 6th +3 Bound Body feature 4 7th +3 ─ 5 Ability Score 8th +3 5 Improvement 9th +4 ─ 5 Ability Score 10th +4 6 Improvement 11th +4 Body Augmentation 6 Ability Score 12th +4 6 Improvement 13th +5 ─ 7 14th +5 Bound Body feature 7 15th +5 ─ 8 Ability Score 16th +5 8 Improvement 17th +6 Body Augmentation 8 18th +6 Bound Body feature 9 Ability Score 19th +6 9 Improvement 20th +6 Indomitable Spirit 9 7 Class Features As a bound spirit, you gain the following class features. Hit Points Hit Dice: 1d12 per bound spirit Level Hit Points at 1st Level: 12 + your Constitution modifier Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per bound spirit level after the 1st Proficiencies Armor: None Weapons: Simple weapons, martial weapons Tools: Mason’s tools, tinker’s tools, one type of artisan’s tools of your choice Saving Throws: Constitution, Wisdom Skills: Choose three from Arcana, History, Insight, Investigation, Nature, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a martial weapon or (b) any two simple weapons (a) two light hammers or (b) any simple weapon (a) a dungeoneer's pack, (b) an explorer’s pack or (c) a scholar's pack Bound Body Choose a body to be bound to which describes what your soul has been trapped inside: Suit of Armor, Flesh Golem, or Stone Golem. All three are detailed at the end of the class description. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level. Constructed Nature A spirit bound in a body doesn’t require air, food, drink, or sleep. In addition, you gain the Slam action that deals 1d8 + your Strength modifier bludgeoning damage. This increases to 2d8 at 5th level, 3d8 at 10th level, and 4d8 at 15th level. Will of the Soul At 2nd level, you tap into the willpower that resides within your soul. This willpower is represented by essence points which can be used to enhance certain abilities. Essence Points You have 3 essence points, and you gain more as you reach higher levels as shown in the Essence Points column of the Bound Spirit table. You can never have more essence points than shown on the table for your level. You regain all essence points when you finish a long rest. You can spend essence points to gain the following benefits: Cost Speed Effect reduce the result of an 1 Reaction You may enemy die roll by 1. You may increase the result of an 2 Reaction Intelligence, Wisdom, or Charisma saving throw by 2. 3 Action You may regain 1 hit dice. Until you finish your next long 3 Action rest, you may increase your Strength or Dexterity by 1. You gain advantage against the 3 Reaction next saving throw against being Paralyzed, Petrified, or Poisoned. Body Augmentation At 3rd level, you gain the ability to augment the body your soul is trapped inside as you desire. You gain two of the following Body Augmentation options of your choice. You gain another at 10th and 17th level. Additional Arms Prerequisite: Flesh Golem or Stone Golem You can attack twice, instead of once, whenever you take the attack action on your turn. Animated Face You gain the ability to animate your face to speak and make facial expressions. You gain proficiency in either Persuasion or Intimidation. Berserk As a bonus action you may choose to go berserk, attacking the nearest enemy creature you can see. If no enemy is near enough to move to and attack, you instead attack the nearest object. While berserk, you deal an additional 1d6 damage to all melee weapon attacks. Once you become berserk, you continue to do so until no more enemies are visible. Damage Resistance You may choose one of the following types of damage; bludgeoning, piercing, or slashing. You gain resistance to all damage of that type not made from magical or adamantine weapons. Darkvision You gain darkvision of 120 feet. Elemental Absorption You may choose one of the following types of damage; acid, lightning, fire, poison, or cold. When you take damage of that type you take no damage and instead regain a number of hit points equal to the damage dealt. This feature can be used only once per short rest. 8 False Appearance Prerequisite: Stone Golem or Suit of Armor While you remain motionless, you become indistinguishable from a statue or suit of armor. Immutable Form You become immune to any spell or effect that would alter your form. Magical Fists Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Magical Resistance Prerequisite: Flesh Golem or Suit of Armor You may as a reaction choose to gain advantage on saving throws against spells and other magical effects. This feature can be used only once per short rest. Reinforcement Prerequisite: Suit of Armor You gain a +2 bonus to your AC. Slow Prerequisite: Stone Golem You may target one creature you can see within 10 feet. You may cast the slow spell targeting them, with a Wisdom spell save DC of 8 + your proficiency bonus + your Intelligence modifier. This feature can be used only once per short rest. Two Heads Prerequisite: Flesh Golem You gain advantage on Wisdom (Perception) checks. Unblinking You gain immunity to the blinded condition. Ability Score Improvement When you reach 4th level and again at 8th, 12th, 16th, and 19th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. 9 Soul Escape At 5th level you gain the ability to temporarily leave your bound body. As an action you can detach your soul from your body, for up to 10 minutes. While outside of your body the body ceases to move. After the duration is finished your soul is trapped back inside your body. As a soul, you have incorporeal movement allowing you to move through other creatures and objects as if they were difficult terrain. You have a fly (hover) speed of 40 feet. You take 1d10 force damage if you end your turn inside an object. In addition, you may attempt to possess one humanoid you can see within 5 feet. The target humanoid’s CR must be at least 2 less than your current level, otherwise the attempt automatically fails. For example, at 5th level you may possess any humanoid with a CR 3 or less, at 6th level this becomes CR 4 and so on. The humanoid must succeed a Charisma saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or be possessed by you for up to 5 minutes. While possessing a humanoid you cannot be targeted by any attack, spell, or other effects. You maintain your Intelligence, Wisdom, and Charisma scores but use the target’s statistics, not gaining access to its knowledge class features or proficiencies. The possession ends when the body is reduced to 0 hit points, you end it as a bonus action, the 5 minutes runs out, or if you are forced out by an effect like the dispel evil and good spell. Once you use this feature, it cannot be used again until you finish a long rest. Indomitable Spirit When you reach 20th level, you master control over your spirit freeing yourself entirely. The duration of your Soul Escape feature is increased indefinitely. While as a soul you are immune to the charmed, exhaustion, paralyzed, petrified, and poisoned conditions. In addition, you may as a bonus action traverse from the Ethereal Plane to the Material Plane or vice versa. Bound Body Souls can be bound to many different forms, either willingly or trapped by sinister magic. Although many variations exist there are three bound bodies used: a suit of armor, a golem of flesh, and a golem of stone. Suit of Armor Clanking suits of metal built to protect warriors in the heat of battle and now just an empty steel shell. Unwavering and without expression, they are the archetypal guardian of all things magical. Equipped with a soul-bound sword or covered in etched arcane runes, Suits of Armor can be a versatile melee or spell casting threat. Finest Steel Due to your body being a suit of armor, you are illsuited for wearing anything additional. You have a base AC of 16 + your proficiency bonus (your Dexterity modifier doesn’t affect this number). You gain no benefit from wearing armor but if you are using a shield you can apply the shield’s bonus as normal. Soul-Bound Weapon A suit of armor is incomplete without a matching weapon, as such you may choose one weapon equipped to become a soul-bound weapon. As a bonus action you may release the soul-bound weapon to allow it to hover magically in an unoccupied space within 5 feet of you. If you can see your weapon you may mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target within range of it or return to your hand. You may only be soul-bound to one weapon at a time. If your soul-bound weapon is destroyed or you wish to bind to a new weapon, it takes 1 hour to soul bind to a different weapon. Arcane Rune Etchings Starting at 6th level, you can carve arcane runes into your plated body. When you gain this feature you learn how to inscribe one major rune or two minor runes into your armor (see “Arcane Rune Options”). Each time you gain a level in this class, you may replace one rune you know with a different one. You gain one more major or two minor arcane rune etchings of your choice from the Arcane Rune Etchings at 14th level. Suit of Armor Spellcasting Ability Intelligence is your spellcasting ability when using arcane runes. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one. Your armor functions as an arcane focus for any spells. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. Conflux Major rune. You add half your Intelligence modifier to the saving throw DC for wizard spells you cast. Defense Minor rune. As a bonus action, until the start of your next turn your AC is increased by your Intelligence modifier. Once you use this feature, you can’t use it again until you finish a short or long rest. Educate Minor rune. Your soul-bound weapon is replaced with a spellbook, allowing it to cast cantrips you know as a bonus action. Empowered Major rune. You learn two 2nd-level wizard spells and gain two 2nd-level spell slots. Enchant Major rune. Your soul-bound weapon is now magical, dealing an extra 1d6 damage of that weapon’s type. 10 Expand Minor rune. You may take this rune, only if you have the ability to cast spells. You gain an additional spell-slot of your choosing, out of those you already have available. Fleetfoot Minor rune. You may use a bonus action to take the Dash action. Once you use this feature, you can’t use it again until you finish a short or long rest. Flurry Major rune. You can attack twice, instead of once, when you take the Attack action on your turns. Mending Minor rune. When taking a short-rest, you may use an extra d10 when rolling Hit Dice. Once you use this feature, you can’t use it again until you finish a long rest. Obliterate Major rune. You learn one 3rd-level wizard spell and gain 3rd-level spell slot. Soul Conversion Minor rune. You may expend three essence points to regain one spell slot of your choosing. Once you use this feature, you can’t use it again until you finish a short or long rest. Spectral Major rune. When releasing your soul-bound weapon, a spectral copy of the weapon is created instead. Study Minor rune. You learn one 1st-level wizard spell and gain one 1st-level spell slots. Utility Minor rune. You learn three wizard cantrips. 11 Ever-Guardian When you reach 14th level, you learn to embody the guardian nature of a suit of armor. You can choose one willing creature you can see within 60 feet of you to become their guardian. Whenever a creature you can see targets the creature you are guarding, if you are within 10 feet of it, you and the creature swap places and you become the target instead. You gain resistance to the incoming damage. You can use this feature twice, and you regain all expended uses of it when you finish a long rest. Arcane Mastery Beginning at 18th level, you may siphon the arcane energy throughout your steel body to empower your actions. Using your action, you gain arcane empowerment. For 1 minute you gain the following benefits: You gain an additional action on each of your turns. That action can only be used to make the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. You may cast an additional spell on each of your turns. You gain magical resistance, granting advantage on saving throws against spells and other magical effects. Once you use this feature you can’t use it again until you finish a long rest. In addition, you gain one more major or two minor arcane rune etchings of your choice from the Arcane Rune Etchings. Mind of their own Flesh Golem A grim culmination of multiple limbs, organs, and flesh of humanoids flesh golems are often dark creations. The souls trapped within them are the creators of the flesh golem, the spirit of the attached head, or an unfortunate sacrifice. Despite being gruesome amalgamations flesh golems are incredibly resilient and possess inhuman strength. Ever-Weaving Stitches Whenever you start your turn under half of your maximum hit points, you main regain hit points equal to 1d4 + Constitution modifier. If you take acid or fire damage, this trait doesn’t function at the start of your next turn. Starting at 1st level, whenever you take damage you can choose to allow one of your arms to be severed. Until reattached, the severed arm has an AC 13 and 15 hit points. It acts under your command and on your same turn during the initiative order. You may only control one severed arm at a time, however this increases to two once you reach 10th-level. If both arms are severed you lose the ability to attack. A severed arm has a speed of 5 feet and can make one unarmed melee attack on its turn with disadvantage unless you can see the arm and its target. You may also throw a severed arm to make a ranged grapple attack. Strength Beyond Reason Starting at 6th level, you can call upon the lightning infused within your muscle tissue to become inhumanly strong. On your turn, you can invigorate your muscles as a bonus action. While invigorated you gain the following benefits: Your Strength modifier is doubled. When you make a melee unarmed attack using Strength, you gain an extra 1d12 lightning damage to the attack. The invigoration lasts for 1 minute. It ends early if you are knocked unconscious, or you end it early as a bonus action. When it ends, you suffer 3 levels of exhaustion. 12 No Sense In Wasting Starting at 14th level, you’ve now mastered the ability to connect the limbs of the recently deceased to your body. You may harvest limbs from humanoid corpses that have been dead for no longer than a day, to gain the following benefits: Each additional arm adds an extra 1d4 bludgeoning damage to the first creature you hit on each of your turns with a melee weapon attack, but the arms cannot aid you in any other way due to their cumbersome nature (maximum of 4) Each additional leg adds 5 feet of movement speed (maximum of 2) An additional head grants you 1 bonus Essence Point (maximum of 1) It’s Alive! Beginning at 18th level, you embody the lightning in your body, becoming an unstoppable monstrosity. Using your action, you spark lighting from your invigorated amalgam form. For 1 minute, you gain the following benefits: An aura of lightning surrounds you in a 10 foot radius when a creature enters the area for the first time on a turn or starts its turn there it must make a Dexterity saving throw. On a failed save, the creature takes 2d12 lightning damage or half as much on a successful one. You regain 2d12 hit points at the start of your turn. If you are reduced to 0 hit points, you can make a Constitution saving throw DC 10. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. It resets once the duration expires. Once you use this feature, you can’t use it again until you finish a long rest. 13 Stone Golem Chiselled from slabs of stone, stone golems are the most ancient form of bound spirits. They act as guardians within tombs, protectors of lost cities, and entirely timeless. Adventurers coming face to face with a stone golem often face a near unstoppable force, swords were never crafted to cut stone. Stone Form Due to your body being entirely stone, you are illsuited for wearing anything additional. You have a base AC of 17 + your proficiency bonus (your Dexterity modifier doesn’t affect this number). You gain no benefit from wearing armor, but if you are using a shield you can apply the shield’s bonus as normal. In addition, you are also immune to the petrified condition. Unstoppable Charge You can use an action to charge in a 30-foot-long by 5-foot-wide line. Any creature caught in the path must make a Dexterity saving throw (DC = 10 + your Strength modifier). On a failure, the creature takes 1d12 bludgeoning damage per your Bound Spirit level and is knocked prone. On a success, the creature takes half damage and is not knocked prone. You can use this feature twice, and you regain all expended uses of it when you finish a short rest. Essence of the Juggernaut Beginning at 6th level, you gain the following options to expend your Essence Points: Cost Speed 1 Bonus Action Effect Your next Unstoppable Charge is 10 ft. wide. You may gain immunity to one of the following damage types until 2 Reaction the start of your next turn: bludgeoning, piercing, and slashing. You open your mouth to target one creature you can see within 10 feet of you. The target must succeed a Wisdom saving throw DC 14 against this magic. On a failed save, the target can’t use reactions, its speed is halved, and it can’t make more than one 3 Action attack on its turn. In addition, the target can take an action or bonus action on its turn, not both. The effect lasts for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Gargoyle Wings Starting at 14th level, your stone form is sculpted to allow for wings to protrude from your shoulder blades. You now have a flying speed of 60 feet. Monument of Annihilation Beginning at 18th level, you may find the power to become a pure unstoppable force. Using your action you call upon the essence of annihilation. For 1 minute, you gain the following benefits: Two spheres of annihilation appear on either fist, they do not destroy any object on your person, but grant an extra 4d10 force damage to your unarmed melee or slam attacks. You are immune to the charmed, exhaustion, frightened, and paralyzed conditions and from being knocked prone. Any attacks against a Large or smaller creature forces it to make a Strength saving throw DC 18 or be knocked prone. You deal double damage to objects and structures. Once you use this feature, you can’t use it again until you finish a long rest. 14 Nature Always Returns The ancient power that lives within all floraspawns grants them the ability to come back from even the most deadly wounds. Through training and exposure to the elements a floraspawn’s skin grows tougher against attacks, beneath this layer of protection is the body they once had. Many floraspawns lean into this shell and use it as both a layer of protection and a deadly weapon against their foes. Synthesis And The Means To Eternal Life Floraspawn A dwarven woman stands in the middle of a field, arms outstretched soaking up the sunlight. Her companions wait as she performs this ritual and grows bark on her skin. Ever since she fell in the forest she’s been bound to a creature of the woods. An elf was meant to protect a grove but failed in their duty they offer themselves up to the druids there to become a Woad as penance. Now they roam the forest with club and shield in hand, ready to protect the grounds from anyone who would do them harm. The halfling farmer wakes up in the field of mushrooms granted power through their spores, she now walks the world intent on defeating the evil that plagues it. No matter what form a floraspawn takes they all act as an extension of the forest’s power. Many floraspawns choose a life of adventure and even travel past the bounds of their woods. 15 The change into a plant-like creature has many implications. While you start to change into something that is no longer considered the race you once were, you also gain a connection to the very essence of nature. With a steady supply of water, sun and soil floraspawn grow more vital. Synthesis is the core of most of the floraspawn’s powers and new sprouts should explore the variables of this newfound energy. Creating a Floraspawn While creating your floraspawn, consider the elements that came together to create them in the first place. A background will help inform many of these decisions. A sage may have found an ancient ritual while an outlander could stumble into a grove and get changed by its denizens. What drove you to accept your new changes? Did you always have this connection to nature? Were you a person in the wrong place at the wrong time, or was this always your goal? You should also decide how your stance has changed since you’ve started training your new form. Those who become floraspawns can feel the heart of nature itself flowing through them. This may change their perspective on deities and nature itself. Those that were adventurers before this may have a very different backstory from those that changed while living daily life as a simple hunter or farmer. Quick Build You can make a floraspawn quickly by following these suggestions. First, make Constitution or Strength your highest ability score depending on if you wish to lean into your synthesis abilities or focus on raw combat. Your next-highest score should be Dexterity or Wisdom if you wish to focus on survival within the wilderness. Second, choose the outlander background. Class Features As a floraspawn, you gain the following class features. Hit Points Hit Dice: 1d6 per floraspawn level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per floraspawn level after the 1st Proficiencies Armor: None Weapons: All weapons must be made from natural materials; club, greatclub, light hammer, quarterstaff, sling Saving Throws: Constitution, Strength Skills: Choose three from Survival, Nature, Investigation, Perception, and Stealth Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) 2 clubs or (b) a greatclub (a) sling and 20 sling bullets or (b) a quarterstaff (a) a dungeoneer's pack or (b) an explorer’s pack The Floraspawn Synthesis Proficiency Temporary Hit Level Bonus Features Points Pool Way of Wood, 1st +2 — Natural Defense 2nd +2 Synthesis 8 Way of Wood 3rd +2 12 feature Ability Score 4th +2 16 Improvement 5th +3 Extra Attack 20 6th +3 Wood Walker 24 Way of Wood 7th +3 28 feature Ability Score 8th +3 32 Improvement 9th +4 Splinters 36 Ability Score 10th +4 40 Improvement Hungry 11th +4 44 Roots Ability Score 12th +4 48 Improvement 13th +5 ─ 52 Way of Wood 14th +5 56 feature Blessing of 15th +5 60 the Mother Ability Score 16th +5 64 Improvement 17th +6 ─ 68 Way of Wood 18th +6 72 feature Ability Score 19th +6 76 Improvement 20th +6 Forest Tyrant 80 16 Way of the Wood At 1st level, you determine what ritual or natural phenomenon has changed you. Choose the way of Spore Savant, Vegepeople, or Wood Woad all detailed at the end of the class description. The way you choose grants you features at 1st level and again at 3rd, 7th, 14th and 18th level. Natural Defense Also beginning at 1st level, the transformation into a living plant has made your body more hardy and flexible. Your AC becomes 11 + your Dexterity modifier + your proficiency bonus. Synthesis At 2nd level, you have learned to enrich yourself through your connection to nature. You gain a pool of special temporary hit points. These special temporary hit points stack with other temporary hit point bonuses and can be recovered through communion with nature. Spending at least 1 minute within the sunlight, standing on solid earth or within water that has a depth of 3 feet or more begins to fill your temporary pool of hit points. Being subjected to any of these conditions gives you 1 hour of special regeneration. This effect does not stack with itself. Under this effect, your pool regains hit points at the start of your turn equal to half your floraspawn level + half of your Constitution bonus to a minimum of 1 hit point per turn. If you maintain 1 hour of synthesis, you do not need to eat this day, if you maintain 4 hours of synthesis you no longer need to sleep within the next 24 hours. Synthesis fails to work on planes you are not used to. You must spend 7 days within a new plane before you learn how to invoke synthesis. Some abilities connected to your hit point pool require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follows: Pool save DC = 8 + your proficiency bonus + your Constitution modifier. 17 Ability Score Improvement When you reach 4th, 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. Extra Attack Beginning at 5th level, you can attack twice instead of once whenever you take the Attack action on your turn. Wood Walker Starting at 6th level you know your way through any forest or swamp. When traveling through forest or swamp terrain, you receive advantage on any Wisdom (Survival) checks. Difficult terrain in these areas does not slow you down and while in these types of terrain your synthesis grows stronger. While in a forest or swamp your pool regains hit points at the start of your turn equal to half your floraspawn level + your constitution bonus to a minimum of 1 hit point per turn. Splinters At 9th level when an attack cuts through your hearty bark, you retaliate in full. As a reaction, when your temporary hit points are reduced by a creature, you may choose to cause your bark to break away in a hail of splinters. You may either propel your bark at a single target up to 60 feet away or allow it to explode in a 5 foot area around you. Each creature affected must make a Dexterity saving throw against your Pool save DC. A target takes half of your pool maximum - half your remaining pool hit points in piercing damage on a failed save, or half as much on a successful one. You may use this ability a number of times equal to your Constitution modifier and you regain all expended uses of it when you finish a long rest Hungry Roots Beginning at 11th level the first time each turn you are exposed to magical effects that restore hit points, you may instead add these hit points to your synthesis pool. When you use this effect, instead of normally rolling one or more dice to restore hit points with a spell, you instead use the highest number possible for each die and restore that amount to your pool. Any amount over your pool is divided evenly and given to all creatures standing in a 5 foot area around you. Blessing of the Mother Starting at 15th level, you are able to infuse others with nature’s blessing. As a bonus action, you can touch a creature and draw power from your synthesis pool to grant temporary hit points to that creature, up to half of your current pool. When a creature has these temporary hit points reduced to 0 you may use your reaction to bolster their bark with an additional supply of temporary hit points up to a maximum of your level. Forest Tyrant At 20th level you have bound the spirit of nature to your body and have learned how to bolster yourself with ancient power. As an action, you turn into an avatar of the forest. You become a large size creature and your current synthesis pool hit points double in size. Your Strength and Constitution each increase by +6. Your maximum for these scores is now 26. Your pool can no longer be restored while in this form and at the start of each of your turns, you lose 20 temporary hit points from your pool. All melee attacks you make have the siege property, dealing double damage to objects and structures. As an action, or when your pool has been fully depleted, you revert back to your normal form. Any temporary hit points remaining in the pool stay for 10 minutes, after which the pool is reduced to 0. Once you have used this feature, you cannot use it again until you finish a long rest. 18 Ways of the Wood Floraspawns are created through several rituals and acts of nature. The ways of the wood are what give a floraspawn their power. Spore Savant A Spore Savant was exposed to the spores of a myconid sovereign after their death. Perhaps they were wandering caves and fell into a colony. Spore Servants are generally mindless members of the colony who do the bidding of those within it however, there are few that break free of those bonds and retain their minds and those few are known as Spore Savants. When a creature retains control over its own mind the myconids elevate it and extend their power to the creature so it may live without the colony. Many of the savants are allowed to see the world and through their connection to the colony they share information that would otherwise be hidden. They can act as the eyes and ears of a colony or simply act on their new interests with their newfound power. Spore Savants have learned how to harness the spores that make up their bodies in uniquely terrifying ways. They thrive in the darkness and are fierce warriors that control the battlefield through their very essence. Collective Thought Starting at 1st level, you have become part of a spore collective and communicate with the collective through rapport spores. You may choose any Intelligence skill to become proficient in or alternatively, you may select any tool proficiency instead. You may change this skill or tool proficiency each time you finish a long rest. Spores in Sunlight Also at 1st level, while in sunlight, you have disadvantage on attack rolls as well as on Wisdom (Perception) checks that rely on sight. Also, you can see normally in darkness both magical and nonmagical to a distance of 120 feet. 19 Darklight Photosynthesis Beginning at 3rd level a Spore Savant is able to engage their synthesis in darkness. When you are standing in darkness, either magical or natural for at least 1 minute you gain the properties of synthesis as if you were standing in sunlight. At 14th level, this ability works in both dim light and complete darkness. Sickening Spores Also at 3rd level, you have learned how to release deadly spores that attack the nerves. As a bonus action, you may release a cloud of spores from your body. All creatures in a 5 foot area around you must make a Constitution saving throw against your pool save DC or be stunned for one round. Using this ability takes 10 points from your pool. Once a creature has made its saving throw against the spores it becomes immune to the effect for the next 24 hours. Bioluminescent Cloud At 7th level, you have learned how to protect yourself from sunlight by creating a cloud of darkness that flickers with bioluminescent spores. As an action, for 1 minute you may create this cloud which functions as a darkness spell centered on you. You may select a number of creatures within 60 feet equal to half your Constitution modifier, these creatures are immune to the effects of the cloud. Using this ability consumes 5 points of your synthesis pool when used and 5 more at the start of each round. While this ability is active, your pool can no longer be restored. You may disable the cloud as a bonus action during your turn, otherwise it stops working automatically when your pool can no longer pay the cost. Fungal Fury When you reach 18th level you have learned how to control your spores to restore vitality. As a reaction when an ally within 60 feet is reduced to 0 hit points, you can infect them with your spores. The ally remains at 0 hit points but gains temporary hit points equal to those in your pool, your pool resets to 0. While your ally has these temporary hit points they no longer need to make death saving throws however, they cannot be healed by any means. Also, while under this effect your ally can roll an extra weapon damage die when determining the extra damage for a critical hit with a melee attack. This ability can only be used once and resets after finishing a long rest. Designing A Spore Savant Just like other races, no two myconids look the exact same, and spore savants have a great degree of design potential. When brainstorming your own spore savant, draw inspiration from the wide world of marvelous fungi to describe their appearance. Gyromitra esculenta (Brain Mushroom) - A "false morel", this mushroom has a wrinkled, brain-like texture sure to tempt any Illithid. Hydnellum peckii (Devil's Tooth) - This strange mushroom tends to ooze a red liquid that resembles blood. This fungus can work especially well for characters in a horror setting. Trametes versicolor (Turkey Tail) - This mushroom creates "shelves" of variegated brown and white fungus that tend to grow along vertical surfaces. Hericium erinaceus (Satyr's Beard) - Growing in thin hanging tendrils, this fungus could double a a mop of hair or even a beard on an especially overgrown spore savant. Mycena chlorophos (Night Light Mushroom) This bioluminescent mushroom appears a bold green color in the dark, so it's not advised for stealthy spore savants. Lactarius indigo (Blue Milk Cap) - A white mushroom with a vivid blue underside, allowing you to color your spore savant as boldly as you like. Furthermore, your spore savant could adopt another property from this mushroom, by turning their blood indigo blue. Phallus Indusiatus (Veiled Lady) - This mushroom features a "lacey" skirt of white fungus under the cap, which could make for a naturally-growing veil or other feature on an adventurer. Amanita muscaria (Fly Agaric) - The most popularly recognizable mushroom in the world, this fungus features a white stem, a bright red cap with white spots all over. 20 Thicket Theory At 1st level, you gain proficiency with all martial weapons and shields. As an action, while holding a weapon in your hand, the metal within the weapon changes to petrified wood. After the weapon leaves your hand it returns to the original metal it was made from. At 7th level, any weapon converted in this way counts as magical for overcoming resistances. Reinforced Natural Defense Beginning at 1st level your specific transformation has made you even more durable. Your AC becomes 14 + your Dexterity modifier (maximum of 2) + your proficiency bonus. However, you now have vulnerability to fire damage and you are denied your proficiency bonus to your armor class until the start of your next turn when you take fire damage. Petrified Bark At 3rd level as long as hit points remain in your pool you gain resistance to all bludgeoning, piercing and slashing damage. This effect also extends to other creatures when affected by Blessing of the Mother. Spread Roots Woad Warrior Wood woads are created through sacrifice. Generally the result of a ritual from certain druid circles, wood woads are only partially alive and exist to serve for specific tasks. The ritual used is meant to consume the creature’s heart, creating a binding with a tree that will birth a newly sprouted woad from its roots. There are legends that speak of wood woads who have not lost their hearts. They retain aspects of their former selves, memories and passions from their past life. These creatures are known as Woad Warriors. The Woad Warrior is a tireless defender, their connection to the forest itself has enriched them with knowledge of battle and the skills to protect those they choose. While the Woad Warrior is able to make their own choices on who they serve the forest holds a special place for them and they carry its roots woven into their thick armored bark. 21 At 7th level, you have learned how to sow your roots into the ground under your feet. As a bonus action while on solid ground, you take root as long as you are not standing on metal or stone that is more then 1 foot thick. You may spread your roots up to 20 feet in any direction from where you are standing and you may also spend hit points from your pool to increase the distance your roots travel, 5 hit points for every 10 feet further to a maximum of 60 feet. You may use this ability a number of times equal to your Constitution modifier and you regain all expended uses of it when you finish a long rest. While your roots are planted underground and you are standing in a square occupied by them, you cannot be knocked prone or pushed any distance. Root Strider Also at 7th level, you may use 10 feet of your movement to step magically into one living tree within 5 feet of you. You then can emerge from a second living tree within 60 feet of you that you can see. You appear in an occupied space within 5 feet of the second tree. Both trees must be Large or bigger. As a bonus action, you may also use this ability to pass through your network of roots. You may appear anywhere along your root network as long as you pass through only connected squares. Once you use the ability to pass through your roots your movement speed is reduced to 0 for that turn. Vegepeople At 14th level, while standing over your roots your synthesis is bolstered. While you are standing over your roots, your pool now regains hit points at the start of your turn equal to half your floraspawn level + double your Constitution modifier to a minimum of 1 hit point per turn. This effect only occurs when you are standing over your roots and ends if you do not start your turn over them. Vegepygmies are known as terrible little creatures that roam the jungles and swamps of the world. The creation of these strange creatures happens through exposure to a substance known as russet mold. Most accounts of russet mold say it is an alien substance, all accounts speak of its dangers. When a creature infected with the mold dies its body becomes a host for more vegepygmies. In rare cases a host is not dead but the mold believes they are. It is at this point that the russet mold bonds to the creature instead of using it as a host. This rare occurrence is seen as a sign of the end times by vegepygmies and they quickly toss the creature out of their colonies. Vegepeople can control the russet mold to a finite scale. They can create more vegepygmies from their flesh and even raise up plant-like mounts from dead animals. All Vegepeople share a second consciousness with the mold that lives inside them, and it is a constant power struggle to get the mold to obey their demands. Stalwart Defender Moldy Marrow Nature’s Nourishment At 18th level, when an ally is in danger you may spread your roots and come to their aid. As a reaction when an ally within 60 feet of you is the subject of an attack after the roll has been made but before damage has been dealt, you may lay your roots in a line towards your ally and immediately travel through them to defend them. Your ally is moved to an unoccupied square within 5 feet and the attack now targets you. You have resistance to the damage dealt by the attack. This ability consumes 40 temporary hit points from your pool. Starting at 1st level, russet mold has bonded into your bones and organs. You gain damage resistance against piercing and lightning damage. Vine Grapple Also at 1st level, you have learned how to grapple a creature at a distance using your vines. You may attempt a grapple at a distance of 10 feet. Creatures can be moved or shoved at this distance, you may only grapple one creature this way. You may grapple an additional creature at 3rd level, 7th level and 18th level. Mold Shaping Beginning at 3rd level you have learned how to shape your vines and mold into impressive weapons. You may take any non-magical melee weapon you have in your possession and perform a special ritual with it. The ritual takes 1 full hour and destroys the original weapon in the process. You gain proficiency in this weapon and can summon the weapon in a mass of vines as a bonus action. You may only have one weapon absorbed at a time. Each time you select a new weapon, you must perform the ritual again. 22 Russet Weapon At 7th level, you can now absorb even magical weapons with your Mold Shaping feature. The weapons you absorb are no longer destroyed in the process. As a bonus action, when attacking with a Mold Shaped weapon you may spend temporary hit points from your pool equal to 5 × your floraspawn level. For every 5 hit points you spend from the pool you may add an extra 1d6 force damage to the attack. Thorny Mount Also at 7th level, you have learned how to spread the mold to a creature of the beast type to turn it into a faithful companion. As an action, you may spread your spores to a beast type creature within 5 feet or through your vines if the creature is currently vine grappled. The creature must make a Constitution saving throw against your pool DC or take 2d6 poison damage and become poisoned for 1 hour if they fail. Once this ability takes effect on a creature you cannot use it again until you finish a long rest. If the creature dies within that time period or has already been dead for less than 24 hours you raise the creature up as a medium or large size version of the thorny (Volo’s Guide to Monsters). Your thorny serves you as a mount, both in Combat and out and you have an instinctive bond with it that allows you to fight as a seamless unit. While your thorny is within 1 mile of you, you can communicate with it telepathically. You can't have more than one thorny bonded to you at a time. The thorny dies only if it starts its turn with 0 hit points and doesn’t regenerate. Pygmy Pals At 14th level, you can now spread the russet mold into any humanoid or giant in order to create loyal vegepygmy servants. As an action, you may spread your spores to a humanoid or giant type creature within 5 feet or through your vines if the creature is currently vine grappled. The creature must make a Constitution saving throw against your pool DC or take 2d6 poison damage and become poisoned for 1 hour if they fail. Once this ability takes effect on a creature you cannot use it again until you finish a long rest. If the creature dies within that time period or has already been dead for less than 24 hours its body becomes a host for several vegepygmies. You create 1 newborn from a Small corpse, 2 from a Medium corpse, 4 from a Large corpse, 8 from a Huge corpse, or 16 from a Gargantuan corpse. The vegepygmies are born from the corpse 24 hours after the mold has set in. The vegepygmies follow you and unless given orders they take the Dodge action to defend themselves. On each of your turns you can use a Bonus Action to mentally Command your vegepygmies if the creatures are within 60 feet of you. Each time you issue your vegepygmies orders you must spend 2 points from your pool for each creature controlled that turn. You decide what action the creature will take and where it will move during its next turn, or you can issue a general Command such as to guard a particular chamber or corridor. If you issue no commands the creature only defends itself against Hostile creatures. Once given an order, the creature continues to follow it until its task is complete. After 24 hours, the vegepygmies all turn into compost and cannot be restored to life. Russet Reaver When you reach 18th level all weapons created by Russet Weapon have the reach property and now inflict an extra 2d6 poison damage on every swing. As a bonus action after dealing damage with a Russet Weapon you may immediately attempt to grapple the creature. 23 Not Enough Hours In A Day The world is filled with so much knowledge, more than most mortals could ever hope to absorb in a single lifetime. When one life is not enough powerful magic users pursue dark arts to extend their own existence into undeath. Many liches are believed to be consumed by the madness that drives them to such extremes, but some are all too clear of mind. Selfishly focusing on their goals by any means necessary. That being said, not all liches are self-centered and some devote their near-endless lives to helping others. Be Still My Heart Lich “You’ll never settle down and find a husband if you spend all day in the library,” they said. She tired of hearing about how late nights studying would give her wrinkles. Now her desiccated face is creased with laugh lines, and the cackle of her voice echoes throughout the halls of the abandoned university. While they threw their lives away to the pursuit of shallow mortal joys, she dedicated her life to cracking open the mysteries of the universe. His funeral was a warm and pleasant affair. His children thanked him for all he had done, and his grandchildren laid flowers at his feet before he left them. The daffodil from his great-granddaughter has since turned to dust between the pages of his favorite magic tome but he still watches over her descendants from the tower up on the mountain. Fortune favors the bold they say, and she was never one to turn away from risk. Tucking her phylactery into the rogue’s bag of holding was typically her way of saying, “You go on ahead, I’ll see you next week.” When she did this the party knew to flee to a safe distance because things were about to get very, very explosive. With their desiccated, hollowed body carrying no heartbeat, the “life” of a lich is maintained within another mechanism. A phylactery is the heart of a lich, containing the souls that fuel them, as well as the magic runes that preserve their existence. While some liches may be tempted to hide their phylacteries away, adventuring liches must struggle with the balance of protecting the trinket that preserves their unlife while also needing it as both their functioning spellbook and their magical focus. Creating a Lich When creating your lich consider what drove them to the pursuit of undeath. What events brought them face to face with the fear of their own mortality? Did they choose to become a lich, or was the curse accidentally inflicted upon them? What goals will they pursue with potentially unlimited time? Will boredom become an issue? Liches need to regularly consume the souls of reasonably intelligent creatures to preserve themselves. How do they feel about taking the souls of others in order to preserve their own lives? Are they picky about the souls they take, or will anyone do? How do they treat their phylactery, and how do they regard others who might get close to it? 24 The Lich Level 1st 2nd 3rd Proficiency Bonus +2 +2 +2 4th +2 5th +3 6th +3 7th +3 8th +3 9th 10th 11th +4 +4 +4 12th +4 13th +5 14th +5 15th +5 16th +5 17th 18th +6 +6 19th +6 20th +6 Quick Build Features Phylactery Soul Consumption Immortal Pathway Ability Score Improvement Reaper's Greed Immortal Pathway Feature ─ Ability Score Improvement ─ ─ ─ Ability Score Improvement — Immortal Pathway Feature — Ability Score Improvement — — Ability Score Improvement Demilich Cantrips Known 3 3 3 Spells Known 4 5 6 4 7 4 3 ─ ─ ─ — — — — 4 8 4 3 2 ─ ─ — — — — 4 9 4 3 3 ─ ─ — — — — 4 10 4 3 3 1 ─ — — — — 4 11 4 3 3 2 ─ — — — — 4 5 5 12 13 14 4 4 4 3 3 3 3 3 3 3 3 3 1 — — — — 2 — — — — 2 1 — — — 5 15 4 3 3 3 2 1 — — — 5 16 4 3 3 3 2 1 1 — — 5 17 4 3 3 3 2 1 1 — — 5 18 4 3 3 3 2 1 1 1 — 5 18 4 3 3 3 2 1 1 1 — 5 5 19 20 4 4 3 3 3 3 3 3 2 2 1 1 1 1 1 1 1 1 5 21 4 3 3 3 2 2 1 1 1 5 22 4 3 3 3 2 2 2 1 1 You can make a lich quickly by following these suggestions. First, make Intelligence your highest ability score so you can better cast spells. Your next-highest score should be either Dexterity or Constitution to increase your chances of survival. Next, choose the sage background. Third, choose the mage hand, light, and chill touch cantrips along with the following 1st-level spells for your spellbook: dissonant whispers, cause fear, feather fall, mage armor, and detect magic. 25 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 2 — — — — — — — — 3 — — — — — — — — 4 2 — — — — — — — Class Features As a lich, you gain the following class features: Hit Points Hit Dice: 1d6 per lich level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per lich level after the 1st Proficiencies Armor: None Weapons: Daggers, darts, quarterstaffs, light crossbows Tools: None Saving Throws: Intelligence, Constitution Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a quarterstaff or (b) a dagger (a) a dungeoneer's pack, (b) an explorer’s pack or (c) a scholar's pack A phylactery, which acts as your arcane focus and spellbook (see feature) Phylactery Your soul is tied to an object that allows you to live forever so long as you keep it supplied with the life-force of others. While you have at least 1 soul in the phylactery, any spell whose sole purpose is to return you to life can substitute your phylactery as the sole material component required to cast the spell. Your phylactery acts as the arcane focus for your lich spells. When you die and your phylactery contains at least 1 soul charge, your body reforms next to your phylactery within 1d8 days. If you die and your phylactery is either destroyed or doesn’t contain any soul charges you can only be returned to life through the normal use of such spells. As a reaction when you see a suitable creature die within 60 feet of you, you can capture its soul charge and feed it to your phylactery. Your phylactery can hold a maximum number of soul charges equal to 1 + your lich level. Suitable creatures for your phylactery must meet all of the following requirements: The creature is not an undead or construct. The creature has a Challenge Rating 1/2 or higher. The creature can understand at least one language. When you finish a long rest, your phylactery regains 1 soul charge. When you finish a short rest where you expended at least 1 of your Hit Dice to regain hit points, your phylactery gains 1 soul charge if it’s below its maximum capacity. Spellcasting You have learned how to weave magic into your phylactery much as you would a spellbook. If you once had a spellbook you may siphon the magical inscriptions from the book into your phylactery. See chapter 10 of the Player's Handbook “for the general rules of spellcasting and the “Spells List” section below for the lich spell list. Cantrips At 1st level, you know three cantrips of your choice from the lich spell list. You learn additional lich cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Lich table. Phylactery Storage At 1st level, your phylactery may contain 4 1st-level lich spells of your choice. Your phylactery is the record of the lich spells you know, except your cantrips, which are fixed in your mind. 26 Ritual Casting Preparing and Casting Spells The Lich table shows how many spell slots you have to cast your lich spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of lich spells that are available for you to cast. To do so, choose a number of lich spells from your phylactery equal to your Intelligence modifier + your lich level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you’re a 3rd-level lich, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination chosen from your phylactery. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of lich spells requires time spent aligning with your phylactery and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Intelligence is your spellcasting ability for your lich spells since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a lich spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier 27 You can cast a lich spell as a ritual if that spell has the ritual tag and you have the spell within your phylactery. You don’t need to have the spell prepared. Learning Spells of 1st Level and Higher Each time you gain a lich level, you can add one lich spell of your choice into your phylactery for free. Each of these spells must be of a level for which you have spell slots, as shown on the Lich table. On your adventures, you might find other spells that you can add to your phylactery (see the “Your Phylactery” sidebar). Your Phylactery The phylactery is a mirror of your soul, instilling knowledge into your very essence is one of the reasons you have taken up this path as a lich. You have learned to record raw magical information into the phylactery so it may better serve you in the future. You may record new magic into your phylactery when you come across a spellbook, scroll, tome or even the phylactery of another lich. When you find a spell on the lich spell list that is of 1st level or higher, you can add it to your phylactery if it is of a spell level you can prepare, and if you can spare the time to decipher and copy it. Copying that spell into your phylactery involves reproducing the basic form of the spell, then deciphering the unique system of notation used by those who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your phylactery using your own notation. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money you can prepare the spell just like your other spells. A traditional phylactery is an amulet in the shape of a small box. However, a phylactery can take on any form as long as the inside of the amulet can be inscribed with silver-etched arcane sigils of naming, binding, immortality, and dark magic. Some phylacteries are boxes, while others are lockets (on necklaces or rings), bottles, hollow crystal orbs, or other creative containers. Lich Spells Cantrips (0 Level) 2nd Level 4th Level 7th Level Chill Touch Control FlamesXGE Dancing Lights Fire Bolt FrostbiteXGE InfestationXGE Light Mage Hand Mending Message Minor Illusion Poison Spray Prestidigitation Ray of Frost Shocking Grasp Spare the Dying Toll the DeadXGE Arcane Lock Blindness/Deafness Blur Cloud of Daggers Crown of Madness Darkness Darkvision Detect Thoughts EarthbindXGE Enlarge/Reduce Flaming Sphere Gentle Repose Hold Person Knock Levitate Melf's Acid Arrow Mind Spike Mirror Image Misty Step Phantasmal Force Ray of Enfeeblement Scorching Ray See Invisibility Shadow BladeXGE Spider Climb Web Arcane Eye Banishment Blight Compulsion Death Ward Dimension Door Otiluke's Resilient Sphere Shadow of MoilXGE Stoneskin Crown of StarsXGE Delayed Blast Fireball Etherealness Finger of Death Mirage Arcane Plane Shift Power Word Pain Prismatic Spray Reverse Gravity Teleport 3rd Level Arcane Gate Circle of Death Create Undead Disintegrate Eyebite Harm ScatterXGE Soul CageXGE 1st Level XGE Absorb Elements Alarm Armor of Agathys Arms of Hadar Bane Burning Hands Cause FearXGE Chromatic Orb Color Spray Command Comprehend Languages Detect Magic Disguise Self Dissonant Whispers Earth TremorXGE Expeditious Retreat False Life Feather Fall Find Familiar Fog Cloud Ice KnifeXGE Identify Jump Mage Armor Magic Missile Protection from Evil and Good Ray of Sickness Shield Silent Image Tasha's Hideous Laughter Witch Bolt Animate Dead Bestow Curse Clairvoyance Dispel Magic Enemies AboundXGE Erupting EarthXGE Fear Feign Death Fireball Fly Gaseous Form Life TransferenceXGE Magic Circle Melf's Minute MeteorsXGE Speak with Dead Stinking Cloud Tongues Vampiric Touch 5th Level Antilife Shell Cloudkill Danse MacabreXGE Dominate Person EnervationXGE Hold Monster Legend Lore Negative Energy FloodXGE Planar Binding Scrying Seeming Synaptic StateXGE Teleportation Circle Wall of Force 8th Level Antimagic Field Earthquake Feeblemind Maddening DarknessXGE Power Word Stun 9th Level Gate Power Word Kill Psychic ScreamXGE Time Stop Weird Wish 6th Level 28 Soul Consumption Starting at 2nd level, you can consume the soul charges stored within your phylactery to regain power. As a bonus action while your phylactery is on your person, you can consume 1 soul charge in your phylactery and choose one of the following effects: Regain hit points equal to 1d4 + your Intelligence modifier. Recover an expended 1st-level spell slot. Immortal Pathway At 3rd level, you choose a pathway that will define your unending immortal existence: the Pathway of the Baelnorn, the Pathway of the Omniscient, or the Pathway of the Wastes. The pathway you choose grants you features at 3rd level and again at 6th and 14th level. Ability Score Improvement When you reach 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. Reaper’s Greed Beginning at 5th level, when multiple creatures capable of feeding your phylactery die simultaneously (such as from the same area of effect spell), you can use your reaction to capture a number of souls up to 1 + your Intelligence modifier (minimum 2). 29 Demilich At 20th level, if you’re reduced to 0 hit points or as an Action on your turn, you can consume all but 1 of the soul charges in your phylactery to take on a demilich form. Your body disintegrates into a Tiny floating skull and swirling cloud of dust. Your phylactery is carried within the dust cloud of your form; your other possessions are left behind in your space. Your demilich form has the following additional features: Your hit points and hit point maximum are equal to 4 x your lich level. Your walking speed is replaced by an equal flying speed (hover). You are resistant to bludgeoning, piercing, and slashing damage. If you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You regain a number of expended spell slots of a combined level equal to the number of soul charges expended. You don’t need to perform somatic or verbal components for your lich spells, and your phylactery continues to act as your arcane focus. Your transformation lasts 10 minutes or until you are reduced to 0 hit points. Soul charges you accumulate during this transformation must be immediately spent as part of the same reaction used to acquire them. When the transformation ends, you die. When you are returned to life, you can’t use this feature for 7 days from the point at which you were revived. Immortal Pathways Resilient Form Pathway of the Baelnorn Touch of Eternal Rest As you gain more arcane knowledge, you find ways in which to shape your very spirit. An immortal pathway represents a new power manifested. When an elven mage is nearing the end of their lives they are sometimes called on to become something greater. They are asked to live longer than their time would allow them so they may continue important studies for the elven people. There are times where the elven magics used to make a Baelnorn have been spread further, so seeing a Baelnorn outside of the elven people is possible but rare. In recent times a Baelnorn is no longer made, but are instead converted through a sanctifying ritual. The impurities of undeath are cleansed from the lich to create a freshly awakened Baelnorn. Gift of the Seldarine When you choose this pathway at 3rd level, your phylactery feature changes. You no longer have a phylactery and all soul charges flow into your body instead. You must spend 24 hours converting the energy inside the phylactery into your enriched form. This process transfers all the souls residing inside the phylactery. You are required to use an arcane focus to cast spells. Suitable creatures for your phylactery have further limitations The creature is not an undead or construct. The creature has a Challenge Rating 1/2 or higher. The creature can understand at least one language. The creature must be evil aligned or is known to have committed a vile act that you bore witness to or the creature willingly sacrifices itself to you in death. Also when you die your body reforms through the magic of the Seldarine over an 8 hour period. You cannot reform another body until another 7 days have passed. Also at 3rd level, as a reaction when you take damage of a specific type you can use 1 soul charge to become resistant to that damage type for 1 minute. At 6th level, you may use an action to make a melee touch attack against a creature within 5 feet. The creature must succeed on a Constitution saving throw with a DC equal to 8 + your Intelligence modifier + your proficiency bonus or fall unconscious for 1d4 turns. While in this state, the creature is intangible between the ethereal plane and your own and it cannot be targeted by other effects. In this state you can send a nightmare to the creature, the nightmare causes 1d10 psychic damage to the creature at the end of each of its turns. When the effect ends the creature is unaware of what happened and has no recollection of the nightmare or dream it experienced. You may use this ability a number of times equal to your Intelligence modifier and regain all uses after you finish a long rest. You can also use this effect on an ally, sending the ally a dream instead of a nightmare. While in the dream the creature restores 1d10 hit points at the end of each of its turns. Image of Ancestry At 14th level, the Baelnorn can consume several of its charges to create a duplicate of itself from its replacement body. For every 3 charges consumed the duplicate remains for one turn. The duplicate appears in an unoccupied space within 5 feet of you, it cannot move or be moved from this space. The duplicate mimics your action on each of its turns. It can pick different targets for these actions. When it casts a spell it uses your spell slots to do so. The duplicate’s attacks make use of your spell save DC and attack bonuses. The duplicate can be targeted, it has your armor class and half of your hit points. If the duplicate is reduced to 0 hit points it vanishes instantly. You may use this ability once and regain use of it after you finish a long rest. 30 Pathway of the Omniscient Whereas other liches may look upon souls like scraps of wood to fuel their fire, the Omniscient views souls like books. Tasty delicious books full of information to be devoured. The lives swirling within a lich’s phylactery are not that of sheep or cattle, they are at least modestly intelligent creatures and it would be terribly wasteful to not use every part of the soul. Knowledge Syphon When you choose this pathway at 3rd level, you can draw upon the collective experience of the souls you have collected. When you make an Intelligence ability check, you may expend 1 soul in your phylactery to add +5 to the roll. Known Source Also at 3rd level, you choose one creature type: aberrations, beasts, celestials, dragons, elementals, fey, fiends, giants, monstrosities, oozes, or plants. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as known sources. When you collect a soul from a known source, it counts as an additional soul. You have advantage on knowledge checks to recall information about these types of creatures. You may choose an additional known source when you reach 6th level, and again at 14th level. 31 Experimental Vulnerability At 6th level, your accumulated experience allows you to twist your spells to your advantage. When you target a Known Source creature, you can expend a number of souls equal to half the creatures CR (rounded down, minimum of 1). If the spell requires a saving throw you can force the creature to make the save at disadvantage. If the spell requires an attack roll you make the roll at advantage, and for this casting of the spell the target becomes vulnerable to the damage type of the spell or loses one level of resistance or immunity. Knowledge is Power At 14th level, when you capture a soul from a Known Source creature you regain hit points equal to their CR. Pathway of the Wastes A lich who travels in the dry arid wastes of the world has found a way to use their own organs as phylacteries, effectively granting them five phylacteries. Your form is skeletal and gaunt, your skin dried and desiccated and your soul split in many parts. Most liches who follow this pathway lived their mortal lives in dry arid regions. The Five Souls When you choose this pathway at 3rd level, your phylactery feature changes. You have 5 phylacteries: your stomach, intestines, lungs, liver, and heart. The five organs are placed in special ritual jars and collectively store consumed souls. You can store a number of souls equal to 5 + your lich level. When you die, you can reform next to any one of your five phylacteries regardless of your distance to that organ. If one of these phylacteries is destroyed they are permanently destroyed forever. If all five phylacteries are destroyed, your physical form crumbles to dust. Only a wish spell can restore an organ, and the spell can only restore one organ per casting. Desert Soul Also at 3rd level, you gain resistance to fire damage and you do not need to drink or suffer from the effects of dehydration. If you are affected by an ability that alters your form (such as a polymorph spell), you can choose to succeed on the saving throw if you wish. Desiccating Touch At 6th level, as an action when you touch a living creature, the creature must succeed on a Constitution saving throw with a DC equal to 8 + your Intelligence modifier + your proficiency bonus. The creature suffers necrotic damage equal to your lich level and you gain an equal number of temporary hit points, or half as much on a successful saving throw and you gain no temporary hit points. If you kill a creature in this way, their body turns to salt and crumbles. This leaves no trace of the creature. Revivify and raise dead will not restore the creature to life and gentle repose has no effect on the salt. Dust to Dust At 14th level, as an action you can expend 5 soul charges from your phylacteries. If you do so your form becomes that of an air elemental but appears as a sandstorm. This functions identically to the Druid Wildshape class feature. While in this form, whenever you take the attack action you can use a bonus action to use your Desiccating Touch. 32 Lunar Power The moon and its phases are the biggest influences on when the other has control over your body. The closer to the full moon the more difficult those urges are to control. However, many lycanthropes track the phases of the moon and take precautions to protect their loved ones. These protections include chaining themselves up and keeping the moon out of sight. Creating a Lycanthrope Lycanthrope Bear pelts were fetching a high price in the northern mountains. Unscrupulous hunters were beginning to venture into the dens where their prey slept for the winter. They did not know that these mountains were under the protection of a ranger, only that they were turned back from their pursuit by a tall-standing brown bear that told them “Get out.” As a half-elf she was not an imposing figure. The bandits that surrounded her knew no fear, but neither did she. As she stretched her arms and fingers upward an eerie caw echoes off of every surface and her night-black feathers become silhouetted before the moonlight. Now they knew fear. There were rumors swirling in the town that a rakshasa was on the prowl. The town guard was on high alert for a vile and powerful fiend. What no one knew to look for was the halfling thief who crept through the shadows in the night with catlike grace and stripes on his furry face. Uncontrolled Fury A lycanthrope has a powerful beast lingering at the fringes of their mind always wanting to escape and hunt. Even while in complete control of their actions, someone trying to hide their primal secret can find it difficult to ignore this rage. 33 As you create your lycanthrope character consider how you came into your power. Were you born as a lycanthrope? Were you attacked by a creature and afflicted with a curse? Were you the subject of an alchemist’s experiment? Were you given as a sacrifice to a lycanthrope willingly or otherwise? Do you even know how you came about your curse, or is that one of the great mysteries that you seek to uncover? Consider how you deal with these aspects of your life. Lycanthropes who have always possessed their gift or who have lived with it for many years may be better equipped to handle the duality of their lives whereas the newly cursed may struggle with the changes they endure. How do you view your lycanthropy? Would you inflict another with it if you could? Would it be a gift given to a friend or a curse saved for your worst enemy? How do you feel about other lycanthropes? Would you cure it if you could? Inflicting Lycanthropy Many players will want to know: how can they infect their fellow party members with their gifts? The simple answer is: whenever the DM deems it possible. However, as this is a class it is recommended that if you allow your players to infect one another that they must take their next level in Lycanthrope. The Lycanthrope Level Proficiency Bonus 1st +2 2nd +2 3rd +2 4th +2 5th +3 6th +3 7th +3 8th +3 9th +4 10th +4 11th +4 12th +4 13th +5 14th +5 15th +5 16th +5 17th +6 18th +6 19th +6 20th +6 Transformation Duration 10 min 20 min 30 min 40 min 50 min 1 hour 1 hour, 10 min 1 hour, 20 min 1 hour, 30 min 1 hour, 40 min 1 hour, 50 min 2 hours 2 hours, 10 min 2 hours, 20 min 2 hours, 30 min 2 hours, 40 min ∞ ∞ ∞ ∞ Features Primal Calling, Transformation, Lunar Sensitivity Lycanthropic Resistance Savage Attacks Ability Score Improvement Extra Attack Primal Calling Feature Savage Control, Beast Speak Ability Score Improvement Lunar Sensitivity Improvement Lycanthropic Immunity Wild Combatant Ability Score Improvement, Primal Calling Feature Natural Predator Supernatural Senses Lunar Sensitivity Improvement Ability Score Improvement Greater Savage Control Primal Calling Feature Ability Score Improvement Legendary Lycanthrope Quick Build You can make a lycanthrope quickly by following these suggestions. First, make Strength your highest ability score. Your next-highest score should be Dexterity or Constitution if you wish to focus on survival within the wilderness. Second, choose the hermit background. Third, choose either Werebear, Wereboar, or Werewolf as your primal calling selection. Remember to add a second saving throw designated by your primal calling. 34 Class Features Hit Points Hit Dice: 1d8 per lycanthrope level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per lycanthrope level after 1st Proficiencies Armor: None Weapons: Sickle, dagger, club Tools: None Saving Throws: Constitution Skills: Choose two from Nature, Religion, Animal Handling, Perception, Deception, and Intimidation Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a longbow and 20 arrows or (b) a hand crossbow and 20 bolts (a) two simple melee weapons or (b) one martial melee weapon (a) a dungeoneer’s pack or (b) an explorer’s pack Two daggers Primal Calling At 1st level, your bloodline begins to exhibit itself. Choose Wereape, Werebear, Wereboar, Werecrocodile, Wererat, Wereraven, Weretiger, or Werewolf. You gain the Transformation Lycanthrope class feature and your choice grants you abilities at the 1st, 6th, 12th, and 18th levels. Starting at 1st level, your transformation will grant you natural attacks. The damage for these attacks are as follows: Bite, tusk and beak attacks deal 1d6 piercing damage. Claw attacks deal 1d6 slashing damage. Fist attacks deal 1d6 bludgeoning damage. 35 Transformation Also at 1st level, as an action, you can transform into your animal form or your hybrid form. When you change form you can stay in that form for up to 10 minutes per Lycanthrope level before changing back. The equipment you are carrying or wearing is not transformed. You cannot cast spells while transformed in either your hybrid or animal forms, and cannot use abilities which require your voice while in your animal form. While in your animal form you are considered a beast. Regardless of which form you take you have the shapeshifter tag. When you die, you revert to your true form. While in your animal form you use the statistics of the beast that you become but retain your Intelligence, Wisdom, and Charisma ability scores as well as your hit points. In your hybrid form you retain all your statistics except where noted in your Primal Calling feature. You can use this ability twice, you regain all uses after you finish a short or long rest Lunar Sensitivity As a Lycanthrope you are at the mercy of the moon. Each night you must make a Wisdom saving throw with a DC based on the phase of the moon. For places that have no moon, the DC is 5. Failure indicates you must transform into your beast form. If you can see the moon you suffer disadvantage on the saving throw. You can choose to fail the saving throw if you wish. This does not count as a use of your Transformation class feature. Moon Phase Full Waxing/Waning Crescent New Saving Throw DC 20 15 10 5 If you failed the saving throw, your character must obey the following rules below: You stay transformed until dawn. You cannot control your transformation until dawn. Your character must hunt and kill a living small or larger creature and eat of its flesh. Until you do each round you want to perform an action other than attacking a living creature, you must make another Wisdom saving throw to see if you can do so. Failure indicates you must take the attack action that turn or suffer 1d10 psychic damage that cannot kill you. If you do not kill a creature before dawn you gain 4 levels of exhaustion when dawn arrives. This ability improves at the 9th level in the following ways listed: If you fail your saving throw you can transform into your beast or hybrid form unless you failed the save by 5 or more. You no longer need to make saving throws to perform actions other than attacking. Failing to kill a creature before dawn gives one level less of exhaustion (three levels). This ability further improves at the 15th level as shown: You no longer need to make Lunar Sensitivity saving throws regardless of the moon phase. You no longer need to kill a living creature at night. You no longer gain exhaustion from failing to kill a creature at night. Lycanthropic Resistance Beginning at 2nd level, while in your animal or hybrid form you reduce damage from slashing, piercing and bludgeoning damage from nonmagical weapons that aren’t silvered by an amount equal to your Lycanthrope level. Additionally, you have vulnerability to damage from silvered weapons regardless of which form you are in. Savage Attacks At 3rd level, while in your hybrid or beast form whenever you roll damage dice from natural attacks, you can reroll 1s and 2s. You must take the new result. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Savage Control By 7th level, you can use your shapeshifting feature 4 times before needing to finish a long rest. Beast Speak Also beginning at 7th level, you are always affected by the speak with animals spell but only for animals that are the same as your animal form. At 14th level, this expands to all beasts. Lycanthropic Immunity Starting at 10th level, you no longer take extra damage from silvered weapons. Additionally, beasts see you more as one of their own than your actual creature type. Beasts are not bothered by your presence unless they succeed on a Perception check when you are using stealth to hunt them. Wild Combatant At 11th level, whenever you use the Attack action, you can use your bonus action to make one additional attack with a natural weapon. Instead of a natural attack you can attack with the weapon specified in your Primal Calling feature. Natural Predator Starting at 13th level, your damage from your natural attacks increases to 1d8 damage of the same type. These attacks count as magical for the purposes of overcoming damage resistance and immunity. 36 Supernatural Senses Beginning at 14th level, whenever you roll a Wisdom (Perception) check, you also know if there are any creatures that are affected by illusion or transmutation spells or any creatures with the shapeshifter tag within 30 feet. Greater Savage Control At 17th level, you can use your shapeshifting feature an unlimited number of times. Legendary Lycanthrope At 20th level, when you shift into your animal form, you may choose to become Huge. Should you become Huge you gain all of the following benefits: All of your speeds increase by 10 ft. Your AC becomes 15 while in your animal form if it is lower. You gain temporary hit points equal to your total hit points that lasts until you leave your animal form. Your attacks deal 2 more dice of damage and their reach increases by 5 ft. You gain +4 on your Strength and Dexterity scores while in this form. These benefits last for 10 minutes and then you must change back to your natural form. Once you have used this feature you cannot use it again until you’ve finished a long rest. Primal Callings You have several different callings available to you, depending on the curse that’s been afflicted. Calling of the Werebear Infamous for their ability to reject their violent impulses, werebears achieve a balance between their primal and former lives that other lycanthropes do not know. However, it isn’t uncommon for other lycanthropes to consider this a weakness of the werebear: a kindness they reject in favor of the hunt. Primal Calling After selecting this calling at 1st level, your animal form is a brown bear. In your hybrid or bear forms you gain a bite and a claw attack. You are considered proficient with these attacks as well as with greataxes. You are proficient in Strength saving throws. While in your hybrid form, if you’re not wearing armor your AC becomes 10 + your dexterity modifier + your strength modifier. Grizzled Strength At 6th level, you gain a climb speed equal to your base walking speed. Additionally, whenever you use your transformation feature you gain temporary hit points equal to your Lycanthrope level. Ursine Toughness Beginning at 12th level, whenever you reduce a creature to 0 hit points, you gain temporary hit points equal to your Constitution modifier. Bloodthirsty Rage At 18th level, you are not rendered unconscious when reduced to 0 hit points as long as you dealt damage to a foe before the end of your turn and have not cast a spell. You are still dying and need to make death saving throws as usual. You are still subject to damage at 0 hit points as described in the death saving throw section of combat. 37 Calling of the Wereboar Perhaps more than other lycanthropes Wereboars embrace their change. They use their strength with reckless abandon, they enjoy allowing their primal urges to guide them and where most other lycanthropes are solitary or form packs the Wereboar goes wherever it likes and makes friends with whoever entertains them the most. Primal Calling After selecting this calling at 1st level, your animal form is a boar. In your hybrid or boar forms you gain a tusk attack. You are considered proficient with these attacks as well as with mauls. You are proficient in Strength saving throws. While in your hybrid form if you’re not wearing armor your AC becomes 10 + your dexterity modifier + your strength modifier. Feral Hog Beginning at 6th level, your base walking speed increases by 10 feet. Additionally, your Proficiency Bonus is doubled for any ability check you make that uses your Strength modifier. Goring Charge At 12th level, if you move at least 10 feet towards a target and strike with a natural attack, you roll an extra d6 for damage, the target must succeed on a Strength saving throw or be knocked prone. The DC for this saving throw is 8 + your proficiency modifier + your Strength modifier. Rock Steady Strength Starting at 18th level, creatures damaged by your melee weapon attacks and natural attacks are pushed back 5 feet. 38 Calling of the Wererat Wererats are famous in most large cities and are likely the most prolific lycanthropes in existence. Sometimes considered a scourge for their habits they make for excellent thieves. Their ability to talk to normal rats also gifts them with a huge information network, allowing them to operate nearly unseen. Primal Calling After selecting this calling at 1st level, your animal form is a giant rat. In your hybrid or giant rat forms, you gain a bite attack. You are considered proficient with these attacks as well as with shortswords and hand crossbows. You are proficient in Intelligence saving throws. While in your hybrid form if you’re not wearing armor your AC becomes 10 + your dexterity modifier + your intelligence modifier. 39 Friend of the Darkness At 6th level, you gain darkvision and you have advantage with Wisdom (Perception) checks that rely on smell. Additionally, your Proficiency Bonus is doubled for Dexterity (Stealth) checks. Darting Attacks Starting at 12th level, whenever you use your bonus action with the Wild Combatant feature, you can make two natural attacks instead of one. If you do these attacks only deal damage equal to the ability modifier you used to attack. Lethal Precision Beginning at 18th level, when you score a critical hit with your natural weapons, roll an extra 1d8 for damage. Calling of the Weretiger Proud, bloodthirsty hunters who pride themselves on their lycanthropic heritage as a noble would their own bloodline. Weretigers operate alone or sometimes in small prides. They are often seen as the opposing end of the primal spectrum when compared to Wereboars. For as much as the Wereboar enjoys basking in dirt and enjoying the animalistic side of themselves, the Weretiger focuses on the intellectual aspects of their form. By combining their sharp minds and sharper reflexes, they consider themselves to be the perfect hunter. Primal Calling After selecting this calling at 1st level, your animal form is a Tiger. In your hybrid or tiger forms, you gain a bite and a claw attack. You are considered proficient with these attacks as well as with scimitars and longbows. You are proficient in Charisma saving throws. While in your hybrid form if you’re not wearing armor your AC becomes 10 + your dexterity modifier + your charisma modifier. Feline Blessing Beginning at 6th level, your base walking speed increases by 10 feet. Additionally, you gain darkvision and you have advantage with Wisdom (Perception) checks that rely on smell or sight. Reckless Attacks Starting at 12th level, whenever you use your bonus action with the Wild Combatant feature, you can make two natural attacks instead of one. If you do these attacks only deal damage equal to the ability modifier you used to attack. Pouncing Hunter At 18th level, as a reaction to a creature moving within 30 feet you can move directly towards them and make a melee attack roll. If you hit, the target is knocked prone. Calling of the Wereape One might think that given the similarities between the great apes and humanoids, the curse of the Wereape would be somehow lesser. One would be wrong. Wereapes are willing to throw themselves completely into the primal instincts of their calling without ever losing the spark of intellect that guides them to the use of tools and tactics. Primal Calling After selecting this calling at 1st level, your animal form is an ape. In your hybrid or ape forms, you gain a fist attack. You are considered proficient with this attack, as well as with greatclub and greataxes and can wield them in one hand. You are proficient in Strength saving throws. While in your hybrid form if you’re not wearing armor your AC becomes 10 + your dexterity modifier + your strength modifier. Strong Grip Beginning at 6th level, you gain a climb speed equal to your base walking speed. When you hit a creature who has not taken damage this turn with your fist attack, your attack deals an extra 1d6 bludgeoning damage. This damage increases to 2d6 at 12th level, and 3d6 at 18th level. Crushing Smash At 12th level, when you score a critical hit with your slam attack the creature must succeed on a Constitution saving throw against a DC equal to 8 + your Proficiency Bonus + your Strength modifier or become stunned until the end of their next turn. Shake Off Death Starting at 18th level, when you are reduced to 0 hit points you may use your reaction to expend and roll a number of hit die up to your Constitution modifier. You regain a number of hit points equal to the amount rolled and suffer a level of exhaustion equal to one half the amount of hit die used (rounded down, minimum 1). 40 Calling of the Werewolf The most well known of all the lycanthropes, and for good reason. They’re more primal than the boar, more cunning than the rat, more dangerous than the bear, and more in tune with their primal souls than the tiger. They are the apex predator of all the lycanthropes and those who ignore these facts are only regulating themselves to becoming future prey. Primal Calling After selecting this calling at 1st level, your animal form is a wolf. In your hybrid or wolf forms, you gain a bite and a claw attack. You are considered proficient with these attacks as well as with spears. You are proficient in Strength saving throws. While in your hybrid form if you’re not wearing armor your AC becomes 10 + your dexterity modifier + your strength modifier. Stalking Hunter Beginning at 6th level, your base walking speed increases by 10 feet. Additionally, you gain darkvision and you have advantage with Wisdom (Perception) checks that rely on smell or sight. 41 Canid Reflexes At 12th level, creatures adjacent to you provoke opportunity attacks from you even if they took the Disengage action. Additionally, whenever you hit a creature with an opportunity attack its speed drops to 0 for the rest of the turn. This stops any movement they may have been taking. Expert Tracker Starting at 18th level, you can unerringly track the last creature you dealt damage to. This works as long as you and the target are on the same plane of existence. Wereraven Quick, clever and elegant is the raven. Though the primal calling of the Wereraven may not be as wild and bloodthirsty as that of a wolf or boar, their intellect and predisposition to mischief make the Wereraven a fearsome figure. Wereravens are opportunists and are always looking for an opening to take advantage of a situation. Primal Calling When you use your transformation feature at 1st level your animal form is a Medium-sized raven. In your hybrid or raven forms, you gain a beak attack. You are considered proficient with this attack as well as with slings, battleaxes, greataxes and handaxes. You are proficient in Intelligence saving throws. While in your hybrid form if you’re not wearing armor your AC becomes 10 + your Dexterity modifier + your Intelligence modifier. Quoth the Raven At 6th level, your flying speed increases by 30 feet. In hybrid or animal form you have advantage on any Charisma (Deception or Performance) check made to mimic the voice or sounds of other creatures. Nevermore Beginning at 12th level, your presence heralds doom in the collective unconscious. When you transform, each creature of your choice that can see you within 60 feet must make a Wisdom saving throw against a DC equal to 8 + your Proficiency Bonus + your Charisma modifier or be frightened for 1 minute. A creature may repeat the saving throw at the end of each of their turns, ending the effect on themselves on a success. Evasive Flight At 18th level, your flight speed increases another 30 feet. You do not provoke opportunity attacks while flying. You have advantage on Dexterity saving throws while flying and if an effect would cause you to take half damage on a success, you instead take no damage. 42 Werecrocodile Though Werecrocodiles are terrifyingly strong, they are not fools who charge blindly. The Werecrocodile prefers life as an ambush predator. Taking on their enemies not only when the Werecrocodile is strong but when their target is weak and unassuming. Primal Calling At 1st level your animal form is a crocodile. In your hybrid or crocodile forms, you gain a bite attack. You are considered proficient with this attack as well as with spears and tridents. You are proficient in Strength saving throws. While in your hybrid form if you’re not wearing armor your AC becomes 10 + your dexterity modifier + your strength modifier. Perilous Bite Beginning at 6th level, your swim speed increases to 30 feet. You can hold your breath for 15 minutes. When you hit a creature with your bite attack you can choose to grapple them. A target grappled in this way is also restrained. Underwater Adaptation At 12th level, you have darkvision out to 60 feet while you are underwater. It cannot be impeded by magical darkness. If you use your transformation feature while you are in water you gain a number of temporary hit points equal to your lycanthrope level. Underwater Assassin Starting at 18th level, while submerged in at least 5 feet of water you have advantage on death saving throws, and your weapon attacks score a critical hit on roll a 19 or 20. 43 The Difference between Undead and Undeath Common revenants return only to seek revenge on those that took their lives. Those with far stronger convictions manage to maintain some semblance of their past existence. They are not mindless undead on a mission, they are skilled warriors who train their bodies to exact their revenge and complete their goals. A revenant like this is known as unchained. They continue to live on through sheer will and determination. They walk the boundary between life and death, never fully existing in either place. This means an unchained revenant must eat, sleep and drink as normal. Fear Personified Revenant The dwarven smith works tirelessly to reforge his broken sword. Even with the gash on his shoulder, an open wound that no longer bleeds, his hammer swings true with every strike. He was put down while leading in a peasant revolt, but his body won’t stay down as long as his homeland lies in the clutches of tyranny. A muddy boot print remains on the broken door of the thieves’ den. Remnants of her grave dirty the floor with smudges of dirt smeared across the strewn bodies, now growing as cold as their hunter. While they lay still, a chilly elven woman stands over them, rigid and unblinking. She doesn’t have to examine their faces to know she didn’t catch him this time. Her killer was a wiley one, but he won’t be able to outrun her forever. There is a sage in a place of higher learning hidden within remote mountains. Some claimed he was burnt at the stake for his heretical teachings, but to this day the man with charred skin continues to lecture on the separation of religious and secular leadership. Two-hundred years is a long time for a human to maintain their tenure. Revenants have mastered the artform of invoking terror. One glance from them can freeze their prey stiff. When they start accepting the power of their vengeance the unchained learn to embrace what they are. Fear itself loses meaning to them and their minds become too sharp and focused to be controlled in any way. Despite the revenant’s solitary nature they work well in groups as trackers and hunters and they function well in society as expert bounty hunters. Creating a Revenant When creating your revenant, consider what person or situation led to their death. The core of every revenant will be their quest for revenge. Also remember that unchained revenants, such as the one you will be playing, don’t have simple goals and retain much of their former self. They may still show emotion and have goals outside of their vengeance. Consider their revenge to be something of a long term goal. Perhaps they died from the cruelty of a tyrannical monarch and they now believe in overthrowing monarchical systems. Their death may have been caused by a specific creature such as goblinoids and now they spend their unlife tirelessly hunting for these creatures. 44 Who were you before all this? Were you an adventurer who met an unfortunate fate at the hands of monsters or men? Were you a sailor who was dragged down to the depths only to return with revenge on your mind? Were you a revenant who completed their goal and instead of fading away found reasons to stay attached to this world? You could have been punished as a criminal and your hatred for those that betrayed you sustains your unlife. Class Features As a revenant, you gain the following class features. Hit Points Hit Dice: 1d10 per Revenant level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per revenant level after the 1st Proficiencies Armor: All armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Wisdom, Strength Skills: Choose two skills from Acrobatics, Athletics, History, Insight, Intimidation, Perception, Stealth, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) scale mail or (b) leather armor, a light crossbow, and 20 bolts (a) a martial weapon and a shield or (b) two martial weapons (a) a longbow and 20 arrow or (b) two light hammers (a) a dungeoneer’s pack or (b) an explorer’s pack 45 Class Name Level 1st 2nd 3rd 4th 5th 6th 7th 8th Proficiency Bonus +2 +2 +2 +2 +3 +3 +3 +3 9th +4 10th 11th 12th 13th 14th 15th 16th 17th 18th 29th 20th +4 +4 +4 +5 +5 +5 +5 +6 +6 +6 +6 Quick Build Features Prey, Grace of Undeath Fixated Tracker Route of Retribution Ability Score Improvement Extra Attack Route Feature Unending Terror, Prey II Ability Score Improvement Frozen Stiff, Grace of Undeath II ─ Route Feature Ability Score Improvement ─ Mastery of Pain, Prey III Route Feature Ability Score Improvement Possessive Glare Route Feature Ability Score Improvement ─ You can make a revenant quickly by following these suggestions. First, make Strength or Dexterity your highest ability score depending on the weapons you wish to use. Your next-highest score should be Wisdom if you wish to focus on tracking your prey and tricking the mind. Next, choose the soldier background. Prey Starting at 1st level, if you spend at least 1 minute observing or interacting with another creature outside combat you can learn certain information about its capabilities compared to your own or if they have a specific resistance or vulnerability. The DM gives you information on the creature including if they are your equal, superior, or inferior to two of the following characteristics of your choice: Ability score Current hit points Total class levels (if any) Resistances (not a comparison) Vulnerability (not a comparison) You may learn a third characteristic at 7th and a fourth at 14th level. Once you have used this ability on a creature, you may not use it on the same creature until 30 days have passed. Grace of Undeath Beginning at 1st level you no longer age and are no longer required to make death saving throws when you are reduced to 0 hit points. Instead, you are catatonic and count as stabilized and you cannot heal any amount of hit points while in this state. You will wake up with 1 hit point in 1 hour. Each time a creature with a challenge rating of ¼ or higher dies within 10 feet of you while you are in this state, remove 20 minutes from the 1 hour duration. If the duration is reduced to 0, you awaken immediately with 1 hit point. At 9th level the distance of this ability increases to 30 feet. You can still be killed by effects that cause death such as having your head cut off or by taking damage 3 times while you are at 0 hit points. Spells used to return a creature to life have no effect on you, instead your body must be buried with a diamond worth 500 GP in your hands. In 10 days time you will return to the world if your body was not disturbed during this ritual. Fixated Tracker At 2nd level you have learned how to hunt your prey like no other. When making a Wisdom (Survival) check to track a creature you may declare the type of that creature if you know it. You receive advantage on your Wisdom (Survival) checks to track creatures of that type for the next 8 hours. If the creature was subject to your Prey ability you cannot roll less than 10 on the Wisdom (Survival) check. Route of Retribution At 3rd level, you begin to recall more about the way you died. The manner of your death becomes the route to your retribution. Choose the Route of the Avenger, the Route of the Umbraged or the Route of the Drowned. The route you choose grants you features at 3rd level and again at 6th, 11th, 15th and 18th level. Ability Score Improvement When you reach 4th, 8th, 12th, 16th, and 19th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. 46 Unending Terror Starting at 7th level you become immune to the charmed and frightened conditions and you may use your Prey ability as a bonus action during combat as long as the creature is within 120 feet. When you strike a creature affected by your Prey ability with a weapon attack, the creature must make a Wisdom saving throw or become frightened. The DC equals 10 or the damage done by the attack to a maximum of 20, whichever number is higher. You may use this ability a number of times equal to your Wisdom modifier and you regain all expended uses of it when you finish a long rest. Frozen Stiff At 9th level, as a reaction, when a creature within 60 feet is about to move, you may reduce that creature’s movement to 0 if they fail a Charisma saving throw with a DC equal to 8 + your Wisdom Modifier + your proficiency bonus. Creatures who are currently frightened automatically fail the saving throw. You may use this feature twice and regain all expended uses of it after you finish a short or long rest. 47 Mastery of Pain Beginning at 14th level when you have identified a vulnerability in a creature you also learn how to exploit it, as well as how to neutralize their resistances. When your Prey ability has identified a vulnerability in a creature the first attack on your turn using that damage type does maximum damage. Instead of normally rolling one or more dice to deal damage with the attack, you instead use the highest number possible for each die. On a successful hit any resistances identified by the Prey ability are negated on that creature for 1 minute. Possessive Glare At 17th level, the first time you are reduced to 0 hit points you may use your reaction and attempt to possess a creature within 60 feet of you that has a CR 6 or lower. This ability doesn’t work on creatures that do not possess a body that contains a spirit. The creature must succeed on a Charisma saving throw with a DC equal to 8 + your Wisdom Modifier + your proficiency bonus or become possessed. You now control the body but this doesn't deprive the target of awareness. You can't be targeted by any attack, spell, or other effects except those that deal radiant damage. When the form suffers radiant damage you must make a Wisdom saving throw to see if you can maintain control, the DC of that saving throw is equal to the radiant damage taken or 10 whichever number is higher. You retain your alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. You otherwise use the possessed target's statistics but don’t gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body is reduced to 0 hit points, you end it as a bonus action, or you are forced out by taking radiant damage. When the possession ends you return to your body in its catatonic state. No matter how long you were within the other creature the duration of your catatonic state remains 1 hour when you return. You may use this ability once and regain use of it after a long rest. Routes of Retribution You embrace the anguish, anger and methods which made you what you are. Your route of retribution is how you remember your death and also how you inflict your vengeance on others. Route of the Avenger The tethers that bind the unliving can be tenuous ones but for the Avenger they are like steel chains. The brutality of the Avenger is second only to their mettle, and they will not allow themselves to be stopped by anything short of dying again. The Avenger will let no weakness in their enemy slip by. Focused Movement Starting at 3rd level, when you are within 60 feet of a creature affected by your Fixated Tracker ability your movement speed increases by 10 feet and that creature cannot take attacks of opportunity against you. Avenging Fire At 6th level, at the end of your turn if two or more of your weapon attacks deal damage to a target they must succeed on a Constitution saving throw with a DC equal to 8 + your Wisdom modifier + your proficiency bonus, or become blind for 1 minute. The creature may repeat the saving throw at the end of each of their turns, ending the effect on themselves on a success. On a failure, they are stunned until the end of their next turn and take 6d6 necrotic damage. On a success, they are not stunned and take half damage. You can use this ability a number of times equal to your Wisdom modifier. You regain this ability after finishing a short or long rest. Share the Curse At 18th level, when you are forced to make a saving throw against any condition you may choose one of the following options: You may choose to automatically fail the saving throw, succumbing to the condition but inflicting the same condition on one creature you can see within 60 feet. They do not get a saving throw. For as long as you are affected by the condition, so are they. You may choose to roll at disadvantage. If you succeed, you are immune to the effect for 24 hours. You may choose to gain advantage on the roll. If you fail, you suffer one additional level of exhaustion. You may choose to resolve the effect normally. Unending Retribution Beginning at 11th level, when a creature you can see who is blind, frightened, paralyzed, poisoned, or stunned succeeds on a saving throw you may use your reaction to make them reroll. You can use this feature a number of times equal to your Wisdom modifier. You regain this ability after finishing a long rest. Charging Strike At 15th level, if you use all of your movement to move straight toward a target under the effect of your Fixated Tracker in a turn and then hit the creature with a melee weapon attack, the target must make a Constitution saving throw with a DC equal to 8 + your Wisdom modifier + your proficiency bonus. 48 Route of the Umbraged They say that in death some see a light at the end of the tunnel, a glimmer of hope and peace at the end of their suffering. For the Umbraged there is nothing but darkness and a willingness to sink deeper and deeper into its depths in the pursuit of their goals. The Umbraged flourish where the living fear to tread. Waxing Darkness At 3rd level, you gain abilities to harness darkness to your advantage. Once per short or long rest you can cast the spell darkness. You gain darkvision out to 60 feet if you don’t already have it, and your darkvision cannot be impeded by magical darkness created by yourself or allies. Step of Umbrage At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness as a bonus action, you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. Strikes of Shadow At 11th level, when you make a melee weapon attack while in dim light or darkness, you score a critical hit on a roll of 19 or 20 and deal an extra 2d6 necrotic damage. Heightened Precision At 15th level, when you use your Step of Umbridge you can choose to make your next attack at disadvantage. If it hits, it scores a critical hit and you roll the damage die three times, instead of twice. Radiating Darkness At 18th level, as an action you may choose to activate an aura of darkness. You cast the darkness spell on yourself and the radius is increased to 30 feet. For the next minute, each creature of your choice within the aura has disadvantage on one type of saving throw you choose, all attacks, and must succeed on a Charisma saving throw with a DC equal to 8 + your Wisdom modifier + your proficiency bonus to move beyond the radius of the darkness. You cannot use this ability again until you finish a short or long rest. 49 Route of the Drowned Many threats lurk below the water's surface. Sahuagin do the will of their shaman, while Koalinth wage wars against the surface realms and deeper evils lurk where light can’t reach. There are many reasons why someone might die by drowning, but in returning to life, this death has become a wellspring of power for you. Flowing Movement At 3rd level, you gain a swim speed equal to your walking speed and creatures lacking a swim speed make opportunity attacks against you with disadvantage. If you already had a swim speed, then add 10 feet of movement to it instead. Drowning Beginning at 6th level, as an action you can cause a creature to begin to drown if they are capable of drowning. The target must make a Constitution saving throw against a DC of 8 + your Wisdom modifier + your proficiency bonus. On a failure, the target takes 1d6 + half your Revenant level cold damage as icy water fills their lungs and the target cannot speak, hold its breath, or cast spells with verbal components until the end of its next turn. You can use this ability a number of times equal to your Wisdom modifier. You regain all uses of this feature after finishing a long rest. Aquatic Channel At 6th level, you always have a wet appearance. If you wish when you interact with objects, you leave them equally wet. As an action, you can cast create water. You can use this ability twice, regaining all uses after finishing a short or long rest. Water Step At 11th level, you can use the spell misty step provided you and your destination are both touching at least a gallon of water. You can use this feature a number of times equal to your Wisdom modifier. You regain all uses of this feature after finishing a long rest. 50 Hydrokinesis Starting at 15th level, you can mentally manipulate water as though it were an appendage of your own body. If you target at least a gallon of water within 50 feet you create a medium-sized tentacle of water in a 5 foot space that can manipulate objects as though you were standing directly adjacent to them. Any smaller amount of water can also be manipulated, but the tentacle functions with the limitations of the mage hand spell. Tentacles can act independently at the end of your turn. They can follow simple directions such as “attack them”, “guard this”, or “open that”. You can maintain a number of tentacles equal to your Wisdom modifier. 51 Domination At 18th level, you are able to manipulate the blood within the bodies of living creatures. You can target a living creature that is not a construct as an action. The creature must succeed on a Constitution saving throw with a DC of 8 + your Wisdom modifier + your proficiency bonus. On a successful saving throw, this feature is not expended although your action is wasted. On a failure, choose one action the creature could make. The creature uses its reaction and must perform the action as you describe. You can move the creature up to half its speed during this time. You lose control of the creature if you cannot see it. At the start of your next turn, you must choose to either release the creature or gain a level of exhaustion. If you do so you can control the creature for another turn. Once you use this ability, you cannot use it again until you finish a long rest. Born From Death Vampires are not born in the sense that most other living creatures are. They are not born from warm bodies, hatched from eggs, or even sprouted from seeds. A vampire is born from the end of their previous life, from a body fallen cold after being drained of its life’s blood by another vampire. In the beginning these mindless creatures are known as vampire spawn, enslaved to the vampire who sired them. Freedom from this enslavement is granted when the master feeds their own blood to their spawn or when the master dies. Dead Folk Walking Vampire He waits until the sun goes down. Silent, and patient. The bandits hijacked his carriage hours ago. They’ve been rifling through the boxes and chests of his belongings but giving the coffin a wide berth. He watches the last glimmers of daylight vanish from beyond the broken seal of the lid. They didn’t stay back far enough. She walks down the street at midday, smiling and cheerful. The people of her village know her and they love her. They never knew what she was until that night. When the village was attacked, they found her with a bloody mouth standing over a pile of dead orcish raiders. Still, they would never call her a monster. She is their hero. Life as an adventurer was rough. His allies loved his strength, but they hated having to travel at night. They loved his charm, but they hated his hunger. They asked much of him but always treated him as a burden. The keep those adventurers once held still remains on the mountainside with but one man dwelling inside for the last three hundred years. Finally, he got his fair share. Whereas many vampires are chained to their graves, adventurous vampires manage to escape this tether by any manner of technicality. Rather than spending their daylight hours in their coffin, crypt, or under the dirt of their grave adventuring vampires may instead carry with them trinkets like a scrap of wood from their coffin or a bottle of their gave dirt. Though these relics of their brief deaths are not necessary to their continued existence they do offer the vampire some comfort. Creating a Vampire When making a vampire consider how your character came into their curse. Were they already an adventurer when they were bitten? Did vampirism drive them out into the open world? Were they accepted by their village and loved ones, or rejected? Did they know the person who cursed them? Was it a traumatic experience, or something they willingly consented to? Were they granted their freedom by their master, either willfully or accidentally? Is their master still alive? Consider how your vampire views their curse and how it might alter the way they view other living or dead creatures. Do they consider living humanoids to be akin to prey and lesser than themselves somehow, or do they seek a give and take relationship? Do they take only what they need to survive, or do they feast like gluttons? How do they feel when they look ahead to the potential prospect of outliving even their elvish companions? 52 Quick Build You can make a vampire quickly by following these suggestions. First, make Strength or Charisma your highest ability score depending on if you would rather attack or trick your prey. Your next highest score should be Dexterity if you wish to strike quickly and quietly. Next, choose the Noble background. Class Features As a vampire, you gain the following class features. Hit Points Hit Dice: 1d8 per vampire level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per vampire level after 1st Proficiencies Armor: None Weapons: Club, dagger, light crossbow, quarterstaff Tools: None Saving Throws: Wisdom, Charisma Skills: Choose two from Deception, Intimidation, Perception, Persuasion, Religion, and Stealth Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) an explorer's pack or (b) an adventurer's pack (a) A light crossbow and 20 bolts (b) a quarterstaff A dagger 53 The Vampire Proficiency Blood Bonus Features Points Undead 1st +2 — Transformation 2nd +2 Bloodthirst 2 3rd +2 Dark Path 3 Ability Score 4th +2 4 Improvement Spider Climb, 5th +3 5 Spawning (Ghoul) Improved Charming 6th +3 Allure, Curse Escalation 6 Eyes of the Night, Path 7th +3 7 feature Ability Score 8th +3 8 Improvement Shapechanger, 9th +4 9 Spawning (Wight) Curse Escalation, Path 10th +4 10 feature True Charming Alure, 11th +4 11 Children of the Night Ability Score 12th +4 12 Improvement 13th +5 Path feature 13 14th +5 Undying Grace 14 Spawning (Vampire 15th +5 15 Spawn) Ability Score 16th +5 16 Improvement Curse Escalation, Path 17th +6 17 feature 18th +6 ─ 18 Ability Score 19th +6 19 Improvement 20th +6 Ascendant Body 20 Level Undead Transformation Your transition to undeath has produced a physical transformation with a mixture of benefits and drawbacks. Your curse is currently fresh and undeveloped, but as you gain experience your vampirism will strengthen and cause some of these features to become more severe. Curse of Vampirism Because of your curse you suffer the following difficulties. Sunlight Aversion. While you are in direct sunlight you have disadvantage on Wisdom (Perception) checks that rely on sight, as well as on death saving throws. Blood Drinker. You must gain sustenance by drinking blood. A Small creature has enough blood to feed you for a day, and it takes 1 minute to drink that much blood from such a creature (or its corpse). You do not gain sustenance if the creature is undead or has been dead longer than 10 days. Restless Undeath. You cannot spend hit dice to heal during a short rest, and you do not regain hit dice or hit points after finishing a long rest. Power of the Grave Thanks to your curse you gain the following benefits. Undead Anatomy. Your creature type is undead. You do not need to consume normal food or water, you do not need to sleep, and you do not need to breathe. To gain the benefits of a long rest you can spend all eight hours doing light activity such as keeping watch. While you are not wearing armor, you have an AC of 16. Your Dexterity does not affect this number. Bite. Your canines are slightly elongated, forming the iconic fangs of a vampire. As an action on your turn you can use these fangs to make a bite attack. This bite has a reach of 5 feet and deals 1d6 piercing damage. You are proficient with this attack. Claws. Your fingernails have transformed into retractable claws. You can use these claws to perform unarmed strikes that deal 1d4 slashing damage. Whenever you use your action to make a bite attack, you can make one claw attack as a bonus action. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. If you already have darkvision, the range of that darkvision increases by 30 feet. 54 Bloodthirst Starting at 2nd level, your bloodthirst intensifies while also offering you greater power. Getting even a sip of especially fresh blood grants you blood points, up to a maximum number as shown in the Blood Points column of the Vampire table. As an action, you can drink enough blood to gain 1 blood point. You do not gain this benefit if the blood comes from an undead creature or from a creature that has been dead for more than 1 minute. To drink the blood of a living creature that creature must be restrained, incapacitated, or willing. Such a creature takes 2d6 necrotic damage. If the creature is immune to this damage, you gain no blood points. If a bloodthirst ability requires a target to make a saving throw, the save DC is equal to 8 + your Charisma modifier + your proficiency bonus. Charisma is your spellcasting ability for any spells cast using a bloodthirst ability. Your blood points are used to power various abilities, described below. You will gain additional uses of blood points as you gain levels in this class. Charming Allure You can spend 1 blood point to cast charm person as a 1st-level spell. Death Bite Whenever you hit with your bite attack, you can spend 1 blood point to deal 1d8 necrotic damage to the target in addition to the bite's normal damage. When you reach 11th level, this bonus damage increases to 2d8. Regeneration At the start of each of your turns you regain hit points equal to your current number of blood points, provided you aren't in direct sunlight or running water at the time and you already have at least 1 hit point. If you take radiant damage, this ability doesn't function on your next turn. 55 Vampires: Decadent Predators In the foreword of the Curse of Strahd adventure, Tracy Hickman discusses the history and thought processes behind Dungeons & Dragons’ most famous vampire, Count Strahd von Zarovich. In doing so, he discusses the roots of the vampire from a short story written by John William Polidori which was inspired by the poet Lord Byron. Like Lord Byron, Polidori’s vampire was described as a ‘decadent predator’ and an abuser hidden behind a romantic veil. For all of the beauty and tragedy, both Polidori’s vampire and the vampire crafted by Tracy and Laura Hickman were selfish monsters. Tracy later goes on in the foreward to bemoan the evolution of the vampire mythos: “The vampire we so often see today exemplifies the polar opposite of the original archetype: the lie that it’s okay to enter into a romance with an abusive monster because if you love it enough, it will change.” This idea of a monstrous but redeemable vampire has varying mileage depending on who you talk to. Though tales of a particular daywalker who sparkled in the sun like diamonds have dominated the fantasies of a generation, many critics point out that the relationship glorified in the saga is unhealthy and abusive. Elements of control, isolation, and emotional abuse become romanticized in these tales. The vampires of Dungeons & Dragons are depicted in the Monster Manual very clearly as being monsters. Going beyond their stat block and their lawful evil alignment, the book goes to great lengths to portray vampires as individuals who have become twisted by their curse of unlife. The book tells of dark desires, obsession, jealousy, torture, and other decidedly undesirable traits. As a player, you have the utmost freedom in how you wish to portray your vampire. It is entirely within your rights to play a vampire who is not a monster, who struggles against their hunger and desire and strives to be a better person. It is also well within your rights to play one who is, at their core, truly a monster. Keep in mind, however, that a vampire who is abusive or controlling is still a monster, even if they do it under an air of seduction, and redemption may be far beyond their reach. Dark Path You can have only one spawn at a time. If you create a new spawn while your existing spawn is still intact, your old spawn becomes uncontrolled and may attack you. When you reach 9th level, your spawn uses the game statistics of a wight, except its longsword attack becomes a claw attack (1d8 slashing damage) and it has no longbow attack. When you reach 15th level, your spawn uses the game statistics of a vampire spawn. Ability Score Increase Improved Charming Allure By the time you reach 3rd level you have begun to come to terms with your new unlife. You have made a decision about how you will cope with your curse, represented by your choice of Dark Path: the Dark Master, the Daywalker, or the Alp. Your chosen path grants you features when you choose it at 3rd level and again at 7th, 10th, 13th, and 17th level. Each path is detailed at the end of this class description. When you reach 4th level, and again at 8th, 12th, 16th, and 19th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. Spider Climb Beginning at 5th level, you can climb difficult surfaces including upside down on ceilings without needing to make an ability check. Spawning Also at 5th level, you gain the ability to sire minor undead creatures with your cursed bite. Whenever you reduce a Medium or small humanoid to zero hit points by either drinking its blood or hitting with a bite attack, you can expend 2 blood points to infuse it with a fraction of your curse. At the beginning of your next turn, the subject rises as your undead spawn. Your spawn uses the game statistics of a ghoul. On each of your turns, you can use a bonus action to mentally command your spawn if it is within 60 feet of you. You decide what action your spawn will take and where it will move during its next turn, or you can issue a general command such as to guard a particular chamber or corridor. If you issue no commands, your spawn only defends itself against hostile creatures. Once given an order your spawn continues to follow it until its task is complete. Starting at 6th level, when using Charming Allure drinking a charmed target's blood does not automatically end the effect though they might still be reluctant and need to be convinced. Also at 6th level, you can use your Charming Allure feature to cast suggestion instead of charm person by spending 1 additional blood point. Curse Escalation By 6th level, your curse is starting to become noticeably more extreme. You can no longer enter a residence without an invitation from one of the occupants. Additionally, you suffer disadvantage on all ability checks while you are in direct sunlight. Starting when you reach 10th level, you take 10 acid damage whenever you end your turn in running water and you have disadvantage on attack rolls while you are in direct sunlight. Finally, at 17th level, you take 10 radiant damage whenever you start your turn in direct sunlight. Eyes of the Night Starting at 7th level, your vision becomes even more accustomed to darkness. You can see normally in both normal and magical darkness out to a range of 120 feet. 56 Shapechanger At 9th level, you gain the power to change your form at will. If you aren't in direct sunlight or running water, you can use your action to polymorph into a tiny bat or a medium cloud of mist or back into your true form. While in bat form you can't speak, your walking speed is 5 feet, and you have a flying speed of 30 feet. Your statistics other than your size and speed, are unchanged. Anything you are wearing transforms with you but nothing you are carrying does. You revert to your true form if you are reduced to zero hit points. While in mist form you can't take any actions, speak, or manipulate objects. You are weightless, have a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through the space you can do so without squeezing, and you can't pass through water. You have advantage on Strength, Dexterity, and Constitution saving throws and you are immune to all nonmagical damage, except radiant damage. True Charming Allure Starting at 11th level, a target charmed by Charming Allure is always willing to let you drink their blood. Children of the Night Beginning at 11th level, you can call on other creatures of the night to aid you. As an action, you can expend 5 blood points to magically call 2d4 swarms of bats or rats provided that the sun isn't up. While outdoors, you can call 3d6 wolves instead. The called creatures arrive at the end of your next turn acting as your allies and obeying your spoken commands. The beasts remain for 1 hour, until you are reduced to zero hit points, or until you dismiss them as a bonus action. 57 Undying Grace By 14th level, your curse has frozen your body against the ravages of time preserving a beautiful and otherworldly grace. You become proficient with Dexterity saving throws, and you have advantage on Charisma checks related to flirting and romance. Ascendant Body At 20th level, your undead might manifest in great physical power. Your Strength, Dexterity, and Constitution scores all permanently increase by 2 and the maximum score for each of those abilities increases by 2. Additionally, you gain resistance to bludgeoning, piercing and slashing damage from nonmagical attacks. Dark Paths As you learn more about your curse you discover new ways of exploiting its powers. The dark path you choose determines how you utilize your vampirism. Path of the Dark Master Many vampires choose a particularly faithful servant promising them everlasting life as a vampire themselves. They serve not as a mindless slave, but a powerful undead in their own right who will maintain their free will. While these gifts aren’t close at hand these servants can become powerful conduits for their undead masters. Sip Their Soul At 3rd level, drinking the blood of a humanoid allows you to connect to their soul. This needs to be a willing creature or they are allowed a Charisma saving throw against a DC of 8 + your Charisma modifier + your proficiency. Once drained in this fashion you are connected to their soul. You remember everything they did in the last 10 minutes per vampire level. While connected you can use their sight, smell, or taste, as long as they are on the same plane of existence as you. While borrowing their own senses, you lose control over your own. This lasts until you are on different planes of existence, until your connected soul spends a number of rounds equal to your vampire level in sunlight or running water, or until you break the bond by using one of the abilities below. Borrowed Face At 10th level, when you use your Shapeshift feature you can use it to transform into the form of your connected soul. You maintain all their abilities and statistics, but if you are immersed in running water, enter an area of sunlight, or are reduced to 0 hit points you revert to your natural form. Using this feature breaks your connection with your connected soul. Dominate Soul At 13th level, you take control of your connected soul’s body. You lose control over your body including your senses. For the next 10 minutes, you fully control the target although you can use any of your class features through the connection. After 10 minutes, the connection is closed and your connection to your connected soul is broken. Soul Drinker Starting at 17th level, you can absorb the full soul of your target. This drains their life force and they rise as a vampire spawn. If they’re unwilling, they are reduced to 0 hit points and make death saving throws. You get their soul if they die and they become a revenant. Lonely Soul Also at 3rd level, whenever you use your Charming Allure class feature, instead of charming a target you can choose to erase your existence in their mind. Once the target cannot see you, they forget you exist and any memories of events you participated in become hazy. This lasts until they can see you again. Deep Shadows Starting at 7th level, as an action, you can teleport adjacent to your connected soul provided they’re near dim light or darkness and if that location has room for you. Using this feature breaks your connection with your connected soul. 58 Path of the Daywalker Those unwilling to be relegated to the shadows of the night become Daywalkers, vampires who still feel connected to living societies. Rather than walking as a wolf among sheep the Daywalker is akin to the shepherd, taking only what they need from their herd and using their power to protect those under their purview. Nothing to See Here At 3rd level, you become adept at blending in with the living. You gain proficiency in the disguise kit if you are not already. You have advantage on any Charisma checks made to disguise yourself or to take on the persona and mannerisms of another person. Desensitization At 7th level, you begin learning to overcome some of the disadvantages of sunlight. The first ability check you make after finishing a short or long rest does not suffer disadvantage from being in the sun. Additionally, you can expend 1 blood point to negate disadvantage on any Wisdom (Perception) check you make. Sanguinous Versatility At 10th level, you become even more flexible in how you resist the effects of sunlight. When you make an attack in sunlight you may expend 2 blood points to negate the disadvantage imposed by sunlight. Saving for a Sunny Day At 13th level, you’ve unlocked the secrets of storing blood. Once per long rest, when you take an action to gain a blood point, you can use a vial to store an additional amount of blood points equal to your Wisdom modifier. Drinking from this vial takes 1 minute and you can have a number of vials equal to your Constitution modifier. Additionally, when you take radiant damage you can use your reaction to expend blood points and ignore an amount of radiant damage equal to the number of blood points expended. Hoarding Blood While it might behoove a vampire to hold onto gallons of blood in reserve, the properties of coagulation make this nearly impossible. The Daywalker has learned how to preserve blood using their own supernatural power, but trying to hold onto more than a modest amount can weaken them more than the benefit the blood provides. They Walk Among Us At 17th level, taking radiant damage does not inhibit your ability to heal from your blood points. 59 Path of the Alp There are many cultures around the world and while all of them have stories of undead creatures who drain the life from your veins, not all of them are so literal. Take for instance the alp: a spirit that takes the form of a butterfly or cat. While most see harmless creatures, it isn’t until a swarm of them descends upon a body and steals the breath from its lungs that their true nature is revealed. Stories tell of loved ones hanging around doorways after being visited by these white spirits, an ominous sign that doom shall soon cross the path of the living. Spiritual Vampire At 3rd level, your body dissolves and your spirit becomes untethered. You no longer have a physical form and while not possessing a dead body you are invisible, you cannot speak and you cannot take actions, bonus actions, or reactions. If you rest on a dead corpse that shares your creature type for at least 1 minute, you possess that body as though it were your own. The body loses all of its statistics including attacks and abilities, except for size. Use your statistics, attacks, and abilities instead. Each 24 hour period you do not gain a blood point, you gain one level of exhaustion. Every 8 hour period you possess a body you gain 1 blood point and lose one level of exhaustion. This is the only way you can gain blood points. Possessing the corpse does not stop it from decaying. Energy Shape At 7th level, as an action, you can manifest your energy form for a period of time. When you do this you appear as a ball of light or a creature made of light. You can take the form of a cat, pig, dog, a poisonous snake, or most commonly a butterfly. If you are possessing a corpse you stop doing so and the corpse becomes prone. As part of the same action, choose a creature within 30 feet. Your energy entangles the target causing them to have disadvantage on all attacks, all saving throws except Constitution and all ability checks. Their AC lowers by 2. You return to your body at the end of this action. Slumber At 10th level, when you use your Energy Shape class feature you can expend 1 blood point. If you do, the target must succeed on a Constitution saving throw or fall asleep as though affected by the spell sleep. If they succeed on this saving throw, they are not aware they were the target of this feature. The DC for this saving throw is 8 + your Charisma modifier + your proficiency bonus. Breath Taker At 13th level, the range of your Energy Shape class feature becomes 60 feet. Also, when you use your Energy Shape class feature you can expend 1 blood point. If you do a swarm of energy creatures sharing your form descends upon your opponent. The target must succeed on a Constitution saving throw or begin to asphyxiate as though they were drowning. You can sustain this effect by using 1 blood point. If you do not sustain the effect, the target can breathe normally. The DC for this saving throw is 8 + your Charisma modifier + your proficiency bonus. Suffocating A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds). When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 Hit Points and is dying, and it can’t regain Hit Points or be stabilized until it can breathe again. For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 Hit Points. One of Us At 17th level, while not possessing a body you can spend 1 blood point at the start of your turn. Doing so allows you to act for the rest of the turn as though you were possessing your original body, which appears when you use this ability. 60 Backgrounds E very story has a beginning. For some the story of being a revenant began with them being an accomplished sorcerer who was killed on the battlefield before they had accomplished all they had set out to do in life. For others, the story of their curse begins before they ever became adventurers. Any adventurer of a cursed class could conceivably come from any background. While many clerics begin as acolytes there is nothing to say they were not a charlatan seeking redemption, or a noble fleeing from the vanity of the court. Likewise, any cursed could be placed on a person from any walk of life. That being said, sometimes the affliction of a curse is the most important part of a person’s life to that point. For that reason the following backgrounds may help you construct a level-one cursed adventurer. Arcane Apprentice Suitable for all cursed classes, especially magic users. You have devoted your life to the service of a master of the arcane, assisting them with their research in hopes that you could someday become a powerful arcanist yourself. Your life has until this point generally revolved around helping your master by collecting their reagents, organizing their library, cleaning their study, cooking their meals, or any number of odd jobs asked of an apprentice. However being an apprentice to an arcane master puts you in close proximity to all manner of strange chemicals, substances, spells, and runes of questionable use. You may or may not be aware that apprentices are sometimes called upon to be test subjects, and that your master may or may not ask your permission first. 61 Skill Proficiencies: Arcana, History Tool Proficiencies: Alchemist’s supplies, herbalism kit Equipment: A bottle of black ink, a quill, a set of common clothes, a letter of introduction bearing the crest of the apprentice’s master, a pouch containing 10 gp Suggested Methods of Affliction Not every arcane apprentice stumbles into their curse the same way. Choose a method of contracting your curse, or roll on the table below. d6 Method of Affliction was asked to drink a potion. It burned going 1 Idown. I should have died falling off the library 2 ladder. My master saved me, but at what cost? carrying a stack of tall books and failed 3 Itowas notice the magic circle I walked into. went to sleep in my bed. I woke up on a 4 Istone altar, hearing strange chanting. on some additional studying, and read 5 Ia took dusty tome I shouldn’t have. I was organizing the potion cabinet when the broke, and dozens of bottles fell on me. 6 shelf I don’t remember what happened next, but I woke up changed. Feature: House Of Learning As an arcane apprentice in good standing with the academic community, you can expect shelter to be offered to you from institutes of learning so long as they possess dormitories or other living facilities. You will receive basic room and board from an institute as long as you have not shown yourself to be a threat to them. Suggested Characteristics Arcane apprentices are generally magically inclined folk, though their transformation may have robbed them of their magical potential. Still they’re likely to continue to carry their fascination with all things arcane. Arcane apprentices tend to be studious individuals who value research and discovery, as well as the betterment of their own skills and knowledge. d8 Personality Trait I’m always bursting with questions, and never 1 afraid of asking them. I am convinced there are no stupid questions. There is nothing more precious in the world 2 than knowledge, and books are worth their weight in gold to me. I always have an ill-timed anecdote about my research and experiments, which is 3 master’s never as appropriate for the situation as I think. believe in being organized and orderly in all 4 Iaspects of life. quality of a city can be measured in the 5 The size of its libraries and academies. like to break things to see how they work, 6 Iand how to remake them. talk a lot when I’m nervous. A lot. Usually 7 Idelivering essays on magical subjects. convinced that other arcane students will 8 I’m consider me a test subject and not a peer. d6 Ideal A day without learning is a day 1 Research. wasted. (Neutral) It would be a waste not to 2 Experimentation. see what this curse is capable of. (Chaos) Let’s not get carried away by 3 Rationality. thinking with our emotions. (Lawful) I will study and utilize my curse 4 Breakthrough. to build a better life for others. (Good) At the end of the day, all that 5 Selfishness. matters is furthering my own research. (Evil) I want my name to be listed among the 6 Fame. greatest arcane researchers. (Any) d6 Bond 1 I will make my master proud of me. must find a cure for this curse, not for my 2 Iown sake, but for others. parents gave up everything to win my 3 My apprenticeship. I must repay them. of my efforts and study are for the good of 4 All generations to follow me. will do anything to serve and aid the magic 5 Ischool where I studied. 6 My fellow apprentices are like siblings to me. d6 Flaw think straight in a messy environment. 1 IItcan’t clouds my mind. take a little too much pride in telling people 2 Iwhen they’re wrong. I can’t admit that I don’t know something, 3 and I’m prone to making up details and presenting them as fact. judge the failings of others harshly, and treat 4 Imy own failings as catastrophic. I have a magic subject to study, I may 5 When forego food or sleep. 6 I will do anything for the opportunity to learn. 62 Sacrifice Suitable for lycanthrope or vampire. You lived much of your life under the gaze of a powerful beast. It was an accepted fact of life that an evil creature considered your home to be part of its territory, and your people to be cattle for the slaughter. In spite of this you worked to build a life for yourself. That life was a relatively ordinary one in spite of the surrounding circumstances until it was decided that you held more value to your community as a sacrifice than you did as a contributing citizen. You might have listened as the votes were counted and your neighbors nominated you, or perhaps you were drug from your home in the middle of the night without warning. Perhaps the choice was made by the local oracle, who hung a marker above your door to signal to the beast that you were being offered up. Regardless of how it came to be you were offered up, and the sacrifice was taken. Whereas others have died or become enslaved, you awoke with your wits about you still and a strange new power coursing through your veins. You had served your people as their sacrifice but now they looked upon you in terror. You no longer hold a place among them, and it is time you venture out into the world. Skill Proficiencies: Animal Handling, Survival Tool Proficiencies: One type of artisan’s tools, vehicles (land) Equipment: A small knife, a mess kit, a trinket from your hometown, a set of traveler’s clothes, and a pouch containing 10 gp Feature: Walk Among The People You fit in amongst the common folk with ease, as long as you are able to hide the visible signs of your cursed affliction. You can find a place to hide, rest, or recuperate among other commoners unless you have shown yourself to be a danger to them. They will shield you from accusations of being a lycanthrope, vampire, or other cursed creature for as long as they believe you to not be afflicted though they will not risk their lives for you. 63 Suggested Characteristics A sacrifice probably never intended to become an adventurer before their life took a drastic turn. They likely had plans to pursue a trade, maintain a home, and live out their life as a productive member of their community. Taking on a cursed class will be a shock to their system and they may find themselves feeling like a fish out of water. d8 Personality Trait always wanted to be an adventurer, I just 1 Ididn’t think it would happen like this. I don’t even notice when I grunt 2 Sometimes or growl in place of using actual words. try to apply rural bumpkin logic, experience, 3 Iand solutions to everything. manners escape me often, and I may 4 Table snarl if anyone gets near my plate. entirely oblivious to how out-of-my5 I’m element I may be at any given time. don’t know how to behave like a noble but 6 Ithat will never stop me from trying. there’s one thing I’ve learned, it’s that 7 If small-town life is preferable to adventuring. I don’t see why I should let a little curse that me to hunger for mortal flesh and 8 causes blood stop me from living my life to the fullest. d6 Ideal I just want to return to the simple life I 1 Peace. once had. (Neutral) I want those who sacrificed me to 2 Revenge. know the fear and pain I felt. (Evil) Life is like a river and I must go with 3 Change. the flow, even in violent rapids. (Chaos) Everything happens for a reason. I just 4 Faith. have to figure out my purpose. (Lawful) I feel closer to the wild than ever, and 5 Nature. I want to embrace it freely. (Any) Break The Circle. I wasn’t the first sacrifice 6 made, but I will be the last. I must end the beast before anyone else falls victim. (Good) d6 Bond still care for my neighbors and would 1 Isacrifice myself again for their sakes. home is my home, and I will return to my 2 My land one day, regardless of its people. I became afflicted, I had a lover, and I 3 Before hope to see them again someday. I fled from home, I was taken in by a 4 After kindly old hermit. I want to repay them. want to return home to see my family and 5 Ilet them know I’m safe. hold a grudge against all those who let me 6 Ibe sacrificed. d6 Flaw don’t trust easily. I always assume others 1 Iwill betray me. 2 When I drink too much, I get a little... feral. trust too quickly and share my secrets too 3 Ieasily. the hunger inside of me, always worried 4 II’llfear hurt someone I care for. I can’t be held responsible for what I 5 Sorry, do in the moonlight. enamored with the idea that now I am the 6 I’m hunter in power, and others my prey. 64 Guardian Suitable for bound spirit or floraspawn. Your dedication to the vows you have taken in life has never wavered, never been questioned by anyone but a fool. Much of your life has been spent honing your body to carry out the tasks that have been asked of you. You are a guardian whether of a living being, a material place or object, or even the guardian of something more ephemeral like oral history or spiritual teachings. However, the limitations of the mortal body make for a frail protector of ageless things without a little extra help. Whether you chose to give your body to your cause and accept the changes that you have been blessed with or your fragile mortal body fell and your life was saved only by the curse, the results are the same: You are now an ageless guardian, with an eternity to uphold your vows. 65 Skill Proficiencies: Intimidation, Religion Tool Proficiencies: One type of artisan’s tools, musical instrument Equipment: A symbol of your vows or order, a musical instrument (one of your choice), a set of common clothes or vestments, and a pouch containing 10 gp Feature: Knowledge of Sanctity Your familiarity with sanctified, protected spaces allows you to more easily recognize them even when formed by faiths, orders, or organizations different from your own. You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks to detect the presence of a guardian in spaces that currently have or have previously had a guardian like yourself. Suggested Characteristics Guardians are dedicated people and their dedication is usually not limited only to their vows of stewardship. Instead of a wishy-washy personality, consider an individual who commits themselves fully to everything they set out to do. A Guardian doesn’t have to agree with everything that their organization believes and may have some deeply held disagreements, but their dedication to their purpose is nigh-unshakable. d8 Personality Trait all too accustomed to an ascetic life and 1 I’m luxuries make me uncomfortable. promise I make, no matter how small, is 2 Every a matter of honor for me. have little experience dealing with people 3 Iand the world at large outside of my peers. If I ever still my tongue, it’s still brutally 4 obvious to everyone that I want to say something. teacher spoke wisdom applicable to every 5 My situation and I’m always eager to share it. I’m technically immortal, but not 6 indestructible. I need to be reminded of this often. is for diplomats. I prefer a 7 Talking straightforward approach. problem, no matter how large or small, 8 Every is an exasperating test of my dedication. d6 Ideal I have all the time in the world to 1 Patience. wait out any problems. (Neutral) I want only to return to the duties 2 Normalcy. I’ve been taken away from. (Lawful) My vow has been broken, and so am I, 3 Pursuit. until I find another purpose. (Chaos) My traditions must be preserved, 4 Tradition. upheld, and taught to others. (Any) Good. No vow is worth more than the 5 Greater lives of the innocent. (Good) My pledge is worth more than 6 Relentless. anything or anyone. (Evil) d6 Bond order gave me shelter when I was alone in 1 My the world. I owe them everything. was given to my duty as an infant by my 2 Iparents. I wish to make them proud. was my teacher’s last pupil, and I must carry 3 Ion their teachings for a new generation. my youth, my sleep was filled with visions 4 In of my duty. My vow is destined. fellow guardians are like family to me, 5 My sworn by blood vows. I must make the most of the opportunities 6 granted to me, lest I let down my peers who did not receive this blessing. d6 Flaw I’m proud of my accomplishments in 1 guarding my vow and take note of them often. put no trust in others to safeguard what I 2 Ifind valuable. my daily rituals are interrupted, I feel 3 If unsettled for the whole day. have no sympathy for those who die in the 4 Iline of duty. They were weak and failed. My heart still can’t resist a pretty face or 5 pleasing words, regardless of my body or vows. I sometimes allow anger to cloud my 6 judgment and forget about my vows in the haze. 66 Discover other products by Cursed Classes authors... BE What Goes Bump In The Night Should an event as dramatic as a vampire bite or a brush with lycanthropy mean the end of an adventurer? No! Instead, open the next chapter of your adventurer's tale with their struggle or acceptance of their new found power. Cursed Classes allows your adventurers to grow with their afflictions, learning to conquer them. Writing & Design Credits Alex Clippinger - Lich. Bryan Holmes - Lycanthrope, Werebear, Wereboar, Wererat, Weretiger, Werewolf, Drowned, Wastes, Dark Master, Alp. Ryan Langr - Omniscient, Wereape, Wereraven, Werecrocodile, Avenger, Umbraged, Daywalker. Jacob S. Kellogg - Vampire. Isaac A. L. May - Floraspawn, Revenant, Spore Savant, Vegepeople, Wood Woad, and Baelnorn. Ashley May - Becoming Cursed chapter, infoboxes, backgrounds. Matthew Whitby - Bound Spirit, Suit of Armor, Flesh Golem, and Stone Golem. Technical Credits Editing by Kayla Bayens. Layout by Ashley May. Art Credits Dana Braga - Cover, class icons, and interior art on pages 12, 19, 21, 32, 42, and 50. Dean Spencer - Interior art on pages 31, 41, and 58. Bryan Holmes - Interior art on page 23. Bradley K McDevitt - Interior art on page 39. CleoStarr - Interior art on page 43. Fat Goblin Games - Interior art on page 47. All other CC0 artwork sourced from Pixabay, Unsplash, and Wikimedia Commons. WWW.GMBINDER.COM